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		<id>https://rimworldwiki.com/index.php?title=Skills&amp;diff=179838</id>
		<title>Skills</title>
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		<updated>2026-04-29T16:44:58Z</updated>

		<summary type="html">&lt;p&gt;Volatile depressive: /* List of skills */ cleaned up Animals section&lt;/p&gt;
&lt;hr /&gt;
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{| align=center&lt;br /&gt;
| {{Character_Properties_Nav}}&lt;br /&gt;
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{{Rewrite|reason=Verbose and circumspect. Needs cleanup, better layout and general tightening up. Over used of italics and bold.}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
[[File:skills_preview.png|right]][[File:skill_increase_anim.gif|268px|right|Increasing skills of a colonist that's currently building something.]]&lt;br /&gt;
Every human in RimWorld has a set of skills which govern their speed and success at various tasks.&lt;br /&gt;
&lt;br /&gt;
Performing relevant work awards Experience Points (XP) towards improving a pawn's '''skill level'''. Pawns also slowly lose XP over time, so constant practice at a skill is necessary to keep one's skill levels high. A pawn's various skills are displayed in the Bio tab of the pawn inspect pane.&lt;br /&gt;
&lt;br /&gt;
Pawns may have a Passion 🔥 or even a Double Passion 🔥🔥 for any particular skill, which increases their rate of XP gain and [[mood]] while performing related work. Conversely, a skill may be entirely prevented by a pawn's [[backstory]] or [[trait]]s, preventing them from performing relevant work. &lt;br /&gt;
&lt;br /&gt;
High skill levels grant improved speed or success in relevant jobs, up to Level 20. Conversely, a low skill level will result in slow or poor performance in related work, such as Construction failure, wild animal revenge, surgery failure, low harvest yields, or poor quality crafting products. &lt;br /&gt;
&lt;br /&gt;
The skills are Shooting, Melee, Construction, Mining, Cooking, Plants, Animals, Crafting, Artistic, Medical, Social, and Intellectual.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{see also|Training}}&lt;br /&gt;
Skills are improved by performing certain associated jobs, although some few related tasks do not provide skill experience (i.e. smelting, feeding incapacitated pawns, stone-cutting, cleaning).  Performing these tasks will earn the character experience points either per task completed or per second they are pursuing that task, both of which will eventually level up the skill. The resulting higher skill level then improves the performance in all associated tasks and types of work.  Skills are leveled up individually, and there is no single &amp;quot;character level&amp;quot; as in many role playing games.&lt;br /&gt;
&lt;br /&gt;
In some cases, special management tactics can be employed to more effectively or specifically steer the skill training in the colony, especially during periods of low work in colony development.  See the [[Training|main article on skill training]] for more information.&lt;br /&gt;
&lt;br /&gt;
=== Skills vs work types ===&lt;br /&gt;
Skills and work types (or &amp;quot;tasks&amp;quot;) are two different, but related, concepts.  In some cases, like &amp;quot;mine&amp;quot; (work type) and &amp;quot;mining&amp;quot; (skill), there is an almost perfect correspondence, but in many other cases there is not: the ''work types'' &amp;quot;tailor&amp;quot; and &amp;quot;smith&amp;quot;, for example, are associated with the ''crafting skill''.  Some tasks listed on the work tab do not even have an associated ''skill'' (eg. &amp;quot;haul&amp;quot;, &amp;quot;clean&amp;quot; and &amp;quot;firefight&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
The ''Work'' tab, where you assign tasks to colonists, indicates which skills are relevant for a given task (by mousing over a tick box).  It also shows you if the colonist has a ''passion'' for those skills (with an icon in the tick box), and if a significant proficiency has already been acquired (by emphasizing the tick box border).  Lower skill pawns have their work box darker, and higher skill pawns have it lighter. Extremely proficient pawns have a golden box. When assigning work to a pawn with low skill in a certain job, the box will have a red outline. Passions appear as extremely small flames at the bottom-right hand side of the work box. All these aspects are important for deciding how to assign tasks and types of work.&lt;br /&gt;
&lt;br /&gt;
In general, you want colonists to perform tasks they are ''good at'' (it is productive for your colony), as well as tasks they are ''passionate for'' (improves the associated skill faster and also keep them happy while working).&lt;br /&gt;
&lt;br /&gt;
=== Improving skills ===&lt;br /&gt;
{{Rewrite|section=1|reason=1) Other things affect GLF now, and table no longer accounts for every possible combination of GLF and passion 2) [[Ideoligion#Ranching]] precept inc effect and order of operations}}&lt;br /&gt;
Skill leveling in RimWorld is very similar to many role playing games: experience points are progressively earned, and then the skill is 'leveled up' when a certain XP threshold is reached. Importantly, the effect of a skill improves as level increases, but the experience point threshold for leveling up also increases. This means that '''leveling up a skill takes more XP and thus a longer time at high levels'''&lt;br /&gt;
&lt;br /&gt;
When a player pawn gains a new level in a skill, a text mote is displayed.&lt;br /&gt;
&lt;br /&gt;
Experience points are generally gained at a consistent rate per unit [[time]] - that is, while the rate may vary from one task to another, when performing a given task the only other factor in XP gain is the time spent doing it. High skill level often increases the speed at which a pawn performs related work, such as Cooking and Plant growing. As such, more tasks must be performed to spend the same amount of time working and thus gain the same amount of XP. &lt;br /&gt;
&lt;br /&gt;
This is not true for all tasks however, as some will simply give a lump sum of experience for each task completed, such as doctoring a wound.&lt;br /&gt;
&lt;br /&gt;
Regardless of how XP is gained, it is multiplied by Passion and [[Global Learning Factor]] in the following way:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Real XP gained = Global Learning Factor x [[#Passion|Passion Multiplier]] x Base XP gained &amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Additionally, there is a soft cap of 4000 '''net''' XP gained per day per skill. Any XP gains past this point are multiplied by 20%.{{Check Tag|Clarify|How does this work for chunks of experience? If some action were assigned to give a lump sum of 5000 experience, would a pawn gain the full 5000, or would the pawn gain 4200?}} This cap resets a few seconds after midnight. Any passive XP losses are applied against the net gain (e.g. if a pawn were to gain 4500 XP, but lose 1000, they would still remain 500 XP under the cap). Experience from [[Skilltrainer]]s does not apply to this cap, nor is it affected by the 20% multiplier.&lt;br /&gt;
&lt;br /&gt;
==== Passion ====&lt;br /&gt;
Passion for a given skill is indicated by the presence of flame icons next to the skill experience bar on the character's [[Bio]] tab. These passions increases the rate at which a pawn learns specific skills, and may provide them a [[mood]] boost when performing activities related to the skill. Skill gains from using a [[skilltrainer]] are influenced by ''passion'', making the item more valuable when used by characters with a passion for the associated skill. Typically, passion cannot be gained or lost in an adult pawn's lifetime, however [[children]]{{BiotechIcon}} may gain passions at [[growth moment]]s and the addition or removal of [[Genes#Aptitudes|Skill Aptitude xenogenes]]{{BiotechIcon}} can also affect passions.{{Check Tag|Incapable of?|What happens to passions on a suppressed skill when a pawns becomes incapable? Some tasks that use that skill can still be performed, despite the incapability and its effects are needed}}&lt;br /&gt;
&lt;br /&gt;
The three levels of passion are:&lt;br /&gt;
{| &lt;br /&gt;
|-&lt;br /&gt;
| || '''''None: ''''' || &amp;amp;nbsp;No flames. 35% multiplier on experience gain. This is the most common passion level.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:PassionMinor.png|24px|left]] || '''Interested: ''' || &amp;amp;nbsp;One flame. 100% multiplier on experience gain and +8 mood (&amp;quot;Minor passion for my work&amp;quot;) while performing related tasks.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:PassionMajor.png|24px|left]]  || '''Burning: ''' || &amp;amp;nbsp;Two flames. 150% multiplier on experience gain and +14 mood (&amp;quot;Burning passion for my work&amp;quot;) while performing related tasks.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Global Learning Factor ====&lt;br /&gt;
{{See also|Global Learning Factor}}&lt;br /&gt;
&lt;br /&gt;
A pawn has a default Global Learning Factor of 100%. Some traits, implants, Genes, and Hediffs can effect Global Learning Factor as an Offset, or a factor. Offsets are added to the base value of 100%. Then, the sum is multiplied by any applicable factors. For example, a pawn with the Fast Learner trait and a Learning Assistant implant has a final Global Learning Factor of 195%.&lt;br /&gt;
&lt;br /&gt;
'''Offsets'''&lt;br /&gt;
* [[Too smart|Too Smart]] trait: {{+|75%}}, while also inflicting a penalty to [[Mental Break Threshold|mental break threshold]].&lt;br /&gt;
* [[Fast learner|Fast Learner]] trait: {{+|75%}}&lt;br /&gt;
* [[Slow learner|Slow Learner]] trait: {{--|75%}}&lt;br /&gt;
* [[Learning assistant]] implant {{RoyaltyIcon}}: {{+|20%}}&lt;br /&gt;
* [[Neural supercharger]] building {{IdeologyIcon}}: {{+|25%}}&lt;br /&gt;
* [[Gene#Quick study|Quick study]] gene {{BiotechIcon}}: {{+|50%}}&lt;br /&gt;
&lt;br /&gt;
'''Factors'''&lt;br /&gt;
* [[Gene#Slow study|Slow study]] gene {{BiotechIcon}}: {{Bad|×50%}}&lt;br /&gt;
&lt;br /&gt;
==== Experience multiplier table ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Global Learning Factor !! 25% !! 45% !! 50% !! 70% !! 100% !! 120% !! 125% !! 145% !! 175% !! 195% !! 200% !! 220% !! 250% !! 270% !! 275% !! 295% !! 300% !! 305% !! 320% !! 325% !! 345% &lt;br /&gt;
|-&lt;br /&gt;
! ''None'' &lt;br /&gt;
| {{#expr: 0.35* 25}}% || {{#expr: 0.35* 45}}% || {{#expr: 0.35* 50}}% || {{#expr: 0.35* 70}}% || {{#expr: 0.35* 100}}% || {{#expr: 0.35* 120}}% || {{#expr: 0.35* 125}}% || {{#expr: 0.35* 145}}% || {{#expr: 0.35* 175}}% || {{#expr: 0.35* 195}}% || {{#expr: 0.35* 200}}% || {{#expr: 0.35* 220}}% || {{#expr: 0.35* 250}}% || {{#expr: 0.35* 270}}% || {{#expr: 0.35* 275}}% || {{#expr: 0.35* 295}}% || {{#expr: 0.35* 300}}% || {{#expr: 0.35* 305}}% || {{#expr: 0.35* 320}}% || {{#expr: 0.35* 325}}% || {{#expr: 0.35* 345}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[File:PassionMinor.png|frameless]] &lt;br /&gt;
| 25% || 45% || 50% || 70% || 100% || 120% || 125% || 145% || 175% || 195% || 200% || 220% || 250% || 270% || 275% || 295% || 300% || 305% || 320% || 325% || 345% &lt;br /&gt;
|-&lt;br /&gt;
! [[File:PassionMajor.png|frameless]]  &lt;br /&gt;
| {{#expr: 1.5* 25}}% || {{#expr: 1.5* 45}}% || {{#expr: 1.5* 50}}% || {{#expr: 1.5* 70}}% || {{#expr: 1.5* 100}}% || {{#expr: 1.5* 120}}% || {{#expr: 1.5* 125}}% || {{#expr: 1.5* 145}}% || {{#expr: 1.5* 175}}% || {{#expr: 1.5* 195}}% || {{#expr: 1.5* 200}}% || {{#expr: 1.5* 220}}% || {{#expr: 1.5* 250}}% || {{#expr: 1.5* 270}}% || {{#expr: 1.5* 275}}% || {{#expr: 1.5* 295}}% || {{#expr: 1.5* 300}}% || {{#expr: 1.5* 305}}% || {{#expr: 1.5* 320}}% || {{#expr: 1.5* 325}}% || {{#expr: 1.5* 345}}% &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Decay ===&lt;br /&gt;
Beyond skill level 10, XP points are continuously drained away. A skill level is lost only after falling to 0 XP points, and then losing a further 1000 points, preventing repeated level loss and gain right around a level threshold. Experience decay is strictly calculated based on the current skill level and is not directly affected by skill use; Instead, gained XP simply cancels out loss, and vice versa.&lt;br /&gt;
&lt;br /&gt;
XP decays at an accelerated rate with higher skill levels.  This means that all XP earned after 55,000 total XP (level 10) effectively has less value, especially for skills that a colonist does not use frequently, because it will disappear. In most cases, XP is gained by ''time spent'' on a skill, and not by effective work performed: Working faster does not make it easier or faster to gain XP, or compensate the decay loss. Level 20 (max level) is very difficult to acquire, usually only achievable by colonists solely dedicated to a single profession. &lt;br /&gt;
&lt;br /&gt;
The [[Great memory]] trait halves the skill decay rate for a pawn. The [[Perfect memory]] trait, which is only found on some [[Creepjoiner]]s,{{AnomalyIcon}} will entirely prevent all skill decay.&lt;br /&gt;
&lt;br /&gt;
=== Skill point acquisition strategy ===&lt;br /&gt;
{{Stub|section=1|reason=Need at least simple introduction on which jobs and skills benefit from experts vs more hands and why - e.g. cooks beyond skill 9 = More hands, plant harvesting and crafting = experts.}}&lt;br /&gt;
The above implies that on average it is better to spread out the skill training over several colonists instead of having only one &amp;quot;expert&amp;quot;, except for the artisan professions where it is usually good to have true experts in the colony.&lt;br /&gt;
&lt;br /&gt;
For example, you need to acquire about 150,000 XP to make one colonist a &amp;quot;region-known master&amp;quot; (level 16); the same amount of XP would be enough to have ''three'' colonists at level 9 (&amp;quot;solid professional&amp;quot;).  This avoids the risk of losing the only pawn that is capable of the task, and in most cases three level-9 workers are better than a single level-16 expert. Creating anything [[quality]] is a notable exception to this.&lt;br /&gt;
&lt;br /&gt;
=== Experience table ===&lt;br /&gt;
Level 20 is the highest skill level achievable for a pawn.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Name&lt;br /&gt;
! Total experience required&lt;br /&gt;
! Experience till next level&lt;br /&gt;
! Experience decay rate (exp/day)&lt;br /&gt;
|-&lt;br /&gt;
| -&lt;br /&gt;
| Incapable&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| Barely heard of it&lt;br /&gt;
| 0&lt;br /&gt;
| 1000&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Utter Beginner&lt;br /&gt;
| 1000&lt;br /&gt;
| 2000&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Beginner&lt;br /&gt;
| 3000&lt;br /&gt;
| 3000&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Basic Familiarity&lt;br /&gt;
| 6000&lt;br /&gt;
| 4000&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Some Familiarity&lt;br /&gt;
| 10000&lt;br /&gt;
| 5000&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Significant Familiarity&lt;br /&gt;
| 15000&lt;br /&gt;
| 6000&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Capable Amateur&lt;br /&gt;
| 21000&lt;br /&gt;
| 7000&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Weak Professional&lt;br /&gt;
| 28000&lt;br /&gt;
| 8000&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| Employable Professional&lt;br /&gt;
| 36000&lt;br /&gt;
| 9000&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| Solid Professional&lt;br /&gt;
| 45000&lt;br /&gt;
| 10000&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| Skilled Professional&lt;br /&gt;
| 55000&lt;br /&gt;
| 12000&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| Very skilled Professional&lt;br /&gt;
| 67000&lt;br /&gt;
| 14000&lt;br /&gt;
| 60&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| Expert&lt;br /&gt;
| 81000&lt;br /&gt;
| 16000&lt;br /&gt;
| 120&lt;br /&gt;
|-&lt;br /&gt;
| 13&lt;br /&gt;
| Strong Expert&lt;br /&gt;
| 97000&lt;br /&gt;
| 18000&lt;br /&gt;
| 180&lt;br /&gt;
|-&lt;br /&gt;
| 14&lt;br /&gt;
| Master&lt;br /&gt;
| 115000&lt;br /&gt;
| 20000&lt;br /&gt;
| 300&lt;br /&gt;
|-&lt;br /&gt;
| 15&lt;br /&gt;
| Strong Master&lt;br /&gt;
| 135000&lt;br /&gt;
| 22000&lt;br /&gt;
| 540&lt;br /&gt;
|-&lt;br /&gt;
| 16&lt;br /&gt;
| Region-Known Master&lt;br /&gt;
| 157000&lt;br /&gt;
| 24000&lt;br /&gt;
| 840&lt;br /&gt;
|-&lt;br /&gt;
| 17&lt;br /&gt;
| Region-Leading Master&lt;br /&gt;
| 181000&lt;br /&gt;
| 26000&lt;br /&gt;
| 1200&lt;br /&gt;
|-&lt;br /&gt;
| 18&lt;br /&gt;
| Planet-Known Master&lt;br /&gt;
| 207000&lt;br /&gt;
| 28000&lt;br /&gt;
| 1800&lt;br /&gt;
|-&lt;br /&gt;
| 19&lt;br /&gt;
| Planet-Leading Master&lt;br /&gt;
| 235000&lt;br /&gt;
| 30000&lt;br /&gt;
| 2400&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| Legendary Master&lt;br /&gt;
| 265000&lt;br /&gt;
| 32000&lt;br /&gt;
| 3600&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that these values are considered before genes that affect skills. For example, a pawn with good social would only need 1000 experience points to get from level 4 to 5.&lt;br /&gt;
&lt;br /&gt;
== List of skills ==&lt;br /&gt;
{{Split|section=1|reason=Split into individual skill pages and leave short summaries and links here. will allow better explanations of what trains each skill and how, and allow training considerations to be added}}&lt;br /&gt;
&lt;br /&gt;
In the following sections, all XP values listed assume an &amp;quot;Interested&amp;quot; 🔥 passion with a 100% Learning Speed.  Note that this is not the &amp;quot;default&amp;quot; rate; &amp;quot;no passion&amp;quot; with 35% XP gain is far more common.&lt;br /&gt;
&lt;br /&gt;
=== Animals ===&lt;br /&gt;
{{For|a list of skills that animals can learn|Animals#Training}}&lt;br /&gt;
The animals skill determines how well a character handles wild and domesticated animals, and decreases the revenge chance while hunting.&lt;br /&gt;
&lt;br /&gt;
Higher animals skill has the following benefits:&lt;br /&gt;
* Chance to tame a wild animal increases. Some animals can not even be attempted to be tamed if the animals skill is too low.&lt;br /&gt;
* Chance to successfully train a domesticated animal a command increases.&lt;br /&gt;
* Animal handling, such as milking and shearing certain livestock, becomes more efficient, with a lower chance of wasting products.&lt;br /&gt;
* More animal species can be assigned to Guard the pawn during combat or field work. An animal's Wildness stat determines the skill level required of an assigned master.&lt;br /&gt;
* Animal revenge becomes less likely during Hunting.&lt;br /&gt;
{{#ask:  [[Category:Stat]] [[Skill::Animals]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Artistic ===&lt;br /&gt;
The artistic skill is used to create [[beauty|beautiful]] works of art at an [[art bench]].  &lt;br /&gt;
&lt;br /&gt;
Higher skill increases the chance for a higher quality, in this case more beautiful, sculpture. Note that higher skill levels do not increase the speed of creating sculptures.&lt;br /&gt;
&lt;br /&gt;
The beauty and market value of sculptures increases tremendously at the highest quality levels.  Combined with the fact that trade partners pay more for works of art compared to other items, this makes ''artistic'' a useful skill outside of decorating the home base.&lt;br /&gt;
&lt;br /&gt;
Not very useful in the early game, but once you have a well-established colony, having a permanent artist would be beneficial to it.&lt;br /&gt;
&lt;br /&gt;
=== Construction ===&lt;br /&gt;
The ''construction'' skill governs a wide variety of colonist tasks, centered around creating structures in the game world; it is an essential skill in any colony:&lt;br /&gt;
* Making all kinds of structures, like furniture, walls, power lines and spaceship parts.  If a structure can be placed on the ground in form of a blueprint, its construction is usually facilitated by this skill.  Many structures require a minimum skill to make.&lt;br /&gt;
* Deconstructing existing structures back into raw materials.&lt;br /&gt;
* Building and tearing down roofs.&lt;br /&gt;
* Laying and removing flooring, like carpet, concrete and stone tiles.&lt;br /&gt;
* Smoothing rock walls and stone floors.&lt;br /&gt;
&lt;br /&gt;
Higher ''construction'' skill will&lt;br /&gt;
* allow the construction of more difficult to build structures.&lt;br /&gt;
* increase construction speed; the base speed at 0 construction skill is 50%, this is increased additively by 15% for every skill level.&lt;br /&gt;
* reduce the chance of a construction effort to be &amp;quot;botched&amp;quot;, which will result in some resources going to waste, and require the construction effort to be restarted (ie. all work is wasted).  The base chance of success is 75%, increasing by about 3% per skill level to 100% at skill level 8.&lt;br /&gt;
* increase the chance to make higher quality items, for items that have a quality rating, such as furniture.&lt;br /&gt;
&lt;br /&gt;
Construction outcomes are influenced by the [[manipulation]] and [[sight]] capacities of the colonist.&lt;br /&gt;
&lt;br /&gt;
Experience is gained continuously while working on a construction project. At 100% work speed this seems to translate to roughly 82 experience per point of work required.&lt;br /&gt;
&lt;br /&gt;
{{#ask:  [[Category:Stat]] [[Skill::Construction]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable text-center mw-collapsible mw-collapsed}}&lt;br /&gt;
|+ style=&amp;quot;white-space: nowrap;&amp;quot; |'''Items with a required Construction skill level:'''&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Level&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Skill 1::Construction]]&lt;br /&gt;
| ?Skill 1 Level=&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| limit = 999&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Skill 1 Level, Name}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cooking ===&lt;br /&gt;
The cooking skill affects how long it takes to cook [[meals]] and butcher dead creatures, as well as the [[Food Poison Chance]] for the person who eats the meal. It also affects [[Butchery Speed]] and [[Butchery Efficiency]], how much meat is produced when butchering.&lt;br /&gt;
&lt;br /&gt;
Cooking and butchering increase cooking skill.  It is also trained by making [[smokeleaf joint]]s at a drug lab and cooking [[psychite tea]] at a campfire or stove.&lt;br /&gt;
&lt;br /&gt;
A Cooking skill of {{Q|Lavish meal|Skill 1 Level}} is required to be able to cook every item, a skill of 9 achieves the minimum [[Food Poison Chance]], and a skill of 10 gives maximum [[Butchery Efficiency]] - assuming a healthy but otherwise unaugmented pawn. Levels above this only increase the speed of tasks. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Project&lt;br /&gt;
! Experience Given Per Task&lt;br /&gt;
|-&lt;br /&gt;
| Simple Meal&lt;br /&gt;
| 60&lt;br /&gt;
|-&lt;br /&gt;
| Fine Meal&lt;br /&gt;
| 110&lt;br /&gt;
|-&lt;br /&gt;
| Lavish meal&lt;br /&gt;
| 160&lt;br /&gt;
|-&lt;br /&gt;
| Pemmican&lt;br /&gt;
| 80&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{#ask:  [[Category:Stat]] [[Skill::Cooking]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable text-center mw-collapsible mw-collapsed}}&lt;br /&gt;
|+ style=&amp;quot;white-space: nowrap;&amp;quot; |'''Items with a required Cooking skill level:'''&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Level&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Skill 1::Cooking]]&lt;br /&gt;
| ?Skill 1 Level=&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| limit = 999&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Skill 1 Level, Name}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Crafting ===&lt;br /&gt;
The crafting skill affects the creation of many of the items under the [[Work#Smith|smith]], [[Work#Tailor|tailor]] and [[Work#Craft|craft]] work types. It does so in two ways; crafting quality and minimum crafting levels.&lt;br /&gt;
&lt;br /&gt;
A pawn's Crafting skill is a driving factor in the [[Quality]] of produced [[Clothing]], [[Armor]], and [[Weapons]]. The quality of things such as [[Sculptures]] and [[Buildings]] are instead controlled by the [[#Artistic|Artistic]] and [[#Construction|Construction]] skills respectively.&lt;br /&gt;
&lt;br /&gt;
The speed of production for these tasks is unrelated to Crafting level, however, and is instead completely dependent on a pawn's [[General Labor Speed]] and the amount of labor required in the bill. &lt;br /&gt;
&lt;br /&gt;
Many work [[bill|bills]] of the [[Work#Smith|Smith]], [[Work#Tailor|Tailor]] and [[Work#Craft|Craft]] work types have a required minimum Crafting skill level. This restricts the creation of some items to skilled crafters regardless of their possible quality.&lt;br /&gt;
&lt;br /&gt;
The Crafting skill also determines the time required to shred [[mechanoid]]s, and the amount of resources produced from doing so.&lt;br /&gt;
&lt;br /&gt;
{{#ask:  [[Category:Stat]] [[Skill::Crafting]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable text-center mw-collapsible mw-collapsed}}&lt;br /&gt;
|+ style=&amp;quot;white-space: nowrap;&amp;quot; | '''Items with a required Crafting skill level:'''&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Level&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Skill 1::Crafting]]&lt;br /&gt;
| ?Skill 1 Level=&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| limit = 999&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Skill 1 Level, Name}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Medical ===&lt;br /&gt;
{{Main|Doctoring}}&lt;br /&gt;
&lt;br /&gt;
The ''Medical'' skill level is the main factor for medical treatment quality and speed, surgery speed and surgery success chance. &lt;br /&gt;
&lt;br /&gt;
Low quality treatment will increase the chance of [[infection]], and the likelihood of permanent health conditions such as ''scars'', in turn leading to chronic pain.  Certain scars cause more than 10% pain, permanently weakening the ''consciousness'' of the patient, which reduces their work performance.&lt;br /&gt;
&lt;br /&gt;
Medical ''surgery'', if not successful, can fail in minor or major ways, even causing the death of the patient.  The success rate is not only determined by the ''medical'' skill, but also other character stats like ''manipulation'', ''eye sight'' and ''consciousness''.  It is not advisable to let an impaired doctor perform surgery.&lt;br /&gt;
&lt;br /&gt;
Higher grade [[medicine]] and medical equipment like [[hospital bed]]s and a [[sterile tile|sterile]] environment significantly boost the effectiveness of all medical treatments, independent of the skill level of the doctor.&lt;br /&gt;
&lt;br /&gt;
Medical skill can be trained very quickly by performing euthanasia on fast-breeding animals such as chickens.  This costs 1 medicine per procedure, but only requires [[herbal medicine]].  The procedure can be scheduled in the respective animal's ''health'' tab, and an animal sleeping spot must be available to perform the euthanasia.&lt;br /&gt;
&lt;br /&gt;
Performing ''surgery'' trains the ''medical'' skill.  The amount of XP that is awarded only depends on the duration of the procedure (varying by procedure and ''medical operation speed'' of the surgeon).&lt;br /&gt;
&lt;br /&gt;
{{#ask:  [[Category:Stat]] [[Skill::Medical]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Melee ===&lt;br /&gt;
The melee skill determines a characters' effectiveness with [[melee weapons]] namely, their chance to:&lt;br /&gt;
* Land a hit in melee (''see [[Melee Hit Chance]]'')&lt;br /&gt;
* Dodge a melee attack, when not aiming or firing a ranged weapon (''see [[Melee Dodge Chance]]'')&lt;br /&gt;
The tables below are post-processed chances for a healthy pawn.&lt;br /&gt;
{{col-begin|width=60}}&lt;br /&gt;
&amp;lt;div class=&amp;quot;center&amp;quot; style=&amp;quot;width:auto; margin-left:auto; margin-right:auto;&amp;quot;&amp;gt;'''Chance to hit'''&amp;lt;/div&amp;gt;&lt;br /&gt;
{| {{STDT| c_12 text-center}}&lt;br /&gt;
!Skill Level&lt;br /&gt;
!Standard&lt;br /&gt;
!Brawler&lt;br /&gt;
!Skill Level&lt;br /&gt;
!Standard&lt;br /&gt;
!Brawler&lt;br /&gt;
|-&lt;br /&gt;
!0&lt;br /&gt;
|50%&lt;br /&gt;
|62%&lt;br /&gt;
! -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
!1&lt;br /&gt;
|53%&lt;br /&gt;
|65%&lt;br /&gt;
!11&lt;br /&gt;
|81%&lt;br /&gt;
|85%&lt;br /&gt;
|-&lt;br /&gt;
!2&lt;br /&gt;
|56%&lt;br /&gt;
|68%&lt;br /&gt;
!12&lt;br /&gt;
|82%&lt;br /&gt;
|86%&lt;br /&gt;
|-&lt;br /&gt;
!3&lt;br /&gt;
|59%&lt;br /&gt;
|71%&lt;br /&gt;
!13&lt;br /&gt;
|83%&lt;br /&gt;
|87%&lt;br /&gt;
|-&lt;br /&gt;
!4&lt;br /&gt;
|62%&lt;br /&gt;
|74%&lt;br /&gt;
!14&lt;br /&gt;
|84%&lt;br /&gt;
|88%&lt;br /&gt;
|-&lt;br /&gt;
!5&lt;br /&gt;
|65%&lt;br /&gt;
|77%&lt;br /&gt;
!15&lt;br /&gt;
|85%&lt;br /&gt;
|89%&lt;br /&gt;
|-&lt;br /&gt;
!6&lt;br /&gt;
|68%&lt;br /&gt;
|80%&lt;br /&gt;
!16&lt;br /&gt;
|86%&lt;br /&gt;
|90%&lt;br /&gt;
|-&lt;br /&gt;
!7&lt;br /&gt;
|71%&lt;br /&gt;
|81%&lt;br /&gt;
!17&lt;br /&gt;
|87%&lt;br /&gt;
|90.3%&lt;br /&gt;
|-&lt;br /&gt;
!8&lt;br /&gt;
|74%&lt;br /&gt;
|82%&lt;br /&gt;
!18&lt;br /&gt;
|88%&lt;br /&gt;
|90.6%&lt;br /&gt;
|-&lt;br /&gt;
!9&lt;br /&gt;
|77%&lt;br /&gt;
|83%&lt;br /&gt;
!19&lt;br /&gt;
|89%&lt;br /&gt;
|90.9%&lt;br /&gt;
|-&lt;br /&gt;
!10&lt;br /&gt;
|80%&lt;br /&gt;
|84%&lt;br /&gt;
!20&lt;br /&gt;
|90%&lt;br /&gt;
|91.2%&lt;br /&gt;
|}&lt;br /&gt;
{{col-2|width=60}}&lt;br /&gt;
&amp;lt;div class=&amp;quot;center&amp;quot; style=&amp;quot;width:auto; margin-left:auto; margin-right:auto;&amp;quot;&amp;gt;'''Chance to dodge'''&amp;lt;/div&amp;gt;&lt;br /&gt;
{| {{STDT| c_12 text-center}}&lt;br /&gt;
!Skill Level&lt;br /&gt;
!Standard&lt;br /&gt;
!Nimble&lt;br /&gt;
!Skill Level&lt;br /&gt;
!Standard&lt;br /&gt;
!Nimble&lt;br /&gt;
|-&lt;br /&gt;
!0&lt;br /&gt;
|0%&lt;br /&gt;
|20%&lt;br /&gt;
! -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
!1&lt;br /&gt;
|0%&lt;br /&gt;
|22%&lt;br /&gt;
!11&lt;br /&gt;
|12%&lt;br /&gt;
|33%&lt;br /&gt;
|-&lt;br /&gt;
!2&lt;br /&gt;
|0%&lt;br /&gt;
|24%&lt;br /&gt;
!12&lt;br /&gt;
|14%&lt;br /&gt;
|33.5%&lt;br /&gt;
|-&lt;br /&gt;
!3&lt;br /&gt;
|0%&lt;br /&gt;
|26%&lt;br /&gt;
!13&lt;br /&gt;
|16%&lt;br /&gt;
|34%&lt;br /&gt;
|-&lt;br /&gt;
!4&lt;br /&gt;
|0%&lt;br /&gt;
|28%&lt;br /&gt;
!14&lt;br /&gt;
|18%&lt;br /&gt;
|34.5%&lt;br /&gt;
|-&lt;br /&gt;
!5&lt;br /&gt;
|0%&lt;br /&gt;
|30%&lt;br /&gt;
!15&lt;br /&gt;
|20%&lt;br /&gt;
|35%&lt;br /&gt;
|-&lt;br /&gt;
!6&lt;br /&gt;
|2%&lt;br /&gt;
|30.5%&lt;br /&gt;
!16&lt;br /&gt;
|22%&lt;br /&gt;
|35.5%&lt;br /&gt;
|-&lt;br /&gt;
!7&lt;br /&gt;
|4%&lt;br /&gt;
|31%&lt;br /&gt;
!17&lt;br /&gt;
|24%&lt;br /&gt;
|36%&lt;br /&gt;
|-&lt;br /&gt;
!8&lt;br /&gt;
|6%&lt;br /&gt;
|31.5%&lt;br /&gt;
!18&lt;br /&gt;
|26%&lt;br /&gt;
|36.5%&lt;br /&gt;
|-&lt;br /&gt;
!9&lt;br /&gt;
|8%&lt;br /&gt;
|32%&lt;br /&gt;
!19&lt;br /&gt;
|28%&lt;br /&gt;
|37%&lt;br /&gt;
|-&lt;br /&gt;
!10&lt;br /&gt;
|10%&lt;br /&gt;
|32.5%&lt;br /&gt;
!20&lt;br /&gt;
|30%&lt;br /&gt;
|37.5%&lt;br /&gt;
|}&lt;br /&gt;
{{col-end}}&lt;br /&gt;
{{#ask:  [[Category:Stat]] [[Skill::Melee]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Mining ===&lt;br /&gt;
The mining skill determines how long it takes for a colonist to mine out each rock, and how much they can obtain from each mineral vein mined.&lt;br /&gt;
&lt;br /&gt;
{{#ask:  [[Category:Stat]] [[Skill::Mining]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Intellectual ===&lt;br /&gt;
This skill affects the speed at which [[research]] is completed.&lt;br /&gt;
&lt;br /&gt;
{{#ask:  [[Category:Stat]] [[Skill::Intellectual]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Plants ===&lt;br /&gt;
The plants skill affects how fast a colonist sows and harvests growing zones, hydroponics and flower pots, and how fast trees and other vegetation is cut down. It also influences how much a colonist [[forage]]s while in a caravan. Some plants require a minimum plants skill in order to plant them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#ask:  [[Category:Stat]] [[Skill::Plants]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable text-center mw-collapsible mw-collapsed}}&lt;br /&gt;
|+ style=&amp;quot;white-space: nowrap;&amp;quot; | '''Plants with a minimum Plants skill level to sow:'''&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Level&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Category:Plants]] [[Minimum Required Growing Skill::&amp;gt;1]]&lt;br /&gt;
| ?Minimum Required Growing Skill=&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| limit = 999&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Minimum Required Growing Skill, Name}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Shooting ===&lt;br /&gt;
The shooting skill affects a character's [[Shooting Accuracy|accuracy]] with [[ranged weapons]].&lt;br /&gt;
&lt;br /&gt;
The table below shows post-processed shooting accuracy per tile of distance for each skill level and trait combination, assuming the pawn is healthy:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_12 text-center}}&lt;br /&gt;
!Skill Level&lt;br /&gt;
!Standard&lt;br /&gt;
!Careful Shooter&lt;br /&gt;
!Trigger-Happy&lt;br /&gt;
!Skill Level&lt;br /&gt;
!Standard&lt;br /&gt;
!Careful Shooter&lt;br /&gt;
!Trigger-Happy&lt;br /&gt;
|-&lt;br /&gt;
!0&lt;br /&gt;
|89%&lt;br /&gt;
|94.5%&lt;br /&gt;
|84%&lt;br /&gt;
! -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
!1&lt;br /&gt;
|91%&lt;br /&gt;
|95%&lt;br /&gt;
|85%&lt;br /&gt;
!11&lt;br /&gt;
|97.25%&lt;br /&gt;
|98.333%&lt;br /&gt;
|95%&lt;br /&gt;
|-&lt;br /&gt;
!2&lt;br /&gt;
|93%&lt;br /&gt;
|95.5%&lt;br /&gt;
|86%&lt;br /&gt;
!12&lt;br /&gt;
|97.5%&lt;br /&gt;
|98.5%&lt;br /&gt;
|95.5%&lt;br /&gt;
|-&lt;br /&gt;
!3&lt;br /&gt;
|93.5%&lt;br /&gt;
|96%&lt;br /&gt;
|87%&lt;br /&gt;
!13&lt;br /&gt;
|97.75%&lt;br /&gt;
|98.666%&lt;br /&gt;
|96%&lt;br /&gt;
|-&lt;br /&gt;
!4&lt;br /&gt;
|94%&lt;br /&gt;
|96.5%&lt;br /&gt;
|88%&lt;br /&gt;
!14&lt;br /&gt;
|98%&lt;br /&gt;
|98.833%&lt;br /&gt;
|96.5%&lt;br /&gt;
|-&lt;br /&gt;
!5&lt;br /&gt;
|94.5%&lt;br /&gt;
|97%&lt;br /&gt;
|89%&lt;br /&gt;
!15&lt;br /&gt;
|98.167%&lt;br /&gt;
|99%&lt;br /&gt;
|97%&lt;br /&gt;
|-&lt;br /&gt;
!6&lt;br /&gt;
|95%&lt;br /&gt;
|97.25%&lt;br /&gt;
|91%&lt;br /&gt;
!16&lt;br /&gt;
|98.333%&lt;br /&gt;
|99.125%&lt;br /&gt;
|97.25%&lt;br /&gt;
|-&lt;br /&gt;
!7&lt;br /&gt;
|95.5%&lt;br /&gt;
|97.5%&lt;br /&gt;
|93%&lt;br /&gt;
!17&lt;br /&gt;
|98.5%&lt;br /&gt;
|99.25%&lt;br /&gt;
|97.5%&lt;br /&gt;
|-&lt;br /&gt;
!8&lt;br /&gt;
|96%&lt;br /&gt;
|97.75%&lt;br /&gt;
|93.5%&lt;br /&gt;
!18&lt;br /&gt;
|98.666%&lt;br /&gt;
|99.313%&lt;br /&gt;
|97.75%&lt;br /&gt;
|-&lt;br /&gt;
!9&lt;br /&gt;
|96.5%&lt;br /&gt;
|98%&lt;br /&gt;
|94%&lt;br /&gt;
!19&lt;br /&gt;
|98.833%&lt;br /&gt;
|99.375%&lt;br /&gt;
|98%&lt;br /&gt;
|-&lt;br /&gt;
!10&lt;br /&gt;
|97%&lt;br /&gt;
|98.167%&lt;br /&gt;
|94.5%&lt;br /&gt;
!20&lt;br /&gt;
|99%&lt;br /&gt;
|99.438%&lt;br /&gt;
|98.167%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that shooting accuracy for the pawn is calculated '''per tile''', meaning that while a trivial increase (like 1% or so) in shooting accuracy may not matter up close, it can make a huge difference in long distances.&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
*A colonist with shooting accuracy of 99% has a base accuracy of 72.5% against a target 32 tiles away.&lt;br /&gt;
*With 98% accuracy, the base accuracy against the same target becomes only 52.4%.&lt;br /&gt;
&lt;br /&gt;
The base accuracy at various distances are listed when you check the information of a pawn. This can show the actual shooting performance of a pawn, especially at long ranges.&lt;br /&gt;
&lt;br /&gt;
{{#ask:  [[Category:Stat]] [[Skill::Shooting]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Social ===&lt;br /&gt;
The social skill affects the impact of social interactions on other characters' mood, the impact of gifts on faction relations, the recruitment chance for prisoners and trader prices.&lt;br /&gt;
A small amount of experience is gained every time two colonists have a social interaction with each other. Characters have a [[talking]] stat that somehow interacts with this skill&lt;br /&gt;
&lt;br /&gt;
{{#ask:  [[Category:Stat]] [[Skill::Social]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.0.245|0.0.245]] - Skills now cap at 20. Added cooking, medicine, artistic, crafting but currently do nothing. Rebalanced shooting and melee to make skill more important. Shooting accuracy split into misses due to equipment and misses due to skill.&lt;br /&gt;
* [[Version/0.2.363|0.2.363]] - High level skills now decay. Passions system added. &lt;br /&gt;
* [[Version/0.9.722|0.9.722]] - Old pawns now tend to spawn with higher skills. Low skill cooks can now cause food poisoning.&lt;br /&gt;
* [[Version/0.10.785|0.10.785]] - Passion flames are now displayed subtly on the work overview screen. Reduced skill degradation rate. Reworked how skills generate so there will be more initial skill variation and age affect starting skills more.&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Animals skill added.&lt;br /&gt;
* B19/1.0 - Doing passionate work now affects mood instead of recreation. Adjusted balance of learning rates for various skills. Easier: Melee, shooting, social. Harder: Intellectual, growing, mining.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Pawns will now not lose their skill levels until they fall 1000 XP under zero. This stops pawns from quickly leveling up and down around a threshold.  We now display a text mote when a player pawn gains a new level in a skill.&lt;br /&gt;
* [[Version/1.4.3527|1.4.3527]] - Fix: Can train shooting and melee on colony mechanoids.&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Volatile depressive</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Skills&amp;diff=179753</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Skills&amp;diff=179753"/>
		<updated>2026-04-28T11:33:10Z</updated>

		<summary type="html">&lt;p&gt;Volatile depressive: /* Improving skills */  clean-up, grammatical improvement *IMO&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Character_Properties_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End Nav --&amp;gt;&lt;br /&gt;
{{Rewrite|reason=Verbose and circumspect. Needs cleanup, better layout and general tightening up. Over used of italics and bold.}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
[[File:skills_preview.png|right]][[File:skill_increase_anim.gif|268px|right|Increasing skills of a colonist that's currently building something.]]&lt;br /&gt;
Every human in RimWorld has a set of skills which govern their speed and success at various tasks.&lt;br /&gt;
&lt;br /&gt;
Performing relevant work awards Experience Points (XP) towards improving a pawn's '''skill level'''. Pawns also slowly lose XP over time, so constant practice at a skill is necessary to keep one's skill levels high. A pawn's various skills are displayed in the Bio tab of the pawn inspect pane.&lt;br /&gt;
&lt;br /&gt;
Pawns may have a Passion 🔥 or even a Double Passion 🔥🔥 for any particular skill, which increases their rate of XP gain and [[mood]] while performing related work. Conversely, a skill may be entirely prevented by a pawn's [[backstory]] or [[trait]]s, preventing them from performing relevant work. &lt;br /&gt;
&lt;br /&gt;
High skill levels grant improved speed or success in relevant jobs, up to Level 20. Conversely, a low skill level will result in slow or poor performance in related work, such as Construction failure, wild animal revenge, surgery failure, low harvest yields, or poor quality crafting products. &lt;br /&gt;
&lt;br /&gt;
The skills are Shooting, Melee, Construction, Mining, Cooking, Plants, Animals, Crafting, Artistic, Medical, Social, and Intellectual.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{see also|Training}}&lt;br /&gt;
Skills are improved by performing certain associated jobs, although some few related tasks do not provide skill experience (i.e. smelting, feeding incapacitated pawns, stone-cutting, cleaning).  Performing these tasks will earn the character experience points either per task completed or per second they are pursuing that task, both of which will eventually level up the skill. The resulting higher skill level then improves the performance in all associated tasks and types of work.  Skills are leveled up individually, and there is no single &amp;quot;character level&amp;quot; as in many role playing games.&lt;br /&gt;
&lt;br /&gt;
In some cases, special management tactics can be employed to more effectively or specifically steer the skill training in the colony, especially during periods of low work in colony development.  See the [[Training|main article on skill training]] for more information.&lt;br /&gt;
&lt;br /&gt;
=== Skills vs work types ===&lt;br /&gt;
Skills and work types (or &amp;quot;tasks&amp;quot;) are two different, but related, concepts.  In some cases, like &amp;quot;mine&amp;quot; (work type) and &amp;quot;mining&amp;quot; (skill), there is an almost perfect correspondence, but in many other cases there is not: the ''work types'' &amp;quot;tailor&amp;quot; and &amp;quot;smith&amp;quot;, for example, are associated with the ''crafting skill''.  Some tasks listed on the work tab do not even have an associated ''skill'' (eg. &amp;quot;haul&amp;quot;, &amp;quot;clean&amp;quot; and &amp;quot;firefight&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
The ''Work'' tab, where you assign tasks to colonists, indicates which skills are relevant for a given task (by mousing over a tick box).  It also shows you if the colonist has a ''passion'' for those skills (with an icon in the tick box), and if a significant proficiency has already been acquired (by emphasizing the tick box border).  Lower skill pawns have their work box darker, and higher skill pawns have it lighter. Extremely proficient pawns have a golden box. When assigning work to a pawn with low skill in a certain job, the box will have a red outline. Passions appear as extremely small flames at the bottom-right hand side of the work box. All these aspects are important for deciding how to assign tasks and types of work.&lt;br /&gt;
&lt;br /&gt;
In general, you want colonists to perform tasks they are ''good at'' (it is productive for your colony), as well as tasks they are ''passionate for'' (improves the associated skill faster and also keep them happy while working).&lt;br /&gt;
&lt;br /&gt;
=== Improving skills ===&lt;br /&gt;
{{Rewrite|section=1|reason=1) Other things affect GLF now, and table no longer accounts for every possible combination of GLF and passion 2) [[Ideoligion#Ranching]] precept inc effect and order of operations}}&lt;br /&gt;
Skill leveling in RimWorld is very similar to many role playing games: experience points are progressively earned, and then the skill is 'leveled up' when a certain XP threshold is reached. Importantly, the effect of a skill improves as level increases, but the experience point threshold for leveling up also increases. This means that '''leveling up a skill takes more XP and thus a longer time at high levels'''&lt;br /&gt;
&lt;br /&gt;
When a player pawn gains a new level in a skill, a text mote is displayed.&lt;br /&gt;
&lt;br /&gt;
Experience points are generally gained at a consistent rate per unit [[time]] - that is, while the rate may vary from one task to another, when performing a given task the only other factor in XP gain is the time spent doing it. High skill level often increases the speed at which a pawn performs related work, such as Cooking and Plant growing. As such, more tasks must be performed to spend the same amount of time working and thus gain the same amount of XP. &lt;br /&gt;
&lt;br /&gt;
This is not true for all tasks however, as some will simply give a lump sum of experience for each task completed, such as doctoring a wound.&lt;br /&gt;
&lt;br /&gt;
Regardless of how XP is gained, it is multiplied by Passion and [[Global Learning Factor]] in the following way:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Real XP gained = Global Learning Factor x [[#Passion|Passion Multiplier]] x Base XP gained &amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Additionally, there is a soft cap of 4000 '''net''' XP gained per day per skill. Any XP gains past this point are multiplied by 20%.{{Check Tag|Clarify|How does this work for chunks of experience? If some action were assigned to give a lump sum of 5000 experience, would a pawn gain the full 5000, or would the pawn gain 4200?}} This cap resets a few seconds after midnight. Any passive XP losses are applied against the net gain (e.g. if a pawn were to gain 4500 XP, but lose 1000, they would still remain 500 XP under the cap). Experience from [[Skilltrainer]]s does not apply to this cap, nor is it affected by the 20% multiplier.&lt;br /&gt;
&lt;br /&gt;
==== Passion ====&lt;br /&gt;
Passion for a given skill is indicated by the presence of flame icons next to the skill experience bar on the character's [[Bio]] tab. These passions increases the rate at which a pawn learns specific skills, and may provide them a [[mood]] boost when performing activities related to the skill. Skill gains from using a [[skilltrainer]] are influenced by ''passion'', making the item more valuable when used by characters with a passion for the associated skill. Typically, passion cannot be gained or lost in an adult pawn's lifetime, however [[children]]{{BiotechIcon}} may gain passions at [[growth moment]]s and the addition or removal of [[Genes#Aptitudes|Skill Aptitude xenogenes]]{{BiotechIcon}} can also affect passions.{{Check Tag|Incapable of?|What happens to passions on a suppressed skill when a pawns becomes incapable? Some tasks that use that skill can still be performed, despite the incapability and its effects are needed}}&lt;br /&gt;
&lt;br /&gt;
The three levels of passion are:&lt;br /&gt;
{| &lt;br /&gt;
|-&lt;br /&gt;
| || '''''None: ''''' || &amp;amp;nbsp;No flames. 35% multiplier on experience gain. This is the most common passion level.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:PassionMinor.png|24px|left]] || '''Interested: ''' || &amp;amp;nbsp;One flame. 100% multiplier on experience gain and +8 mood (&amp;quot;Minor passion for my work&amp;quot;) while performing related tasks.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:PassionMajor.png|24px|left]]  || '''Burning: ''' || &amp;amp;nbsp;Two flames. 150% multiplier on experience gain and +14 mood (&amp;quot;Burning passion for my work&amp;quot;) while performing related tasks.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Global Learning Factor ====&lt;br /&gt;
{{See also|Global Learning Factor}}&lt;br /&gt;
&lt;br /&gt;
A pawn has a default Global Learning Factor of 100%. Some traits, implants, Genes, and Hediffs can effect Global Learning Factor as an Offset, or a factor. Offsets are added to the base value of 100%. Then, the sum is multiplied by any applicable factors. For example, a pawn with the Fast Learner trait and a Learning Assistant implant has a final Global Learning Factor of 195%.&lt;br /&gt;
&lt;br /&gt;
'''Offsets'''&lt;br /&gt;
* [[Too smart|Too Smart]] trait: {{+|75%}}, while also inflicting a penalty to [[Mental Break Threshold|mental break threshold]].&lt;br /&gt;
* [[Fast learner|Fast Learner]] trait: {{+|75%}}&lt;br /&gt;
* [[Slow learner|Slow Learner]] trait: {{--|75%}}&lt;br /&gt;
* [[Learning assistant]] implant {{RoyaltyIcon}}: {{+|20%}}&lt;br /&gt;
* [[Neural supercharger]] building {{IdeologyIcon}}: {{+|25%}}&lt;br /&gt;
* [[Gene#Quick study|Quick study]] gene {{BiotechIcon}}: {{+|50%}}&lt;br /&gt;
&lt;br /&gt;
'''Factors'''&lt;br /&gt;
* [[Gene#Slow study|Slow study]] gene {{BiotechIcon}}: {{Bad|×50%}}&lt;br /&gt;
&lt;br /&gt;
==== Experience multiplier table ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Global Learning Factor !! 25% !! 45% !! 50% !! 70% !! 100% !! 120% !! 125% !! 145% !! 175% !! 195% !! 200% !! 220% !! 250% !! 270% !! 275% !! 295% !! 300% !! 305% !! 320% !! 325% !! 345% &lt;br /&gt;
|-&lt;br /&gt;
! ''None'' &lt;br /&gt;
| {{#expr: 0.35* 25}}% || {{#expr: 0.35* 45}}% || {{#expr: 0.35* 50}}% || {{#expr: 0.35* 70}}% || {{#expr: 0.35* 100}}% || {{#expr: 0.35* 120}}% || {{#expr: 0.35* 125}}% || {{#expr: 0.35* 145}}% || {{#expr: 0.35* 175}}% || {{#expr: 0.35* 195}}% || {{#expr: 0.35* 200}}% || {{#expr: 0.35* 220}}% || {{#expr: 0.35* 250}}% || {{#expr: 0.35* 270}}% || {{#expr: 0.35* 275}}% || {{#expr: 0.35* 295}}% || {{#expr: 0.35* 300}}% || {{#expr: 0.35* 305}}% || {{#expr: 0.35* 320}}% || {{#expr: 0.35* 325}}% || {{#expr: 0.35* 345}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[File:PassionMinor.png|frameless]] &lt;br /&gt;
| 25% || 45% || 50% || 70% || 100% || 120% || 125% || 145% || 175% || 195% || 200% || 220% || 250% || 270% || 275% || 295% || 300% || 305% || 320% || 325% || 345% &lt;br /&gt;
|-&lt;br /&gt;
! [[File:PassionMajor.png|frameless]]  &lt;br /&gt;
| {{#expr: 1.5* 25}}% || {{#expr: 1.5* 45}}% || {{#expr: 1.5* 50}}% || {{#expr: 1.5* 70}}% || {{#expr: 1.5* 100}}% || {{#expr: 1.5* 120}}% || {{#expr: 1.5* 125}}% || {{#expr: 1.5* 145}}% || {{#expr: 1.5* 175}}% || {{#expr: 1.5* 195}}% || {{#expr: 1.5* 200}}% || {{#expr: 1.5* 220}}% || {{#expr: 1.5* 250}}% || {{#expr: 1.5* 270}}% || {{#expr: 1.5* 275}}% || {{#expr: 1.5* 295}}% || {{#expr: 1.5* 300}}% || {{#expr: 1.5* 305}}% || {{#expr: 1.5* 320}}% || {{#expr: 1.5* 325}}% || {{#expr: 1.5* 345}}% &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Decay ===&lt;br /&gt;
Beyond skill level 10, XP points are continuously drained away. A skill level is lost only after falling to 0 XP points, and then losing a further 1000 points, preventing repeated level loss and gain right around a level threshold. Experience decay is strictly calculated based on the current skill level and is not directly affected by skill use; Instead, gained XP simply cancels out loss, and vice versa.&lt;br /&gt;
&lt;br /&gt;
XP decays at an accelerated rate with higher skill levels.  This means that all XP earned after 55,000 total XP (level 10) effectively has less value, especially for skills that a colonist does not use frequently, because it will disappear. In most cases, XP is gained by ''time spent'' on a skill, and not by effective work performed: Working faster does not make it easier or faster to gain XP, or compensate the decay loss. Level 20 (max level) is very difficult to acquire, usually only achievable by colonists solely dedicated to a single profession. &lt;br /&gt;
&lt;br /&gt;
The [[Great memory]] trait halves the skill decay rate for a pawn. The [[Perfect memory]] trait, which is only found on some [[Creepjoiner]]s,{{AnomalyIcon}} will entirely prevent all skill decay.&lt;br /&gt;
&lt;br /&gt;
=== Skill point acquisition strategy ===&lt;br /&gt;
{{Stub|section=1|reason=Need at least simple introduction on which jobs and skills benefit from experts vs more hands and why - e.g. cooks beyond skill 9 = More hands, plant harvesting and crafting = experts.}}&lt;br /&gt;
The above implies that on average it is better to spread out the skill training over several colonists instead of having only one &amp;quot;expert&amp;quot;, except for the artisan professions where it is usually good to have true experts in the colony.&lt;br /&gt;
&lt;br /&gt;
For example, you need to acquire about 150,000 XP to make one colonist a &amp;quot;region-known master&amp;quot; (level 16); the same amount of XP would be enough to have ''three'' colonists at level 9 (&amp;quot;solid professional&amp;quot;).  This avoids the risk of losing the only pawn that is capable of the task, and in most cases three level-9 workers are better than a single level-16 expert. Creating anything [[quality]] is a notable exception to this.&lt;br /&gt;
&lt;br /&gt;
=== Experience table ===&lt;br /&gt;
Level 20 is the highest skill level achievable for a pawn.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Name&lt;br /&gt;
! Total experience required&lt;br /&gt;
! Experience till next level&lt;br /&gt;
! Experience decay rate (exp/day)&lt;br /&gt;
|-&lt;br /&gt;
| -&lt;br /&gt;
| Incapable&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| Barely heard of it&lt;br /&gt;
| 0&lt;br /&gt;
| 1000&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Utter Beginner&lt;br /&gt;
| 1000&lt;br /&gt;
| 2000&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Beginner&lt;br /&gt;
| 3000&lt;br /&gt;
| 3000&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Basic Familiarity&lt;br /&gt;
| 6000&lt;br /&gt;
| 4000&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Some Familiarity&lt;br /&gt;
| 10000&lt;br /&gt;
| 5000&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Significant Familiarity&lt;br /&gt;
| 15000&lt;br /&gt;
| 6000&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Capable Amateur&lt;br /&gt;
| 21000&lt;br /&gt;
| 7000&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Weak Professional&lt;br /&gt;
| 28000&lt;br /&gt;
| 8000&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| Employable Professional&lt;br /&gt;
| 36000&lt;br /&gt;
| 9000&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| Solid Professional&lt;br /&gt;
| 45000&lt;br /&gt;
| 10000&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| Skilled Professional&lt;br /&gt;
| 55000&lt;br /&gt;
| 12000&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| Very skilled Professional&lt;br /&gt;
| 67000&lt;br /&gt;
| 14000&lt;br /&gt;
| 60&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| Expert&lt;br /&gt;
| 81000&lt;br /&gt;
| 16000&lt;br /&gt;
| 120&lt;br /&gt;
|-&lt;br /&gt;
| 13&lt;br /&gt;
| Strong Expert&lt;br /&gt;
| 97000&lt;br /&gt;
| 18000&lt;br /&gt;
| 180&lt;br /&gt;
|-&lt;br /&gt;
| 14&lt;br /&gt;
| Master&lt;br /&gt;
| 115000&lt;br /&gt;
| 20000&lt;br /&gt;
| 300&lt;br /&gt;
|-&lt;br /&gt;
| 15&lt;br /&gt;
| Strong Master&lt;br /&gt;
| 135000&lt;br /&gt;
| 22000&lt;br /&gt;
| 540&lt;br /&gt;
|-&lt;br /&gt;
| 16&lt;br /&gt;
| Region-Known Master&lt;br /&gt;
| 157000&lt;br /&gt;
| 24000&lt;br /&gt;
| 840&lt;br /&gt;
|-&lt;br /&gt;
| 17&lt;br /&gt;
| Region-Leading Master&lt;br /&gt;
| 181000&lt;br /&gt;
| 26000&lt;br /&gt;
| 1200&lt;br /&gt;
|-&lt;br /&gt;
| 18&lt;br /&gt;
| Planet-Known Master&lt;br /&gt;
| 207000&lt;br /&gt;
| 28000&lt;br /&gt;
| 1800&lt;br /&gt;
|-&lt;br /&gt;
| 19&lt;br /&gt;
| Planet-Leading Master&lt;br /&gt;
| 235000&lt;br /&gt;
| 30000&lt;br /&gt;
| 2400&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| Legendary Master&lt;br /&gt;
| 265000&lt;br /&gt;
| 32000&lt;br /&gt;
| 3600&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that these values are considered before genes that affect skills. For example, a pawn with good social would only need 1000 experience points to get from level 4 to 5.&lt;br /&gt;
&lt;br /&gt;
== List of skills ==&lt;br /&gt;
{{Split|section=1|reason=Split into individual skill pages and leave short summaries and links here. will allow better explanations of what trains each skill and how, and allow training considerations to be added}}&lt;br /&gt;
Using or applying skills will give ''experience'' in the skill, and improve the character's proficiency.  How much experience is gained depends on the ''passion'' for the skill.  See [[#Passion|passion]] below.&lt;br /&gt;
&lt;br /&gt;
On this page, where experience gains are listed, an &amp;quot;Interested&amp;quot; passion with 100% skill gain is assumed.  Note that this is not the &amp;quot;default&amp;quot; passion; &amp;quot;no passion&amp;quot; at 35% gain is far more common.&lt;br /&gt;
&lt;br /&gt;
=== Animals ===&lt;br /&gt;
{{For|a list of skills that animals can learn|Animals#Training}}&lt;br /&gt;
The ''animals'' skill determines how well a character handles wild and domesticated animals, and increases the chance to go undetected while ''hunting'' wild animals.&lt;br /&gt;
&lt;br /&gt;
Higher ''animals'' skill has the following benefits:&lt;br /&gt;
* Chance to tame a wild animal increases.  Some animals can not even be attempted to be tamed if the ''animals'' skill is too low.&lt;br /&gt;
* Chance to successfully train a domesticated animal increases.&lt;br /&gt;
* Animal handling, such as ''milking'' and ''shearing'' certain livestock, becomes more efficient, with a lower chance of wasting products.&lt;br /&gt;
* Mastering an animal, as in having it follow you and obey your commands, becomes possible for more animal races.  The more ''wild'' a race is, the higher the ''animals'' skill required to be assigned its master.&lt;br /&gt;
* It becomes less likely for a colonist hunting an animal to be detected by the animal, and the animal retaliating.  It still requires ''shooting'' skill for the colonist to be able to kill the animal.&lt;br /&gt;
{{#ask:  [[Category:Stat]] [[Skill::Animals]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Artistic ===&lt;br /&gt;
The ''artistic'' skill is the proficiency to create [[beauty|beautiful]] works of art at an [[art bench]].  &lt;br /&gt;
&lt;br /&gt;
Higher skill increases the chance for a higher quality, in this case more beautiful, sculpture. Note that higher skill levels do not increase the speed of creating sculptures.&lt;br /&gt;
&lt;br /&gt;
The beauty and market value of sculptures increases tremendously at the highest quality levels.  Combined with the fact that trade partners pay more for works of art compared to other items, this makes ''artistic'' a useful skill outside of decorating the home base.&lt;br /&gt;
&lt;br /&gt;
Not very useful in the early game, but once you have a well-established colony, having a permanent artist would be beneficial to it.&lt;br /&gt;
&lt;br /&gt;
=== Construction ===&lt;br /&gt;
The ''construction'' skill governs a wide variety of colonist tasks, centered around creating structures in the game world; it is an essential skill in any colony:&lt;br /&gt;
* Making all kinds of structures, like furniture, walls, power lines and spaceship parts.  If a structure can be placed on the ground in form of a blueprint, its construction is usually facilitated by this skill.  Many structures require a minimum skill to make.&lt;br /&gt;
* Deconstructing existing structures back into raw materials.&lt;br /&gt;
* Building and tearing down roofs.&lt;br /&gt;
* Laying and removing flooring, like carpet, concrete and stone tiles.&lt;br /&gt;
* Smoothing rock walls and stone floors.&lt;br /&gt;
&lt;br /&gt;
Higher ''construction'' skill will&lt;br /&gt;
* allow the construction of more difficult to build structures.&lt;br /&gt;
* increase construction speed; the base speed at 0 construction skill is 50%, this is increased additively by 15% for every skill level.&lt;br /&gt;
* reduce the chance of a construction effort to be &amp;quot;botched&amp;quot;, which will result in some resources going to waste, and require the construction effort to be restarted (ie. all work is wasted).  The base chance of success is 75%, increasing by about 3% per skill level to 100% at skill level 8.&lt;br /&gt;
* increase the chance to make higher quality items, for items that have a quality rating, such as furniture.&lt;br /&gt;
&lt;br /&gt;
Construction outcomes are influenced by the [[manipulation]] and [[sight]] capacities of the colonist.&lt;br /&gt;
&lt;br /&gt;
Experience is gained continuously while working on a construction project. At 100% work speed this seems to translate to roughly 82 experience per point of work required.&lt;br /&gt;
&lt;br /&gt;
{{#ask:  [[Category:Stat]] [[Skill::Construction]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable text-center mw-collapsible mw-collapsed}}&lt;br /&gt;
|+ style=&amp;quot;white-space: nowrap;&amp;quot; |'''Items with a required Construction skill level:'''&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Level&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Skill 1::Construction]]&lt;br /&gt;
| ?Skill 1 Level=&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| limit = 999&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Skill 1 Level, Name}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cooking ===&lt;br /&gt;
The cooking skill affects how long it takes to cook [[meals]] and butcher dead creatures, as well as the [[Food Poison Chance]] for the person who eats the meal. It also affects [[Butchery Speed]] and [[Butchery Efficiency]], how much meat is produced when butchering.&lt;br /&gt;
&lt;br /&gt;
Cooking and butchering increase cooking skill.  It is also trained by making [[smokeleaf joint]]s at a drug lab and cooking [[psychite tea]] at a campfire or stove.&lt;br /&gt;
&lt;br /&gt;
A Cooking skill of {{Q|Lavish meal|Skill 1 Level}} is required to be able to cook every item, a skill of 9 achieves the minimum [[Food Poison Chance]], and a skill of 10 gives maximum [[Butchery Efficiency]] - assuming a healthy but otherwise unaugmented pawn. Levels above this only increase the speed of tasks. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Project&lt;br /&gt;
! Experience Given Per Task&lt;br /&gt;
|-&lt;br /&gt;
| Simple Meal&lt;br /&gt;
| 60&lt;br /&gt;
|-&lt;br /&gt;
| Fine Meal&lt;br /&gt;
| 110&lt;br /&gt;
|-&lt;br /&gt;
| Lavish meal&lt;br /&gt;
| 160&lt;br /&gt;
|-&lt;br /&gt;
| Pemmican&lt;br /&gt;
| 80&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{#ask:  [[Category:Stat]] [[Skill::Cooking]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable text-center mw-collapsible mw-collapsed}}&lt;br /&gt;
|+ style=&amp;quot;white-space: nowrap;&amp;quot; |'''Items with a required Cooking skill level:'''&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Level&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Skill 1::Cooking]]&lt;br /&gt;
| ?Skill 1 Level=&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| limit = 999&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Skill 1 Level, Name}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Crafting ===&lt;br /&gt;
The crafting skill affects the creation of many of the items under the [[Work#Smith|smith]], [[Work#Tailor|tailor]] and [[Work#Craft|craft]] work types. It does so in two ways; crafting quality and minimum crafting levels.&lt;br /&gt;
&lt;br /&gt;
A pawn's Crafting skill is a driving factor in the [[Quality]] of produced [[Clothing]], [[Armor]], and [[Weapons]]. The quality of things such as [[Sculptures]] and [[Buildings]] are instead controlled by the [[#Artistic|Artistic]] and [[#Construction|Construction]] skills respectively.&lt;br /&gt;
&lt;br /&gt;
The speed of production for these tasks is unrelated to Crafting level, however, and is instead completely dependent on a pawn's [[General Labor Speed]] and the amount of labor required in the bill. &lt;br /&gt;
&lt;br /&gt;
Many work [[bill|bills]] of the [[Work#Smith|Smith]], [[Work#Tailor|Tailor]] and [[Work#Craft|Craft]] work types have a required minimum Crafting skill level. This restricts the creation of some items to skilled crafters regardless of their possible quality.&lt;br /&gt;
&lt;br /&gt;
The Crafting skill also determines the time required to shred [[mechanoid]]s, and the amount of resources produced from doing so.&lt;br /&gt;
&lt;br /&gt;
{{#ask:  [[Category:Stat]] [[Skill::Crafting]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable text-center mw-collapsible mw-collapsed}}&lt;br /&gt;
|+ style=&amp;quot;white-space: nowrap;&amp;quot; | '''Items with a required Crafting skill level:'''&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Level&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Skill 1::Crafting]]&lt;br /&gt;
| ?Skill 1 Level=&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| limit = 999&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Skill 1 Level, Name}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Medical ===&lt;br /&gt;
{{Main|Doctoring}}&lt;br /&gt;
&lt;br /&gt;
The ''Medical'' skill level is the main factor for medical treatment quality and speed, surgery speed and surgery success chance. &lt;br /&gt;
&lt;br /&gt;
Low quality treatment will increase the chance of [[infection]], and the likelihood of permanent health conditions such as ''scars'', in turn leading to chronic pain.  Certain scars cause more than 10% pain, permanently weakening the ''consciousness'' of the patient, which reduces their work performance.&lt;br /&gt;
&lt;br /&gt;
Medical ''surgery'', if not successful, can fail in minor or major ways, even causing the death of the patient.  The success rate is not only determined by the ''medical'' skill, but also other character stats like ''manipulation'', ''eye sight'' and ''consciousness''.  It is not advisable to let an impaired doctor perform surgery.&lt;br /&gt;
&lt;br /&gt;
Higher grade [[medicine]] and medical equipment like [[hospital bed]]s and a [[sterile tile|sterile]] environment significantly boost the effectiveness of all medical treatments, independent of the skill level of the doctor.&lt;br /&gt;
&lt;br /&gt;
Medical skill can be trained very quickly by performing euthanasia on fast-breeding animals such as chickens.  This costs 1 medicine per procedure, but only requires [[herbal medicine]].  The procedure can be scheduled in the respective animal's ''health'' tab, and an animal sleeping spot must be available to perform the euthanasia.&lt;br /&gt;
&lt;br /&gt;
Performing ''surgery'' trains the ''medical'' skill.  The amount of XP that is awarded only depends on the duration of the procedure (varying by procedure and ''medical operation speed'' of the surgeon).&lt;br /&gt;
&lt;br /&gt;
{{#ask:  [[Category:Stat]] [[Skill::Medical]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Melee ===&lt;br /&gt;
The melee skill determines a characters' effectiveness with [[melee weapons]] namely, their chance to:&lt;br /&gt;
* Land a hit in melee (''see [[Melee Hit Chance]]'')&lt;br /&gt;
* Dodge a melee attack, when not aiming or firing a ranged weapon (''see [[Melee Dodge Chance]]'')&lt;br /&gt;
The tables below are post-processed chances for a healthy pawn.&lt;br /&gt;
{{col-begin|width=60}}&lt;br /&gt;
&amp;lt;div class=&amp;quot;center&amp;quot; style=&amp;quot;width:auto; margin-left:auto; margin-right:auto;&amp;quot;&amp;gt;'''Chance to hit'''&amp;lt;/div&amp;gt;&lt;br /&gt;
{| {{STDT| c_12 text-center}}&lt;br /&gt;
!Skill Level&lt;br /&gt;
!Standard&lt;br /&gt;
!Brawler&lt;br /&gt;
!Skill Level&lt;br /&gt;
!Standard&lt;br /&gt;
!Brawler&lt;br /&gt;
|-&lt;br /&gt;
!0&lt;br /&gt;
|50%&lt;br /&gt;
|62%&lt;br /&gt;
! -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
!1&lt;br /&gt;
|53%&lt;br /&gt;
|65%&lt;br /&gt;
!11&lt;br /&gt;
|81%&lt;br /&gt;
|85%&lt;br /&gt;
|-&lt;br /&gt;
!2&lt;br /&gt;
|56%&lt;br /&gt;
|68%&lt;br /&gt;
!12&lt;br /&gt;
|82%&lt;br /&gt;
|86%&lt;br /&gt;
|-&lt;br /&gt;
!3&lt;br /&gt;
|59%&lt;br /&gt;
|71%&lt;br /&gt;
!13&lt;br /&gt;
|83%&lt;br /&gt;
|87%&lt;br /&gt;
|-&lt;br /&gt;
!4&lt;br /&gt;
|62%&lt;br /&gt;
|74%&lt;br /&gt;
!14&lt;br /&gt;
|84%&lt;br /&gt;
|88%&lt;br /&gt;
|-&lt;br /&gt;
!5&lt;br /&gt;
|65%&lt;br /&gt;
|77%&lt;br /&gt;
!15&lt;br /&gt;
|85%&lt;br /&gt;
|89%&lt;br /&gt;
|-&lt;br /&gt;
!6&lt;br /&gt;
|68%&lt;br /&gt;
|80%&lt;br /&gt;
!16&lt;br /&gt;
|86%&lt;br /&gt;
|90%&lt;br /&gt;
|-&lt;br /&gt;
!7&lt;br /&gt;
|71%&lt;br /&gt;
|81%&lt;br /&gt;
!17&lt;br /&gt;
|87%&lt;br /&gt;
|90.3%&lt;br /&gt;
|-&lt;br /&gt;
!8&lt;br /&gt;
|74%&lt;br /&gt;
|82%&lt;br /&gt;
!18&lt;br /&gt;
|88%&lt;br /&gt;
|90.6%&lt;br /&gt;
|-&lt;br /&gt;
!9&lt;br /&gt;
|77%&lt;br /&gt;
|83%&lt;br /&gt;
!19&lt;br /&gt;
|89%&lt;br /&gt;
|90.9%&lt;br /&gt;
|-&lt;br /&gt;
!10&lt;br /&gt;
|80%&lt;br /&gt;
|84%&lt;br /&gt;
!20&lt;br /&gt;
|90%&lt;br /&gt;
|91.2%&lt;br /&gt;
|}&lt;br /&gt;
{{col-2|width=60}}&lt;br /&gt;
&amp;lt;div class=&amp;quot;center&amp;quot; style=&amp;quot;width:auto; margin-left:auto; margin-right:auto;&amp;quot;&amp;gt;'''Chance to dodge'''&amp;lt;/div&amp;gt;&lt;br /&gt;
{| {{STDT| c_12 text-center}}&lt;br /&gt;
!Skill Level&lt;br /&gt;
!Standard&lt;br /&gt;
!Nimble&lt;br /&gt;
!Skill Level&lt;br /&gt;
!Standard&lt;br /&gt;
!Nimble&lt;br /&gt;
|-&lt;br /&gt;
!0&lt;br /&gt;
|0%&lt;br /&gt;
|20%&lt;br /&gt;
! -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
!1&lt;br /&gt;
|0%&lt;br /&gt;
|22%&lt;br /&gt;
!11&lt;br /&gt;
|12%&lt;br /&gt;
|33%&lt;br /&gt;
|-&lt;br /&gt;
!2&lt;br /&gt;
|0%&lt;br /&gt;
|24%&lt;br /&gt;
!12&lt;br /&gt;
|14%&lt;br /&gt;
|33.5%&lt;br /&gt;
|-&lt;br /&gt;
!3&lt;br /&gt;
|0%&lt;br /&gt;
|26%&lt;br /&gt;
!13&lt;br /&gt;
|16%&lt;br /&gt;
|34%&lt;br /&gt;
|-&lt;br /&gt;
!4&lt;br /&gt;
|0%&lt;br /&gt;
|28%&lt;br /&gt;
!14&lt;br /&gt;
|18%&lt;br /&gt;
|34.5%&lt;br /&gt;
|-&lt;br /&gt;
!5&lt;br /&gt;
|0%&lt;br /&gt;
|30%&lt;br /&gt;
!15&lt;br /&gt;
|20%&lt;br /&gt;
|35%&lt;br /&gt;
|-&lt;br /&gt;
!6&lt;br /&gt;
|2%&lt;br /&gt;
|30.5%&lt;br /&gt;
!16&lt;br /&gt;
|22%&lt;br /&gt;
|35.5%&lt;br /&gt;
|-&lt;br /&gt;
!7&lt;br /&gt;
|4%&lt;br /&gt;
|31%&lt;br /&gt;
!17&lt;br /&gt;
|24%&lt;br /&gt;
|36%&lt;br /&gt;
|-&lt;br /&gt;
!8&lt;br /&gt;
|6%&lt;br /&gt;
|31.5%&lt;br /&gt;
!18&lt;br /&gt;
|26%&lt;br /&gt;
|36.5%&lt;br /&gt;
|-&lt;br /&gt;
!9&lt;br /&gt;
|8%&lt;br /&gt;
|32%&lt;br /&gt;
!19&lt;br /&gt;
|28%&lt;br /&gt;
|37%&lt;br /&gt;
|-&lt;br /&gt;
!10&lt;br /&gt;
|10%&lt;br /&gt;
|32.5%&lt;br /&gt;
!20&lt;br /&gt;
|30%&lt;br /&gt;
|37.5%&lt;br /&gt;
|}&lt;br /&gt;
{{col-end}}&lt;br /&gt;
{{#ask:  [[Category:Stat]] [[Skill::Melee]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Mining ===&lt;br /&gt;
The mining skill determines how long it takes for a colonist to mine out each rock, and how much they can obtain from each mineral vein mined.&lt;br /&gt;
&lt;br /&gt;
{{#ask:  [[Category:Stat]] [[Skill::Mining]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Intellectual ===&lt;br /&gt;
This skill affects the speed at which [[research]] is completed.&lt;br /&gt;
&lt;br /&gt;
{{#ask:  [[Category:Stat]] [[Skill::Intellectual]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Plants ===&lt;br /&gt;
The plants skill affects how fast a colonist sows and harvests growing zones, hydroponics and flower pots, and how fast trees and other vegetation is cut down. It also influences how much a colonist [[forage]]s while in a caravan. Some plants require a minimum plants skill in order to plant them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#ask:  [[Category:Stat]] [[Skill::Plants]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable text-center mw-collapsible mw-collapsed}}&lt;br /&gt;
|+ style=&amp;quot;white-space: nowrap;&amp;quot; | '''Plants with a minimum Plants skill level to sow:'''&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Level&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Category:Plants]] [[Minimum Required Growing Skill::&amp;gt;1]]&lt;br /&gt;
| ?Minimum Required Growing Skill=&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| limit = 999&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Minimum Required Growing Skill, Name}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Shooting ===&lt;br /&gt;
The shooting skill affects a character's [[Shooting Accuracy|accuracy]] with [[ranged weapons]].&lt;br /&gt;
&lt;br /&gt;
The table below shows post-processed shooting accuracy per tile of distance for each skill level and trait combination, assuming the pawn is healthy:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_12 text-center}}&lt;br /&gt;
!Skill Level&lt;br /&gt;
!Standard&lt;br /&gt;
!Careful Shooter&lt;br /&gt;
!Trigger-Happy&lt;br /&gt;
!Skill Level&lt;br /&gt;
!Standard&lt;br /&gt;
!Careful Shooter&lt;br /&gt;
!Trigger-Happy&lt;br /&gt;
|-&lt;br /&gt;
!0&lt;br /&gt;
|89%&lt;br /&gt;
|94.5%&lt;br /&gt;
|84%&lt;br /&gt;
! -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
!1&lt;br /&gt;
|91%&lt;br /&gt;
|95%&lt;br /&gt;
|85%&lt;br /&gt;
!11&lt;br /&gt;
|97.25%&lt;br /&gt;
|98.333%&lt;br /&gt;
|95%&lt;br /&gt;
|-&lt;br /&gt;
!2&lt;br /&gt;
|93%&lt;br /&gt;
|95.5%&lt;br /&gt;
|86%&lt;br /&gt;
!12&lt;br /&gt;
|97.5%&lt;br /&gt;
|98.5%&lt;br /&gt;
|95.5%&lt;br /&gt;
|-&lt;br /&gt;
!3&lt;br /&gt;
|93.5%&lt;br /&gt;
|96%&lt;br /&gt;
|87%&lt;br /&gt;
!13&lt;br /&gt;
|97.75%&lt;br /&gt;
|98.666%&lt;br /&gt;
|96%&lt;br /&gt;
|-&lt;br /&gt;
!4&lt;br /&gt;
|94%&lt;br /&gt;
|96.5%&lt;br /&gt;
|88%&lt;br /&gt;
!14&lt;br /&gt;
|98%&lt;br /&gt;
|98.833%&lt;br /&gt;
|96.5%&lt;br /&gt;
|-&lt;br /&gt;
!5&lt;br /&gt;
|94.5%&lt;br /&gt;
|97%&lt;br /&gt;
|89%&lt;br /&gt;
!15&lt;br /&gt;
|98.167%&lt;br /&gt;
|99%&lt;br /&gt;
|97%&lt;br /&gt;
|-&lt;br /&gt;
!6&lt;br /&gt;
|95%&lt;br /&gt;
|97.25%&lt;br /&gt;
|91%&lt;br /&gt;
!16&lt;br /&gt;
|98.333%&lt;br /&gt;
|99.125%&lt;br /&gt;
|97.25%&lt;br /&gt;
|-&lt;br /&gt;
!7&lt;br /&gt;
|95.5%&lt;br /&gt;
|97.5%&lt;br /&gt;
|93%&lt;br /&gt;
!17&lt;br /&gt;
|98.5%&lt;br /&gt;
|99.25%&lt;br /&gt;
|97.5%&lt;br /&gt;
|-&lt;br /&gt;
!8&lt;br /&gt;
|96%&lt;br /&gt;
|97.75%&lt;br /&gt;
|93.5%&lt;br /&gt;
!18&lt;br /&gt;
|98.666%&lt;br /&gt;
|99.313%&lt;br /&gt;
|97.75%&lt;br /&gt;
|-&lt;br /&gt;
!9&lt;br /&gt;
|96.5%&lt;br /&gt;
|98%&lt;br /&gt;
|94%&lt;br /&gt;
!19&lt;br /&gt;
|98.833%&lt;br /&gt;
|99.375%&lt;br /&gt;
|98%&lt;br /&gt;
|-&lt;br /&gt;
!10&lt;br /&gt;
|97%&lt;br /&gt;
|98.167%&lt;br /&gt;
|94.5%&lt;br /&gt;
!20&lt;br /&gt;
|99%&lt;br /&gt;
|99.438%&lt;br /&gt;
|98.167%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that shooting accuracy for the pawn is calculated '''per tile''', meaning that while a trivial increase (like 1% or so) in shooting accuracy may not matter up close, it can make a huge difference in long distances.&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
*A colonist with shooting accuracy of 99% has a base accuracy of 72.5% against a target 32 tiles away.&lt;br /&gt;
*With 98% accuracy, the base accuracy against the same target becomes only 52.4%.&lt;br /&gt;
&lt;br /&gt;
The base accuracy at various distances are listed when you check the information of a pawn. This can show the actual shooting performance of a pawn, especially at long ranges.&lt;br /&gt;
&lt;br /&gt;
{{#ask:  [[Category:Stat]] [[Skill::Shooting]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Social ===&lt;br /&gt;
The social skill affects the impact of social interactions on other characters' mood, the impact of gifts on faction relations, the recruitment chance for prisoners and trader prices.&lt;br /&gt;
A small amount of experience is gained every time two colonists have a social interaction with each other. Characters have a [[talking]] stat that somehow interacts with this skill&lt;br /&gt;
&lt;br /&gt;
{{#ask:  [[Category:Stat]] [[Skill::Social]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.0.245|0.0.245]] - Skills now cap at 20. Added cooking, medicine, artistic, crafting but currently do nothing. Rebalanced shooting and melee to make skill more important. Shooting accuracy split into misses due to equipment and misses due to skill.&lt;br /&gt;
* [[Version/0.2.363|0.2.363]] - High level skills now decay. Passions system added. &lt;br /&gt;
* [[Version/0.9.722|0.9.722]] - Old pawns now tend to spawn with higher skills. Low skill cooks can now cause food poisoning.&lt;br /&gt;
* [[Version/0.10.785|0.10.785]] - Passion flames are now displayed subtly on the work overview screen. Reduced skill degradation rate. Reworked how skills generate so there will be more initial skill variation and age affect starting skills more.&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Animals skill added.&lt;br /&gt;
* B19/1.0 - Doing passionate work now affects mood instead of recreation. Adjusted balance of learning rates for various skills. Easier: Melee, shooting, social. Harder: Intellectual, growing, mining.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Pawns will now not lose their skill levels until they fall 1000 XP under zero. This stops pawns from quickly leveling up and down around a threshold.  We now display a text mote when a player pawn gains a new level in a skill.&lt;br /&gt;
* [[Version/1.4.3527|1.4.3527]] - Fix: Can train shooting and melee on colony mechanoids.&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Volatile depressive</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Skills&amp;diff=179705</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Skills&amp;diff=179705"/>
		<updated>2026-04-26T20:49:02Z</updated>

		<summary type="html">&lt;p&gt;Volatile depressive: /* Summary */  added examples&lt;/p&gt;
&lt;hr /&gt;
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{| align=center&lt;br /&gt;
| {{Character_Properties_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
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{{Rewrite|reason=Verbose and circumspect. Needs cleanup, better layout and general tightening up. Over used of italics and bold.}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
[[File:skills_preview.png|right]][[File:skill_increase_anim.gif|268px|right|Increasing skills of a colonist that's currently building something.]]&lt;br /&gt;
Every human in RimWorld has a set of skills which govern their speed and success at various tasks.&lt;br /&gt;
&lt;br /&gt;
Performing relevant work awards Experience Points (XP) towards improving a pawn's '''skill level'''. Pawns also slowly lose XP over time, so constant practice at a skill is necessary to keep one's skill levels high. A pawn's various skills are displayed in the Bio tab of the pawn inspect pane.&lt;br /&gt;
&lt;br /&gt;
Pawns may have a Passion 🔥 or even a Double Passion 🔥🔥 for any particular skill, which increases their rate of XP gain and [[mood]] while performing related work. Conversely, a skill may be entirely prevented by a pawn's [[backstory]] or [[trait]]s, preventing them from performing relevant work. &lt;br /&gt;
&lt;br /&gt;
High skill levels grant improved speed or success in relevant jobs, up to Level 20. Conversely, a low skill level will result in slow or poor performance in related work, such as Construction failure, wild animal revenge, surgery failure, low harvest yields, or poor quality crafting products. &lt;br /&gt;
&lt;br /&gt;
The skills are Shooting, Melee, Construction, Mining, Cooking, Plants, Animals, Crafting, Artistic, Medical, Social, and Intellectual.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{see also|Training}}&lt;br /&gt;
Skills are improved by performing certain associated jobs, although some few related tasks do not provide skill experience (i.e. smelting, feeding incapacitated pawns, stone-cutting, cleaning).  Performing these tasks will earn the character experience points either per task completed or per second they are pursuing that task, both of which will eventually level up the skill. The resulting higher skill level then improves the performance in all associated tasks and types of work.  Skills are leveled up individually, and there is no single &amp;quot;character level&amp;quot; as in many role playing games.&lt;br /&gt;
&lt;br /&gt;
In some cases, special management tactics can be employed to more effectively or specifically steer the skill training in the colony, especially during periods of low work in colony development.  See the [[Training|main article on skill training]] for more information.&lt;br /&gt;
&lt;br /&gt;
=== Skills vs work types ===&lt;br /&gt;
Skills and work types (or &amp;quot;tasks&amp;quot;) are two different, but related, concepts.  In some cases, like &amp;quot;mine&amp;quot; (work type) and &amp;quot;mining&amp;quot; (skill), there is an almost perfect correspondence, but in many other cases there is not: the ''work types'' &amp;quot;tailor&amp;quot; and &amp;quot;smith&amp;quot;, for example, are associated with the ''crafting skill''.  Some tasks listed on the work tab do not even have an associated ''skill'' (eg. &amp;quot;haul&amp;quot;, &amp;quot;clean&amp;quot; and &amp;quot;firefight&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
The ''Work'' tab, where you assign tasks to colonists, indicates which skills are relevant for a given task (by mousing over a tick box).  It also shows you if the colonist has a ''passion'' for those skills (with an icon in the tick box), and if a significant proficiency has already been acquired (by emphasizing the tick box border).  Lower skill pawns have their work box darker, and higher skill pawns have it lighter. Extremely proficient pawns have a golden box. When assigning work to a pawn with low skill in a certain job, the box will have a red outline. Passions appear as extremely small flames at the bottom-right hand side of the work box. All these aspects are important for deciding how to assign tasks and types of work.&lt;br /&gt;
&lt;br /&gt;
In general, you want colonists to perform tasks they are ''good at'' (it is productive for your colony), as well as tasks they are ''passionate for'' (improves the associated skill faster and also keep them happy while working).&lt;br /&gt;
&lt;br /&gt;
=== Improving skills ===&lt;br /&gt;
{{Rewrite|section=1|reason=1) Other things affect GLF now, and table no longer accounts for every possible combination of GLF and passion 2) [[Ideoligion#Ranching]] precept inc effect and order of operations}}&lt;br /&gt;
Skill leveling in ''RimWorld'' is very similar to many role playing games: ''experience points'' are constantly earned, and the skill is ''leveled up'' when certain thresholds are reached. Importantly, the effect of a skill improves ''by level'', but it costs more and more XP to gain another level in a skill.  This means that '''skill training is more effective the lower the skill level is.'''&lt;br /&gt;
&lt;br /&gt;
When a player pawn gains a new level in a skill, a text mote will be displayed.&lt;br /&gt;
&lt;br /&gt;
Experience points are generally gained at consistent rate per unit [[time]] - that is, while the rate may vary from one task to another, when performing a given task the only other factor is the time spent doing it.  As higher skill levels often increase the speed a pawn performs tasks, this means that more tasks must be performed to spend the same amount of time working and thus gain the same amount of XP. This is not true for all tasks however, and some will simply give a lump sum of experience for each task completed.&lt;br /&gt;
&lt;br /&gt;
Regardless of how XP is gained, it is multiplied by Passion and [[Global Learning Factor]] in the following way:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Real XP gained = Global Learning Factor x [[#Passion|Passion Multiplier]] x Base XP gained &amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Additionally, there is a soft cap of 4000 '''net''' XP gained per day per skill. Any XP gains past this point are multiplied by 20%.{{Check Tag|Clarify|How does this work for chunks of experience? If some action were assigned to give a lump sum of 5000 experience, would a pawn gain the full 5000, or would the pawn gain 4200?}} This cap resets a few seconds after midnight. Any XP losses will apply against the net gain (e.g. if a pawn were to gain 4500 XP, but lose 1000, they would still remain 500 XP under the cap). Experience from [[Skilltrainer]]s does not apply to this cap, nor is it affected by the 20% multiplier.&lt;br /&gt;
&lt;br /&gt;
==== Passion ====&lt;br /&gt;
Passion for a given skill is indicated by the presence of flame icons next to the skill experience bar on the character's [[Bio]] tab. These passions increases the rate at which a pawn learns specific skills, and may provide them a [[mood]] boost when performing activities related to the skill. Skill gains from using a [[skilltrainer]] are influenced by ''passion'', making the item more valuable when used by characters with a passion for the associated skill. Typically, passion cannot be gained or lost in an adult pawn's lifetime, however [[children]]{{BiotechIcon}} may gain passions at [[growth moment]]s and the addition or removal of [[Genes#Aptitudes|Skill Aptitude xenogenes]]{{BiotechIcon}} can also affect passions.{{Check Tag|Incapable of?|What happens to passions on a suppressed skill when a pawns becomes incapable? Some tasks that use that skill can still be performed, despite the incapability and its effects are needed}}&lt;br /&gt;
&lt;br /&gt;
The three levels of passion are:&lt;br /&gt;
{| &lt;br /&gt;
|-&lt;br /&gt;
| || '''''None: ''''' || &amp;amp;nbsp;No flames. 35% multiplier on experience gain. This is the most common passion level.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:PassionMinor.png|24px|left]] || '''Interested: ''' || &amp;amp;nbsp;One flame. 100% multiplier on experience gain and +8 mood (&amp;quot;Minor passion for my work&amp;quot;) while performing related tasks.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:PassionMajor.png|24px|left]]  || '''Burning: ''' || &amp;amp;nbsp;Two flames. 150% multiplier on experience gain and +14 mood (&amp;quot;Burning passion for my work&amp;quot;) while performing related tasks.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Global Learning Factor ====&lt;br /&gt;
{{See also|Global Learning Factor}}&lt;br /&gt;
&lt;br /&gt;
A pawn has a default Global Learning Factor of 100%. Some traits, implants, Genes, and Hediffs can effect Global Learning Factor as an Offset, or a factor. Offsets are added to the base value of 100%. Then, the sum is multiplied by any applicable factors. For example, a pawn with the Fast Learner trait and a Learning Assistant implant has a final Global Learning Factor of 195%.&lt;br /&gt;
&lt;br /&gt;
'''Offsets'''&lt;br /&gt;
* [[Too smart|Too Smart]] trait: {{+|75%}}, while also inflicting a penalty to [[Mental Break Threshold|mental break threshold]].&lt;br /&gt;
* [[Fast learner|Fast Learner]] trait: {{+|75%}}&lt;br /&gt;
* [[Slow learner|Slow Learner]] trait: {{--|75%}}&lt;br /&gt;
* [[Learning assistant]] implant {{RoyaltyIcon}}: {{+|20%}}&lt;br /&gt;
* [[Neural supercharger]] building {{IdeologyIcon}}: {{+|25%}}&lt;br /&gt;
* [[Gene#Quick study|Quick study]] gene {{BiotechIcon}}: {{+|50%}}&lt;br /&gt;
&lt;br /&gt;
'''Factors'''&lt;br /&gt;
* [[Gene#Slow study|Slow study]] gene {{BiotechIcon}}: {{Bad|×50%}}&lt;br /&gt;
&lt;br /&gt;
==== Experience multiplier table ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Global Learning Factor !! 25% !! 45% !! 50% !! 70% !! 100% !! 120% !! 125% !! 145% !! 175% !! 195% !! 200% !! 220% !! 250% !! 270% !! 275% !! 295% !! 300% !! 305% !! 320% !! 325% !! 345% &lt;br /&gt;
|-&lt;br /&gt;
! ''None'' &lt;br /&gt;
| {{#expr: 0.35* 25}}% || {{#expr: 0.35* 45}}% || {{#expr: 0.35* 50}}% || {{#expr: 0.35* 70}}% || {{#expr: 0.35* 100}}% || {{#expr: 0.35* 120}}% || {{#expr: 0.35* 125}}% || {{#expr: 0.35* 145}}% || {{#expr: 0.35* 175}}% || {{#expr: 0.35* 195}}% || {{#expr: 0.35* 200}}% || {{#expr: 0.35* 220}}% || {{#expr: 0.35* 250}}% || {{#expr: 0.35* 270}}% || {{#expr: 0.35* 275}}% || {{#expr: 0.35* 295}}% || {{#expr: 0.35* 300}}% || {{#expr: 0.35* 305}}% || {{#expr: 0.35* 320}}% || {{#expr: 0.35* 325}}% || {{#expr: 0.35* 345}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[File:PassionMinor.png|frameless]] &lt;br /&gt;
| 25% || 45% || 50% || 70% || 100% || 120% || 125% || 145% || 175% || 195% || 200% || 220% || 250% || 270% || 275% || 295% || 300% || 305% || 320% || 325% || 345% &lt;br /&gt;
|-&lt;br /&gt;
! [[File:PassionMajor.png|frameless]]  &lt;br /&gt;
| {{#expr: 1.5* 25}}% || {{#expr: 1.5* 45}}% || {{#expr: 1.5* 50}}% || {{#expr: 1.5* 70}}% || {{#expr: 1.5* 100}}% || {{#expr: 1.5* 120}}% || {{#expr: 1.5* 125}}% || {{#expr: 1.5* 145}}% || {{#expr: 1.5* 175}}% || {{#expr: 1.5* 195}}% || {{#expr: 1.5* 200}}% || {{#expr: 1.5* 220}}% || {{#expr: 1.5* 250}}% || {{#expr: 1.5* 270}}% || {{#expr: 1.5* 275}}% || {{#expr: 1.5* 295}}% || {{#expr: 1.5* 300}}% || {{#expr: 1.5* 305}}% || {{#expr: 1.5* 320}}% || {{#expr: 1.5* 325}}% || {{#expr: 1.5* 345}}% &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Decay ===&lt;br /&gt;
Beyond skill level 10, XP points are continuously drained away. A skill level is lost only after falling to 0 XP points, and then losing a further 1000 points, preventing repeated level loss and gain right around a level threshold. Experience decay is strictly calculated based on the current skill level and is not directly affected by skill use; Instead, gained XP simply cancels out loss, and vice versa.&lt;br /&gt;
&lt;br /&gt;
XP decays at an accelerated rate with higher skill levels.  This means that all XP earned after 55,000 total XP (level 10) effectively has less value, especially for skills that a colonist does not use frequently, because it will disappear. In most cases, XP is gained by ''time spent'' on a skill, and not by effective work performed: Working faster does not make it easier or faster to gain XP, or compensate the decay loss. Level 20 (max level) is very difficult to acquire, usually only achievable by colonists solely dedicated to a single profession. &lt;br /&gt;
&lt;br /&gt;
The [[Great memory]] trait halves the skill decay rate for a pawn. The [[Perfect memory]] trait, which is only found on some [[Creepjoiner]]s,{{AnomalyIcon}} will entirely prevent all skill decay.&lt;br /&gt;
&lt;br /&gt;
=== Skill point acquisition strategy ===&lt;br /&gt;
{{Stub|section=1|reason=Need at least simple introduction on which jobs and skills benefit from experts vs more hands and why - e.g. cooks beyond skill 9 = More hands, plant harvesting and crafting = experts.}}&lt;br /&gt;
The above implies that on average it is better to spread out the skill training over several colonists instead of having only one &amp;quot;expert&amp;quot;, except for the artisan professions where it is usually good to have true experts in the colony.&lt;br /&gt;
&lt;br /&gt;
For example, you need to acquire about 150,000 XP to make one colonist a &amp;quot;region-known master&amp;quot; (level 16); the same amount of XP would be enough to have ''three'' colonists at level 9 (&amp;quot;solid professional&amp;quot;).  This avoids the risk of losing the only pawn that is capable of the task, and in most cases three level-9 workers are better than a single level-16 expert. Creating anything [[quality]] is a notable exception to this.&lt;br /&gt;
&lt;br /&gt;
=== Experience table ===&lt;br /&gt;
Level 20 is the highest skill level achievable for a pawn.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Name&lt;br /&gt;
! Total experience required&lt;br /&gt;
! Experience till next level&lt;br /&gt;
! Experience decay rate (exp/day)&lt;br /&gt;
|-&lt;br /&gt;
| -&lt;br /&gt;
| Incapable&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| Barely heard of it&lt;br /&gt;
| 0&lt;br /&gt;
| 1000&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Utter Beginner&lt;br /&gt;
| 1000&lt;br /&gt;
| 2000&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Beginner&lt;br /&gt;
| 3000&lt;br /&gt;
| 3000&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Basic Familiarity&lt;br /&gt;
| 6000&lt;br /&gt;
| 4000&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Some Familiarity&lt;br /&gt;
| 10000&lt;br /&gt;
| 5000&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Significant Familiarity&lt;br /&gt;
| 15000&lt;br /&gt;
| 6000&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Capable Amateur&lt;br /&gt;
| 21000&lt;br /&gt;
| 7000&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Weak Professional&lt;br /&gt;
| 28000&lt;br /&gt;
| 8000&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| Employable Professional&lt;br /&gt;
| 36000&lt;br /&gt;
| 9000&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| Solid Professional&lt;br /&gt;
| 45000&lt;br /&gt;
| 10000&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| Skilled Professional&lt;br /&gt;
| 55000&lt;br /&gt;
| 12000&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| Very skilled Professional&lt;br /&gt;
| 67000&lt;br /&gt;
| 14000&lt;br /&gt;
| 60&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| Expert&lt;br /&gt;
| 81000&lt;br /&gt;
| 16000&lt;br /&gt;
| 120&lt;br /&gt;
|-&lt;br /&gt;
| 13&lt;br /&gt;
| Strong Expert&lt;br /&gt;
| 97000&lt;br /&gt;
| 18000&lt;br /&gt;
| 180&lt;br /&gt;
|-&lt;br /&gt;
| 14&lt;br /&gt;
| Master&lt;br /&gt;
| 115000&lt;br /&gt;
| 20000&lt;br /&gt;
| 300&lt;br /&gt;
|-&lt;br /&gt;
| 15&lt;br /&gt;
| Strong Master&lt;br /&gt;
| 135000&lt;br /&gt;
| 22000&lt;br /&gt;
| 540&lt;br /&gt;
|-&lt;br /&gt;
| 16&lt;br /&gt;
| Region-Known Master&lt;br /&gt;
| 157000&lt;br /&gt;
| 24000&lt;br /&gt;
| 840&lt;br /&gt;
|-&lt;br /&gt;
| 17&lt;br /&gt;
| Region-Leading Master&lt;br /&gt;
| 181000&lt;br /&gt;
| 26000&lt;br /&gt;
| 1200&lt;br /&gt;
|-&lt;br /&gt;
| 18&lt;br /&gt;
| Planet-Known Master&lt;br /&gt;
| 207000&lt;br /&gt;
| 28000&lt;br /&gt;
| 1800&lt;br /&gt;
|-&lt;br /&gt;
| 19&lt;br /&gt;
| Planet-Leading Master&lt;br /&gt;
| 235000&lt;br /&gt;
| 30000&lt;br /&gt;
| 2400&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| Legendary Master&lt;br /&gt;
| 265000&lt;br /&gt;
| 32000&lt;br /&gt;
| 3600&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that these values are considered before genes that affect skills. For example, a pawn with good social would only need 1000 experience points to get from level 4 to 5.&lt;br /&gt;
&lt;br /&gt;
== List of skills ==&lt;br /&gt;
{{Split|section=1|reason=Split into individual skill pages and leave short summaries and links here. will allow better explanations of what trains each skill and how, and allow training considerations to be added}}&lt;br /&gt;
Using or applying skills will give ''experience'' in the skill, and improve the character's proficiency.  How much experience is gained depends on the ''passion'' for the skill.  See [[#Passion|passion]] below.&lt;br /&gt;
&lt;br /&gt;
On this page, where experience gains are listed, an &amp;quot;Interested&amp;quot; passion with 100% skill gain is assumed.  Note that this is not the &amp;quot;default&amp;quot; passion; &amp;quot;no passion&amp;quot; at 35% gain is far more common.&lt;br /&gt;
&lt;br /&gt;
=== Animals ===&lt;br /&gt;
{{For|a list of skills that animals can learn|Animals#Training}}&lt;br /&gt;
The ''animals'' skill determines how well a character handles wild and domesticated animals, and increases the chance to go undetected while ''hunting'' wild animals.&lt;br /&gt;
&lt;br /&gt;
Higher ''animals'' skill has the following benefits:&lt;br /&gt;
* Chance to tame a wild animal increases.  Some animals can not even be attempted to be tamed if the ''animals'' skill is too low.&lt;br /&gt;
* Chance to successfully train a domesticated animal increases.&lt;br /&gt;
* Animal handling, such as ''milking'' and ''shearing'' certain livestock, becomes more efficient, with a lower chance of wasting products.&lt;br /&gt;
* Mastering an animal, as in having it follow you and obey your commands, becomes possible for more animal races.  The more ''wild'' a race is, the higher the ''animals'' skill required to be assigned its master.&lt;br /&gt;
* It becomes less likely for a colonist hunting an animal to be detected by the animal, and the animal retaliating.  It still requires ''shooting'' skill for the colonist to be able to kill the animal.&lt;br /&gt;
{{#ask:  [[Category:Stat]] [[Skill::Animals]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Artistic ===&lt;br /&gt;
The ''artistic'' skill is the proficiency to create [[beauty|beautiful]] works of art at an [[art bench]].  &lt;br /&gt;
&lt;br /&gt;
Higher skill increases the chance for a higher quality, in this case more beautiful, sculpture. Note that higher skill levels do not increase the speed of creating sculptures.&lt;br /&gt;
&lt;br /&gt;
The beauty and market value of sculptures increases tremendously at the highest quality levels.  Combined with the fact that trade partners pay more for works of art compared to other items, this makes ''artistic'' a useful skill outside of decorating the home base.&lt;br /&gt;
&lt;br /&gt;
Not very useful in the early game, but once you have a well-established colony, having a permanent artist would be beneficial to it.&lt;br /&gt;
&lt;br /&gt;
=== Construction ===&lt;br /&gt;
The ''construction'' skill governs a wide variety of colonist tasks, centered around creating structures in the game world; it is an essential skill in any colony:&lt;br /&gt;
* Making all kinds of structures, like furniture, walls, power lines and spaceship parts.  If a structure can be placed on the ground in form of a blueprint, its construction is usually facilitated by this skill.  Many structures require a minimum skill to make.&lt;br /&gt;
* Deconstructing existing structures back into raw materials.&lt;br /&gt;
* Building and tearing down roofs.&lt;br /&gt;
* Laying and removing flooring, like carpet, concrete and stone tiles.&lt;br /&gt;
* Smoothing rock walls and stone floors.&lt;br /&gt;
&lt;br /&gt;
Higher ''construction'' skill will&lt;br /&gt;
* allow the construction of more difficult to build structures.&lt;br /&gt;
* increase construction speed; the base speed at 0 construction skill is 50%, this is increased additively by 15% for every skill level.&lt;br /&gt;
* reduce the chance of a construction effort to be &amp;quot;botched&amp;quot;, which will result in some resources going to waste, and require the construction effort to be restarted (ie. all work is wasted).  The base chance of success is 75%, increasing by about 3% per skill level to 100% at skill level 8.&lt;br /&gt;
* increase the chance to make higher quality items, for items that have a quality rating, such as furniture.&lt;br /&gt;
&lt;br /&gt;
Construction outcomes are influenced by the [[manipulation]] and [[sight]] capacities of the colonist.&lt;br /&gt;
&lt;br /&gt;
Experience is gained continuously while working on a construction project. At 100% work speed this seems to translate to roughly 82 experience per point of work required.&lt;br /&gt;
&lt;br /&gt;
{{#ask:  [[Category:Stat]] [[Skill::Construction]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable text-center mw-collapsible mw-collapsed}}&lt;br /&gt;
|+ style=&amp;quot;white-space: nowrap;&amp;quot; |'''Items with a required Construction skill level:'''&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Level&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Skill 1::Construction]]&lt;br /&gt;
| ?Skill 1 Level=&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| limit = 999&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Skill 1 Level, Name}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cooking ===&lt;br /&gt;
The cooking skill affects how long it takes to cook [[meals]] and butcher dead creatures, as well as the [[Food Poison Chance]] for the person who eats the meal. It also affects [[Butchery Speed]] and [[Butchery Efficiency]], how much meat is produced when butchering.&lt;br /&gt;
&lt;br /&gt;
Cooking and butchering increase cooking skill.  It is also trained by making [[smokeleaf joint]]s at a drug lab and cooking [[psychite tea]] at a campfire or stove.&lt;br /&gt;
&lt;br /&gt;
A Cooking skill of {{Q|Lavish meal|Skill 1 Level}} is required to be able to cook every item, a skill of 9 achieves the minimum [[Food Poison Chance]], and a skill of 10 gives maximum [[Butchery Efficiency]] - assuming a healthy but otherwise unaugmented pawn. Levels above this only increase the speed of tasks. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Project&lt;br /&gt;
! Experience Given Per Task&lt;br /&gt;
|-&lt;br /&gt;
| Simple Meal&lt;br /&gt;
| 60&lt;br /&gt;
|-&lt;br /&gt;
| Fine Meal&lt;br /&gt;
| 110&lt;br /&gt;
|-&lt;br /&gt;
| Lavish meal&lt;br /&gt;
| 160&lt;br /&gt;
|-&lt;br /&gt;
| Pemmican&lt;br /&gt;
| 80&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{#ask:  [[Category:Stat]] [[Skill::Cooking]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable text-center mw-collapsible mw-collapsed}}&lt;br /&gt;
|+ style=&amp;quot;white-space: nowrap;&amp;quot; |'''Items with a required Cooking skill level:'''&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Level&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Skill 1::Cooking]]&lt;br /&gt;
| ?Skill 1 Level=&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| limit = 999&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Skill 1 Level, Name}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Crafting ===&lt;br /&gt;
The crafting skill affects the creation of many of the items under the [[Work#Smith|smith]], [[Work#Tailor|tailor]] and [[Work#Craft|craft]] work types. It does so in two ways; crafting quality and minimum crafting levels.&lt;br /&gt;
&lt;br /&gt;
A pawn's Crafting skill is a driving factor in the [[Quality]] of produced [[Clothing]], [[Armor]], and [[Weapons]]. The quality of things such as [[Sculptures]] and [[Buildings]] are instead controlled by the [[#Artistic|Artistic]] and [[#Construction|Construction]] skills respectively.&lt;br /&gt;
&lt;br /&gt;
The speed of production for these tasks is unrelated to Crafting level, however, and is instead completely dependent on a pawn's [[General Labor Speed]] and the amount of labor required in the bill. &lt;br /&gt;
&lt;br /&gt;
Many work [[bill|bills]] of the [[Work#Smith|Smith]], [[Work#Tailor|Tailor]] and [[Work#Craft|Craft]] work types have a required minimum Crafting skill level. This restricts the creation of some items to skilled crafters regardless of their possible quality.&lt;br /&gt;
&lt;br /&gt;
The Crafting skill also determines the time required to shred [[mechanoid]]s, and the amount of resources produced from doing so.&lt;br /&gt;
&lt;br /&gt;
{{#ask:  [[Category:Stat]] [[Skill::Crafting]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable text-center mw-collapsible mw-collapsed}}&lt;br /&gt;
|+ style=&amp;quot;white-space: nowrap;&amp;quot; | '''Items with a required Crafting skill level:'''&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Level&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Skill 1::Crafting]]&lt;br /&gt;
| ?Skill 1 Level=&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| limit = 999&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Skill 1 Level, Name}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Medical ===&lt;br /&gt;
{{Main|Doctoring}}&lt;br /&gt;
&lt;br /&gt;
The ''Medical'' skill level is the main factor for medical treatment quality and speed, surgery speed and surgery success chance. &lt;br /&gt;
&lt;br /&gt;
Low quality treatment will increase the chance of [[infection]], and the likelihood of permanent health conditions such as ''scars'', in turn leading to chronic pain.  Certain scars cause more than 10% pain, permanently weakening the ''consciousness'' of the patient, which reduces their work performance.&lt;br /&gt;
&lt;br /&gt;
Medical ''surgery'', if not successful, can fail in minor or major ways, even causing the death of the patient.  The success rate is not only determined by the ''medical'' skill, but also other character stats like ''manipulation'', ''eye sight'' and ''consciousness''.  It is not advisable to let an impaired doctor perform surgery.&lt;br /&gt;
&lt;br /&gt;
Higher grade [[medicine]] and medical equipment like [[hospital bed]]s and a [[sterile tile|sterile]] environment significantly boost the effectiveness of all medical treatments, independent of the skill level of the doctor.&lt;br /&gt;
&lt;br /&gt;
Medical skill can be trained very quickly by performing euthanasia on fast-breeding animals such as chickens.  This costs 1 medicine per procedure, but only requires [[herbal medicine]].  The procedure can be scheduled in the respective animal's ''health'' tab, and an animal sleeping spot must be available to perform the euthanasia.&lt;br /&gt;
&lt;br /&gt;
Performing ''surgery'' trains the ''medical'' skill.  The amount of XP that is awarded only depends on the duration of the procedure (varying by procedure and ''medical operation speed'' of the surgeon).&lt;br /&gt;
&lt;br /&gt;
{{#ask:  [[Category:Stat]] [[Skill::Medical]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Melee ===&lt;br /&gt;
The melee skill determines a characters' effectiveness with [[melee weapons]] namely, their chance to:&lt;br /&gt;
* Land a hit in melee (''see [[Melee Hit Chance]]'')&lt;br /&gt;
* Dodge a melee attack, when not aiming or firing a ranged weapon (''see [[Melee Dodge Chance]]'')&lt;br /&gt;
The tables below are post-processed chances for a healthy pawn.&lt;br /&gt;
{{col-begin|width=60}}&lt;br /&gt;
&amp;lt;div class=&amp;quot;center&amp;quot; style=&amp;quot;width:auto; margin-left:auto; margin-right:auto;&amp;quot;&amp;gt;'''Chance to hit'''&amp;lt;/div&amp;gt;&lt;br /&gt;
{| {{STDT| c_12 text-center}}&lt;br /&gt;
!Skill Level&lt;br /&gt;
!Standard&lt;br /&gt;
!Brawler&lt;br /&gt;
!Skill Level&lt;br /&gt;
!Standard&lt;br /&gt;
!Brawler&lt;br /&gt;
|-&lt;br /&gt;
!0&lt;br /&gt;
|50%&lt;br /&gt;
|62%&lt;br /&gt;
! -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
!1&lt;br /&gt;
|53%&lt;br /&gt;
|65%&lt;br /&gt;
!11&lt;br /&gt;
|81%&lt;br /&gt;
|85%&lt;br /&gt;
|-&lt;br /&gt;
!2&lt;br /&gt;
|56%&lt;br /&gt;
|68%&lt;br /&gt;
!12&lt;br /&gt;
|82%&lt;br /&gt;
|86%&lt;br /&gt;
|-&lt;br /&gt;
!3&lt;br /&gt;
|59%&lt;br /&gt;
|71%&lt;br /&gt;
!13&lt;br /&gt;
|83%&lt;br /&gt;
|87%&lt;br /&gt;
|-&lt;br /&gt;
!4&lt;br /&gt;
|62%&lt;br /&gt;
|74%&lt;br /&gt;
!14&lt;br /&gt;
|84%&lt;br /&gt;
|88%&lt;br /&gt;
|-&lt;br /&gt;
!5&lt;br /&gt;
|65%&lt;br /&gt;
|77%&lt;br /&gt;
!15&lt;br /&gt;
|85%&lt;br /&gt;
|89%&lt;br /&gt;
|-&lt;br /&gt;
!6&lt;br /&gt;
|68%&lt;br /&gt;
|80%&lt;br /&gt;
!16&lt;br /&gt;
|86%&lt;br /&gt;
|90%&lt;br /&gt;
|-&lt;br /&gt;
!7&lt;br /&gt;
|71%&lt;br /&gt;
|81%&lt;br /&gt;
!17&lt;br /&gt;
|87%&lt;br /&gt;
|90.3%&lt;br /&gt;
|-&lt;br /&gt;
!8&lt;br /&gt;
|74%&lt;br /&gt;
|82%&lt;br /&gt;
!18&lt;br /&gt;
|88%&lt;br /&gt;
|90.6%&lt;br /&gt;
|-&lt;br /&gt;
!9&lt;br /&gt;
|77%&lt;br /&gt;
|83%&lt;br /&gt;
!19&lt;br /&gt;
|89%&lt;br /&gt;
|90.9%&lt;br /&gt;
|-&lt;br /&gt;
!10&lt;br /&gt;
|80%&lt;br /&gt;
|84%&lt;br /&gt;
!20&lt;br /&gt;
|90%&lt;br /&gt;
|91.2%&lt;br /&gt;
|}&lt;br /&gt;
{{col-2|width=60}}&lt;br /&gt;
&amp;lt;div class=&amp;quot;center&amp;quot; style=&amp;quot;width:auto; margin-left:auto; margin-right:auto;&amp;quot;&amp;gt;'''Chance to dodge'''&amp;lt;/div&amp;gt;&lt;br /&gt;
{| {{STDT| c_12 text-center}}&lt;br /&gt;
!Skill Level&lt;br /&gt;
!Standard&lt;br /&gt;
!Nimble&lt;br /&gt;
!Skill Level&lt;br /&gt;
!Standard&lt;br /&gt;
!Nimble&lt;br /&gt;
|-&lt;br /&gt;
!0&lt;br /&gt;
|0%&lt;br /&gt;
|20%&lt;br /&gt;
! -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
!1&lt;br /&gt;
|0%&lt;br /&gt;
|22%&lt;br /&gt;
!11&lt;br /&gt;
|12%&lt;br /&gt;
|33%&lt;br /&gt;
|-&lt;br /&gt;
!2&lt;br /&gt;
|0%&lt;br /&gt;
|24%&lt;br /&gt;
!12&lt;br /&gt;
|14%&lt;br /&gt;
|33.5%&lt;br /&gt;
|-&lt;br /&gt;
!3&lt;br /&gt;
|0%&lt;br /&gt;
|26%&lt;br /&gt;
!13&lt;br /&gt;
|16%&lt;br /&gt;
|34%&lt;br /&gt;
|-&lt;br /&gt;
!4&lt;br /&gt;
|0%&lt;br /&gt;
|28%&lt;br /&gt;
!14&lt;br /&gt;
|18%&lt;br /&gt;
|34.5%&lt;br /&gt;
|-&lt;br /&gt;
!5&lt;br /&gt;
|0%&lt;br /&gt;
|30%&lt;br /&gt;
!15&lt;br /&gt;
|20%&lt;br /&gt;
|35%&lt;br /&gt;
|-&lt;br /&gt;
!6&lt;br /&gt;
|2%&lt;br /&gt;
|30.5%&lt;br /&gt;
!16&lt;br /&gt;
|22%&lt;br /&gt;
|35.5%&lt;br /&gt;
|-&lt;br /&gt;
!7&lt;br /&gt;
|4%&lt;br /&gt;
|31%&lt;br /&gt;
!17&lt;br /&gt;
|24%&lt;br /&gt;
|36%&lt;br /&gt;
|-&lt;br /&gt;
!8&lt;br /&gt;
|6%&lt;br /&gt;
|31.5%&lt;br /&gt;
!18&lt;br /&gt;
|26%&lt;br /&gt;
|36.5%&lt;br /&gt;
|-&lt;br /&gt;
!9&lt;br /&gt;
|8%&lt;br /&gt;
|32%&lt;br /&gt;
!19&lt;br /&gt;
|28%&lt;br /&gt;
|37%&lt;br /&gt;
|-&lt;br /&gt;
!10&lt;br /&gt;
|10%&lt;br /&gt;
|32.5%&lt;br /&gt;
!20&lt;br /&gt;
|30%&lt;br /&gt;
|37.5%&lt;br /&gt;
|}&lt;br /&gt;
{{col-end}}&lt;br /&gt;
{{#ask:  [[Category:Stat]] [[Skill::Melee]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Mining ===&lt;br /&gt;
The mining skill determines how long it takes for a colonist to mine out each rock, and how much they can obtain from each mineral vein mined.&lt;br /&gt;
&lt;br /&gt;
{{#ask:  [[Category:Stat]] [[Skill::Mining]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Intellectual ===&lt;br /&gt;
This skill affects the speed at which [[research]] is completed.&lt;br /&gt;
&lt;br /&gt;
{{#ask:  [[Category:Stat]] [[Skill::Intellectual]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Plants ===&lt;br /&gt;
The plants skill affects how fast a colonist sows and harvests growing zones, hydroponics and flower pots, and how fast trees and other vegetation is cut down. It also influences how much a colonist [[forage]]s while in a caravan. Some plants require a minimum plants skill in order to plant them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#ask:  [[Category:Stat]] [[Skill::Plants]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable text-center mw-collapsible mw-collapsed}}&lt;br /&gt;
|+ style=&amp;quot;white-space: nowrap;&amp;quot; | '''Plants with a minimum Plants skill level to sow:'''&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Level&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Category:Plants]] [[Minimum Required Growing Skill::&amp;gt;1]]&lt;br /&gt;
| ?Minimum Required Growing Skill=&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| limit = 999&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Minimum Required Growing Skill, Name}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Shooting ===&lt;br /&gt;
The shooting skill affects a character's [[Shooting Accuracy|accuracy]] with [[ranged weapons]].&lt;br /&gt;
&lt;br /&gt;
The table below shows post-processed shooting accuracy per tile of distance for each skill level and trait combination, assuming the pawn is healthy:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_12 text-center}}&lt;br /&gt;
!Skill Level&lt;br /&gt;
!Standard&lt;br /&gt;
!Careful Shooter&lt;br /&gt;
!Trigger-Happy&lt;br /&gt;
!Skill Level&lt;br /&gt;
!Standard&lt;br /&gt;
!Careful Shooter&lt;br /&gt;
!Trigger-Happy&lt;br /&gt;
|-&lt;br /&gt;
!0&lt;br /&gt;
|89%&lt;br /&gt;
|94.5%&lt;br /&gt;
|84%&lt;br /&gt;
! -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
!1&lt;br /&gt;
|91%&lt;br /&gt;
|95%&lt;br /&gt;
|85%&lt;br /&gt;
!11&lt;br /&gt;
|97.25%&lt;br /&gt;
|98.333%&lt;br /&gt;
|95%&lt;br /&gt;
|-&lt;br /&gt;
!2&lt;br /&gt;
|93%&lt;br /&gt;
|95.5%&lt;br /&gt;
|86%&lt;br /&gt;
!12&lt;br /&gt;
|97.5%&lt;br /&gt;
|98.5%&lt;br /&gt;
|95.5%&lt;br /&gt;
|-&lt;br /&gt;
!3&lt;br /&gt;
|93.5%&lt;br /&gt;
|96%&lt;br /&gt;
|87%&lt;br /&gt;
!13&lt;br /&gt;
|97.75%&lt;br /&gt;
|98.666%&lt;br /&gt;
|96%&lt;br /&gt;
|-&lt;br /&gt;
!4&lt;br /&gt;
|94%&lt;br /&gt;
|96.5%&lt;br /&gt;
|88%&lt;br /&gt;
!14&lt;br /&gt;
|98%&lt;br /&gt;
|98.833%&lt;br /&gt;
|96.5%&lt;br /&gt;
|-&lt;br /&gt;
!5&lt;br /&gt;
|94.5%&lt;br /&gt;
|97%&lt;br /&gt;
|89%&lt;br /&gt;
!15&lt;br /&gt;
|98.167%&lt;br /&gt;
|99%&lt;br /&gt;
|97%&lt;br /&gt;
|-&lt;br /&gt;
!6&lt;br /&gt;
|95%&lt;br /&gt;
|97.25%&lt;br /&gt;
|91%&lt;br /&gt;
!16&lt;br /&gt;
|98.333%&lt;br /&gt;
|99.125%&lt;br /&gt;
|97.25%&lt;br /&gt;
|-&lt;br /&gt;
!7&lt;br /&gt;
|95.5%&lt;br /&gt;
|97.5%&lt;br /&gt;
|93%&lt;br /&gt;
!17&lt;br /&gt;
|98.5%&lt;br /&gt;
|99.25%&lt;br /&gt;
|97.5%&lt;br /&gt;
|-&lt;br /&gt;
!8&lt;br /&gt;
|96%&lt;br /&gt;
|97.75%&lt;br /&gt;
|93.5%&lt;br /&gt;
!18&lt;br /&gt;
|98.666%&lt;br /&gt;
|99.313%&lt;br /&gt;
|97.75%&lt;br /&gt;
|-&lt;br /&gt;
!9&lt;br /&gt;
|96.5%&lt;br /&gt;
|98%&lt;br /&gt;
|94%&lt;br /&gt;
!19&lt;br /&gt;
|98.833%&lt;br /&gt;
|99.375%&lt;br /&gt;
|98%&lt;br /&gt;
|-&lt;br /&gt;
!10&lt;br /&gt;
|97%&lt;br /&gt;
|98.167%&lt;br /&gt;
|94.5%&lt;br /&gt;
!20&lt;br /&gt;
|99%&lt;br /&gt;
|99.438%&lt;br /&gt;
|98.167%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that shooting accuracy for the pawn is calculated '''per tile''', meaning that while a trivial increase (like 1% or so) in shooting accuracy may not matter up close, it can make a huge difference in long distances.&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
*A colonist with shooting accuracy of 99% has a base accuracy of 72.5% against a target 32 tiles away.&lt;br /&gt;
*With 98% accuracy, the base accuracy against the same target becomes only 52.4%.&lt;br /&gt;
&lt;br /&gt;
The base accuracy at various distances are listed when you check the information of a pawn. This can show the actual shooting performance of a pawn, especially at long ranges.&lt;br /&gt;
&lt;br /&gt;
{{#ask:  [[Category:Stat]] [[Skill::Shooting]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Social ===&lt;br /&gt;
The social skill affects the impact of social interactions on other characters' mood, the impact of gifts on faction relations, the recruitment chance for prisoners and trader prices.&lt;br /&gt;
A small amount of experience is gained every time two colonists have a social interaction with each other. Characters have a [[talking]] stat that somehow interacts with this skill&lt;br /&gt;
&lt;br /&gt;
{{#ask:  [[Category:Stat]] [[Skill::Social]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.0.245|0.0.245]] - Skills now cap at 20. Added cooking, medicine, artistic, crafting but currently do nothing. Rebalanced shooting and melee to make skill more important. Shooting accuracy split into misses due to equipment and misses due to skill.&lt;br /&gt;
* [[Version/0.2.363|0.2.363]] - High level skills now decay. Passions system added. &lt;br /&gt;
* [[Version/0.9.722|0.9.722]] - Old pawns now tend to spawn with higher skills. Low skill cooks can now cause food poisoning.&lt;br /&gt;
* [[Version/0.10.785|0.10.785]] - Passion flames are now displayed subtly on the work overview screen. Reduced skill degradation rate. Reworked how skills generate so there will be more initial skill variation and age affect starting skills more.&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Animals skill added.&lt;br /&gt;
* B19/1.0 - Doing passionate work now affects mood instead of recreation. Adjusted balance of learning rates for various skills. Easier: Melee, shooting, social. Harder: Intellectual, growing, mining.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Pawns will now not lose their skill levels until they fall 1000 XP under zero. This stops pawns from quickly leveling up and down around a threshold.  We now display a text mote when a player pawn gains a new level in a skill.&lt;br /&gt;
* [[Version/1.4.3527|1.4.3527]] - Fix: Can train shooting and melee on colony mechanoids.&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Volatile depressive</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Skills&amp;diff=179704</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Skills&amp;diff=179704"/>
		<updated>2026-04-26T20:47:15Z</updated>

		<summary type="html">&lt;p&gt;Volatile depressive: Cleaned up intro&lt;/p&gt;
&lt;hr /&gt;
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{| align=center&lt;br /&gt;
| {{Character_Properties_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
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{{Rewrite|reason=Verbose and circumspect. Needs cleanup, better layout and general tightening up. Over used of italics and bold.}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
[[File:skills_preview.png|right]][[File:skill_increase_anim.gif|268px|right|Increasing skills of a colonist that's currently building something.]]&lt;br /&gt;
Every human in RimWorld has a set of skills which govern their speed and success at various tasks.&lt;br /&gt;
&lt;br /&gt;
Performing relevant work awards Experience Points (XP) towards improving a pawn's '''skill level'''. Pawns also slowly lose XP over time, so constant practice at a skill is necessary to keep one's skill levels high. A pawn's various skills are displayed in the Bio tab of the pawn inspect pane.&lt;br /&gt;
&lt;br /&gt;
Pawns may have a Passion 🔥 or even a Double Passion 🔥🔥 for any particular skill, which increases their rate of XP gain and [[mood]] while performing related work. Conversely, a skill may be entirely prevented by a pawn's [[backstory]] or [[trait]]s, preventing them from performing relevant work. &lt;br /&gt;
&lt;br /&gt;
High skill levels grant improved speed or success in relevant jobs, up to Level 20. Conversely, a low skill level will result in slow or poor performance in related work, such as Construction failure, wild animal revenge, surgery failure, low harvest yields, or poor quality crafting products. &lt;br /&gt;
&lt;br /&gt;
The skills are Shooting, Melee, Construction, Mining, Cooking, Plants, Animals, Crafting, Artistic, Medical, Social, and Intellectual.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{see also|Training}}&lt;br /&gt;
Skills are improved by performing certain associated jobs, although some few related tasks do not provide skill experience.  Performing these tasks will earn the character experience points either per task completed or per second they are pursuing that task, both of which will eventually level up the skill. The resulting higher skill level then improves the performance in all associated tasks and types of work.  Skills are leveled up individually, and there is no single &amp;quot;character level&amp;quot; as in many role playing games.&lt;br /&gt;
&lt;br /&gt;
In some cases, special management tactics can be employed to more effectively or specifically steer the skill training in the colony, especially during periods of low work in colony development.  See the [[Training|main article on skill training]] for more information.&lt;br /&gt;
&lt;br /&gt;
=== Skills vs work types ===&lt;br /&gt;
Skills and work types (or &amp;quot;tasks&amp;quot;) are two different, but related, concepts.  In some cases, like &amp;quot;mine&amp;quot; (work type) and &amp;quot;mining&amp;quot; (skill), there is an almost perfect correspondence, but in many other cases there is not: the ''work types'' &amp;quot;tailor&amp;quot; and &amp;quot;smith&amp;quot;, for example, are associated with the ''crafting skill''.  Some tasks listed on the work tab do not even have an associated ''skill'' (eg. &amp;quot;haul&amp;quot;, &amp;quot;clean&amp;quot; and &amp;quot;firefight&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
The ''Work'' tab, where you assign tasks to colonists, indicates which skills are relevant for a given task (by mousing over a tick box).  It also shows you if the colonist has a ''passion'' for those skills (with an icon in the tick box), and if a significant proficiency has already been acquired (by emphasizing the tick box border).  Lower skill pawns have their work box darker, and higher skill pawns have it lighter. Extremely proficient pawns have a golden box. When assigning work to a pawn with low skill in a certain job, the box will have a red outline. Passions appear as extremely small flames at the bottom-right hand side of the work box. All these aspects are important for deciding how to assign tasks and types of work.&lt;br /&gt;
&lt;br /&gt;
In general, you want colonists to perform tasks they are ''good at'' (it is productive for your colony), as well as tasks they are ''passionate for'' (improves the associated skill faster and also keep them happy while working).&lt;br /&gt;
&lt;br /&gt;
=== Improving skills ===&lt;br /&gt;
{{Rewrite|section=1|reason=1) Other things affect GLF now, and table no longer accounts for every possible combination of GLF and passion 2) [[Ideoligion#Ranching]] precept inc effect and order of operations}}&lt;br /&gt;
Skill leveling in ''RimWorld'' is very similar to many role playing games: ''experience points'' are constantly earned, and the skill is ''leveled up'' when certain thresholds are reached. Importantly, the effect of a skill improves ''by level'', but it costs more and more XP to gain another level in a skill.  This means that '''skill training is more effective the lower the skill level is.'''&lt;br /&gt;
&lt;br /&gt;
When a player pawn gains a new level in a skill, a text mote will be displayed.&lt;br /&gt;
&lt;br /&gt;
Experience points are generally gained at consistent rate per unit [[time]] - that is, while the rate may vary from one task to another, when performing a given task the only other factor is the time spent doing it.  As higher skill levels often increase the speed a pawn performs tasks, this means that more tasks must be performed to spend the same amount of time working and thus gain the same amount of XP. This is not true for all tasks however, and some will simply give a lump sum of experience for each task completed.&lt;br /&gt;
&lt;br /&gt;
Regardless of how XP is gained, it is multiplied by Passion and [[Global Learning Factor]] in the following way:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Real XP gained = Global Learning Factor x [[#Passion|Passion Multiplier]] x Base XP gained &amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Additionally, there is a soft cap of 4000 '''net''' XP gained per day per skill. Any XP gains past this point are multiplied by 20%.{{Check Tag|Clarify|How does this work for chunks of experience? If some action were assigned to give a lump sum of 5000 experience, would a pawn gain the full 5000, or would the pawn gain 4200?}} This cap resets a few seconds after midnight. Any XP losses will apply against the net gain (e.g. if a pawn were to gain 4500 XP, but lose 1000, they would still remain 500 XP under the cap). Experience from [[Skilltrainer]]s does not apply to this cap, nor is it affected by the 20% multiplier.&lt;br /&gt;
&lt;br /&gt;
==== Passion ====&lt;br /&gt;
Passion for a given skill is indicated by the presence of flame icons next to the skill experience bar on the character's [[Bio]] tab. These passions increases the rate at which a pawn learns specific skills, and may provide them a [[mood]] boost when performing activities related to the skill. Skill gains from using a [[skilltrainer]] are influenced by ''passion'', making the item more valuable when used by characters with a passion for the associated skill. Typically, passion cannot be gained or lost in an adult pawn's lifetime, however [[children]]{{BiotechIcon}} may gain passions at [[growth moment]]s and the addition or removal of [[Genes#Aptitudes|Skill Aptitude xenogenes]]{{BiotechIcon}} can also affect passions.{{Check Tag|Incapable of?|What happens to passions on a suppressed skill when a pawns becomes incapable? Some tasks that use that skill can still be performed, despite the incapability and its effects are needed}}&lt;br /&gt;
&lt;br /&gt;
The three levels of passion are:&lt;br /&gt;
{| &lt;br /&gt;
|-&lt;br /&gt;
| || '''''None: ''''' || &amp;amp;nbsp;No flames. 35% multiplier on experience gain. This is the most common passion level.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:PassionMinor.png|24px|left]] || '''Interested: ''' || &amp;amp;nbsp;One flame. 100% multiplier on experience gain and +8 mood (&amp;quot;Minor passion for my work&amp;quot;) while performing related tasks.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:PassionMajor.png|24px|left]]  || '''Burning: ''' || &amp;amp;nbsp;Two flames. 150% multiplier on experience gain and +14 mood (&amp;quot;Burning passion for my work&amp;quot;) while performing related tasks.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Global Learning Factor ====&lt;br /&gt;
{{See also|Global Learning Factor}}&lt;br /&gt;
&lt;br /&gt;
A pawn has a default Global Learning Factor of 100%. Some traits, implants, Genes, and Hediffs can effect Global Learning Factor as an Offset, or a factor. Offsets are added to the base value of 100%. Then, the sum is multiplied by any applicable factors. For example, a pawn with the Fast Learner trait and a Learning Assistant implant has a final Global Learning Factor of 195%.&lt;br /&gt;
&lt;br /&gt;
'''Offsets'''&lt;br /&gt;
* [[Too smart|Too Smart]] trait: {{+|75%}}, while also inflicting a penalty to [[Mental Break Threshold|mental break threshold]].&lt;br /&gt;
* [[Fast learner|Fast Learner]] trait: {{+|75%}}&lt;br /&gt;
* [[Slow learner|Slow Learner]] trait: {{--|75%}}&lt;br /&gt;
* [[Learning assistant]] implant {{RoyaltyIcon}}: {{+|20%}}&lt;br /&gt;
* [[Neural supercharger]] building {{IdeologyIcon}}: {{+|25%}}&lt;br /&gt;
* [[Gene#Quick study|Quick study]] gene {{BiotechIcon}}: {{+|50%}}&lt;br /&gt;
&lt;br /&gt;
'''Factors'''&lt;br /&gt;
* [[Gene#Slow study|Slow study]] gene {{BiotechIcon}}: {{Bad|×50%}}&lt;br /&gt;
&lt;br /&gt;
==== Experience multiplier table ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Global Learning Factor !! 25% !! 45% !! 50% !! 70% !! 100% !! 120% !! 125% !! 145% !! 175% !! 195% !! 200% !! 220% !! 250% !! 270% !! 275% !! 295% !! 300% !! 305% !! 320% !! 325% !! 345% &lt;br /&gt;
|-&lt;br /&gt;
! ''None'' &lt;br /&gt;
| {{#expr: 0.35* 25}}% || {{#expr: 0.35* 45}}% || {{#expr: 0.35* 50}}% || {{#expr: 0.35* 70}}% || {{#expr: 0.35* 100}}% || {{#expr: 0.35* 120}}% || {{#expr: 0.35* 125}}% || {{#expr: 0.35* 145}}% || {{#expr: 0.35* 175}}% || {{#expr: 0.35* 195}}% || {{#expr: 0.35* 200}}% || {{#expr: 0.35* 220}}% || {{#expr: 0.35* 250}}% || {{#expr: 0.35* 270}}% || {{#expr: 0.35* 275}}% || {{#expr: 0.35* 295}}% || {{#expr: 0.35* 300}}% || {{#expr: 0.35* 305}}% || {{#expr: 0.35* 320}}% || {{#expr: 0.35* 325}}% || {{#expr: 0.35* 345}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[File:PassionMinor.png|frameless]] &lt;br /&gt;
| 25% || 45% || 50% || 70% || 100% || 120% || 125% || 145% || 175% || 195% || 200% || 220% || 250% || 270% || 275% || 295% || 300% || 305% || 320% || 325% || 345% &lt;br /&gt;
|-&lt;br /&gt;
! [[File:PassionMajor.png|frameless]]  &lt;br /&gt;
| {{#expr: 1.5* 25}}% || {{#expr: 1.5* 45}}% || {{#expr: 1.5* 50}}% || {{#expr: 1.5* 70}}% || {{#expr: 1.5* 100}}% || {{#expr: 1.5* 120}}% || {{#expr: 1.5* 125}}% || {{#expr: 1.5* 145}}% || {{#expr: 1.5* 175}}% || {{#expr: 1.5* 195}}% || {{#expr: 1.5* 200}}% || {{#expr: 1.5* 220}}% || {{#expr: 1.5* 250}}% || {{#expr: 1.5* 270}}% || {{#expr: 1.5* 275}}% || {{#expr: 1.5* 295}}% || {{#expr: 1.5* 300}}% || {{#expr: 1.5* 305}}% || {{#expr: 1.5* 320}}% || {{#expr: 1.5* 325}}% || {{#expr: 1.5* 345}}% &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Decay ===&lt;br /&gt;
Beyond skill level 10, XP points are continuously drained away. A skill level is lost only after falling to 0 XP points, and then losing a further 1000 points, preventing repeated level loss and gain right around a level threshold. Experience decay is strictly calculated based on the current skill level and is not directly affected by skill use; Instead, gained XP simply cancels out loss, and vice versa.&lt;br /&gt;
&lt;br /&gt;
XP decays at an accelerated rate with higher skill levels.  This means that all XP earned after 55,000 total XP (level 10) effectively has less value, especially for skills that a colonist does not use frequently, because it will disappear. In most cases, XP is gained by ''time spent'' on a skill, and not by effective work performed: Working faster does not make it easier or faster to gain XP, or compensate the decay loss. Level 20 (max level) is very difficult to acquire, usually only achievable by colonists solely dedicated to a single profession. &lt;br /&gt;
&lt;br /&gt;
The [[Great memory]] trait halves the skill decay rate for a pawn. The [[Perfect memory]] trait, which is only found on some [[Creepjoiner]]s,{{AnomalyIcon}} will entirely prevent all skill decay.&lt;br /&gt;
&lt;br /&gt;
=== Skill point acquisition strategy ===&lt;br /&gt;
{{Stub|section=1|reason=Need at least simple introduction on which jobs and skills benefit from experts vs more hands and why - e.g. cooks beyond skill 9 = More hands, plant harvesting and crafting = experts.}}&lt;br /&gt;
The above implies that on average it is better to spread out the skill training over several colonists instead of having only one &amp;quot;expert&amp;quot;, except for the artisan professions where it is usually good to have true experts in the colony.&lt;br /&gt;
&lt;br /&gt;
For example, you need to acquire about 150,000 XP to make one colonist a &amp;quot;region-known master&amp;quot; (level 16); the same amount of XP would be enough to have ''three'' colonists at level 9 (&amp;quot;solid professional&amp;quot;).  This avoids the risk of losing the only pawn that is capable of the task, and in most cases three level-9 workers are better than a single level-16 expert. Creating anything [[quality]] is a notable exception to this.&lt;br /&gt;
&lt;br /&gt;
=== Experience table ===&lt;br /&gt;
Level 20 is the highest skill level achievable for a pawn.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Name&lt;br /&gt;
! Total experience required&lt;br /&gt;
! Experience till next level&lt;br /&gt;
! Experience decay rate (exp/day)&lt;br /&gt;
|-&lt;br /&gt;
| -&lt;br /&gt;
| Incapable&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| Barely heard of it&lt;br /&gt;
| 0&lt;br /&gt;
| 1000&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Utter Beginner&lt;br /&gt;
| 1000&lt;br /&gt;
| 2000&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Beginner&lt;br /&gt;
| 3000&lt;br /&gt;
| 3000&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Basic Familiarity&lt;br /&gt;
| 6000&lt;br /&gt;
| 4000&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Some Familiarity&lt;br /&gt;
| 10000&lt;br /&gt;
| 5000&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Significant Familiarity&lt;br /&gt;
| 15000&lt;br /&gt;
| 6000&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Capable Amateur&lt;br /&gt;
| 21000&lt;br /&gt;
| 7000&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Weak Professional&lt;br /&gt;
| 28000&lt;br /&gt;
| 8000&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| Employable Professional&lt;br /&gt;
| 36000&lt;br /&gt;
| 9000&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| Solid Professional&lt;br /&gt;
| 45000&lt;br /&gt;
| 10000&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| Skilled Professional&lt;br /&gt;
| 55000&lt;br /&gt;
| 12000&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| Very skilled Professional&lt;br /&gt;
| 67000&lt;br /&gt;
| 14000&lt;br /&gt;
| 60&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| Expert&lt;br /&gt;
| 81000&lt;br /&gt;
| 16000&lt;br /&gt;
| 120&lt;br /&gt;
|-&lt;br /&gt;
| 13&lt;br /&gt;
| Strong Expert&lt;br /&gt;
| 97000&lt;br /&gt;
| 18000&lt;br /&gt;
| 180&lt;br /&gt;
|-&lt;br /&gt;
| 14&lt;br /&gt;
| Master&lt;br /&gt;
| 115000&lt;br /&gt;
| 20000&lt;br /&gt;
| 300&lt;br /&gt;
|-&lt;br /&gt;
| 15&lt;br /&gt;
| Strong Master&lt;br /&gt;
| 135000&lt;br /&gt;
| 22000&lt;br /&gt;
| 540&lt;br /&gt;
|-&lt;br /&gt;
| 16&lt;br /&gt;
| Region-Known Master&lt;br /&gt;
| 157000&lt;br /&gt;
| 24000&lt;br /&gt;
| 840&lt;br /&gt;
|-&lt;br /&gt;
| 17&lt;br /&gt;
| Region-Leading Master&lt;br /&gt;
| 181000&lt;br /&gt;
| 26000&lt;br /&gt;
| 1200&lt;br /&gt;
|-&lt;br /&gt;
| 18&lt;br /&gt;
| Planet-Known Master&lt;br /&gt;
| 207000&lt;br /&gt;
| 28000&lt;br /&gt;
| 1800&lt;br /&gt;
|-&lt;br /&gt;
| 19&lt;br /&gt;
| Planet-Leading Master&lt;br /&gt;
| 235000&lt;br /&gt;
| 30000&lt;br /&gt;
| 2400&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| Legendary Master&lt;br /&gt;
| 265000&lt;br /&gt;
| 32000&lt;br /&gt;
| 3600&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that these values are considered before genes that affect skills. For example, a pawn with good social would only need 1000 experience points to get from level 4 to 5.&lt;br /&gt;
&lt;br /&gt;
== List of skills ==&lt;br /&gt;
{{Split|section=1|reason=Split into individual skill pages and leave short summaries and links here. will allow better explanations of what trains each skill and how, and allow training considerations to be added}}&lt;br /&gt;
Using or applying skills will give ''experience'' in the skill, and improve the character's proficiency.  How much experience is gained depends on the ''passion'' for the skill.  See [[#Passion|passion]] below.&lt;br /&gt;
&lt;br /&gt;
On this page, where experience gains are listed, an &amp;quot;Interested&amp;quot; passion with 100% skill gain is assumed.  Note that this is not the &amp;quot;default&amp;quot; passion; &amp;quot;no passion&amp;quot; at 35% gain is far more common.&lt;br /&gt;
&lt;br /&gt;
=== Animals ===&lt;br /&gt;
{{For|a list of skills that animals can learn|Animals#Training}}&lt;br /&gt;
The ''animals'' skill determines how well a character handles wild and domesticated animals, and increases the chance to go undetected while ''hunting'' wild animals.&lt;br /&gt;
&lt;br /&gt;
Higher ''animals'' skill has the following benefits:&lt;br /&gt;
* Chance to tame a wild animal increases.  Some animals can not even be attempted to be tamed if the ''animals'' skill is too low.&lt;br /&gt;
* Chance to successfully train a domesticated animal increases.&lt;br /&gt;
* Animal handling, such as ''milking'' and ''shearing'' certain livestock, becomes more efficient, with a lower chance of wasting products.&lt;br /&gt;
* Mastering an animal, as in having it follow you and obey your commands, becomes possible for more animal races.  The more ''wild'' a race is, the higher the ''animals'' skill required to be assigned its master.&lt;br /&gt;
* It becomes less likely for a colonist hunting an animal to be detected by the animal, and the animal retaliating.  It still requires ''shooting'' skill for the colonist to be able to kill the animal.&lt;br /&gt;
{{#ask:  [[Category:Stat]] [[Skill::Animals]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Artistic ===&lt;br /&gt;
The ''artistic'' skill is the proficiency to create [[beauty|beautiful]] works of art at an [[art bench]].  &lt;br /&gt;
&lt;br /&gt;
Higher skill increases the chance for a higher quality, in this case more beautiful, sculpture. Note that higher skill levels do not increase the speed of creating sculptures.&lt;br /&gt;
&lt;br /&gt;
The beauty and market value of sculptures increases tremendously at the highest quality levels.  Combined with the fact that trade partners pay more for works of art compared to other items, this makes ''artistic'' a useful skill outside of decorating the home base.&lt;br /&gt;
&lt;br /&gt;
Not very useful in the early game, but once you have a well-established colony, having a permanent artist would be beneficial to it.&lt;br /&gt;
&lt;br /&gt;
=== Construction ===&lt;br /&gt;
The ''construction'' skill governs a wide variety of colonist tasks, centered around creating structures in the game world; it is an essential skill in any colony:&lt;br /&gt;
* Making all kinds of structures, like furniture, walls, power lines and spaceship parts.  If a structure can be placed on the ground in form of a blueprint, its construction is usually facilitated by this skill.  Many structures require a minimum skill to make.&lt;br /&gt;
* Deconstructing existing structures back into raw materials.&lt;br /&gt;
* Building and tearing down roofs.&lt;br /&gt;
* Laying and removing flooring, like carpet, concrete and stone tiles.&lt;br /&gt;
* Smoothing rock walls and stone floors.&lt;br /&gt;
&lt;br /&gt;
Higher ''construction'' skill will&lt;br /&gt;
* allow the construction of more difficult to build structures.&lt;br /&gt;
* increase construction speed; the base speed at 0 construction skill is 50%, this is increased additively by 15% for every skill level.&lt;br /&gt;
* reduce the chance of a construction effort to be &amp;quot;botched&amp;quot;, which will result in some resources going to waste, and require the construction effort to be restarted (ie. all work is wasted).  The base chance of success is 75%, increasing by about 3% per skill level to 100% at skill level 8.&lt;br /&gt;
* increase the chance to make higher quality items, for items that have a quality rating, such as furniture.&lt;br /&gt;
&lt;br /&gt;
Construction outcomes are influenced by the [[manipulation]] and [[sight]] capacities of the colonist.&lt;br /&gt;
&lt;br /&gt;
Experience is gained continuously while working on a construction project. At 100% work speed this seems to translate to roughly 82 experience per point of work required.&lt;br /&gt;
&lt;br /&gt;
{{#ask:  [[Category:Stat]] [[Skill::Construction]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable text-center mw-collapsible mw-collapsed}}&lt;br /&gt;
|+ style=&amp;quot;white-space: nowrap;&amp;quot; |'''Items with a required Construction skill level:'''&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Level&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Skill 1::Construction]]&lt;br /&gt;
| ?Skill 1 Level=&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| limit = 999&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Skill 1 Level, Name}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cooking ===&lt;br /&gt;
The cooking skill affects how long it takes to cook [[meals]] and butcher dead creatures, as well as the [[Food Poison Chance]] for the person who eats the meal. It also affects [[Butchery Speed]] and [[Butchery Efficiency]], how much meat is produced when butchering.&lt;br /&gt;
&lt;br /&gt;
Cooking and butchering increase cooking skill.  It is also trained by making [[smokeleaf joint]]s at a drug lab and cooking [[psychite tea]] at a campfire or stove.&lt;br /&gt;
&lt;br /&gt;
A Cooking skill of {{Q|Lavish meal|Skill 1 Level}} is required to be able to cook every item, a skill of 9 achieves the minimum [[Food Poison Chance]], and a skill of 10 gives maximum [[Butchery Efficiency]] - assuming a healthy but otherwise unaugmented pawn. Levels above this only increase the speed of tasks. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Project&lt;br /&gt;
! Experience Given Per Task&lt;br /&gt;
|-&lt;br /&gt;
| Simple Meal&lt;br /&gt;
| 60&lt;br /&gt;
|-&lt;br /&gt;
| Fine Meal&lt;br /&gt;
| 110&lt;br /&gt;
|-&lt;br /&gt;
| Lavish meal&lt;br /&gt;
| 160&lt;br /&gt;
|-&lt;br /&gt;
| Pemmican&lt;br /&gt;
| 80&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{#ask:  [[Category:Stat]] [[Skill::Cooking]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable text-center mw-collapsible mw-collapsed}}&lt;br /&gt;
|+ style=&amp;quot;white-space: nowrap;&amp;quot; |'''Items with a required Cooking skill level:'''&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Level&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Skill 1::Cooking]]&lt;br /&gt;
| ?Skill 1 Level=&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| limit = 999&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Skill 1 Level, Name}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Crafting ===&lt;br /&gt;
The crafting skill affects the creation of many of the items under the [[Work#Smith|smith]], [[Work#Tailor|tailor]] and [[Work#Craft|craft]] work types. It does so in two ways; crafting quality and minimum crafting levels.&lt;br /&gt;
&lt;br /&gt;
A pawn's Crafting skill is a driving factor in the [[Quality]] of produced [[Clothing]], [[Armor]], and [[Weapons]]. The quality of things such as [[Sculptures]] and [[Buildings]] are instead controlled by the [[#Artistic|Artistic]] and [[#Construction|Construction]] skills respectively.&lt;br /&gt;
&lt;br /&gt;
The speed of production for these tasks is unrelated to Crafting level, however, and is instead completely dependent on a pawn's [[General Labor Speed]] and the amount of labor required in the bill. &lt;br /&gt;
&lt;br /&gt;
Many work [[bill|bills]] of the [[Work#Smith|Smith]], [[Work#Tailor|Tailor]] and [[Work#Craft|Craft]] work types have a required minimum Crafting skill level. This restricts the creation of some items to skilled crafters regardless of their possible quality.&lt;br /&gt;
&lt;br /&gt;
The Crafting skill also determines the time required to shred [[mechanoid]]s, and the amount of resources produced from doing so.&lt;br /&gt;
&lt;br /&gt;
{{#ask:  [[Category:Stat]] [[Skill::Crafting]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable text-center mw-collapsible mw-collapsed}}&lt;br /&gt;
|+ style=&amp;quot;white-space: nowrap;&amp;quot; | '''Items with a required Crafting skill level:'''&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Level&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Skill 1::Crafting]]&lt;br /&gt;
| ?Skill 1 Level=&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| limit = 999&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Skill 1 Level, Name}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Medical ===&lt;br /&gt;
{{Main|Doctoring}}&lt;br /&gt;
&lt;br /&gt;
The ''Medical'' skill level is the main factor for medical treatment quality and speed, surgery speed and surgery success chance. &lt;br /&gt;
&lt;br /&gt;
Low quality treatment will increase the chance of [[infection]], and the likelihood of permanent health conditions such as ''scars'', in turn leading to chronic pain.  Certain scars cause more than 10% pain, permanently weakening the ''consciousness'' of the patient, which reduces their work performance.&lt;br /&gt;
&lt;br /&gt;
Medical ''surgery'', if not successful, can fail in minor or major ways, even causing the death of the patient.  The success rate is not only determined by the ''medical'' skill, but also other character stats like ''manipulation'', ''eye sight'' and ''consciousness''.  It is not advisable to let an impaired doctor perform surgery.&lt;br /&gt;
&lt;br /&gt;
Higher grade [[medicine]] and medical equipment like [[hospital bed]]s and a [[sterile tile|sterile]] environment significantly boost the effectiveness of all medical treatments, independent of the skill level of the doctor.&lt;br /&gt;
&lt;br /&gt;
Medical skill can be trained very quickly by performing euthanasia on fast-breeding animals such as chickens.  This costs 1 medicine per procedure, but only requires [[herbal medicine]].  The procedure can be scheduled in the respective animal's ''health'' tab, and an animal sleeping spot must be available to perform the euthanasia.&lt;br /&gt;
&lt;br /&gt;
Performing ''surgery'' trains the ''medical'' skill.  The amount of XP that is awarded only depends on the duration of the procedure (varying by procedure and ''medical operation speed'' of the surgeon).&lt;br /&gt;
&lt;br /&gt;
{{#ask:  [[Category:Stat]] [[Skill::Medical]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Melee ===&lt;br /&gt;
The melee skill determines a characters' effectiveness with [[melee weapons]] namely, their chance to:&lt;br /&gt;
* Land a hit in melee (''see [[Melee Hit Chance]]'')&lt;br /&gt;
* Dodge a melee attack, when not aiming or firing a ranged weapon (''see [[Melee Dodge Chance]]'')&lt;br /&gt;
The tables below are post-processed chances for a healthy pawn.&lt;br /&gt;
{{col-begin|width=60}}&lt;br /&gt;
&amp;lt;div class=&amp;quot;center&amp;quot; style=&amp;quot;width:auto; margin-left:auto; margin-right:auto;&amp;quot;&amp;gt;'''Chance to hit'''&amp;lt;/div&amp;gt;&lt;br /&gt;
{| {{STDT| c_12 text-center}}&lt;br /&gt;
!Skill Level&lt;br /&gt;
!Standard&lt;br /&gt;
!Brawler&lt;br /&gt;
!Skill Level&lt;br /&gt;
!Standard&lt;br /&gt;
!Brawler&lt;br /&gt;
|-&lt;br /&gt;
!0&lt;br /&gt;
|50%&lt;br /&gt;
|62%&lt;br /&gt;
! -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
!1&lt;br /&gt;
|53%&lt;br /&gt;
|65%&lt;br /&gt;
!11&lt;br /&gt;
|81%&lt;br /&gt;
|85%&lt;br /&gt;
|-&lt;br /&gt;
!2&lt;br /&gt;
|56%&lt;br /&gt;
|68%&lt;br /&gt;
!12&lt;br /&gt;
|82%&lt;br /&gt;
|86%&lt;br /&gt;
|-&lt;br /&gt;
!3&lt;br /&gt;
|59%&lt;br /&gt;
|71%&lt;br /&gt;
!13&lt;br /&gt;
|83%&lt;br /&gt;
|87%&lt;br /&gt;
|-&lt;br /&gt;
!4&lt;br /&gt;
|62%&lt;br /&gt;
|74%&lt;br /&gt;
!14&lt;br /&gt;
|84%&lt;br /&gt;
|88%&lt;br /&gt;
|-&lt;br /&gt;
!5&lt;br /&gt;
|65%&lt;br /&gt;
|77%&lt;br /&gt;
!15&lt;br /&gt;
|85%&lt;br /&gt;
|89%&lt;br /&gt;
|-&lt;br /&gt;
!6&lt;br /&gt;
|68%&lt;br /&gt;
|80%&lt;br /&gt;
!16&lt;br /&gt;
|86%&lt;br /&gt;
|90%&lt;br /&gt;
|-&lt;br /&gt;
!7&lt;br /&gt;
|71%&lt;br /&gt;
|81%&lt;br /&gt;
!17&lt;br /&gt;
|87%&lt;br /&gt;
|90.3%&lt;br /&gt;
|-&lt;br /&gt;
!8&lt;br /&gt;
|74%&lt;br /&gt;
|82%&lt;br /&gt;
!18&lt;br /&gt;
|88%&lt;br /&gt;
|90.6%&lt;br /&gt;
|-&lt;br /&gt;
!9&lt;br /&gt;
|77%&lt;br /&gt;
|83%&lt;br /&gt;
!19&lt;br /&gt;
|89%&lt;br /&gt;
|90.9%&lt;br /&gt;
|-&lt;br /&gt;
!10&lt;br /&gt;
|80%&lt;br /&gt;
|84%&lt;br /&gt;
!20&lt;br /&gt;
|90%&lt;br /&gt;
|91.2%&lt;br /&gt;
|}&lt;br /&gt;
{{col-2|width=60}}&lt;br /&gt;
&amp;lt;div class=&amp;quot;center&amp;quot; style=&amp;quot;width:auto; margin-left:auto; margin-right:auto;&amp;quot;&amp;gt;'''Chance to dodge'''&amp;lt;/div&amp;gt;&lt;br /&gt;
{| {{STDT| c_12 text-center}}&lt;br /&gt;
!Skill Level&lt;br /&gt;
!Standard&lt;br /&gt;
!Nimble&lt;br /&gt;
!Skill Level&lt;br /&gt;
!Standard&lt;br /&gt;
!Nimble&lt;br /&gt;
|-&lt;br /&gt;
!0&lt;br /&gt;
|0%&lt;br /&gt;
|20%&lt;br /&gt;
! -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
!1&lt;br /&gt;
|0%&lt;br /&gt;
|22%&lt;br /&gt;
!11&lt;br /&gt;
|12%&lt;br /&gt;
|33%&lt;br /&gt;
|-&lt;br /&gt;
!2&lt;br /&gt;
|0%&lt;br /&gt;
|24%&lt;br /&gt;
!12&lt;br /&gt;
|14%&lt;br /&gt;
|33.5%&lt;br /&gt;
|-&lt;br /&gt;
!3&lt;br /&gt;
|0%&lt;br /&gt;
|26%&lt;br /&gt;
!13&lt;br /&gt;
|16%&lt;br /&gt;
|34%&lt;br /&gt;
|-&lt;br /&gt;
!4&lt;br /&gt;
|0%&lt;br /&gt;
|28%&lt;br /&gt;
!14&lt;br /&gt;
|18%&lt;br /&gt;
|34.5%&lt;br /&gt;
|-&lt;br /&gt;
!5&lt;br /&gt;
|0%&lt;br /&gt;
|30%&lt;br /&gt;
!15&lt;br /&gt;
|20%&lt;br /&gt;
|35%&lt;br /&gt;
|-&lt;br /&gt;
!6&lt;br /&gt;
|2%&lt;br /&gt;
|30.5%&lt;br /&gt;
!16&lt;br /&gt;
|22%&lt;br /&gt;
|35.5%&lt;br /&gt;
|-&lt;br /&gt;
!7&lt;br /&gt;
|4%&lt;br /&gt;
|31%&lt;br /&gt;
!17&lt;br /&gt;
|24%&lt;br /&gt;
|36%&lt;br /&gt;
|-&lt;br /&gt;
!8&lt;br /&gt;
|6%&lt;br /&gt;
|31.5%&lt;br /&gt;
!18&lt;br /&gt;
|26%&lt;br /&gt;
|36.5%&lt;br /&gt;
|-&lt;br /&gt;
!9&lt;br /&gt;
|8%&lt;br /&gt;
|32%&lt;br /&gt;
!19&lt;br /&gt;
|28%&lt;br /&gt;
|37%&lt;br /&gt;
|-&lt;br /&gt;
!10&lt;br /&gt;
|10%&lt;br /&gt;
|32.5%&lt;br /&gt;
!20&lt;br /&gt;
|30%&lt;br /&gt;
|37.5%&lt;br /&gt;
|}&lt;br /&gt;
{{col-end}}&lt;br /&gt;
{{#ask:  [[Category:Stat]] [[Skill::Melee]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Mining ===&lt;br /&gt;
The mining skill determines how long it takes for a colonist to mine out each rock, and how much they can obtain from each mineral vein mined.&lt;br /&gt;
&lt;br /&gt;
{{#ask:  [[Category:Stat]] [[Skill::Mining]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Intellectual ===&lt;br /&gt;
This skill affects the speed at which [[research]] is completed.&lt;br /&gt;
&lt;br /&gt;
{{#ask:  [[Category:Stat]] [[Skill::Intellectual]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Plants ===&lt;br /&gt;
The plants skill affects how fast a colonist sows and harvests growing zones, hydroponics and flower pots, and how fast trees and other vegetation is cut down. It also influences how much a colonist [[forage]]s while in a caravan. Some plants require a minimum plants skill in order to plant them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#ask:  [[Category:Stat]] [[Skill::Plants]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable text-center mw-collapsible mw-collapsed}}&lt;br /&gt;
|+ style=&amp;quot;white-space: nowrap;&amp;quot; | '''Plants with a minimum Plants skill level to sow:'''&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Level&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Category:Plants]] [[Minimum Required Growing Skill::&amp;gt;1]]&lt;br /&gt;
| ?Minimum Required Growing Skill=&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| limit = 999&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Minimum Required Growing Skill, Name}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Shooting ===&lt;br /&gt;
The shooting skill affects a character's [[Shooting Accuracy|accuracy]] with [[ranged weapons]].&lt;br /&gt;
&lt;br /&gt;
The table below shows post-processed shooting accuracy per tile of distance for each skill level and trait combination, assuming the pawn is healthy:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_12 text-center}}&lt;br /&gt;
!Skill Level&lt;br /&gt;
!Standard&lt;br /&gt;
!Careful Shooter&lt;br /&gt;
!Trigger-Happy&lt;br /&gt;
!Skill Level&lt;br /&gt;
!Standard&lt;br /&gt;
!Careful Shooter&lt;br /&gt;
!Trigger-Happy&lt;br /&gt;
|-&lt;br /&gt;
!0&lt;br /&gt;
|89%&lt;br /&gt;
|94.5%&lt;br /&gt;
|84%&lt;br /&gt;
! -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
!1&lt;br /&gt;
|91%&lt;br /&gt;
|95%&lt;br /&gt;
|85%&lt;br /&gt;
!11&lt;br /&gt;
|97.25%&lt;br /&gt;
|98.333%&lt;br /&gt;
|95%&lt;br /&gt;
|-&lt;br /&gt;
!2&lt;br /&gt;
|93%&lt;br /&gt;
|95.5%&lt;br /&gt;
|86%&lt;br /&gt;
!12&lt;br /&gt;
|97.5%&lt;br /&gt;
|98.5%&lt;br /&gt;
|95.5%&lt;br /&gt;
|-&lt;br /&gt;
!3&lt;br /&gt;
|93.5%&lt;br /&gt;
|96%&lt;br /&gt;
|87%&lt;br /&gt;
!13&lt;br /&gt;
|97.75%&lt;br /&gt;
|98.666%&lt;br /&gt;
|96%&lt;br /&gt;
|-&lt;br /&gt;
!4&lt;br /&gt;
|94%&lt;br /&gt;
|96.5%&lt;br /&gt;
|88%&lt;br /&gt;
!14&lt;br /&gt;
|98%&lt;br /&gt;
|98.833%&lt;br /&gt;
|96.5%&lt;br /&gt;
|-&lt;br /&gt;
!5&lt;br /&gt;
|94.5%&lt;br /&gt;
|97%&lt;br /&gt;
|89%&lt;br /&gt;
!15&lt;br /&gt;
|98.167%&lt;br /&gt;
|99%&lt;br /&gt;
|97%&lt;br /&gt;
|-&lt;br /&gt;
!6&lt;br /&gt;
|95%&lt;br /&gt;
|97.25%&lt;br /&gt;
|91%&lt;br /&gt;
!16&lt;br /&gt;
|98.333%&lt;br /&gt;
|99.125%&lt;br /&gt;
|97.25%&lt;br /&gt;
|-&lt;br /&gt;
!7&lt;br /&gt;
|95.5%&lt;br /&gt;
|97.5%&lt;br /&gt;
|93%&lt;br /&gt;
!17&lt;br /&gt;
|98.5%&lt;br /&gt;
|99.25%&lt;br /&gt;
|97.5%&lt;br /&gt;
|-&lt;br /&gt;
!8&lt;br /&gt;
|96%&lt;br /&gt;
|97.75%&lt;br /&gt;
|93.5%&lt;br /&gt;
!18&lt;br /&gt;
|98.666%&lt;br /&gt;
|99.313%&lt;br /&gt;
|97.75%&lt;br /&gt;
|-&lt;br /&gt;
!9&lt;br /&gt;
|96.5%&lt;br /&gt;
|98%&lt;br /&gt;
|94%&lt;br /&gt;
!19&lt;br /&gt;
|98.833%&lt;br /&gt;
|99.375%&lt;br /&gt;
|98%&lt;br /&gt;
|-&lt;br /&gt;
!10&lt;br /&gt;
|97%&lt;br /&gt;
|98.167%&lt;br /&gt;
|94.5%&lt;br /&gt;
!20&lt;br /&gt;
|99%&lt;br /&gt;
|99.438%&lt;br /&gt;
|98.167%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that shooting accuracy for the pawn is calculated '''per tile''', meaning that while a trivial increase (like 1% or so) in shooting accuracy may not matter up close, it can make a huge difference in long distances.&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
*A colonist with shooting accuracy of 99% has a base accuracy of 72.5% against a target 32 tiles away.&lt;br /&gt;
*With 98% accuracy, the base accuracy against the same target becomes only 52.4%.&lt;br /&gt;
&lt;br /&gt;
The base accuracy at various distances are listed when you check the information of a pawn. This can show the actual shooting performance of a pawn, especially at long ranges.&lt;br /&gt;
&lt;br /&gt;
{{#ask:  [[Category:Stat]] [[Skill::Shooting]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Social ===&lt;br /&gt;
The social skill affects the impact of social interactions on other characters' mood, the impact of gifts on faction relations, the recruitment chance for prisoners and trader prices.&lt;br /&gt;
A small amount of experience is gained every time two colonists have a social interaction with each other. Characters have a [[talking]] stat that somehow interacts with this skill&lt;br /&gt;
&lt;br /&gt;
{{#ask:  [[Category:Stat]] [[Skill::Social]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.0.245|0.0.245]] - Skills now cap at 20. Added cooking, medicine, artistic, crafting but currently do nothing. Rebalanced shooting and melee to make skill more important. Shooting accuracy split into misses due to equipment and misses due to skill.&lt;br /&gt;
* [[Version/0.2.363|0.2.363]] - High level skills now decay. Passions system added. &lt;br /&gt;
* [[Version/0.9.722|0.9.722]] - Old pawns now tend to spawn with higher skills. Low skill cooks can now cause food poisoning.&lt;br /&gt;
* [[Version/0.10.785|0.10.785]] - Passion flames are now displayed subtly on the work overview screen. Reduced skill degradation rate. Reworked how skills generate so there will be more initial skill variation and age affect starting skills more.&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Animals skill added.&lt;br /&gt;
* B19/1.0 - Doing passionate work now affects mood instead of recreation. Adjusted balance of learning rates for various skills. Easier: Melee, shooting, social. Harder: Intellectual, growing, mining.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Pawns will now not lose their skill levels until they fall 1000 XP under zero. This stops pawns from quickly leveling up and down around a threshold.  We now display a text mote when a player pawn gains a new level in a skill.&lt;br /&gt;
* [[Version/1.4.3527|1.4.3527]] - Fix: Can train shooting and melee on colony mechanoids.&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Volatile depressive</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Trade_Price_Improvement&amp;diff=177954</id>
		<title>Trade Price Improvement</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Trade_Price_Improvement&amp;diff=177954"/>
		<updated>2026-03-22T06:59:04Z</updated>

		<summary type="html">&lt;p&gt;Volatile depressive: /* Factors */  fixed a perceived typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{rewrite|reason=Cleanup, readability/formatting, format standardization}}{{Verified|1.2.2900}}{{Stat&lt;br /&gt;
| default base value = 1&lt;br /&gt;
| to string style = PercentTwo&lt;br /&gt;
| description = When this person acts as a trade negotiator, buy and sell prices are improved by this percentage.&lt;br /&gt;
| category = PawnSocial&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Factors==&lt;br /&gt;
{{Stub|section=1|reason=Needs analysis of exactly what order of operations is used for each additional factor and how the precept affect the TPI exactly}}&lt;br /&gt;
TPI is affected by the following:&lt;br /&gt;
*[[Skills#Social|Social]][[Skill::Social| ]] skill: Multiply the base TPI value by the pawn skill level times [[Skill Bonus Factor::0.015|1.5]]%. Affect the base TPI value multiplicatively.&lt;br /&gt;
*[[Talking]]: [[Talking Importance::0.9|90%]] weight, allowed defect of 0.05 and a max at [[Talking Limit::1|100%]], meaning improvement over 95% does not affect trade prices. Affect the base TPI value multiplicatively.&lt;br /&gt;
*[[Hearing]]: [[Hearing Importance::0.9|90%]] weight, allowed defect of 0.20 and a max at [[Hearing Limit::1|100%]], meaning improvement over 80% does not affect trade prices. Affect the base TPI value multiplicatively.&lt;br /&gt;
*[[Psychic reader]]{{RoyaltyIcon}}: Add 10% of the pawn's [[Psychic Sensitivity]] to the base TPI value. Affect the base TPI value additively.&lt;br /&gt;
* [[Ideoligion#Drug use|Drug Use: Essential]] precept {{IdeologyIcon}} Add 10% of the selling (*0.6) market value to the final price, only for selling drugs. Only [[Drugs|social and hard drugs]] are affected, medical drugs like [[Luciferium]] and [[Penoxycyline]] do not receive the selling price improvement. Affect the final selling price value additively, cannot be modified or modify other bonuses. ''From my testing, it can allow to bypass the 39.5% TPI cap but very slightly. At 39.5% TPI this precept only add 1% of the base market value to the final price.{{Check Tag|More testing needed|as a pawn approch 39.5% TPI, how does it apply?}}''&lt;br /&gt;
* [[Ideoligion#Meme-specific|Ranching: Central]] precept {{IdeologyIcon}} Add 10% of the selling (*0.6) market value to the final price, only for selling animal products. Despite saying &amp;quot;animal products&amp;quot;, this only applies to meat, leather and wool. Eggs (fertilized or not), milk, insect jelly and fish are not affected, while human meat, human leather, twisted meat and dread leather are. Live animals are not affected. Affect the final selling price value additively, cannot be modified or modify other bonuses. ''From my testing, it can allow to bypass the 39.5% TPI cap but very slightly. At 39.5% TPI this precept only add 1% of the base market value to the final price.{{Check Tag|More testing needed|as a pawn approch 39.5% TPI, how does it apply?}}''&lt;br /&gt;
* Giving the [[Ideoligion#Leaders|leader role]] {{IdeologyIcon}} to a pawn provides a +2% TPI. Affect the final TPI value additively, cannot be modified or modify other bonuses.&lt;br /&gt;
* Trading with others [[faction]]’s settlement via [[caravan]] provides a +2% TPI. Affect the final TPI value additively, cannot be modified or modify other bonuses. Can affect the TPI to go past the 39.50% cap.&lt;br /&gt;
* [[Mental inspiration#Inspired trade|Inspired trade]] provides a +18% TPI. Affect the final TPI value additively, cannot be modified or modify other bonuses.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TPI is not affected by pawn beauty, nor [[Social Impact]] buffs such as from the [[bowler hat]].&lt;br /&gt;
&lt;br /&gt;
As of 1.6{{Check Tag|Confirm?|I didn't play on 1.5 someone change this if it happened before.}} the TPI is capped as 39.50% as to prevent being able to buy for less than you can sell.&lt;br /&gt;
&lt;br /&gt;
The formula for calculating the buy price modifier(i.e the percentage of the item's value you will pay) is {{math|1= ''buy price modifier = 60%*(100%+TPI)''}}.The equivalent formula for the sell price modifier is {{math|1= ''sell price modifier = 140%*(100%-TPI).''}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Social Skill !! TPI !! Sell Price !! Buy Price&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 0.0% || {{#expr: 0.6*(100+0)}}% || {{#expr: 1.4*(100-0)}}%&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1.5% || {{#expr: 0.6*(100+1.5)}}% || {{#expr: 1.4*(100-1.5)}}%&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 3.0% || {{#expr: 0.6*(100+3)}}% || {{#expr: 1.4*(100-3)}}%&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 4.5% || {{#expr: 0.6*(100+4.5)}}% || {{#expr: 1.4*(100-4.5)}}%&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 6.0% || {{#expr: 0.6*(100+6)}}% || {{#expr: 1.4*(100-6)}}%&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 7.5% || {{#expr: 0.6*(100+7.5)}}% || {{#expr: 1.4*(100-7.5)}}%&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 9.0% || {{#expr: 0.6*(100+9)}}% || {{#expr: 1.4*(100-9)}}%&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 10.5% || {{#expr: 0.6*(100+10.5)}}% || {{#expr: 1.4*(100-10.5)}}%&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 12.0% || {{#expr: 0.6*(100+12)}}% || {{#expr: 1.4*(100-12)}}%&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 13.5% || {{#expr: 0.6*(100+13.5)}}% || {{#expr: 1.4*(100-13.5)}}%&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 15.0% || {{#expr: 0.6*(100+15)}}% || {{#expr: 1.4*(100-15)}}%&lt;br /&gt;
|-&lt;br /&gt;
| 11 || 16.5% || {{#expr: 0.6*(100+16.5)}}% || {{#expr: 1.4*(100-16.5)}}%&lt;br /&gt;
|-&lt;br /&gt;
| 12 || 18.0% || {{#expr: 0.6*(100+18)}}% || {{#expr: 1.4*(100-18)}}%&lt;br /&gt;
|-&lt;br /&gt;
| 13 || 19.5% || {{#expr: 0.6*(100+19.5)}}% || {{#expr: 1.4*(100-19.5)}}%&lt;br /&gt;
|-&lt;br /&gt;
| 14 || 21.0% || {{#expr: 0.6*(100+21)}}% || {{#expr: 1.4*(100-21)}}%&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 22.5% || {{#expr: 0.6*(100+22.5)}}% || {{#expr: 1.4*(100-22.5)}}%&lt;br /&gt;
|-&lt;br /&gt;
| 16 || 24.0% || {{#expr: 0.6*(100+24)}}% || {{#expr: 1.4*(100-24)}}%&lt;br /&gt;
|-&lt;br /&gt;
| 17 || 25.5% || {{#expr: 0.6*(100+25.5)}}% || {{#expr: 1.4*(100-25.5)}}%&lt;br /&gt;
|-&lt;br /&gt;
| 18 || 27.0% || {{#expr: 0.6*(100+27)}}% || {{#expr: 1.4*(100-27)}}%&lt;br /&gt;
|-&lt;br /&gt;
| 19 || 28.5% || {{#expr: 0.6*(100+28.5)}}% || {{#expr: 1.4*(100-28.5)}}%&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 30.0% || {{#expr: 0.6*(100+30.0)}}% || {{#expr: 1.4*(100-30.0)}}%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== How to calculate TPI ==&lt;br /&gt;
The TPI is calculated as follow:&lt;br /&gt;
*Base value: 100%&lt;br /&gt;
*[[Skills#Social|Social]][[Skill::Social| ]]: *(Skill level*1.5)%&lt;br /&gt;
*[[Talking]]: if inferior at 95%: *(Talking ability with 90% weight)% | else: *100%&lt;br /&gt;
*[[Hearing]]: if inferor at 80%: *(Hearing ability with 90% weight)% | else: *100%&lt;br /&gt;
*If has a [[psychic reader]]: +(10%*[[psychic sensitivity]])&lt;br /&gt;
*If has [[Mental_inspiration#Inspired_trade|Inspired trade]]: +18%&lt;br /&gt;
*If is colony [[Ideoligion#Leaders|leader]]: +2%&lt;br /&gt;
*If trade with settlement: +2%&lt;br /&gt;
*If relevant precept: +10% (selling only)&lt;br /&gt;
&lt;br /&gt;
To use this calculation, convert the % value of the game by multiplying it by 0.01.&lt;br /&gt;
&lt;br /&gt;
The calculation for TPI is : ([BV]+0.1x[PS]) x ([SL]x1.5) x (1x(0.1+0.9x([T]/0.95)) x (1x(0.1+0.9x[H]/0.8) + [IT] + [L] + [TS] + [P]&lt;br /&gt;
&lt;br /&gt;
Multiply by 100 if the value is wanted in %.&lt;br /&gt;
&lt;br /&gt;
The TPI is capped at 39.50% and can only be exceeded if trading with a settlement and/or having relevant precept and selling.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Variable || BV || PS || SL || T || H || IT || L || TS || P&lt;br /&gt;
|-&lt;br /&gt;
| Meaning || Base Value || Psychic Sensitivity || Social Level || Talking Ability || Hearing Ability || Inspired Trade || Leader || Trade with Settlement || Precept&lt;br /&gt;
|-&lt;br /&gt;
| Used If || Always || Has psychic reader else 0 || Always || Has T&amp;lt;95% else 0.95 || Has H&amp;lt;80% else 0.8 || Has inspired trade || Is leader || Is trading with settlement || Has relevant precept and is selling&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Trade Price Improvement Milestones ==&lt;br /&gt;
The list below shows the milestones of TPI: &lt;br /&gt;
*The minimum TPI a pawn can have is 0%.&lt;br /&gt;
*A TPI of 30% is the maximum value you can reach using only the [[Skills#Social|Social skill]][[Skill::Social| ]].&lt;br /&gt;
*A TPI of 39.50% is the maximum value you can reach as it is capped at this value (bearing a few exceptions.)&lt;br /&gt;
*A TPI of 39.50% is reachable with a pawn having a [[Skills#Social|Social]][[Skill::Social| ]] skill of 15 and a [[Mental_inspiration#Inspired_trade|Inspired trade]].&lt;br /&gt;
*A TPI of 40% is the maximum value you should aim for selling stuffs since the game prevents the selling price from being higher than the purchase price, so a higher TPI than 40% means selling for less. (This is the point where the selling price is equal to the buying price, 84% of the market value.)&lt;br /&gt;
*A TPI higher than 100% is useless since the minimum buying price is $0.50.&lt;br /&gt;
&lt;br /&gt;
== Maximizing Trade Price Improvement ==&lt;br /&gt;
The Trade Price Improvement can only be maximize by installing [[Psychic reader]] on your pawn and improving their's [[Psychic Sensitivity]] since you are stuck at 30% with only the [[Skills#Social|Social]] skill.&lt;br /&gt;
&lt;br /&gt;
An easy way to get to 39.5% TPI is to use a pawn with a [[Skills#Burning|burning passion]] for [[Skills#Social|Social]] and the [[Psychically hypersensitive]] trait and give them a [[Psychic reader]].&lt;br /&gt;
*If they are a [[Sanguophages]] or have the relevant [[Genes]] ([[Genes#Deathrest|Deathrest]] and [[Genes#Psy-sensitive|Psy-sensitive)]], you can give them a [[Psychic sensitizer]] and deathrest them with 4 Psychofluid pump to increase their [[Psychic Sensitivity]], reaching 39.5% TPI.&lt;br /&gt;
*If they don't have the relevant [[Genes]], you may instead give them a [[Psychic sensitizer]] and a combination of [[Eltex]] apparels and gears to reach a [[Psychic Sensitivity]] of 317% or above to reach 39.5% TPI. You may also assign this pawn as your [[Ideology_(DLC)#Social_roles|leader]] in order not to require as many [[Eltex]] gears.Colony leader requires [[Psychic Sensitivity]] of 250% to reach 39.5% TPI. &lt;br /&gt;
&lt;br /&gt;
Getting a TPI of 39.5% with a [[Skills#Social|Social]] skill lower than 20 and no relevant [[Genes]], is really difficult, as example a pawn with a [[Skills#Social|Social]] skill of 18 need the [[Ideology_(DLC)#Social_roles|leader role]], the [[Psychically hypersensitive]] trait, the implants [[Psychic sensitizer]] and [[Psychic reader]], a Legendary [[Eltex staff]], [[Eltex skullcap]], [[Eltex robe]], [[Eltex vest]] and [[Eltex shirt]] to reach 39.5% TPI.&lt;br /&gt;
&lt;br /&gt;
'''''{{Check Tag|Outdated|has change with TPI being capped at 39.5%.}}''''' With the [[Ideoligion#Drug use|Drug Use: Essential]] precept or [[Ideoligion#Meme-specific|Ranching: Central]] precept, you can technically sell items at a TPI higher than 40% since there +10% TPI are not counted toward the &amp;quot;selling price not being higher than the buying price&amp;quot; cap. Even if a TPI of 50% is unreachable because maths, a TPI of 47% is achievable and shoud be aim for as it is the new equilibrium between the buying and selling prices. This 47% TPI is achievable by geting a colonist to a TPI of 37%, by using informations of this page, and trading items affected by the precept of your [[Ideoligion]].&lt;br /&gt;
&lt;br /&gt;
If you manage to get a TPI higher than 40% you can literally get everything [[Trade|traders]] have for free. As an example, all [[Trade|traders]] buy [[Insect jelly]], so you can sell it for $6.72 a piece at 40% TPI then buy it back at $6.50 a piece with a TPI of 42%. With TPI now capped at 39.5%, it only work when trading with others faction’s settlement, giving a +2% TPI ingoring the cap, and equipping, removing gears from your trader between exchange.&lt;br /&gt;
&lt;br /&gt;
== Numbers in Trades ==&lt;br /&gt;
When you trade, your TPI in the top left corner is rounded to the nearest integer. To see the real TPI that is used for calculation, check the information tab of the pawn.&lt;br /&gt;
&lt;br /&gt;
When trading, hovering over an item's price will display the modifiers of its value. Even if listed, modifiers like [[Mental inspiration#Inspired trade|Inspired trade]] will not affect the price beyond the 39.50% TPI cap.&lt;br /&gt;
&lt;br /&gt;
The price of items shows went trading in rounded to the nearest integer or the second decimal if the price in lower than $10, but the exact value is use for the total price calculation. For example buying [[Insect jelly]] with a [[Skills#Social|Social]] skill of 0 will show a price of $11 even if the game use the exact price (8*1.4=$11.20) so buying 3 [[Insect jelly]] will cost $34 instead of $33 as the total price of a trade is always rounded to the nearest integer.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.17.1546|0.17.1546]] - spread made much wider, but social skill also has a much greater effect on it.&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Trade price improvement from negotiator is now reported on the trade screen.&lt;br /&gt;
{{nav|stats|wide}}&lt;/div&gt;</summary>
		<author><name>Volatile depressive</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Zaax2rpepuqo6e6c&amp;topic_postId=zaax2rpepyoqei4k&amp;topic_revId=zaax2rpepyoqei4k&amp;action=single-view</id>
		<title>Topic:Zaax2rpepuqo6e6c</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Zaax2rpepuqo6e6c&amp;topic_postId=zaax2rpepyoqei4k&amp;topic_revId=zaax2rpepyoqei4k&amp;action=single-view"/>
		<updated>2026-03-17T01:13:39Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:Volatile_depressive&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:Volatile depressive (page does not exist)&quot;&gt;&lt;bdi&gt;Volatile depressive&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:Volatile_depressive&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:Volatile depressive&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Volatile_depressive&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Volatile depressive&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:Zaax2rpepuqo6e6c&amp;amp;topic_showPostId=zaax2rpepyoqei4k#flow-post-zaax2rpepyoqei4k&quot;&gt;commented&lt;/a&gt; on &quot;Smelting table inaccuracies&quot; (&lt;em&gt;The incredibly convenient, lifesaving tables that show weapons/apparel and their &amp;quot;Smelting profitability cutoff&amp;quot; has a couple flaws. The...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Volatile depressive</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Temperature&amp;diff=176793</id>
		<title>Temperature</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Temperature&amp;diff=176793"/>
		<updated>2026-03-07T09:01:22Z</updated>

		<summary type="html">&lt;p&gt;Volatile depressive: /* Thermodynamics */  minor change&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;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
{{Rewrite|reason=Tone, conciseness, verification and mechanics}}&lt;br /&gt;
'''Temperature''' management is an important part of a productive colony. Temperature mainly affects pawn [[thoughts]], food and corpse spoilage, work bench operation speed, and plant growth. Severe heat or cold leads to pawn injury and eventual death from [[heatstroke]] or [[hypothermia]].&lt;br /&gt;
&lt;br /&gt;
=== Measuring temperature ===&lt;br /&gt;
Players can switch the in-game temperature to display in Celsius (°C),  Fahrenheit (°F), or Kelvins (K). This Wiki will list values in both Celsius and Fahrenheit.&lt;br /&gt;
&lt;br /&gt;
Internally, the game uses Celsius degrees (°C) for all temperature functions, such as &amp;quot;too hot&amp;quot; or &amp;quot;too cold&amp;quot; [[thoughts]]. As the game always rounds temperature to an integer (&amp;quot;whole number&amp;quot;), values reported in Fahrenheit are inaccurate by around 0.3°F. For reliable temperature values, and ''especially'' when [[modding]], use Celsius or Kelvin.&lt;br /&gt;
&lt;br /&gt;
The maximum temperature is {{Temperature|1000}} and the minimum is {{temperature|-270}}, very close to [[Wikipedia:absolute zero|absolute zero]]. The minimum temperature is not encountered during normal gameplay, but [[fire]]s in small enclosed spaces can reach the maximum temperature.&lt;br /&gt;
&lt;br /&gt;
=== Outdoors vs indoors ===&lt;br /&gt;
&lt;br /&gt;
An area completely enclosed by [[wall]]s, [[door]]s, and other impassable objects is considered a [[room]], where colonists will automatically build [[roof|roofing]] in unroofed tiles (unless otherwise designated). Tiles not inside of a room are considered &amp;quot;outdoors&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Outdoors areas and &amp;gt;75% unroofed rooms will always have the outside temperature, no matter what. Outdoor temperature varies by [[latitude]], time of day, day of the year, and [[biome]]. Unpredictable [[events]] like a [[cold snap]], [[volcanic winter]] or [[heat wave]] can also change outdoor temperature unexpectedly. No amount of cooling or heating from buildings, even in [[development mode]], will affect or change the outdoor temperature. The outdoors is simply treated as a very large room with a uniform temperature. Instead, only buildings with dedicated mechanics such as the [[climate adjuster]]{{RoyaltyIcon}} and [[atmospheric heater]]{{AnomalyIcon}} can affect the temperature.&lt;br /&gt;
&lt;br /&gt;
By turning a place from Indoors to Outdoors, it will instantly become the outdoors temperature. This is caused when any wall or door that borders the outside is destroyed or deconstructed. Buildings like doors and vents, as well as removing roof tiles, makes heat transfer faster. Removing roof tiles will cause temperatures to &amp;quot;equalize&amp;quot; with the outside. A room that is less than 75% roofed will remain at outdoors temperature.&lt;br /&gt;
&lt;br /&gt;
=== Thermodynamics ===&lt;br /&gt;
All tiles within a room share the same temperature. &lt;br /&gt;
&lt;br /&gt;
A room's temperature is influenced by its roofing and the temperature of tiles adjacent to its walls. The temperature of two adjacent rooms are influenced by each other. This creates a gradient of temperature between the outside, the rooms of your colony, and a heat source such as a geyser or heater. &lt;br /&gt;
Heat transfer with walls only occurs in cardinal directions. Thus the corners of rooms can be eliminated with minimal effect.&lt;br /&gt;
Open doors and open roofs will quickly &amp;quot;equalize&amp;quot; temperature to whatever's on the other side. Adding another layer of walls increases insulation, but only up to 2 layers of wall. Gaps between each layer will decrease the insulation, but still have an effect.&lt;br /&gt;
&lt;br /&gt;
Larger rooms have more heat capacity: their temperature is more resistant to change than that of smaller rooms. Temperature equalization with the outside is proportional with a room's perimeter. A square-shaped room (shape with the lowest area:perimeter ratio) will lose heat slower than a thin, rectangular hallway of equivalent perimeter.&lt;br /&gt;
&lt;br /&gt;
See the [[#Temperature mechanics|temperature mechanics]] section further down for more details.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Temperature has the following effects on:&lt;br /&gt;
&lt;br /&gt;
=== Crops ===&lt;br /&gt;
All [[biome]]s have a listed growing season. Some are very short (or, in extreme cold, non-existent) and others are &amp;quot;year round&amp;quot;. Crops will die, and colonists will avoid planting outdoors, if it isn't growing season. Many players pick their starting location based on this, with year round being the easiest option.&lt;br /&gt;
&lt;br /&gt;
However, a year round climate is no guarantee of trouble-free farming experience. Just getting close to freezing will slow plant growth, reducing the output of crops. Moreover, climates that do not freeze tend to get ''very'' hot in the summer season, hot enough to kill crops in some instances. [[Cold snap]]s can drop the temperatures below freezing for short periods - but long enough to, again, kill crops.&lt;br /&gt;
&lt;br /&gt;
The short-term solution is to immediately harvest everything to save what you can. The long-term solution is some sort of greenhouse, making use of temperature controlled indoor structures, walled and roofed, with [[heater]]s or [[cooler]]s, [[sun lamp]]s, and possibly [[hydroponics]].&lt;br /&gt;
&lt;br /&gt;
=== Food ===&lt;br /&gt;
Warm temperatures rot food, corpses, and certain plant matter like [[psychoid leaves]] and [[herbal medicine]]. Even &amp;quot;durable&amp;quot; foods like corn and rice will eventually rot away. Colder temperatures preserve food and corpses by slowing spoilage. Freezing temperatures stop spoilage entirely and preserve these items indefinitely. [[Cooler]]s will preserve food, so colonists starting with Electricity will quickly want to build a dedicated room. When freezing a room, watch out for [[heat wave]]s.&lt;br /&gt;
&lt;br /&gt;
Fertillized [[egg]]s will be &amp;quot;ruined by temperature&amp;quot; when left long enough outside of its comfortable range of {{Temperature|0|50}}. &amp;quot;Ruined&amp;quot; eggs may still be eaten as normal, but won't hatch into an animal. In a similar vein, a [[fermenting barrel]] must be kept in a comfortable range between {{Temperature|{{Q|Fermenting barrel|Min Safe Temperature}}|{{Q|Fermenting barrel|Max Safe Temperature}}}} for [[beer]] to be produced.&lt;br /&gt;
&lt;br /&gt;
[[Deterioration]] is an entirely different mechanic, and items left outside will lose health regardless of temperature. Rotting isn't influenced by and has no effect on an item's hit points.&lt;br /&gt;
&lt;br /&gt;
=== Creatures ===&lt;br /&gt;
{{Stub|section=1|reason=Burn/Frostbite chances}}&lt;br /&gt;
{{Main|Heatstroke|Hypothermia}}&lt;br /&gt;
Pawns have a [[Maximum Comfortable Temperature]] and [[Minimum Comfortable Temperature]]. Going over {{Temperature|10||delta}} beyond these limits will start giving them [[heatstroke]] or [[hypothermia]]. The further above or below this {{Temperature|10||delta}} limit the faster the Heatstroke or Hypothermia rises. At {{Temperature|150||delta}} above their comfortable temperature range, creatures will begin to take burn damage. If Hypothermia reaches a severity of 37% and the pawn is in a location at {{Temperature|0}} or below, there is a chance the pawn takes Frostbite damage. The higher the Hypothermia severity the higher the chance of Frostbite damage. [[Insectoid]]s will experience [[hypothermic slowdown]] instead of hypothermia. Pawns will also receive negative [[mood]]lets based on how extreme the temperature is. The Gear tab shows aggregate stats about comfy temperatures.&lt;br /&gt;
&lt;br /&gt;
Hypothermia and Heatstroke are both fatal at 100% severity. Though, both Heatstroke and Hypothermia have significant health consequences and can lead to death before the 100% severity level is reached.&lt;br /&gt;
&lt;br /&gt;
For humans, [[apparel]] will increase both comfortable thresholds, [[Insulation|depending on the apparel type and material]] (e.g. [[wool]] [[parka]]s insulate well against cold). Colonists will try and wear items suitable for the temperature, unless they are forced otherwise. Colonists' moods ''ignore'' apparel when considering sleeping moodlets. So piling on the warmest apparel doesn't avoid a &amp;quot;Slept in the cold&amp;quot; bad thought if a bedroom is not adequately heated.&lt;br /&gt;
&lt;br /&gt;
Animals tend to have much higher comfortable thresholds. However, in extreme [[biome]]s, it may be necessary to build a &amp;quot;barn&amp;quot; of some sort with temperature control and designate indoor [[animal sleeping spot]]s to keep your herd warm/cool.&lt;br /&gt;
&lt;br /&gt;
Many work benches, such as a [[electric stove]] or [[stonecutter's table]], have a comfortable range between {{Temperature|10|35}}. Above or below this range, the ''bench'''s work speed is multiplied by {{Bad|70%}}.&lt;br /&gt;
&lt;br /&gt;
=== Fire ===&lt;br /&gt;
{{Main|Fire}}&lt;br /&gt;
Fire is a destructive force capable of destroying plants, buildings, and pawns alike. Pawns and items can spontaneously ignite when temperature is at or above {{Temperature|235}}. Fires can spread via embers from up to 2 tiles. &lt;br /&gt;
&lt;br /&gt;
Fire itself provides a massive amount of heat.&lt;br /&gt;
&lt;br /&gt;
== Managing temperature ==&lt;br /&gt;
Temperature management is important for any colony, regardless of climate. It can be simply managed with a good power supply and the following structures. Temperature changing buildings will still work while &amp;quot;outdoors&amp;quot;, but have no noticeable effect.&lt;br /&gt;
&lt;br /&gt;
=== Temperature thresholds ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Temperature !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|1000}} || Maximum value&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| ~{{Temperature|235}} || Items spontaneously catch fire&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|60}} || Maximum comfortable temperature of any animal ([[Dromedary]] / [[Insectoids]] / [[Iguana]])&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|58}} || [[Plants#Temperature|Plant growth]] stopped.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|42}} || Above this value [[Plants#Temperature|Plant growth]] slowed.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|35}} || At this temperature and above work benches show &amp;quot;Bad temperature&amp;quot; and Work Speed is reduced to 70%.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|30}} || [[Campfire]] max temperature&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|26}} || Default [[human]] upper comfort limit without clothing modifiers.&amp;lt;br/&amp;gt;Sleeping above this temperature creates &amp;quot;Slept in the heat&amp;quot; thought in baseline humans.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|23}} || [[Torch lamp]]/[[Fungus darktorch]]{{IdeologyIcon}}/[[Darktorch]]{{IdeologyIcon}}/[[Brazier]]{{RoyaltyIcon}}/[[Darklight brazier]]{{RoyaltyIcon}}{{IdeologyIcon}} max temperature&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|21}} || [[Heater]] and [[Cooler]] default target&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|17}} || [[Passive cooler]] min temperature&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|16}} || Default [[human]] lower comfort limit without clothing modifiers.&amp;lt;br/&amp;gt;Sleeping below this temperature creates &amp;quot;Slept in the cold&amp;quot; thought in baseline humans.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|10}} || Below this value food spoiling slowed.&amp;lt;br/&amp;gt;Food spoiling between 10C and 0C is multiplied by a factor of (Temp)/10, in Celsius.&amp;lt;br/&amp;gt;Below this value work benches show &amp;quot;Bad temperature&amp;quot; and Work Speed is reduced to 70%.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|9}} || Food spoiling rate multiplied by a factor of 0.9, or time to spoil multiplied by 1.11.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|8}} || Food spoiling rate multiplied by a factor of 0.8, or time to spoil multiplied by 1.25.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|7}} || Food spoiling rate multiplied by a factor of 0.7, or time to spoil multiplied by 1.43.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|6}} || Food spoiling rate multiplied by a factor of 0.6, or time to spoil multiplied by 1.66.&amp;lt;br/&amp;gt;Below this value [[Plants#Temperature|plant growth]] slowed.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|5}} || Food spoiling rate multiplied by a factor of 0.5, or time to spoil multiplied by 2.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|4}} || Food spoiling rate multiplied by a factor of 0.4, or time to spoil multiplied by 2.5.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|3}} || Food spoiling rate multiplied by a factor of 0.3, or time to spoil multiplied by 3.33.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|2}} || Food spoiling rate multiplied by a factor of 0.2, or time to spoil multiplied by 5.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|1}} || Food spoiling rate multiplied by a factor of 0.1, or time to spoil multiplied by 10.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|0}} || Plant growth and food spoiling stopped.&amp;lt;br/&amp;gt;[[Toxic wastepack]]s{{BiotechIcon}} do not dissolve. (They can still [[deteriorate]])&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|-10}} || Most plants die.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|-65}} || Minimum comfortable temperature of any animal ([[Thrumbo]])&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|-75}} || Outdoor temperature in [[Orbit]] above the planet{{OdysseyIcon}} &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|-270}} || Minimum value.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cooling buildings ==&lt;br /&gt;
=== Passive cooler ===&lt;br /&gt;
[[{{Q|Passive cooler|Image}}|56px|left|link=Passive cooler]]&lt;br /&gt;
The [[passive cooler]] is a very low-tech option automatically unlocked for all default starts. They operate at the same strength as a Cooler and will cool rooms to a very comfortable {{Temperature|15}}. Passive coolers last for 5 days; it needs to be fueled with [[wood]] when it runs out of fuel. Due to the temperature limit, passive coolers are unable to preserve food.&lt;br /&gt;
&lt;br /&gt;
Passive coolers are a life saver in extremely hot climates as they can be quickly built, are immune to electrical events and are easily massed in a heat wave. Use passive coolers to keep your living spaces survivable and chill rooms surrounding a freezer to further protect the products inside.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Cooler ===&lt;br /&gt;
[[{{Q|Cooler|Image}}|56px|left|link=Cooler]]&lt;br /&gt;
The [[cooler]] is primarily used to lower the temperature of a room. It has two states of power consumption: low and high. In its low state, the cooler produces no heat or cold but still requires 20 W. It can be used to lower the temperature of a room to a comfortable {{Temperature|20}} (room temperature) in the summer or create a walk-in freezer for your food. In hot biomes such as desert or rainforest, having comfortable air conditioning is a necessity for any base.&lt;br /&gt;
&lt;br /&gt;
Coolers are heat pumps that produce both a cold side ''and'' a hot side. The hot side is rarely useful and should be directed to an outdoor space (or a 1x1, unroofed room) to not inconvenience your colony. The heating side is useful when outdoors temperature is uncomfortable, but not freezing. This is between {{Temperature|1|16}}, but in practical terms, you should point the heat side at the colony when the outdoors temperature rarely goes above {{Temperature|20}}. Never block a cooler's intake or exhaust port, or else it won't function. &lt;br /&gt;
&lt;br /&gt;
A cooler is theoretically able to cool a single square by about 1800 kelvin [K]. But this is not a linear relation, as a room always exchanges heat with adjacent rooms and/or the outside.&lt;br /&gt;
&lt;br /&gt;
==== Analysis ====&lt;br /&gt;
Electric coolers are the only way to create freezers. Building one is as simple as making a room and replacing some wall tiles with coolers. Direct the cold &amp;quot;blue&amp;quot; zone of the cooler inside the room and the hot &amp;quot;red&amp;quot; tile to an outdoor area. Reduce the cooler's target temperature to below {{Temperature|0}}. As the room cools down any food left inside will decay more slowly until it freezes. Frozen food will stay fresh indefinitely and incurs no other benefit or penalty when eaten.&lt;br /&gt;
&lt;br /&gt;
If your freezer area is more than about 50 squares, and/or you are living in an area with a hot summer, you will want 2 coolers (and perhaps more, see &amp;quot;adding coolers&amp;quot;, below).  Put one at 0, and the other at -2. With double walls, this will let one cooler &amp;quot;idle&amp;quot; at 20 W of power in cooler weather while the other easily keeps things frozen, but be available to help when needed for warmer weather. [[Battery|Batteries]] are useful for power outages; you may want to keep charged batteries disconnected via [[power switch]] for these situations.&lt;br /&gt;
&lt;br /&gt;
Freezers lose heat through walls and doors. The material of a wall doesn't matter, but for maximum insulation, you should put a double layer of them. Doors will cause heat loss when opened. This loss can be offset by having doors arranged in sequence, one after another, at points of egress, in an &amp;quot;airlock&amp;quot; like fashion. The loss can be examined by mousing over the sections of the airlock to see the temperature. Using [[door]]s rather than [[autodoor]]s can help reduce the cooling lost, though this slows down colonists. &lt;br /&gt;
&lt;br /&gt;
==== Adding coolers ====&lt;br /&gt;
There may come a moment when you realize ''&amp;quot;I don't have enough coolers for this area...&amp;quot;''. If the weather is cool, that's not a big problem, but it's more likely that the weather will be brutally hot when you realize this. And it's also likely that it's your freezer that's not at &amp;quot;freezing&amp;quot; (since colonists can tough it out). If you open a wall to put in an additional cooler, your freezer immediately rockets to &amp;quot;outside&amp;quot; temperatures - which is probably a dealbreaker, rotting all your frozen items. So here's what you do...&lt;br /&gt;
&lt;br /&gt;
Decide where in the current wall you will put your new cooler, and build a door ''outside'' where you will tear the existing wall down (you don't need &amp;quot;side walls&amp;quot; to support it).  (A wall would &amp;quot;block&amp;quot; the cooler exhaust and prohibit construction, but a door will not!)  Then, [f]orbid the door (so it doesn't get opened), and deconstruct your wall; the new door will maintain the area as &amp;quot;inside&amp;quot;. Then build your cooler (remembering the orientation, warm side &amp;quot;out&amp;quot;). Once the new cooler has been installed, deconstruct the door, and you're done.&lt;br /&gt;
&lt;br /&gt;
== Heating buildings ==&lt;br /&gt;
=== Campfire ===&lt;br /&gt;
[[{{Q|Campfire|Image}}|56px|left|link=Campfire]]&lt;br /&gt;
{{#show: Campfire | ?note }}&lt;br /&gt;
Campfires are a quick and dirty solution to produce heat in a hurry. They require no energy, but are temporary structures and must be refreshed with wood every few days. Otherwise, they produce the same amount of heat as an electrical heater. They cannot raise the temperature to over {{Temperature|30}}. They can't be controlled, so may make pawns uncomfortably hot - open doors or roofs to lower heat..&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Heater ===&lt;br /&gt;
[[{{Q|Heater|Image}}|56px|left|link=Heater]]&lt;br /&gt;
The [[heater]] is used to raise the temperature of a room. It has two states of power consumption: low and high. In its low state, the heater produces no heat but still requires 18 W. It can be used to raise the temperature of a room to a likable {{Temperature|20}} (room temperature) in the winter or create a walk-in heat trap for your foes. In any cold biome, such as the Tundra, the heater is a necessity for any base.&lt;br /&gt;
&lt;br /&gt;
A heater (in theory) is able to heat a single square by about 1800 kelvin [K]. But this is not a linear relation as a room always exchanges heat with adjacent rooms and/or the outside. This heat conduction effect can be pretty noticeable in extremely cold or hot environments.&lt;br /&gt;
Example: In a realistic setup, this means it can heat a room with 50 squares by an average of about 36 K per square.&lt;br /&gt;
So a room with 50 squares and an outside temperature of {{Temperature|-10}} can be heated up to comfortable {{Temperature|26}} or something near that with a single heater.&lt;br /&gt;
&lt;br /&gt;
== Incidental heat ==&lt;br /&gt;
=== Generators ===&lt;br /&gt;
[[{{Q|Chemfuel powered generator|Image}}|56px|left|link=Chemfuel_powered_generator]]&lt;br /&gt;
{{#show: Generators| ?note }}&lt;br /&gt;
Generators produce a non-negligible amount of heat for the room they occupy, especially when placed in numbers.&lt;br /&gt;
If placed strategically, you can reduce the number of heaters and coolers necessary to manage the temperature in your base.&lt;br /&gt;
&lt;br /&gt;
It's also worth noting that generators will continue to produce heat (and burn fuel) during solar flare events. If your colony is in a very cold climate, this can be used to ensure that critical sections such as hydroponics or barns for sensitive animals don't lose all their heat in a power outage.&lt;br /&gt;
&lt;br /&gt;
=== Steam geysers ===&lt;br /&gt;
[[File:Steam geyser.png|56px|left|link=Steam geyser]]&lt;br /&gt;
A steam geyser will heat up a roofed room even when covered with a [[geothermal generator]]. They are extremely useful for staying warm in frozen climates, but can overheat an indoors space in warmer biomes.&lt;br /&gt;
&lt;br /&gt;
=== Fire weapons ===&lt;br /&gt;
[[{{Q|Molotov cocktail|Image}}|56px|left|link=Molotov cocktail]]&lt;br /&gt;
{{#show: Molotov | ?note }}&lt;br /&gt;
Weapons that generate fire such as [[molotov cocktail]] and [[incendiary launcher]] can be used to quickly generate heat inside your colony. Under normal conditions this is a '''bad idea''' because fires will quickly bring your base to intolerable temperatures. However in a bitter arctic climate with no wood and inadequate heaters, these weapons are your last defense against freezing to death. Draft your colonist and force them to open fire on an empty space, or burn spare corpses and rags to increase heat output.&lt;br /&gt;
&lt;br /&gt;
=== Body heat ===&lt;br /&gt;
[[{{Q|Human|Image}}|60px|left|link=Pawns]]&lt;br /&gt;
&amp;lt;!-- Only those 4 listed entities are considered non-organic and don't produce heat. --&amp;gt;&lt;br /&gt;
Living, organic creatures (excludes [[mechanoid]]s, [[drone]]s{{OdysseyIcon}}, [[nociosphere]]s, [[fleshmass nucleus|fleshmass nuclei]], [[metal horror]]s, [[revenant]]s{{AnomalyIcon}}) generate a small amount of heat directly proportional to their body size as long as the ambient temperature is not above 40°C. The heat pushed follows the formula:&lt;br /&gt;
* &amp;lt;code&amp;gt;0.3 * Body Size * 4.1666665&amp;lt;/code&amp;gt; ≈ &amp;lt;code&amp;gt;1.25 * Body Size&amp;lt;/code&amp;gt; for human pawns&lt;br /&gt;
* &amp;lt;code&amp;gt;0.3 * Body Size * 4.1666665 * 0.6&amp;lt;/code&amp;gt; ≈ &amp;lt;code&amp;gt;0.75 * Body Size&amp;lt;/code&amp;gt; for all others&lt;br /&gt;
&lt;br /&gt;
Heating is inconsistent, as creatures are prone to wandering, population and sizes fluctuate with births, culling, and growth, and livestock are frequently left in outdoor [[pen]]s where heat will dissipate.&lt;br /&gt;
&lt;br /&gt;
=== Solar pinhole ===&lt;br /&gt;
{{Royalty|section=1|no category}}&lt;br /&gt;
[[File: SolarPinhole.png|64px]]&lt;br /&gt;
[[Solar pinhole]] is a psycast that creates heat and light. It lasts five days. It is useful for emergency situations, such as power shortages during [[cold snap]]s.&lt;br /&gt;
&lt;br /&gt;
== Heat transfer ==&lt;br /&gt;
=== Vent ===&lt;br /&gt;
[[{{Q|Vent|Image}}|56px|left|link=Vent]]&lt;br /&gt;
{{#show: Vent | ?note }}&lt;br /&gt;
&lt;br /&gt;
Vents can have any building in front of it, but no walls. Vents work best when connecting directly to a climate controlled room. Trying to chain vents across smaller rooms will lead to each successive room getting less effective climate control, and connecting to a hallway won't work well if the hallway is blocked with doors. A vent can be designated to be closed, an action carried out by colonists assigned to [[Work#Basic|Basic]].&lt;br /&gt;
&lt;br /&gt;
=== Doors ===&lt;br /&gt;
[[{{Q|Door|Image}}|56px|left|link=Vent]]&lt;br /&gt;
Similar to double thick walls, double doors (not side-by-side, rather, both in the path of travel) improve insulation and reduce temperature equalization.&lt;br /&gt;
A door can be left permanently open (mark the door to 'hold open' and have a pawn pass through) to help control temperature. Open doors allow temperature to more quickly equalize between rooms or the outdoors. Equalization through open doors is less potent than vents.&lt;br /&gt;
&lt;br /&gt;
== Temperature mechanics ==&lt;br /&gt;
Equalization calculations happens once every 120 game ticks.&lt;br /&gt;
&lt;br /&gt;
Temperature seems to be measured to an extreme precision. A outdoor of {{Temperature|-9}} and a room of {{Temperature|2000}} have a difference around -9555.292C&lt;br /&gt;
&lt;br /&gt;
=== Passive equalization ===&lt;br /&gt;
This is equalization via walls and roofs.&lt;br /&gt;
&lt;br /&gt;
'''Walls''' will equalize towards the room on the other side. This can be another fully realized room or simply the outdoors. If the other side is not outdoors, that room will also equalize towards this room. &lt;br /&gt;
&lt;br /&gt;
* The material of the walls does not matter. Wood is as insulating as any stone or metal. And unmined rocks are equally effective.&lt;br /&gt;
* The surface area does seem to matter. Basically, the game is using a 2D variant of the [[Wikipedia:square-cube law|square-cube law]], with walls taking the place of &amp;quot;surface area&amp;quot; and room size taking the place of &amp;quot;volume&amp;quot;. As such square rooms are the most efficient at keeping temperatures.&lt;br /&gt;
* A 2nd layer halves the temperature equalization via walls. Adding more than a 2nd layer of wall does not seem to have any effect.&lt;br /&gt;
* Furniture acts highly variable for this and even just the definition what is a room. Nutrient dispensers are one of the few items working fully like walls for equalization purposes&lt;br /&gt;
&lt;br /&gt;
Example wall equalization values at -9555.208C difference:&lt;br /&gt;
* 1x1: -161.470°C&lt;br /&gt;
* 2x2:  -81.235°C&lt;br /&gt;
* 3x3:  -54.157°C&lt;br /&gt;
* 4x4:  -40.618°C&lt;br /&gt;
* 5x5:  -32.494°C&lt;br /&gt;
* 6x6:  -27.078°C&lt;br /&gt;
* 7x7:  -23.210°C&lt;br /&gt;
&lt;br /&gt;
Example double wall equalization values at -9555.208C difference:&lt;br /&gt;
* 1x1: -81.234°C&lt;br /&gt;
* 2x2: -40.617°C&lt;br /&gt;
* 3x3: -27.078°C&lt;br /&gt;
* 4x4: -20.309°C&lt;br /&gt;
* 5x5: -16.247°C&lt;br /&gt;
* 6x6: -13.539°C&lt;br /&gt;
* 7x7: -11.605°C&lt;br /&gt;
&lt;br /&gt;
'''Roof''' is a major part with equalization with the outdoor temperature. It will always equalize with the outdoor temperature, regardless what the room borders. However, the equalization rate is also constant for all room sizes at the same temperature difference. There are 4 basic types of roof:&lt;br /&gt;
* unroofed&lt;br /&gt;
* Constructed (Thin Roof)&lt;br /&gt;
* Thin Rock (Thin Roof)&lt;br /&gt;
* Thick Rock&lt;br /&gt;
&lt;br /&gt;
:* '''Unroofed''' tiles are looked at in relation to the total count of roofed tiles in a room. With at least 1/4 unroofed the room will simply equalize to outdoor temperature on the next tick. &lt;br /&gt;
:* '''Thin Roof''' at a difference of -9555.208C it is -57.331°C.&lt;br /&gt;
:* '''Thick roof''' insulate the same as thin roof. However, they also add a cooling effect if the indoor temperature is above about {{Temperature|15}}; however this effect is extremely small compared to other sources.&lt;br /&gt;
&lt;br /&gt;
=== Active equalization ===&lt;br /&gt;
While Vents, Coolers and open doors still keep rooms separated, they also equalize temperature at a very high rate. This rate is unfortunately not shown on any tooltip.&lt;br /&gt;
&lt;br /&gt;
Torches, Campfires, Heaters and Passive coolers will directly modify the room temperature instead, adding/removing heat every equalization tick as appropriate for their settings/current state.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Beta 19]]/[[Version/1.0.0|1.0.0]] - Equalized [[mood]] penalties for being too hot and too cold.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Fix: Changing temperature display mode (C to F) doesn’t update temperature readout immediately.&lt;br /&gt;
&lt;br /&gt;
{{Nav|temperature}}&lt;br /&gt;
[[Category:Game mechanics]] [[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Volatile depressive</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Bionic_leg&amp;diff=175963</id>
		<title>Bionic leg</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Bionic_leg&amp;diff=175963"/>
		<updated>2026-02-26T17:54:41Z</updated>

		<summary type="html">&lt;p&gt;Volatile depressive: /* Installation */  Bionic leg removal surgery yields 1 bionic leg&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main|&lt;br /&gt;
| name = Bionic leg&lt;br /&gt;
| image = Health item bionic.png&lt;br /&gt;
| type = Medical Items&lt;br /&gt;
| type2 = Body Parts&lt;br /&gt;
| tech level = Spacer&lt;br /&gt;
| description = An advanced artificial leg. With its biogel nerve-link, powerful mini-servos, and lattice-dust healing system, it is better than a biological leg in almost every way.&lt;br /&gt;
| production facility 1 = Fabrication bench&lt;br /&gt;
| research = Bionic replacements&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 8 &lt;br /&gt;
| resource 1 = Plasteel&lt;br /&gt;
| resource 1 amount = 15&lt;br /&gt;
| resource 2 = Advanced component&lt;br /&gt;
| resource 2 amount = 4&lt;br /&gt;
| work to make = 26000&lt;br /&gt;
| mass base = 8&lt;br /&gt;
| hp = 50&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| marketvalue  = 1030&lt;br /&gt;
| tradeTags = TechHediff, Bionic&lt;br /&gt;
| techHediffsTags = Advanced&lt;br /&gt;
| thingSetMakerTags = RewardStandardMidFreq&lt;br /&gt;
| body part = Leg&lt;br /&gt;
}}{{Info|'''Bionic legs''' are a [[artificial body part]] that replaces a pawn's leg. They not only replace a damaged or destroyed leg, but improve over the natural limb. They are superior to all other legs save the [[archotech leg]].}}&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
They can also be found in [[ancient shrine]]s, offered as a [[quest]] reward, or [[Trade|bought]] from exotic traders, [[Empire]] traders, and at [[Outlander]] [[faction base]]s.  They may also be found occasionally inside of [[flesh sack]]s {{AnomalyIcon}}, with a ~ 1.95% chance to drop from them.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Bionic legs replace the user's [[Table of Human Body Parts|entire organic leg]]. They are universal and can be installed on either the left or right side. The bionic leg has a part efficiency of 125%. This not only fully replaces the functionality of a normal leg - when coupled with the leg body part having a [[Moving]] importance of 50%, it results in an increase in moving of 12.5% over natural for each bionic leg installed. &lt;br /&gt;
&lt;br /&gt;
Moving, in turn, affects the following [[stats]]: {{#ask: [[Moving Importance::+]]}}. This results in a directly proportional change to a pawn's [[move speed]], and an improvement in [[melee dodge chance]] equivalent to an additional {{+|{{#expr: {{Q|Melee Dodge Chance|Moving Importance}}*0.125}}}} levels of [[Melee]] skill per leg replaced.&lt;br /&gt;
&lt;br /&gt;
Each bionic leg results in -?% character quality and thus a ?% reduction in the affected individual's pawn value.{{Check Tag|Values}}&lt;br /&gt;
&lt;br /&gt;
As an artificial part, bionic legs will give a mood buff to anyone with the [[Body modder]] trait, and a mood penalty to anyone with the [[Body purist]] trait.&lt;br /&gt;
&lt;br /&gt;
=== Installation ===&lt;br /&gt;
Installing the part requires {{Ticks|2500}} of work, 2x medicine of [[Herbal medicine|herbal]] quality or better, and a [[Skills#Medical|Medical skill]] of 5.&lt;br /&gt;
&lt;br /&gt;
Removing the part requires {{ticks|2000}} of work, 1x medicine of [[Herbal medicine|herbal]] quality or better, and has no [[Skills#Medical|Medical skill]] requirements. The removal surgery yields one bionic leg.&lt;br /&gt;
&lt;br /&gt;
If the operation fails, the part will be destroyed.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{stub|section=1|reason= Missing prioirities, combat use etc.}}&lt;br /&gt;
For all pawns, but especially pawns with jobs that require a lot of travel, e.g. prioritize growers and haulers who often travel across the map, over researchers who sit in one place. For people who dislike using killboxes, they are useful for [[kiting]]. Additionally, the increase in movement leads to an increase in [[Melee dodge chance]], making it a useful part for melee pawns.&lt;br /&gt;
&lt;br /&gt;
Unlike organic parts, bionic legs don't contain subparts - all damage is taken by the main, 30 HP part, instead of spread throughout bones and toes. This means that a bionic leg is easier to destroy. However, the bionic part never feels [[pain]], never [[Blood loss|bleeds]], and can never lose toes in the first place. Additionally, the possibility of part destruction may be mitigated by heavy armor.&lt;br /&gt;
&lt;br /&gt;
{{Moving Part Efficiency Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.19.2009|0.19.2009]] - Received a nerf to efficiency but is now craftable.&lt;br /&gt;
&lt;br /&gt;
{{nav|body parts|wide}}&lt;br /&gt;
[[Category:Medical Item]] [[Category:Body Part]] [[Category:Artificial Body Part]]&lt;/div&gt;</summary>
		<author><name>Volatile depressive</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Stat&amp;diff=175962</id>
		<title>Stat</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Stat&amp;diff=175962"/>
		<updated>2026-02-26T17:46:07Z</updated>

		<summary type="html">&lt;p&gt;Volatile depressive: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub|reason=Needs lead in with basic description, summary of mechanics, difference from and relationship to [[Capacities]] etc}} &lt;br /&gt;
&lt;br /&gt;
A '''stat''', short for statistic, is a numerical value that provides information about the properties and behavior of a pawn or item. Basic examples of pawn stats include age, [[move speed]] and '''Melee DPS,''' or [[hit points]] or '''Work to Build''' for items/buildings.&lt;br /&gt;
&lt;br /&gt;
Some stats are static, such as pawn race or item flammability. Other stats change in response to a pawn's environment, [[Capacities]], or [[Skills]], e.g. Work Speed decreases in low light, and&lt;br /&gt;
[[Plant Harvest Yield]] increases with the Plant skill. &lt;br /&gt;
&lt;br /&gt;
A pawn or item's stats can be viewed in a pop-up window by clicking the View Information icon in the upper right corner of the [[inspect pane]] (right beneath the Health tab button for humans.)&lt;br /&gt;
&lt;br /&gt;
== Order of operations ==&lt;br /&gt;
=== Get Value ===&lt;br /&gt;
# If ''Minified Thing'' inherits stats and has ''Minified Thing''&lt;br /&gt;
## If ''Minified Thing'' has ''Inner Thing'': Get Value&lt;br /&gt;
# '''Value Unfinalized''' = ''Get Value Unfinalized''&lt;br /&gt;
# '''Value Finalized''' = ''Finalize Value''&lt;br /&gt;
# Get Value is complete&lt;br /&gt;
&lt;br /&gt;
=== Unfinalized Value ===&lt;br /&gt;
Sourced from the GetValueUnfinalized method from StatWork.cs, here is the approximate order of operations for applying stat modifiers.&lt;br /&gt;
# '''num''' = ''Stat Base Value''&lt;br /&gt;
# For ''Pawn'':&lt;br /&gt;
## If Pawn has ''Skills'':&lt;br /&gt;
### If Pawn has ''[[Property:Skill Need Offsets|Skill Need Offsets]]'': Add each ''Skill Need Offset'' to '''num'''&lt;br /&gt;
## Else: Add ''No Skill Offset'' to '''num'''&lt;br /&gt;
## If Pawn has ''[[Property:Capacity Offsets|Capacity Offsets]]'': Add each ''Capacity Offset'' to '''num'''&lt;br /&gt;
## If Pawn has ''Story'':&lt;br /&gt;
### If ''Trait'' isn't suppressed: Add each ''Trait'' to '''num'''&lt;br /&gt;
## For every ''Hediff'': Add each ''Hediff Offset'' based on ''Hediff Severity'' to '''num'''&lt;br /&gt;
## If Pawn has {{IdeologyIcon}} ''Ideoligion'': Add each ''Precept Offset'' to '''num'''&lt;br /&gt;
### If ''Precept Conditional Affecter'' applies: Add each ''Precept Conditional Affecter Offset'' to '''num'''&lt;br /&gt;
### If Pawn has ''Ideoligion Role'': Add each ''Ideoligion Role Effect Offset'' to '''num'''&lt;br /&gt;
## If Pawn has {{BiotechIcon}} ''Genes'': Add each ''Gene Offset'' to '''num'''&lt;br /&gt;
### If ''Gene Conditional Affecter'' applies: Add each ''Gene Conditional Affecter Offset'' to '''num'''&lt;br /&gt;
## Add each ''Age Related Offset'' to '''num'''&lt;br /&gt;
## If Pawn has ''Apparel'': Add each ''Gear Offset'' from ''Worn Apparel'' to '''num'''&lt;br /&gt;
## If Pawn has ''Equipment'' (i.e. a weapon): Add ''Gear Offset'' from ''Primary Equipment'' to '''num'''&lt;br /&gt;
## If Pawn has ''Story'': &lt;br /&gt;
## If ''Trait'' isn't suppressed: multiply '''num''' by each ''Trait Stat Multiplier''&lt;br /&gt;
## For every ''Hediff'': Multiply '''num''' by each ''Hediff Factor'' based on ''Hediff Severity''&lt;br /&gt;
## If Pawn has {{IdeologyIcon}} ''Ideoligion'': Multiply '''num''' by each ''Precept Factor''&lt;br /&gt;
### If ''Precept Conditional Affecter'' applies: Multiply '''num''' by each ''Precept Conditional Affecter Factor''&lt;br /&gt;
### If Pawn has ''Ideoligion Role'': Multiply '''num''' by each ''Ideoligion Role Effect Factor''&lt;br /&gt;
## If Pawn has {{BiotechIcon}} ''Genes'': Multiply '''num''' by each ''Gene Factor''&lt;br /&gt;
### If ''Gene Conditional Affecter'' applies: Multiply '''num''' by each ''Gene Conditional Affecter Factor''&lt;br /&gt;
## Multiply '''num''' by each ''Age Related Factor''&lt;br /&gt;
# For ''Stuff''&lt;br /&gt;
## If num &amp;gt; 0 or [[Property:Apply Factors If Negative|Apply Factors If Negative]] = true: Multiply '''num''' by ''Stuff Stat Factor''&lt;br /&gt;
## If has ''Quality'': Multiply '''num''' by ''Stuff Quality Factor''&lt;br /&gt;
## Add ''Stuff Stat Offset'' to '''num'''&lt;br /&gt;
## If has ''Quality'': Add ''Stuff Quality Offset'' to '''num'''&lt;br /&gt;
# For ''Abilities''&lt;br /&gt;
## If has ''Ability Stat Factors'': Multiply '''num''' by each ''Ability Stat Factor''&lt;br /&gt;
## If Pawn has {{IdeologyIcon}} ''Ideoligion'': For each ''Precept'':&lt;br /&gt;
### If ''Precept'' has ''Precept Factor'': Multiply '''num''' by ''Precept Factor''&lt;br /&gt;
### If ''Precept'' has ''Ability Factor'': Multiply '''num''' by each ''Ability Modifier''&lt;br /&gt;
# For ''Things''&lt;br /&gt;
## If ''Thing'' has ''Comps'':&lt;br /&gt;
### For each ''Comp'': Add ''Comp Offset'' to '''num'''&lt;br /&gt;
### For each ''Comp'': Multiply '''num''' by ''Comp Factor''&lt;br /&gt;
## For each ''Stat Factor'': Multiply '''num''' by ''Stat Factor''&lt;br /&gt;
## If Pawn has ''Skills'':&lt;br /&gt;
### If has ''[[Property:Skill Need Factors|Skill Need Factors]]'': For each ''Skill Need Factor'': Multiply '''num''' by ''Skill Need Factor''&lt;br /&gt;
## Else: Multiply '''num''' by ''No Skill Factor''&lt;br /&gt;
## If has ''[[Property:Capacity Factors|Capacity Factors]]'': For each ''Capacity Factor'':&lt;br /&gt;
### &amp;lt;code&amp;gt;num = num + ( ( (num * ''Capacity Factor'') - num) * (''Pawn Capacity Factor Weight'' clamped from 0 to 1) )&amp;lt;/code&amp;gt;&lt;br /&gt;
## If Pawn is ''[[Inspired]]'':&lt;br /&gt;
### Add ''Inspiration Offset'' to '''num'''&lt;br /&gt;
### Multiply '''num''' by ''Inspiration Factor''&lt;br /&gt;
# '''num''' is now unfinalized value&lt;br /&gt;
&lt;br /&gt;
=== Finalized Value ===&lt;br /&gt;
# ''Stat Request'' '''req''', '''val''' = '''num''' (from Get Unfinalized Value), '''Apply Post Process''' is a Boolean value&lt;br /&gt;
## If has ''Stat [[Property:Parts|Parts]]'': For each ''Part'': ''Transform Value'' ('''req''', '''val''')&lt;br /&gt;
## If '''Apply Post Process''' = true and has [[Property:Post Process Curve|Post Process Curve]]:&lt;br /&gt;
### '''val''' = ''Evaluate'' '''val'''&lt;br /&gt;
## If '''Apply Post Process''' = true, ''[[Property:Post Process Stat Factors|Post Process Stat Factors]]'' aren't null or empty, and '''req''' ''Has Thing'':&lt;br /&gt;
### For each ''Post Process Stat Factor'': Multiply '''val''' by ''Post Process Stat Factor''&lt;br /&gt;
## If has ''[[Scenario]]'': Multiply '''val''' by ''Scenario Stat Factor''&lt;br /&gt;
## If ''Absolute Value'' of '''val''' &amp;gt; ''[[Property:Round To Five Over|Round To Five Over]]'':&lt;br /&gt;
### '''val''' = (''Round'' ('''val''' / 5) ) * 5&lt;br /&gt;
## If ''[[Property:Round Value|Round Value]]'' = true:&lt;br /&gt;
### '''val''' = ''Round To Integer'' '''val'''&lt;br /&gt;
## If '''Apply Post Process''' = true:&lt;br /&gt;
### '''val''' = Clamp '''val''' from ''[[Property:Stat Minimum|Min Value]]'' to ''[[Property:Stat Maximum|Max Value]]''&lt;br /&gt;
# Finalize Value is complete&lt;br /&gt;
&lt;br /&gt;
=== Should Show For ===&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
=== Is Disabled For ===&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
== List of Stats By Category ==&lt;br /&gt;
=== Important ===&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_ sortable}}&lt;br /&gt;
! Stat !! Def Name !! Label !! Description&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Category:Stats - Important]]&lt;br /&gt;
| ?Def Name&lt;br /&gt;
| ?Label&lt;br /&gt;
| ?Description&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Display Priority In Category&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pawn Important ===&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_ sortable}}&lt;br /&gt;
! Stat !! Def Name !! Label !! Description&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Category:Stats - Pawn Important]]&lt;br /&gt;
| ?Def Name&lt;br /&gt;
| ?Label&lt;br /&gt;
| ?Description&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Display Priority In Category&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Non Pawn Important ===&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_ sortable}}&lt;br /&gt;
! Stat !! Def Name !! Label !! Description&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Category:Stats - Non Pawn Important]]&lt;br /&gt;
| ?Def Name&lt;br /&gt;
| ?Label&lt;br /&gt;
| ?Description&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Display Priority In Category&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Basics ===&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_ sortable}}&lt;br /&gt;
! Stat !! Def Name !! Label !! Description&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Category:Stats - Basics]]&lt;br /&gt;
| ?Def Name&lt;br /&gt;
| ?Label&lt;br /&gt;
| ?Description&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Display Priority In Category&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pawn ===&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_ sortable}}&lt;br /&gt;
! Stat !! Def Name !! Label !! Description&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Category:Stats - Pawn]]&lt;br /&gt;
| ?Def Name&lt;br /&gt;
| ?Label&lt;br /&gt;
| ?Description&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Display Priority In Category&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Non Pawn ===&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_ sortable}}&lt;br /&gt;
! Stat !! Def Name !! Label !! Description&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Category:Stats - Non Pawn]]&lt;br /&gt;
| ?Def Name&lt;br /&gt;
| ?Label&lt;br /&gt;
| ?Description&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Display Priority In Category&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Animal Productivity ===&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_25 sortable}}&lt;br /&gt;
! Stat !! Def Name !! Label !! Description&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Category:Stats - Animal Productivity]]&lt;br /&gt;
| ?Def Name&lt;br /&gt;
| ?Label&lt;br /&gt;
| ?Description&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Display Priority In Category&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Terrain ===&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_02 sortable}}&lt;br /&gt;
! Stat !! Def Name !! Label !! Description&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Category:Stats - Terrain]]&lt;br /&gt;
| ?Def Name&lt;br /&gt;
| ?Label&lt;br /&gt;
| ?Description&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Display Priority In Category&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Meditation ===&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 sortable}}&lt;br /&gt;
! Stat !! Def Name !! Label !! Description&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Category:Stats - Meditation]]&lt;br /&gt;
| ?Def Name&lt;br /&gt;
| ?Label&lt;br /&gt;
| ?Description&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Display Priority In Category&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mechanoid ===&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_22 sortable}}&lt;br /&gt;
! Stat !! Def Name !! Label !! Description&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Category:Stats - Mechanoid]]&lt;br /&gt;
| ?Def Name&lt;br /&gt;
| ?Label&lt;br /&gt;
| ?Description&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Display Priority In Category&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Apparel ===&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_01 sortable}}&lt;br /&gt;
! Stat !! Def Name !! Label !! Description&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Category:Stats - Apparel]]&lt;br /&gt;
| ?Def Name&lt;br /&gt;
| ?Label&lt;br /&gt;
| ?Description&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Display Priority In Category&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Implant ===&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_01 sortable}}&lt;br /&gt;
! Stat !! Def Name !! Label !! Description&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Category:Stats - Implant]]&lt;br /&gt;
| ?Def Name&lt;br /&gt;
| ?Label&lt;br /&gt;
| ?Description&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Display Priority In Category&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Drug ===&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_24 sortable}}&lt;br /&gt;
! Stat !! Def Name !! Label !! Description&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Category:Stats - Drug]]&lt;br /&gt;
| ?Def Name&lt;br /&gt;
| ?Label&lt;br /&gt;
| ?Description&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Display Priority In Category&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Weapon ===&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_06 sortable}}&lt;br /&gt;
! Stat !! Def Name !! Label !! Description&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Category:Stats - Weapon]]&lt;br /&gt;
| ?Def Name&lt;br /&gt;
| ?Label&lt;br /&gt;
| ?Description&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Display Priority In Category&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Weapon (Ranged) ===&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_06 sortable}}&lt;br /&gt;
! Stat !! Def Name !! Label !! Description&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Category:Stats - Weapon (Ranged)]]&lt;br /&gt;
| ?Def Name&lt;br /&gt;
| ?Label&lt;br /&gt;
| ?Description&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Display Priority In Category&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Weapon (Melee) ===&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_06 sortable}}&lt;br /&gt;
! Stat !! Def Name !! Label !! Description&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Category:Stats - Weapon (Melee)]]&lt;br /&gt;
| ?Def Name&lt;br /&gt;
| ?Label&lt;br /&gt;
| ?Description&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Display Priority In Category&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Building ===&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_25 sortable}}&lt;br /&gt;
! Stat !! Def Name !! Label !! Description&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Category:Stats - Building]]&lt;br /&gt;
| ?Def Name&lt;br /&gt;
| ?Label&lt;br /&gt;
| ?Description&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Display Priority In Category&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ability ===&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_19 sortable}}&lt;br /&gt;
! Stat !! Def Name !! Label !! Description&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Category:Stats - Ability]]&lt;br /&gt;
| ?Def Name&lt;br /&gt;
| ?Label&lt;br /&gt;
| ?Description&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Display Priority In Category&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Equipped Stat Offsets ===&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_03 sortable}}&lt;br /&gt;
! Stat !! Def Name !! Label !! Description&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Category:Stats - Equipped Stat Offsets]]&lt;br /&gt;
| ?Def Name&lt;br /&gt;
| ?Label&lt;br /&gt;
| ?Description&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Display Priority In Category&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Stuff Stat Factors ===&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_03 sortable}}&lt;br /&gt;
! Stat !! Def Name !! Label !! Description&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Category:Stats - Stuff Stat Factors]]&lt;br /&gt;
| ?Def Name&lt;br /&gt;
| ?Label&lt;br /&gt;
| ?Description&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Display Priority In Category&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Stuff Stat Offsets ===&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_03 sortable}}&lt;br /&gt;
! Stat !! Def Name !! Label !! Description&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Category:Stats - Stuff Stat Offsets]]&lt;br /&gt;
| ?Def Name&lt;br /&gt;
| ?Label&lt;br /&gt;
| ?Description&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Display Priority In Category&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Stuff Of Equipment Stat Factors ===&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_03 sortable}}&lt;br /&gt;
! Stat !! Def Name !! Label !! Description&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Category:Stats - Stuff Of Equipment Stat Factors]]&lt;br /&gt;
| ?Def Name&lt;br /&gt;
| ?Label&lt;br /&gt;
| ?Description&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Display Priority In Category&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Surgical ===&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_01 sortable}}&lt;br /&gt;
! Stat !! Def Name !! Label !! Description&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Category:Stats - Surgical]]&lt;br /&gt;
| ?Def Name&lt;br /&gt;
| ?Label&lt;br /&gt;
| ?Description&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Display Priority In Category&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Capacity Effects ===&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_01 sortable}}&lt;br /&gt;
! Stat !! Def Name !! Label !! Description&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Category:Stats - Capacity Effects]]&lt;br /&gt;
| ?Def Name&lt;br /&gt;
| ?Label&lt;br /&gt;
| ?Description&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Display Priority In Category&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mechanitor ===&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_18 sortable}}&lt;br /&gt;
! Stat !! Def Name !! Label !! Description&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Category:Stats - Mechanitor]]&lt;br /&gt;
| ?Def Name&lt;br /&gt;
| ?Label&lt;br /&gt;
| ?Description&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Display Priority In Category&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Drug Addiction ===&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_24 sortable}}&lt;br /&gt;
! Stat !! Def Name !! Label !! Description&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Category:Stats - Drug Addiction]]&lt;br /&gt;
| ?Def Name&lt;br /&gt;
| ?Label&lt;br /&gt;
| ?Description&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Display Priority In Category&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pawn Combat ===&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_10 sortable}}&lt;br /&gt;
! Stat !! Def Name !! Label !! Description&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Category:Stats - Pawn Combat]]&lt;br /&gt;
| ?Def Name&lt;br /&gt;
| ?Label&lt;br /&gt;
| ?Description&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Display Priority In Category&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pawn Social ===&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_01 sortable}}&lt;br /&gt;
! Stat !! Def Name !! Label !! Description&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Category:Stats - Pawn Social]]&lt;br /&gt;
| ?Def Name&lt;br /&gt;
| ?Label&lt;br /&gt;
| ?Description&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Display Priority In Category&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pawn Misc ===&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_20 sortable}}&lt;br /&gt;
! Stat !! Def Name !! Label !! Description&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Category:Stats - Pawn Misc]]&lt;br /&gt;
| ?Def Name&lt;br /&gt;
| ?Label&lt;br /&gt;
| ?Description&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Display Priority In Category&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pawn Work ===&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_25 sortable}}&lt;br /&gt;
! Stat !! Def Name !! Label !! Description&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Category:Stats - Pawn Work]]&lt;br /&gt;
| ?Def Name&lt;br /&gt;
| ?Label&lt;br /&gt;
| ?Description&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Display Priority In Category&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Genetics ===&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_17 sortable}}&lt;br /&gt;
! Stat !! Def Name !! Label !! Description&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Category:Stats - Genetics]]&lt;br /&gt;
| ?Def Name&lt;br /&gt;
| ?Label&lt;br /&gt;
| ?Description&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Display Priority In Category&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Psychic Ritual ===&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_10 sortable}}&lt;br /&gt;
! Stat !! Def Name !! Label !! Description&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Category:Stats - Psychic Ritual]]&lt;br /&gt;
| ?Def Name&lt;br /&gt;
| ?Label&lt;br /&gt;
| ?Description&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Display Priority In Category&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Containment ===&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_10 sortable}}&lt;br /&gt;
! Stat !! Def Name !! Label !! Description&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Category:Stats - Containment]]&lt;br /&gt;
| ?Def Name&lt;br /&gt;
| ?Label&lt;br /&gt;
| ?Description&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Display Priority In Category&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Serum ===&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_10 sortable}}&lt;br /&gt;
! Stat !! Def Name !! Label !! Description&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Category:Stats - Serum]]&lt;br /&gt;
| ?Def Name&lt;br /&gt;
| ?Label&lt;br /&gt;
| ?Description&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Display Priority In Category&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Content Source ===&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_ sortable}}&lt;br /&gt;
! Stat !! Def Name !! Label !! Description&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Category:Stats - Content Source]]&lt;br /&gt;
| ?Def Name&lt;br /&gt;
| ?Label&lt;br /&gt;
| ?Description&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Display Priority In Category&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nav|stats|wide}}&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Volatile depressive</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Stat&amp;diff=175961</id>
		<title>Stat</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Stat&amp;diff=175961"/>
		<updated>2026-02-26T17:41:26Z</updated>

		<summary type="html">&lt;p&gt;Volatile depressive: Fixed awkward verbiage in lead&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub|reason=Needs lead in with basic description, summary of mechanics, difference from and relationship to [[Capacities]] etc}} &lt;br /&gt;
&lt;br /&gt;
A '''stat''', short for statistic, is a numerical value that provides information about the properties and behavior of a pawn or item. Basic examples of pawn stats include age, [[move speed]] and '''Melee DPS,''' or [[hit points]] or '''Work to Build''' for items/buildings.&lt;br /&gt;
&lt;br /&gt;
Some stats are static, such as pawn race or flammability. Other stats change in response to a pawn's environment or [[skills]], such as Work Speed decreasing in low light or&lt;br /&gt;
[[Plant Harvest Yield]] increasing with the Plant skill. &lt;br /&gt;
&lt;br /&gt;
A pawn or item's stats can be viewed in a pop-up window by clicking the View Information icon in the upper right corner of the [[inspect pane]] (right beneath the Health tab button for humans.)&lt;br /&gt;
&lt;br /&gt;
== Order of operations ==&lt;br /&gt;
=== Get Value ===&lt;br /&gt;
# If ''Minified Thing'' inherits stats and has ''Minified Thing''&lt;br /&gt;
## If ''Minified Thing'' has ''Inner Thing'': Get Value&lt;br /&gt;
# '''Value Unfinalized''' = ''Get Value Unfinalized''&lt;br /&gt;
# '''Value Finalized''' = ''Finalize Value''&lt;br /&gt;
# Get Value is complete&lt;br /&gt;
&lt;br /&gt;
=== Unfinalized Value ===&lt;br /&gt;
Sourced from the GetValueUnfinalized method from StatWork.cs, here is the approximate order of operations for applying stat modifiers.&lt;br /&gt;
# '''num''' = ''Stat Base Value''&lt;br /&gt;
# For ''Pawn'':&lt;br /&gt;
## If Pawn has ''Skills'':&lt;br /&gt;
### If Pawn has ''[[Property:Skill Need Offsets|Skill Need Offsets]]'': Add each ''Skill Need Offset'' to '''num'''&lt;br /&gt;
## Else: Add ''No Skill Offset'' to '''num'''&lt;br /&gt;
## If Pawn has ''[[Property:Capacity Offsets|Capacity Offsets]]'': Add each ''Capacity Offset'' to '''num'''&lt;br /&gt;
## If Pawn has ''Story'':&lt;br /&gt;
### If ''Trait'' isn't suppressed: Add each ''Trait'' to '''num'''&lt;br /&gt;
## For every ''Hediff'': Add each ''Hediff Offset'' based on ''Hediff Severity'' to '''num'''&lt;br /&gt;
## If Pawn has {{IdeologyIcon}} ''Ideoligion'': Add each ''Precept Offset'' to '''num'''&lt;br /&gt;
### If ''Precept Conditional Affecter'' applies: Add each ''Precept Conditional Affecter Offset'' to '''num'''&lt;br /&gt;
### If Pawn has ''Ideoligion Role'': Add each ''Ideoligion Role Effect Offset'' to '''num'''&lt;br /&gt;
## If Pawn has {{BiotechIcon}} ''Genes'': Add each ''Gene Offset'' to '''num'''&lt;br /&gt;
### If ''Gene Conditional Affecter'' applies: Add each ''Gene Conditional Affecter Offset'' to '''num'''&lt;br /&gt;
## Add each ''Age Related Offset'' to '''num'''&lt;br /&gt;
## If Pawn has ''Apparel'': Add each ''Gear Offset'' from ''Worn Apparel'' to '''num'''&lt;br /&gt;
## If Pawn has ''Equipment'' (i.e. a weapon): Add ''Gear Offset'' from ''Primary Equipment'' to '''num'''&lt;br /&gt;
## If Pawn has ''Story'': &lt;br /&gt;
## If ''Trait'' isn't suppressed: multiply '''num''' by each ''Trait Stat Multiplier''&lt;br /&gt;
## For every ''Hediff'': Multiply '''num''' by each ''Hediff Factor'' based on ''Hediff Severity''&lt;br /&gt;
## If Pawn has {{IdeologyIcon}} ''Ideoligion'': Multiply '''num''' by each ''Precept Factor''&lt;br /&gt;
### If ''Precept Conditional Affecter'' applies: Multiply '''num''' by each ''Precept Conditional Affecter Factor''&lt;br /&gt;
### If Pawn has ''Ideoligion Role'': Multiply '''num''' by each ''Ideoligion Role Effect Factor''&lt;br /&gt;
## If Pawn has {{BiotechIcon}} ''Genes'': Multiply '''num''' by each ''Gene Factor''&lt;br /&gt;
### If ''Gene Conditional Affecter'' applies: Multiply '''num''' by each ''Gene Conditional Affecter Factor''&lt;br /&gt;
## Multiply '''num''' by each ''Age Related Factor''&lt;br /&gt;
# For ''Stuff''&lt;br /&gt;
## If num &amp;gt; 0 or [[Property:Apply Factors If Negative|Apply Factors If Negative]] = true: Multiply '''num''' by ''Stuff Stat Factor''&lt;br /&gt;
## If has ''Quality'': Multiply '''num''' by ''Stuff Quality Factor''&lt;br /&gt;
## Add ''Stuff Stat Offset'' to '''num'''&lt;br /&gt;
## If has ''Quality'': Add ''Stuff Quality Offset'' to '''num'''&lt;br /&gt;
# For ''Abilities''&lt;br /&gt;
## If has ''Ability Stat Factors'': Multiply '''num''' by each ''Ability Stat Factor''&lt;br /&gt;
## If Pawn has {{IdeologyIcon}} ''Ideoligion'': For each ''Precept'':&lt;br /&gt;
### If ''Precept'' has ''Precept Factor'': Multiply '''num''' by ''Precept Factor''&lt;br /&gt;
### If ''Precept'' has ''Ability Factor'': Multiply '''num''' by each ''Ability Modifier''&lt;br /&gt;
# For ''Things''&lt;br /&gt;
## If ''Thing'' has ''Comps'':&lt;br /&gt;
### For each ''Comp'': Add ''Comp Offset'' to '''num'''&lt;br /&gt;
### For each ''Comp'': Multiply '''num''' by ''Comp Factor''&lt;br /&gt;
## For each ''Stat Factor'': Multiply '''num''' by ''Stat Factor''&lt;br /&gt;
## If Pawn has ''Skills'':&lt;br /&gt;
### If has ''[[Property:Skill Need Factors|Skill Need Factors]]'': For each ''Skill Need Factor'': Multiply '''num''' by ''Skill Need Factor''&lt;br /&gt;
## Else: Multiply '''num''' by ''No Skill Factor''&lt;br /&gt;
## If has ''[[Property:Capacity Factors|Capacity Factors]]'': For each ''Capacity Factor'':&lt;br /&gt;
### &amp;lt;code&amp;gt;num = num + ( ( (num * ''Capacity Factor'') - num) * (''Pawn Capacity Factor Weight'' clamped from 0 to 1) )&amp;lt;/code&amp;gt;&lt;br /&gt;
## If Pawn is ''[[Inspired]]'':&lt;br /&gt;
### Add ''Inspiration Offset'' to '''num'''&lt;br /&gt;
### Multiply '''num''' by ''Inspiration Factor''&lt;br /&gt;
# '''num''' is now unfinalized value&lt;br /&gt;
&lt;br /&gt;
=== Finalized Value ===&lt;br /&gt;
# ''Stat Request'' '''req''', '''val''' = '''num''' (from Get Unfinalized Value), '''Apply Post Process''' is a Boolean value&lt;br /&gt;
## If has ''Stat [[Property:Parts|Parts]]'': For each ''Part'': ''Transform Value'' ('''req''', '''val''')&lt;br /&gt;
## If '''Apply Post Process''' = true and has [[Property:Post Process Curve|Post Process Curve]]:&lt;br /&gt;
### '''val''' = ''Evaluate'' '''val'''&lt;br /&gt;
## If '''Apply Post Process''' = true, ''[[Property:Post Process Stat Factors|Post Process Stat Factors]]'' aren't null or empty, and '''req''' ''Has Thing'':&lt;br /&gt;
### For each ''Post Process Stat Factor'': Multiply '''val''' by ''Post Process Stat Factor''&lt;br /&gt;
## If has ''[[Scenario]]'': Multiply '''val''' by ''Scenario Stat Factor''&lt;br /&gt;
## If ''Absolute Value'' of '''val''' &amp;gt; ''[[Property:Round To Five Over|Round To Five Over]]'':&lt;br /&gt;
### '''val''' = (''Round'' ('''val''' / 5) ) * 5&lt;br /&gt;
## If ''[[Property:Round Value|Round Value]]'' = true:&lt;br /&gt;
### '''val''' = ''Round To Integer'' '''val'''&lt;br /&gt;
## If '''Apply Post Process''' = true:&lt;br /&gt;
### '''val''' = Clamp '''val''' from ''[[Property:Stat Minimum|Min Value]]'' to ''[[Property:Stat Maximum|Max Value]]''&lt;br /&gt;
# Finalize Value is complete&lt;br /&gt;
&lt;br /&gt;
=== Should Show For ===&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
=== Is Disabled For ===&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
== List of Stats By Category ==&lt;br /&gt;
=== Important ===&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_ sortable}}&lt;br /&gt;
! Stat !! Def Name !! Label !! Description&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Category:Stats - Important]]&lt;br /&gt;
| ?Def Name&lt;br /&gt;
| ?Label&lt;br /&gt;
| ?Description&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Display Priority In Category&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pawn Important ===&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_ sortable}}&lt;br /&gt;
! Stat !! Def Name !! Label !! Description&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Category:Stats - Pawn Important]]&lt;br /&gt;
| ?Def Name&lt;br /&gt;
| ?Label&lt;br /&gt;
| ?Description&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Display Priority In Category&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Non Pawn Important ===&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_ sortable}}&lt;br /&gt;
! Stat !! Def Name !! Label !! Description&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Category:Stats - Non Pawn Important]]&lt;br /&gt;
| ?Def Name&lt;br /&gt;
| ?Label&lt;br /&gt;
| ?Description&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Display Priority In Category&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Basics ===&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_ sortable}}&lt;br /&gt;
! Stat !! Def Name !! Label !! Description&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Category:Stats - Basics]]&lt;br /&gt;
| ?Def Name&lt;br /&gt;
| ?Label&lt;br /&gt;
| ?Description&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Display Priority In Category&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pawn ===&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_ sortable}}&lt;br /&gt;
! Stat !! Def Name !! Label !! Description&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Category:Stats - Pawn]]&lt;br /&gt;
| ?Def Name&lt;br /&gt;
| ?Label&lt;br /&gt;
| ?Description&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Display Priority In Category&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Non Pawn ===&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_ sortable}}&lt;br /&gt;
! Stat !! Def Name !! Label !! Description&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Category:Stats - Non Pawn]]&lt;br /&gt;
| ?Def Name&lt;br /&gt;
| ?Label&lt;br /&gt;
| ?Description&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Display Priority In Category&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Animal Productivity ===&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_25 sortable}}&lt;br /&gt;
! Stat !! Def Name !! Label !! Description&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Category:Stats - Animal Productivity]]&lt;br /&gt;
| ?Def Name&lt;br /&gt;
| ?Label&lt;br /&gt;
| ?Description&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Display Priority In Category&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Terrain ===&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_02 sortable}}&lt;br /&gt;
! Stat !! Def Name !! Label !! Description&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Category:Stats - Terrain]]&lt;br /&gt;
| ?Def Name&lt;br /&gt;
| ?Label&lt;br /&gt;
| ?Description&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Display Priority In Category&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Meditation ===&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 sortable}}&lt;br /&gt;
! Stat !! Def Name !! Label !! Description&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Category:Stats - Meditation]]&lt;br /&gt;
| ?Def Name&lt;br /&gt;
| ?Label&lt;br /&gt;
| ?Description&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Display Priority In Category&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mechanoid ===&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_22 sortable}}&lt;br /&gt;
! Stat !! Def Name !! Label !! Description&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Category:Stats - Mechanoid]]&lt;br /&gt;
| ?Def Name&lt;br /&gt;
| ?Label&lt;br /&gt;
| ?Description&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Display Priority In Category&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Apparel ===&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_01 sortable}}&lt;br /&gt;
! Stat !! Def Name !! Label !! Description&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Category:Stats - Apparel]]&lt;br /&gt;
| ?Def Name&lt;br /&gt;
| ?Label&lt;br /&gt;
| ?Description&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Display Priority In Category&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Implant ===&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_01 sortable}}&lt;br /&gt;
! Stat !! Def Name !! Label !! Description&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Category:Stats - Implant]]&lt;br /&gt;
| ?Def Name&lt;br /&gt;
| ?Label&lt;br /&gt;
| ?Description&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Display Priority In Category&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Drug ===&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_24 sortable}}&lt;br /&gt;
! Stat !! Def Name !! Label !! Description&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Category:Stats - Drug]]&lt;br /&gt;
| ?Def Name&lt;br /&gt;
| ?Label&lt;br /&gt;
| ?Description&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Display Priority In Category&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Weapon ===&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_06 sortable}}&lt;br /&gt;
! Stat !! Def Name !! Label !! Description&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Category:Stats - Weapon]]&lt;br /&gt;
| ?Def Name&lt;br /&gt;
| ?Label&lt;br /&gt;
| ?Description&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Display Priority In Category&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Weapon (Ranged) ===&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_06 sortable}}&lt;br /&gt;
! Stat !! Def Name !! Label !! Description&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Category:Stats - Weapon (Ranged)]]&lt;br /&gt;
| ?Def Name&lt;br /&gt;
| ?Label&lt;br /&gt;
| ?Description&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Display Priority In Category&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Weapon (Melee) ===&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_06 sortable}}&lt;br /&gt;
! Stat !! Def Name !! Label !! Description&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Category:Stats - Weapon (Melee)]]&lt;br /&gt;
| ?Def Name&lt;br /&gt;
| ?Label&lt;br /&gt;
| ?Description&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Display Priority In Category&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Building ===&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_25 sortable}}&lt;br /&gt;
! Stat !! Def Name !! Label !! Description&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Category:Stats - Building]]&lt;br /&gt;
| ?Def Name&lt;br /&gt;
| ?Label&lt;br /&gt;
| ?Description&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Display Priority In Category&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ability ===&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_19 sortable}}&lt;br /&gt;
! Stat !! Def Name !! Label !! Description&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Category:Stats - Ability]]&lt;br /&gt;
| ?Def Name&lt;br /&gt;
| ?Label&lt;br /&gt;
| ?Description&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Display Priority In Category&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Equipped Stat Offsets ===&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_03 sortable}}&lt;br /&gt;
! Stat !! Def Name !! Label !! Description&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Category:Stats - Equipped Stat Offsets]]&lt;br /&gt;
| ?Def Name&lt;br /&gt;
| ?Label&lt;br /&gt;
| ?Description&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Display Priority In Category&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Stuff Stat Factors ===&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_03 sortable}}&lt;br /&gt;
! Stat !! Def Name !! Label !! Description&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Category:Stats - Stuff Stat Factors]]&lt;br /&gt;
| ?Def Name&lt;br /&gt;
| ?Label&lt;br /&gt;
| ?Description&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Display Priority In Category&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Stuff Stat Offsets ===&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_03 sortable}}&lt;br /&gt;
! Stat !! Def Name !! Label !! Description&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Category:Stats - Stuff Stat Offsets]]&lt;br /&gt;
| ?Def Name&lt;br /&gt;
| ?Label&lt;br /&gt;
| ?Description&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Display Priority In Category&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Stuff Of Equipment Stat Factors ===&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_03 sortable}}&lt;br /&gt;
! Stat !! Def Name !! Label !! Description&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Category:Stats - Stuff Of Equipment Stat Factors]]&lt;br /&gt;
| ?Def Name&lt;br /&gt;
| ?Label&lt;br /&gt;
| ?Description&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Display Priority In Category&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Surgical ===&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_01 sortable}}&lt;br /&gt;
! Stat !! Def Name !! Label !! Description&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Category:Stats - Surgical]]&lt;br /&gt;
| ?Def Name&lt;br /&gt;
| ?Label&lt;br /&gt;
| ?Description&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Display Priority In Category&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Capacity Effects ===&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_01 sortable}}&lt;br /&gt;
! Stat !! Def Name !! Label !! Description&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Category:Stats - Capacity Effects]]&lt;br /&gt;
| ?Def Name&lt;br /&gt;
| ?Label&lt;br /&gt;
| ?Description&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Display Priority In Category&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mechanitor ===&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_18 sortable}}&lt;br /&gt;
! Stat !! Def Name !! Label !! Description&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Category:Stats - Mechanitor]]&lt;br /&gt;
| ?Def Name&lt;br /&gt;
| ?Label&lt;br /&gt;
| ?Description&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Display Priority In Category&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Drug Addiction ===&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_24 sortable}}&lt;br /&gt;
! Stat !! Def Name !! Label !! Description&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Category:Stats - Drug Addiction]]&lt;br /&gt;
| ?Def Name&lt;br /&gt;
| ?Label&lt;br /&gt;
| ?Description&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Display Priority In Category&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pawn Combat ===&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_10 sortable}}&lt;br /&gt;
! Stat !! Def Name !! Label !! Description&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Category:Stats - Pawn Combat]]&lt;br /&gt;
| ?Def Name&lt;br /&gt;
| ?Label&lt;br /&gt;
| ?Description&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Display Priority In Category&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pawn Social ===&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_01 sortable}}&lt;br /&gt;
! Stat !! Def Name !! Label !! Description&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Category:Stats - Pawn Social]]&lt;br /&gt;
| ?Def Name&lt;br /&gt;
| ?Label&lt;br /&gt;
| ?Description&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Display Priority In Category&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pawn Misc ===&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_20 sortable}}&lt;br /&gt;
! Stat !! Def Name !! Label !! Description&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Category:Stats - Pawn Misc]]&lt;br /&gt;
| ?Def Name&lt;br /&gt;
| ?Label&lt;br /&gt;
| ?Description&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Display Priority In Category&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pawn Work ===&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_25 sortable}}&lt;br /&gt;
! Stat !! Def Name !! Label !! Description&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Category:Stats - Pawn Work]]&lt;br /&gt;
| ?Def Name&lt;br /&gt;
| ?Label&lt;br /&gt;
| ?Description&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Display Priority In Category&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Genetics ===&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_17 sortable}}&lt;br /&gt;
! Stat !! Def Name !! Label !! Description&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Category:Stats - Genetics]]&lt;br /&gt;
| ?Def Name&lt;br /&gt;
| ?Label&lt;br /&gt;
| ?Description&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Display Priority In Category&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Psychic Ritual ===&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_10 sortable}}&lt;br /&gt;
! Stat !! Def Name !! Label !! Description&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Category:Stats - Psychic Ritual]]&lt;br /&gt;
| ?Def Name&lt;br /&gt;
| ?Label&lt;br /&gt;
| ?Description&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Display Priority In Category&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Containment ===&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_10 sortable}}&lt;br /&gt;
! Stat !! Def Name !! Label !! Description&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Category:Stats - Containment]]&lt;br /&gt;
| ?Def Name&lt;br /&gt;
| ?Label&lt;br /&gt;
| ?Description&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Display Priority In Category&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Serum ===&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_10 sortable}}&lt;br /&gt;
! Stat !! Def Name !! Label !! Description&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Category:Stats - Serum]]&lt;br /&gt;
| ?Def Name&lt;br /&gt;
| ?Label&lt;br /&gt;
| ?Description&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Display Priority In Category&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Content Source ===&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_ sortable}}&lt;br /&gt;
! Stat !! Def Name !! Label !! Description&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Category:Stats - Content Source]]&lt;br /&gt;
| ?Def Name&lt;br /&gt;
| ?Label&lt;br /&gt;
| ?Description&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Display Priority In Category&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nav|stats|wide}}&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Volatile depressive</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ideoligion&amp;diff=175960</id>
		<title>Ideoligion</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ideoligion&amp;diff=175960"/>
		<updated>2026-02-26T17:11:39Z</updated>

		<summary type="html">&lt;p&gt;Volatile depressive: /* Relics */  fixed a misspelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ideology}}&lt;br /&gt;
{{Stub|reason=Add Nomadic and space habitat precept. Shipborn meme requirements/associated not implemented. traders guild}}&lt;br /&gt;
'''Ideoligions''' are both a system of mechanics introduced by, and the primary focus of, the [[Ideology DLC]]. They allow colonies to introduce a variety of new restrictions and capabilities to change gameplay, as well as new interactions with other factions.&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
== Type of ideoligion ==&lt;br /&gt;
Whenever you start a new game, you will see the Ideology selection menu once you've selected a world tile.&lt;br /&gt;
&lt;br /&gt;
* '''Ideology system inactive''' - Disables most of the Ideology system. Player colonies and factions will no longer have any ideoligion. With this option, you can create any ''style'', or cosmetic variant, of building (click the circle icon in the [[Architect]] tab, right next to the search bar).&lt;br /&gt;
:However, some aspects of the ideoligion system remain. You can still assign a [[Leader]], and will have access to a funeral and 2 [[ritual]]s - a dance party and drum party.{{Check Tag|Verify|Extremely quick testing}} In addition, there will be 3 randomized [[relic]]s that you can search for.&lt;br /&gt;
&lt;br /&gt;
* '''Create ideoligion (fluid)''' - Design an ideoligion that can change over time.&lt;br /&gt;
:A fluid ideoligion only has access to 1 [[meme]] at the start of the game, which cannot be a high impact meme. Otherwise, a fluid ideoligion has the same customization options as a fixed ideoligion. The difference is that a fluid ideology can change over the course of the game. As you gain [[#Development points|development points]], you can add / remove memes, and re-customize just about everything else.&lt;br /&gt;
&lt;br /&gt;
* '''Create ideoligion (fixed)''' - Design an ideoligion with complete control.&lt;br /&gt;
&lt;br /&gt;
* '''Presets''' - Use an ideoligion already created for you. Want to live under the mountain, but don't want to make a full ideoligion? Pick the &amp;quot;Mole people&amp;quot; preset. You will start with a Funeral and 2 other random [[ritual]]s, as well as a random [[relic]]. Other aspects of the ideoligion will also be randomized.&lt;br /&gt;
:For example, the &amp;quot;Classic-like&amp;quot; preset will have the following precepts:&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2; width:600px&amp;quot;&amp;gt;&lt;br /&gt;
* [[#Corpses|Corpses: Ugly]]&lt;br /&gt;
* [[#Insect meat|Insect meat: Despised]]&lt;br /&gt;
* [[#Marriage name|Marriage name: Usually man's]]&lt;br /&gt;
* [[#Eating nutrient paste|Eating nutrient paste: Disgusting]]&lt;br /&gt;
* [[#Physical love|Physical love: Free]]&lt;br /&gt;
* [[#Women's spouses|Women's spouses: One only]]&lt;br /&gt;
* [[#Men's spouses|Men's spouses: One only]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Development points ===&lt;br /&gt;
{{For|a guide for how to convert a non-fluid ideoligion to a fluid ideoligion via save editing|Fluid ideoligion save conversion guide}}&lt;br /&gt;
Fluid ideoligions are mostly the same as a static one, but can be changed over time through development points. When you have enough points, you can reform the ideoligion. It costs 10 points for the first reformation, and increases by +2 per reform until a max of 20 points. You cannot &amp;quot;store&amp;quot; points; once you can reform, no more points are gained.&lt;br /&gt;
&lt;br /&gt;
Development points can be obtained in the following ways:&lt;br /&gt;
* Performing [[rituals]]. Rituals will give a varying amount of points depending on if they are &amp;quot;anytime&amp;quot; rituals or &amp;quot;dated&amp;quot; rituals, how many rituals the ideoligion has and the quality of the ritual. If a ritual achieves a goal that awards development points (such as a conversion), both the points for the goal and the ritual are received in full. Anytime rituals (including funerals) give 1 point for a good outcome and 2 points for a great outcome.&lt;br /&gt;
Dated rituals grant more points the fewer rituals the ideoligion has, -as detailed below- however Funerals, Gladiator Duels, Blinding, and Scarification rituals '''''Do not''''' count for the following table.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! Terrible&lt;br /&gt;
! Boring&lt;br /&gt;
! Fun&lt;br /&gt;
! Unforgettable&lt;br /&gt;
|-&lt;br /&gt;
! 1 Ritual&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| 7&lt;br /&gt;
|-&lt;br /&gt;
! 2 Rituals&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
! 3 Rituals&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
! 4 Rituals&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! 5+ Rituals&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Converting someone: 1 point.&lt;br /&gt;
Certain [[#Precepts|precepts]] allow an ideoligion to gain points from actions related to the precept.&lt;br /&gt;
* [[#Blindness|Blindness: Respected, Elevated or Sublime]]: Blinding someone: 1 point&lt;br /&gt;
* [[#Charity|Charity: Worthwhile, Important or Essential]]: Completing charity quests and accepting charity events&lt;br /&gt;
** [[Quests#Beggars|Helping beggars]]: 2 points&lt;br /&gt;
** [[Events#Wanderer joins|Accepting joining wanderer]]: 1 point&lt;br /&gt;
** [[Quests#Hospitality|Giving hospitality]] {{RoyaltyIcon}}: 2 points&lt;br /&gt;
** [[Quests#Shuttle Crash|Saving shuttle crash survivors]] {{RoyaltyIcon}}: 3 points&lt;br /&gt;
** [[Events#Transport pod crash|Saving a pod crash victim]]: 1 point&lt;br /&gt;
** [[Quests#Noble Wimp|Saving the noble wimp]] {{RoyaltyIcon}}: 1 point&lt;br /&gt;
** [[Quests#Threatened Joiner|Helping the threatened joiner]]: 2 points&lt;br /&gt;
* [[#Execution|Execution: Respected if guilty or Required]]: Executing prisoner: 1 point&lt;br /&gt;
* [[#Proselytizing|Proselytizing: Occasional, Sometimes or Frequent]]:&lt;br /&gt;
** Converting a new member: 1 point (in addition to the normal 1 point)&lt;br /&gt;
** Obtaining a [[Relic|relic]]: 5 points&lt;br /&gt;
** Completing the [[Quests#Pilgrims|pilgrims]] quest: 2 points&lt;br /&gt;
* [[#Raiding|Raiding: Respected or Required]]:&lt;br /&gt;
** Raiding someone: 1 point&lt;br /&gt;
** Raiding a bandit camp or work site: 2 points&lt;br /&gt;
* [[#Ranching|Ranching: Central]]: Successfully completing an [[Quests#Hospitality|Animal Hospitality quest]]{{RoyaltyIcon}}: 2 points&lt;br /&gt;
* [[#Slavery|Slavery: Honorable]]: Enslaving new prisoner: 1 point&lt;br /&gt;
* [[#Gauranlen connection|Gauranlen Connection: Strong]]: Planting gauranlen tree: 1 point&lt;br /&gt;
&lt;br /&gt;
Reformation allows you to add ''or'' remove 1 meme, ''or'' change the structure of your ideoligion. If you add a meme, you cannot remove / replace another meme or change structure. In addition, you can only add 1 [[style]] at a time. All other changes are unlimited.&lt;br /&gt;
&lt;br /&gt;
== Forming an ideoligion ==&lt;br /&gt;
An ideoligion consists of many separate aspects to customize:&lt;br /&gt;
&lt;br /&gt;
'''Primary'''&lt;br /&gt;
* '''[[#Structure|Structure]]''' - What deities (or lack thereof) that followers believe in. Examples include ''Abstract theist'', that &amp;quot;god(s) are formless and everywhere&amp;quot;, or ''Christian origin'', which is closer to the Abrahamic religions of the west. Structure helps determine the randomized names and lore of your ideoligion. This is almost entirely cosmetic, but can add a few ritual options.&lt;br /&gt;
&lt;br /&gt;
* '''[[#Memes|Memes]]''' - The basic beliefs of the ideoligion. An ideoligion with the ''Cannibal'' meme will definitely enjoy human meat. Each ideoligion can have up to 4 memes. Most memes do not add much on their own, but affect what precepts the ideoligion has and cannot have. Some memes have access to [[roles|specialists]].&lt;br /&gt;
&lt;br /&gt;
* '''[[#Precepts|Precepts]]''' - What a follower's belief systems are. Precepts directly determine how colonists will react to certain actions. An ideoligion with ''Cannibalism: Preferred'' will have followers enjoy eating human meat. An ideoligion with ''Cannibalism: Required (Ravenous)'' will want to eat human meat for every meal.&lt;br /&gt;
:Certain precepts have statistical effects beyond mood. For instance, ''Drugs: Essential'' boosts drug crop yield, synthesis speed, and sell price. These tend to be locked behind their associated meme.&lt;br /&gt;
&lt;br /&gt;
'''Secondary'''&lt;br /&gt;
* '''[[Rituals]]''' - Special occasions, from Dance Party to Animal Sacrifice to Funerals. Every time you do a ritual, you can end up with a good or bad outcome. Good outcomes will increase colonist [[mood]], and come with a special, defined reward. For example, a spectacular festival can give you a random recruit, or cause a [[gauranlen pod]] to sprout.&lt;br /&gt;
&lt;br /&gt;
:You can increase the chances of a good outcomes by following the ritual's requirements. A funeral can be done without your colonist's body, but the quality will be increased if the corpse is buried.&lt;br /&gt;
&lt;br /&gt;
* '''[[#Roles|Roles]]''' - Every ideoligion has a Leader and Moral Guide. From there, you can have up to 2 types of specialists. A Shooting Specialist will be great at ranged combat, but is unable to do many types of skilled work. Note that you can have as many specialists of a specific type as you want. For example, you can have 3 Shooting Specialists in a single colony, but cannot have a Shooting, Plants, AND Research specialist in the same ideoligion.&lt;br /&gt;
&lt;br /&gt;
* '''[[Relic]]s''' - Ideoligions can have relics. Relics can be either Legendary [[quality]] weapons or specific types of items that serve no other purpose. Relics must be found from a specific, multi-part relic hunt quest, which can take many years. Having a relic present will cause a number of benefits.&lt;br /&gt;
&lt;br /&gt;
* '''Buildings''' - Buildings used by your ideoligion: [[altar]]s, [[sacrificial flag]]s, etc. Largely used for rituals. Altars and the like will eventually be demanded by followers of your ideoligion in a temple room.&lt;br /&gt;
&lt;br /&gt;
* '''Preferences''' - Ideoligions can prefer [[apparel]], [[weapon]]s, and [[xenotype]]s {{BiotechIcon}}, as well as venerate specific [[animal]]s. Colonists will like having/being around preferred items. Whether a colonist will dislike a non-preferred item is dependent on the preference in question.&lt;br /&gt;
&lt;br /&gt;
'''Descriptive'''&lt;br /&gt;
* '''[[#Styles|Styles]]''' - How buildings made by an ideoligious builder will look. Largely cosmetic. However, it interacts with the Diversity of Thought precept. If colonists are neutral or bigoted, then they will enjoy being near styles of the same ideoligion. If colonists appreciate Diversity of Thought, they will enjoy being near styled buildings that their ideoligion could not make. Certain styles will affect more or less buildings.&lt;br /&gt;
&lt;br /&gt;
* '''[[#Cultures|Cultures]]''' - Roughly where your ideoligion comes from. Astropolitian represents those coming from space. Corunan represents [[New Tribe|tribes]] in general. Entirely cosmetic.&lt;br /&gt;
&lt;br /&gt;
* '''Lore''' - A randomly generated description of the ideoligion, based off of memes, structures, cultures, etc. Entirely cosmetic.&lt;br /&gt;
&lt;br /&gt;
* '''Icon / color''' - An ideoligion's icon is used whenever an ideology will be displayed. The color of the icon will be a preferred color for followers. Followers gain a {{+|1}} moodlet for wearing their ideology's color, or their own favorite color. All colors require [[dye]] and the same amount of dye.&lt;br /&gt;
&lt;br /&gt;
== Certainty ==&lt;br /&gt;
{{Main|Certainty}}&lt;br /&gt;
&lt;br /&gt;
'''Certainty''' is how willing a colonist is to maintain their current ideoligion. Conversion attempts reduce certainty. Once certainty hits 0%, a pawn's ideology will change.&lt;br /&gt;
&lt;br /&gt;
== Structure ==&lt;br /&gt;
Choosing your structure affects which symbols the game uses for your ideoligion, and allows for the selection of some rituals that would otherwise require specific memes. It also influences some random generation options and flavor text but these can be overridden by player selection.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Structure !! Description !! Styles !! Unlocked Rituals !! Chance to Have Precept&lt;br /&gt;
|- id=&amp;quot;Abstract theist&amp;quot;&lt;br /&gt;
! Abstract theist&amp;lt;br/&amp;gt;[[File:Abstract theist.png|64px]]&lt;br /&gt;
| The god(s) do not have physical form, but are everywhere at once. They know all, and can do anything. Their will defines the moral structure of the universe. || || ||&lt;br /&gt;
|- id=&amp;quot;Animist&amp;quot;&lt;br /&gt;
! Animist&amp;lt;br/&amp;gt;[[File:Animist.png|64px]]&lt;br /&gt;
| Spirits live in everything around us. In the plants and animals, rivers and trees, sky and stars. The moral structure of the universe springs from the necessity of respecting them. || Animalist || ||&lt;br /&gt;
|- id=&amp;quot;Archist&amp;quot;&lt;br /&gt;
! Archist&amp;lt;br/&amp;gt;[[File:Archist.png|64px]]&lt;br /&gt;
| Archotechs are the true gods. They know the moral structure of the universe, and serving them is how we will connect with it. || || ||&lt;br /&gt;
|- id=&amp;quot;Buddhist origin&amp;quot;&lt;br /&gt;
! Buddhist origin&amp;lt;br/&amp;gt;[[File:Buddhist origin.png|64px]]&lt;br /&gt;
| This ideoligion is a descendant of ancient Buddhism. It may have very different precepts than those of thousands of years ago, but its symbols are similar. || Buddhist || Smokeleaf circle || Headwrap: Relaxed&amp;lt;br/&amp;gt;Broadwrap: Relaxed&lt;br /&gt;
|- id=&amp;quot;Christian origin&amp;quot;&lt;br /&gt;
! Christian origin&amp;lt;br/&amp;gt;[[File:Christian origin.png|64px]]&lt;br /&gt;
| This is a variant of the abstract theist structure. This ideoligion is a descendant of ancient Christianity. It may have very different precepts than those of thousands of years ago, but its symbols are similar. || Christian || Christmas tree party || Headwrap: Relaxed&amp;lt;br/&amp;gt;Broadwrap: Relaxed&lt;br /&gt;
|- id=&amp;quot;Embodied theist&amp;quot;&lt;br /&gt;
! Embodied theist&amp;lt;br/&amp;gt;[[File:Embodied theist.png|64px]]&lt;br /&gt;
| The god(s) walk the planets like us, yet they are powerful and immortal as we are not. They decide the moral structure of the universe. || || ||&lt;br /&gt;
|- id=&amp;quot;Hindu origin&amp;quot;&lt;br /&gt;
! Hindu origin&amp;lt;br/&amp;gt;[[File:Hindu origin.png|64px]]&lt;br /&gt;
| This is a variant of the embodied theist structure. This ideoligion is a descendant of ancient Hinduism. It may have very different precepts than those of thousands of years ago, but its symbols are similar. || Hindu || Smokeleaf circle || Headwrap: Relaxed&amp;lt;br/&amp;gt;Broadwrap: Relaxed&lt;br /&gt;
|- id=&amp;quot;Ideological&amp;quot;&lt;br /&gt;
! Ideological&amp;lt;br/&amp;gt;[[File:Ideological.png|64px]]&lt;br /&gt;
| There are no gods. The moral structure of the universe is found in our grand narrative of social forces. || || Symbol burning ||&lt;br /&gt;
|- id=&amp;quot;Islamic origin&amp;quot;&lt;br /&gt;
! Islamic origin&amp;lt;br/&amp;gt;[[File:Islamic origin.png|64px]]&lt;br /&gt;
| This is a variant of the abstract theist structure. This ideoligion is a descendant of ancient Islam. It may have very different precepts than those of thousands of years ago, but its symbols are similar. || Islamic || || Headwrap: Relaxed&amp;lt;br/&amp;gt;Broadwrap: Relaxed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cultures ==&lt;br /&gt;
Cultures affect names, appearances, and symbols.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Culture !! Factions Allowed !! Description&lt;br /&gt;
|- id=&amp;quot;Astropolitan&amp;quot;&lt;br /&gt;
! Astropolitan&amp;lt;br/&amp;gt;[[File:Astropolitan.png|32px]]&lt;br /&gt;
| [[New Arrivals]]&amp;lt;br/&amp;gt;[[Sanguophages (Faction)|Sanguophages]]{{BiotechIcon}}&amp;lt;br/&amp;gt;[[Traders guild]]{{OdysseyIcon}}&amp;lt;br/&amp;gt;[[Salvagers]]{{OdysseyIcon}}|| A broad collection of cultures common among frequent space travelers.&lt;br /&gt;
|- id=&amp;quot;Rustican&amp;quot;&lt;br /&gt;
! Rustican&amp;lt;br/&amp;gt;[[File:Civil outlander.png|32px]]&lt;br /&gt;
| [[Outlander]] Factions || A hardy industrial cultures common among rimworld outlanders.&lt;br /&gt;
|- id=&amp;quot;Corunan&amp;quot;&lt;br /&gt;
! Corunan&amp;lt;br/&amp;gt;[[File:GentleTribe.png|32px]]&lt;br /&gt;
| [[New Tribe]]&amp;lt;br/&amp;gt;[[Tribal]] Factions || An ancient culture common among rimworld tribes.&lt;br /&gt;
|- id=&amp;quot;Kriminul&amp;quot;&lt;br /&gt;
! Kriminul&amp;lt;br/&amp;gt;[[File:Pirate.png|32px]]&lt;br /&gt;
| [[Pirate]] Factions || A broad category describing the styles and practices of many pirate groups.&lt;br /&gt;
|- id=&amp;quot;Sophian&amp;quot;&lt;br /&gt;
! Sophian {{RoyaltyIcon}}&amp;lt;br/&amp;gt;[[File:Empire map marker.png|32px]]&lt;br /&gt;
| [[Empire]] Faction|| A techno-feudal culture centered on the planet Sophiamunda.&lt;br /&gt;
|}&lt;br /&gt;
Additionally, the [[Ancient]] factions, [[Outlander refugee group]]{{RoyaltyIcon}}, [[Beggars]]{{IdeologyIcon}}, [[Pilgrims]]{{IdeologyIcon}}, and the [[Horax cult]]{{AnomalyIcon}} do not have any culture assigned to them; therefore they may use any existing one randomly.&lt;br /&gt;
&lt;br /&gt;
== Styles ==&lt;br /&gt;
{{recode|section=1|reason=Use collapsibles to allow a non-intrusive display of the styles where the reader can tab between the styles}}&lt;br /&gt;
An ideoligion can have 0-3 associated styles. People belonging to that ideoligion will apply those styles when making specific items. Colonists will get thoughts based on the styles of the objects around them, depending on their ideoligion's [[#Diversity of thought|diversity of thought]] precept either for having surroundings match or not match their ideoligion. Neutral surroundings produce no thought. If multiple styles of an ideoligion affect the same object, left-most applies. Note that building appearance in the construction menu will be based on your primary ideoligion, but the actual building might be different if built by a pawn of a different ideoligion.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! style=width:6em | Style !! New buildables !! Affects items !! Affects objects !! Affects ritual ambience sound !! Player-accessible&lt;br /&gt;
|- id=&amp;quot;Style Hindu&amp;quot;&lt;br /&gt;
| [[File:Style Hindu.png|18px]] Hindu&lt;br /&gt;
| -&lt;br /&gt;
| [[Simple helmet#Styles|Simple helmet]], [[Flak helmet#Styles|Flak helmet]]&lt;br /&gt;
| [[Small sculpture#Styles|Small sculpture]], [[Large sculpture#Styles|Large sculpture]], [[Grand sculpture#Styles|Grand sculpture]]&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|- id=&amp;quot;Style Christian&amp;quot;&lt;br /&gt;
| [[File:Style Christian.png|18px]] Christian&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| [[Small sculpture#Styles|Small sculpture]], [[Large sculpture#Styles|Large sculpture]], [[Grand sculpture#Styles|Grand sculpture]]&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-  id=&amp;quot;Style Islamic&amp;quot;&lt;br /&gt;
| [[File:Style Islam.png|18px]] Islamic&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| [[Small sculpture#Styles|Small sculpture]], [[Large sculpture#Styles|Large sculpture]], [[Grand sculpture#Styles|Grand sculpture]]&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-  id=&amp;quot;Style Buddhist&amp;quot;&lt;br /&gt;
| [[File:Style Buddhism.png|18px]] Buddhist&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| [[Small sculpture#Styles|Small sculpture]], [[Large sculpture#Styles|Large sculpture]], [[Grand sculpture#Styles|Grand sculpture]]&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-  id=&amp;quot;Style Morbid&amp;quot;&lt;br /&gt;
| [[File:Style Morbid.png|18px]] Morbid&lt;br /&gt;
| [[Morbid carpet]], [[Morbid slab (broad)]], [[Morbid slab (medium)]], [[Morbid stone tile]] || [[Recon helmet#Styles|Recon helmet]], [[Marine helmet#Styles|Marine helmet]], [[Cataphract helmet#Styles|Cataphract helmet]]&lt;br /&gt;
| [[Small sculpture#Styles|Small sculpture]], [[Large sculpture#Styles|Large sculpture]], [[Grand sculpture#Styles|Grand sculpture]], [[Small altar#Styles|Small altar]], [[Medium altar#Styles|Medium altar]], [[Large altar#Styles|Large altar]], [[Grand altar#Styles|Grand altar]], [[Stool#Styles|Stool]], Table ([[Table (1x2)#Styles|1x2]], [[Table (2x2)#Styles|2x2]], [[Table (2x4)#Styles|2x4]], [[Table (3x3)#Styles|3x3]]), [[Standing lamp#Styles|Standing lamp]], [[Wall lamp#Styles|Wall lamp]], [[Torch lamp#Styles|Torch lamp]], [[Wall torch lamp#Styles|Wall torch lamp]], [[Column#Styles|Column]]&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-  id=&amp;quot;Style Totemic&amp;quot;&lt;br /&gt;
| [[File:Style Totemic.png|18px]] Totemic&lt;br /&gt;
| [[Totemic boards]], [[Totemic slab (broad)]], [[Totemic slab (medium)]], [[Totemic stone tile]]&lt;br /&gt;
| [[Recon helmet#Styles|Recon helmet]], [[Marine helmet#Styles|Marine helmet]], [[Cataphract helmet#Styles|Cataphract helmet]]&lt;br /&gt;
| [[Small sculpture#Styles|Small sculpture]], [[Large sculpture#Styles|Large sculpture]], [[Grand sculpture#Styles|Grand sculpture]], [[Small altar#Styles|Small altar]], [[Medium altar#Styles|Medium altar]], [[Large altar#Styles|Large altar]], [[Grand altar#Styles|Grand altar]], [[Stool#Styles|Stool]], [[Dining chair#Styles|Dining chair]], Table ([[Table (1x2)#Styles|1x2]], [[Table (2x2)#Styles|2x2]], [[Table (2x4)#Styles|2x4]], [[Table (3x3)#Styles|3x3]]), [[Standing lamp#Styles|Standing lamp]], [[Wall lamp#Styles|Wall lamp]], [[Torch lamp#Styles|Torch lamp]], [[Wall torch lamp#Styles|Wall torch lamp]], [[Column#Styles|Column]]&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-  id=&amp;quot;Style Spikecore&amp;quot;&lt;br /&gt;
| [[File:Style Spikecore.png|18px]] Spikecore&lt;br /&gt;
| [[Spikecore floor-star (broad)]], [[Spikecore floor-star (medium)]], [[Spikecore plates]], [[Spikecore stone tile]] || [[Simple helmet#Styles|Simple helmet]], [[Flak helmet#Styles|Flak helmet]], [[Flak jacket#Styles|Flak jacket]], [[Duster#Styles|Duster]], [[Jacket#Styles|Jacket]], [[Parka#Styles|Parka]]&lt;br /&gt;
| Table ([[Table (1x2)#Styles|1x2]], [[Table (2x2)#Styles|2x2]], [[Table (2x4)#Styles|2x4]], [[Table (3x3)#Styles|3x3]]), [[Standing lamp#Styles|Standing lamp]], [[Wall lamp#Styles|Wall lamp]], [[Torch lamp#Styles|Torch lamp]], [[Wall torch lamp#Styles|Wall torch lamp]], [[Column#Styles|Column]]&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-  id=&amp;quot;Style Rustic&amp;quot;&lt;br /&gt;
| [[File:Style Rustic.png|18px]] Rustic&lt;br /&gt;
| [[Rustic rug (broad)]], [[Rustic rug (medium)]]&lt;br /&gt;
| [[Simple helmet#Styles|Simple helmet]], [[Flak helmet#Styles|Flak helmet]]&lt;br /&gt;
| [[Column#Styles|Column]], [[Standing lamp#Styles|Standing lamp]], [[Wall lamp#Styles|Wall lamp]], [[Torch lamp#Styles|Torch lamp]], [[Wall torch lamp#Styles|Wall torch lamp]], Table ([[Table (1x2)#Styles|1x2]], [[Table (2x2)#Styles|2x2]], [[Table (2x4)#Styles|2x4]], [[Table (3x3)#Styles|3x3]])&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-  id=&amp;quot;Style Animalist&amp;quot;&lt;br /&gt;
| [[File:Style Animalist.png|18px]] Animalist&lt;br /&gt;
| [[Animalist slab (broad)]], [[Animalist slab (medium)]]&lt;br /&gt;
| [[Recon helmet#Styles|Recon helmet]], [[Marine helmet#Styles|Marine helmet]], [[Cataphract helmet#Styles|Cataphract helmet]], [[War mask#Styles|War mask]]&lt;br /&gt;
| [[Small sculpture#Styles|Small sculpture]], [[Large sculpture#Styles|Large sculpture]], [[Grand sculpture#Styles|Grand sculpture]]&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-  id=&amp;quot;Style Techist&amp;quot;&lt;br /&gt;
| [[File:Style Techist.png|18px]] Techist&lt;br /&gt;
| [[Hex carpet]], [[Hex tile]]&lt;br /&gt;
| -&lt;br /&gt;
| [[Column#Styles|Column]], [[Plant pot#Styles|Plant pot]], [[Standing lamp#Styles|Standing lamp]], [[Wall lamp#Styles|Wall lamp]], [[Shelf#Styles|Shelf]], [[Autodoor#Styles|Autodoor]], Table ([[Table (1x2)#Styles|1x2]], [[Table (2x2)#Styles|2x2]], [[Table (2x4)#Styles|2x4]], [[Table (3x3)#Styles|3x3]])&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-  id=&amp;quot;Style Horaxian&amp;quot;&lt;br /&gt;
| [[File:Style Horaxian.png|18px]] Horaxian{{AnomalyIcon}}&lt;br /&gt;
| -&lt;br /&gt;
| [[Axe#Styles|Axe]], [[Club#Styles|Club]], [[Gladius#Styles|Gladius]], [[Knife#Styles|Knife]], [[Mace#Styles|Mace]]&lt;br /&gt;
| -&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Style dominance ===&lt;br /&gt;
Pawns consider objects with style dominance within 27 tiles outdoors, or in the same room regardless of distance. An item is considered &amp;quot;uniform&amp;quot; if pawn's ideoligion can build it, and &amp;quot;diverse&amp;quot; otherwise, regardless of the actual style: for example, a totemic table will be considered diverse for an ideoligion with morbid and totemic styles, because the morbid style overrides totemic tables. If the total style dominance of uniform or diverse objects is at least 10 more than the other category, pawns will get an appropriate thought; the actual style of the object does not matter for stacking either: a morbid slab and a totemic slab in the same room will be uniform for an ideoligion with both styles, cancel each other out and give no thought for an ideoligion with one of those styles, and diverse for an ideoligion with neither.&lt;br /&gt;
&lt;br /&gt;
An ideoligion with no styles would still consider its own buildings (such as ideogram), but not ritual seats, to be uniform.&lt;br /&gt;
&lt;br /&gt;
Clothing, whether worn or placed on the ground, and uninstalled objects have no impact on style dominance.&lt;br /&gt;
&lt;br /&gt;
{{#ask: [[Style Dominance::+]]&lt;br /&gt;
| ?Style Dominance&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Memes ==&lt;br /&gt;
You must choose one to four memes at the beginning of your playthrough to form the foundational ideas of your ideoligion. Some have much more gameplay impact than others. Hovering over a meme will show you the information in this table.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable text-valign:top}}&lt;br /&gt;
! Meme !! Description !! Impact !! Incompatible Memes !! Required Precepts !! Chance to Have Precept !! Disabled Precepts !! Unlocked Roles !! Required Rituals !! Unlocked Rituals !! New Buildables !! Unlocked Craftables !! Start with Research !! Agreeing Traits !! Conflicting Traits !! Styles&lt;br /&gt;
|- id=&amp;quot;Animal personhood&amp;quot;&lt;br /&gt;
! '''Animal personhood'''&amp;lt;br/&amp;gt;[[File:Animal personhood.png|64px]]&lt;br /&gt;
| Animals have rights as humans do. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=3|[[File:High meme impact.png|32x32px]] High || [[#Rancher|Rancher]] || '''[[#Animal connection|Animal connection:]]''' Strong&amp;lt;br/&amp;gt;'''[[#Slaughtering animals|Slaughtering animals:]]''' Prohibited, Horrible, or Disapproved&amp;lt;br/&amp;gt;'''[[#Meat eating|Meat eating:]]''' Abhorrent, Horrible, or Disapproved&amp;lt;br/&amp;gt;{{OdysseyIcon}}'''[[#Fishing|Fishing:]]''' Prohibited or Disapproved || - || - || [[Ideoligion#Animals specialist|Animals specialist]] || - || - || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Blindsight&amp;quot;&lt;br /&gt;
! '''[[Blindsight]]'''&amp;lt;br/&amp;gt;[[File:Blindsight.png|64px]]&lt;br /&gt;
| Only those who are blind can perceive true reality. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=3|[[File:High meme impact.png|32x32px]] High || [[#Darkness|Darkness]] || '''[[#Blind psysense|Blind psysense:]]''' Strong&amp;lt;br/&amp;gt;'''[[#Blindness|Blindness:]]''' Respected, Elevated, or Sublime || - || '''[[#Blindness|Blindness:]]''' Horrible&amp;lt;br/&amp;gt;'''[[#Lighting|Lighting:]]''' Darklight preferred&amp;lt;br/&amp;gt;'''[[#Combat in darkness|Combat in darkness:]]''' preferred || [[Ideoligion#Medical specialist|Medical specialist]] || Blinding || - || - || [[Blindfold]] || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Cannibal&amp;quot;&lt;br /&gt;
! '''Cannibal'''&amp;lt;br/&amp;gt;[[File:Cannibal.png|64px]]&lt;br /&gt;
| We must consume human flesh. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=3|[[File:High meme impact.png|32x32px]] High || - || '''[[#Organ use|Organ use:]]''' Acceptable&amp;lt;br/&amp;gt;'''[[#Cannibalism|Cannibalism:]]''' Preferred, Required (strong), or Required (ravenous)&amp;lt;br/&amp;gt;'''[[#Execution|Execution:]]''' Don't care, Respected if guilty, or Required || - || '''[[#Execution|Execution:]]''' Always horrible or Horrible if innocent || - || - || Cannibal feast || - || - || - || [[Cannibal (Trait)|Cannibal]] || - || Morbid&lt;br /&gt;
|- id=&amp;quot;Collectivist&amp;quot;&lt;br /&gt;
! '''Collectivist'''&amp;lt;br/&amp;gt;[[File:Collectivist.png|64px]]&lt;br /&gt;
| Each person is part of a greater whole. People should work to play their part and help the group. ||style=&amp;quot;text-align: center;&amp;quot;data-sort-value=1|[[File:Low meme impact.png|32x32px]] Low || [[#Individualist|Individualist]] || '''[[#Work drive|Work drive:]]''' Tripled || Visage mask: Relaxed || '''[[#Marriage name|Marriage name:]]''' Keep names || - || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Darkness&amp;quot;&lt;br /&gt;
! '''Darkness'''&amp;lt;br/&amp;gt;[[File:Darkness.png|64px]]&lt;br /&gt;
| Bright light burns and destroys! Darkness nourishes and creates. People ought to live in darkness. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=3|[[File:High meme impact.png|32x32px]] High || [[#Blindsight|Blindsight]] || '''[[#Lighting|Lighting:]]''' Darklight preferred&amp;lt;br/&amp;gt;'''[[#Combat in darkness|Combat in darkness:]]''' Preferred || - || - || [[Ideoligion#Mining specialist|Mining specialist]] || - || - || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Female supremacy&amp;quot;&lt;br /&gt;
! '''Female supremacy'''&amp;lt;br/&amp;gt;[[File:Female supremacy.png|64px]]&lt;br /&gt;
| Women are the superior gender and should rule. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=2|[[File:Medium meme impact.png|32x32px]] Medium || [[#Male supremacy|Male supremacy]] || - || Burka: Relaxed&amp;lt;br/&amp;gt;Veil: Strong || - || - || - || - || - || - || - || [[Misandrist]] || [[Misogynist]] || -&lt;br /&gt;
|- id=&amp;quot;Flesh purity&amp;quot;&lt;br /&gt;
! '''Flesh purity'''&amp;lt;br/&amp;gt;[[File:Flesh purity.png|64px]]&lt;br /&gt;
| The human body should not be debased. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=2|[[File:Medium meme impact.png|32x32px]] Medium || [[#High life|High life]]&amp;lt;br/&amp;gt;[[#Transhumanist|Transhumanist]] || '''[[#Drug use|Drug use:]]''' Prohibited&amp;lt;br/&amp;gt;'''[[#Body modification|Body modification:]]''' Abhorrent&amp;lt;br/&amp;gt;'''[[#Scarification|Scarification:]]''' Horrible || - || '''[[#Body modification|Body modification:]]''' Approved&amp;lt;br/&amp;gt;'''[[#Physical love|Physical love:]]''' Free and approved || [[Ideoligion#Medical specialist|Medical specialist]] || - || Symbol burning || - || - || - || [[Body purist]]&amp;lt;br/&amp;gt;[[Nudist]] || [[Body modder]] || -&lt;br /&gt;
|- id=&amp;quot;Guilty&amp;quot;&lt;br /&gt;
! '''Guilty'''&amp;lt;br/&amp;gt;[[File:Guilty.png|64px]]&lt;br /&gt;
| Our people carry guilt from ages past. Others are more worthy. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=1|[[File:Low meme impact.png|32x32px]] Low || [[#Supremacist|Supremacist]]&amp;lt;br/&amp;gt;[[#Loyalist|Loyalist]] || '''[[#Pain|Pain:]]''' Idealized&amp;lt;br/&amp;gt;'''[[#Charity|Charity:]]''' Essential, Important, or Worthwhile || - || '''[[#Apostasy|Apostasy:]]''' Abhorrent, Horrible, and Guilty&amp;lt;br/&amp;gt;'''[[#Slavery|Slavery:]]''' Honorable || - || - || Symbol burning || - || [[Torture crown]] || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;High life&amp;quot;&lt;br /&gt;
! '''High life'''&amp;lt;br/&amp;gt;[[File:High life.png|64px]]&lt;br /&gt;
| Exotic states of mind are central to a good life. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=2|[[File:Medium meme impact.png|32x32px]] Medium || [[#Flesh purity|Flesh purity]] || '''[[#Drug use|Drug use:]]''' Essential || Flophat: Relaxed || '''[[#Drug use|Drug use:]]''' Prohibited, Medical only, or Medical/social only || [[Ideoligion#Plants specialist|Plants specialist]] || Smokeleaf circle || Smokeleaf circle || [[Autobong]]&amp;lt;br/&amp;gt;[[Mindbend carpet]] || - || - || [[Chemical interest]]&amp;lt;br/&amp;gt;[[Chemical fascination]] || - || -&lt;br /&gt;
|- id=&amp;quot;Human primacy&amp;quot;&lt;br /&gt;
! '''Human primacy'''&amp;lt;br/&amp;gt;[[File:Human primacy.png|64px]]&lt;br /&gt;
| Humans are the moral center of the universe. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=2|[[File:Medium meme impact.png|32x32px]] Medium || [[#Nature primacy|Nature primacy]] || '''[[#Bonding|Bonding:]]''' Disapproved || - || '''[[#Slaughtering animals|Slaughtering animals:]]''' Prohibited, Horrible, and Disapproved&amp;lt;br/&amp;gt;'''[[#Killing innocent animals|Killing innocent animals:]]''' Abhorrent, Horrible, and Disapproved&amp;lt;br/&amp;gt;'''[[#Mining|Mining:]]''' Prohibited, Horrible, and Disapproved&amp;lt;br/&amp;gt;'''[[#Cutting trees|Cutting trees:]]''' Prohibited, Horrible, and Disapproved || [[Ideoligion#Production specialist|Production specialist]] || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Individualist&amp;quot;&lt;br /&gt;
! '''Individualist'''&amp;lt;br/&amp;gt;[[File:Individualist.png|64px]]&lt;br /&gt;
| Each person is a free individual with the right to their own ideas and decisions. Nobody should be made to conform. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=1|[[File:Low meme impact.png|32x32px]] Low || [[#Collectivist|Collectivist]]&amp;lt;br/&amp;gt;[[#Supremacist|Supremacist]] || - || - || '''[[#Slavery|Slavery:]]''' Honorable || - || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Loyalist&amp;quot;&lt;br /&gt;
! '''Loyalist'''&amp;lt;br/&amp;gt;[[File:Loyalist.png|64px]]&lt;br /&gt;
| We stand for our own before others. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=1|[[File:Low meme impact.png|32x32px]] Low || [[#Supremacist|Supremacist]]&amp;lt;br/&amp;gt;[[#Guilty|Guilty]] || - || - || - || - || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Male supremacy&amp;quot;&lt;br /&gt;
! '''Male supremacy'''&amp;lt;br/&amp;gt;[[File:Male supremacy.png|64px]]&lt;br /&gt;
| Men are the superior gender and should rule. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=2|[[File:Medium meme impact.png|32x32px]] Medium || [[#Female supremacy|Female supremacy]] || - || Burka: Relaxed&amp;lt;br/&amp;gt;Veil: Strong || - || - || - || - || - || - || - || [[Misogynist]] || [[Misandrist]] || -&lt;br /&gt;
|- id=&amp;quot;Nature primacy&amp;quot;&lt;br /&gt;
! '''Nature primacy'''&amp;lt;br/&amp;gt;[[File:Nature primacy.png|64px]]&lt;br /&gt;
| Man is a stain on nature's perfection. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=2|[[File:Medium meme impact.png|32x32px]] Medium || [[#Human primacy|Human primacy]] || - || - || - || [[Ideoligion#Plants specialist|Plants specialist]] || || - || - || - || - || - || - || Animalist&lt;br /&gt;
|- id=&amp;quot;Nudism&amp;quot;&lt;br /&gt;
! '''Nudism'''&amp;lt;br/&amp;gt;[[File:Nudism.png|64px]]&lt;br /&gt;
| Clothing binds, controls, and suffocates us. We should all hang free. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=3|[[File:High meme impact.png|32x32px]] High || - || '''[[#Male clothing|Male clothing:]]''' Fully nude or Pants at most&amp;lt;br/&amp;gt;'''[[#Female clothing|Female clothing:]]''' Fully nude or Pants at most || - || - || - || - || Symbol burning || - || - || - || [[Nudist]] || - || -&lt;br /&gt;
|- id=&amp;quot;Pain is virtue&amp;quot;&lt;br /&gt;
! '''Pain is virtue'''&amp;lt;br/&amp;gt;[[File:Pain is virtue.png|64px]]&lt;br /&gt;
| Virtue is shown through suffering of self and others. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=3|[[File:High meme impact.png|32x32px]] High || - || '''[[#Pain|Pain:]]''' Idealized&amp;lt;br/&amp;gt;'''[[#Comfort|Comfort:]]''' Ignored&amp;lt;br/&amp;gt;'''[[#Slab bed|Slab bed:]]''' Preferred || - || '''[[#Charity|Charity:]]''' Essential, Important, and Worthwhile&amp;lt;br/&amp;gt;'''[[#Execution|Execution:]]''' Always abhorrent and Always horrible&amp;lt;br/&amp;gt;'''[[#Scarification|Scarification:]]''' Horrible&amp;lt;br/&amp;gt;'''[[#Skullspike|Skullspike:]]''' Disapproved || - || Scarification || Symbol burning || [[Slab bed]]&amp;lt;br/&amp;gt;[[Slab double bed]] || [[Torture crown]] || - || [[Ascetic]]&amp;lt;br/&amp;gt;[[Tortured artist]]&amp;lt;br/&amp;gt;[[Masochist]] || [[Wimp]]&amp;lt;br/&amp;gt;[[Gourmand]] || Morbid&lt;br /&gt;
|- id=&amp;quot;Proselytizer&amp;quot;&lt;br /&gt;
! '''Proselytizer'''&amp;lt;br/&amp;gt;[[File:Proselytizer.png|64px]]&lt;br /&gt;
| It is our duty to spread our beliefs. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=2|[[File:Medium meme impact.png|32x32px]] Medium || - || '''[[#Proselytizing|Proselytizing:]]''' Occasional, Sometimes, or Frequent || - || - || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Raider&amp;quot;&lt;br /&gt;
! '''Raider'''&amp;lt;br/&amp;gt;[[File:Raider.png|64px]]&lt;br /&gt;
| The strong should take from the weak. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=2|[[File:Medium meme impact.png|32x32px]] Medium || - || '''[[#Raiding|Raiding:]]''' Respected or Required&amp;lt;br/&amp;gt;'''[[#Execution|Execution:]]''' Horrible if innocent, Don't care, Respected if guilty, or Required || - || '''[[#Skullspike|Skullspike:]]''' Disapproved&amp;lt;br/&amp;gt;'''[[#Slavery|Slavery:]]''' Abhorrent, Horrible, and Disapproved || [[Ideoligion#Shooting specialist|Shooting specialist]]&amp;lt;br/&amp;gt;[[Ideoligion#Melee specialist|Melee specialist]]|| - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Rancher&amp;quot;&lt;br /&gt;
! '''Rancher'''&amp;lt;br/&amp;gt;[[File:Rancher.png|64px]]&lt;br /&gt;
| Raising animals is the right way; raising plants to eat is not. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=2|[[File:Medium meme impact.png|32x32px]] Medium || [[#Animal personhood|Animal personhood]] || '''[[#Ranching|Ranching:]]''' Central&amp;lt;br/&amp;gt;'''[[#Meat eating|Meat eating:]]''' Mildly required, Seriously required, or Strictly required || - || - || [[Ideoligion#Animals specialist|Animals specialist]] || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Supremacist&amp;quot;&lt;br /&gt;
! '''Supremacist'''&amp;lt;br/&amp;gt;[[File:Supremacist.png|64px]]&lt;br /&gt;
| Our people should dominate all others. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=1|[[File:Low meme impact.png|32x32px]] Low || [[#Individualist|Individualist]]&amp;lt;br/&amp;gt;[[#Loyalist|Loyalist]]&amp;lt;br/&amp;gt;[[#Guilty|Guilty]] || '''[[#Slavery|Slavery:]]''' Acceptable or Honorable&amp;lt;br/&amp;gt;'''[[#Execution|Execution:]]''' Required, Respected if guilty, or Don't care || - || '''[[#Charity|Charity:]]''' Essential, Important and Worthwhile&amp;lt;br/&amp;gt;'''[[#Skullspike|Skullspike:]]''' Disapproved || [[Ideoligion#Shooting specialist|Shooting specialist]]&amp;lt;br/&amp;gt;[[Ideoligion#Melee specialist|Melee specialist]] || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Transhumanist&amp;quot;&lt;br /&gt;
! '''Transhumanist'''&amp;lt;br/&amp;gt;[[File:Transhumanist.png|64px]]&lt;br /&gt;
| Human progress means merging with technology. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=2|[[File:Medium meme impact.png|32x32px]] Medium || [[#Flesh purity|Flesh purity]] || '''[[#Sleep accelerator|Sleep accelerator:]]''' Preferred&amp;lt;br/&amp;gt;'''[[#Neural supercharge|Neural supercharge:]]''' Preferred&amp;lt;br/&amp;gt;'''[[#Biosculpting|Biosculpting:]]''' Accelerated&amp;lt;br/&amp;gt;'''[[#Age reversal|Age reversal:]]''' Demanded&amp;lt;br/&amp;gt;'''[[#Eating nutrient paste|Eating nutrient paste:]]''' Don't mind&amp;lt;br/&amp;gt;'''[[#Body modification|Body modification:]]''' Approved || Slicecap: Relaxed || '''[[#Body modification|Body modification:]]''' Abhorrent or Disapproved || [[Ideoligion#Research specialist|Research specialist]] || - || - || [[Hex carpet]]&amp;lt;br/&amp;gt;[[Hex tile]]&amp;lt;br/&amp;gt;[[Neural supercharger]]&amp;lt;br/&amp;gt;[[Sleep accelerator]] || - || - || [[Body modder]] || [[Body purist]] || Techist&lt;br /&gt;
|- id=&amp;quot;Tree connection&amp;quot;&lt;br /&gt;
! '''Tree connection'''&amp;lt;br/&amp;gt;[[File:Tree connection.png|64px]]&lt;br /&gt;
| Trees are the essence of life, and we must be near them. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=3|[[File:High meme impact.png|32x32px]] High || - || '''[[#Trees|Trees:]]''' Desired&amp;lt;br/&amp;gt;'''[[#Rough living|Rough living:]]''' Welcomed&amp;lt;br/&amp;gt;'''[[#Temperature|Temperature:]]''' Tough&amp;lt;br/&amp;gt;'''[[#Gauranlen connection|Gauranlen connection:]]''' Strong&lt;br /&gt;
|| - || - || [[Ideoligion#Plants specialist|Plants specialist]] || - || - || - || - || [[Research#Tree sowing|Tree sowing]] || - || - || -&lt;br /&gt;
|- id=&amp;quot;Tunneler&amp;quot;&lt;br /&gt;
! '''Tunneler'''&amp;lt;br/&amp;gt;[[File:Tunneler.png|64px]]&lt;br /&gt;
| Humans ought to live underground, and enjoy the succulent fruit of the depths. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=3|[[File:High meme impact.png|32x32px]] High || - || '''[[#Fungus|Fungus:]]''' Preferred&amp;lt;br/&amp;gt;'''[[#Insect meat|Insect meat:]]''' Loved&amp;lt;br/&amp;gt;'''[[#Indoors|Indoors:]]''' Preferred&amp;lt;br/&amp;gt;'''[[#Mining yield|Mining yield:]]''' High || - || '''[[#Mining|Mining:]]''' Prohibited, Horrible, or Disapproved || [[Ideoligion#Mining specialist|Mining specialist]] || - || - || [[Fungal gravel]] || - || [[Research#Stonecutting|Stonecutting]] || [[Undergrounder]] || - || -&lt;br /&gt;
|- id=&amp;quot;Bloodfeeding&amp;quot;&lt;br /&gt;
! '''Bloodfeeding'''&amp;lt;br/&amp;gt;{{BiotechIcon}}&amp;lt;br/&amp;gt;[[File:Bloodfeeding.png|64px]]&lt;br /&gt;
| Drinking blood is sacred. Bloodfeeders should be worshipped. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=2|[[File:Medium meme impact.png|32x32px]] Medium || - || '''[[#Bloodfeeders|Bloodfeeders:]]''' Revered&amp;lt;br/&amp;gt;'''[[#Organ use|Organ use:]]''' Acceptable&amp;lt;br/&amp;gt;'''[[#Cannibalism|Cannibalism:]]''' Acceptable or Preferred&amp;lt;br/&amp;gt;'''[[#Execution|Execution:]]''' Don't care, Respected if guilty, or Required || - || - || - || - || - || - || - || [[Research#Electricity|Electricity]]&amp;lt;br/&amp;gt;[[Research#Deathrest|Deathrest]] || - || - || Morbid&lt;br /&gt;
|- id=&amp;quot;Ritualist&amp;quot;&lt;br /&gt;
! '''Ritualist'''&amp;lt;br/&amp;gt;{{AnomalyIcon}}&amp;lt;br/&amp;gt;[[File:Ritualist.png|64px]]&lt;br /&gt;
| There is a greater energy in the universe. Through ritual we can understand it and harness its power. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=2|[[File:Medium meme impact.png|32x32px]] Medium || - || '''[[#Psychic rituals|Psychic rituals:]]''' Exalted&amp;lt;br/&amp;gt;'''[[#Void study|Void study:]]''' Very efficient&amp;lt;br/&amp;gt;'''[[#Research|Research:]]''' Slow, Very Slow or Extremely Slow || - || - || - || - || - || - || - || - || - || - || Morbid&lt;br /&gt;
|- id=&amp;quot;Inhuman&amp;quot;&lt;br /&gt;
! '''Inhuman'''&amp;lt;br/&amp;gt;{{AnomalyIcon}}&amp;lt;br/&amp;gt;[[File:Inhuman.png|64px]]&lt;br /&gt;
| Humanity is a barrier to our connection with the machine god and its pleasurable rewards. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=3|[[File:High meme impact.png|32x32px]] High|| - || '''[[#Inhumanizing|Inhumanizing:]]''' Required&amp;lt;br/&amp;gt;'''[[#Execution|Execution:]]''' Respected if guilty&amp;lt;br/&amp;gt;'''[[#Cannibalism|Cannibalism:]]''' Acceptable&amp;lt;br/&amp;gt;'''[[#Corpses|Corpses:]]''' Don't care&amp;lt;br/&amp;gt;'''[[#Eating nutrient paste|Eating nutrient paste:]]''' Don't mind&amp;lt;br/&amp;gt;'''[[#Skullspike|Skullspike:]]''' Desired&amp;lt;br/&amp;gt;'''[[#Slavery|Slavery:]]''' Acceptable&amp;lt;br/&amp;gt;'''[[#Physical love|Physical love:]]''' Free&amp;lt;br/&amp;gt;'''[[#Male clothing|Male clothing:]]''' No rules&amp;lt;br/&amp;gt;'''[[#Female clothing|Female clothing:]]''' No rules&amp;lt;br/&amp;gt;'''[[#Organ use|Organ use:]]''' Acceptable&amp;lt;br/&amp;gt;'''[[#Diversity of thought|Diversity of thought:]]''' Neutral, Mild bigotry, Moderate bigotry or Intense bigotry || - || - || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Shipborn&amp;quot;&lt;br /&gt;
! '''Shipborn'''&amp;lt;br/&amp;gt;{{OdysseyIcon}}&amp;lt;br/&amp;gt;[[File:Shipborn.png|64px]]&lt;br /&gt;
| Humans were destined to live among the stars. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=3|[[File:Medium meme impact.png|32x32px]] Medium|| - || '''[[#Space_Habitat|Space habitat:]]''' Preferred&amp;lt;br/&amp;gt;'''[[#Indoors|Indoors:]]''' Preferred&amp;lt;br/&amp;gt;'''[[#Eating_Nutrient_Paste|Eating nutrient paste:]]''' Don't mind&amp;lt;br/&amp;gt;'''[[#Temperature|Temperature:]]''' Tough&amp;lt;br/&amp;gt; || - || - || - || - || - || - || - || - || - || [[Undergrounder|Undergrounder]] || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Other Faction Customization ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Meme !! Civil outlander !! Rough outlander !! Gentle tribe !! Fierce tribe !! Savage tribe !! Cannibal tribe{{IdeologyIcon}} !! Nudist tribe{{IdeologyIcon}} !! Pirate gang !! Pirate cannibal gang{{IdeologyIcon}} !! Shattered Empire{{RoyaltyIcon}} !! Ancient faction*** !! Outlander refugee group{{RoyaltyIcon}} !! Beggars &amp;amp; Pilgrims{{IdeologyIcon}} !! Yttakin pirates{{BiotechIcon}} !! Waster pirates{{BiotechIcon}} !! Sanguophages{{BiotechIcon}} !! Horax cult{{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| Supremacist || {{Cross}} || '''Required''' || {{Cross}} || {{Cross}} || '''Required''' || {{Check}} || {{Check}} || '''Required''' || '''Required''' || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || '''Required''' || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Loyalist || {{Cross}} || {{Cross}}* || {{Check}} || {{Check}} || {{Cross}}* || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || '''Required''' || '''Required''' || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Guilty || {{Cross}} || {{Cross}}* || {{Check}} || {{Check}} || {{Cross}}* || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Individualist || {{Check}}** || {{Cross}}* || {{Check}} || {{Check}} || {{Cross}}* || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Collectivist || {{Check}}** || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || '''Required''' || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Transhumanist || {{Cross}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || '''Required''' || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Flesh purity || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Raider || {{Cross}} || {{Check}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || '''Required''' || '''Required''' || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || '''Required''' || '''Required''' || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Proselytizer || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| High life || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Nature primacy || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Human primacy || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || '''Required''' || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Female supremacy || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Male supremacy || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Animal personhood || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || '''Required''' || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Rancher || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Pain is virtue || {{Cross}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Darkness || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Tunneler || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Tree connection || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Nudism || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || '''Required''' || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Blindsight || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Cannibal || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || '''Required''' || {{Check}} || {{Cross}} || '''Required''' || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || '''Required'''  || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Bloodfeeding{{BiotechIcon}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || '''Required'''  || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Ritualist{{AnomalyIcon}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}}  || '''Required'''&lt;br /&gt;
|-&lt;br /&gt;
| Inhuman{{AnomalyIcon}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}}  || '''Required'''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki/&amp;gt;* Appears on faction's options but conflicts with required meme&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;nowiki/&amp;gt;** Since only two memes available, one of Individualist OR Collectivist must be chosen&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;nowiki/&amp;gt;*** Only restricts what memes can be auto-generated and loaded from saved ideoligions, can otherwise lack or possess any memes&lt;br /&gt;
&lt;br /&gt;
=== Natural goodwill with other factions ===&lt;br /&gt;
Additionally, Supremacist and Raider have {{Bad|-50}} with everyone, Loyalist {{Bad|-10}} with everyone, and Guilty {{Good|+10}} with everyone. There is a {{Good|+10}} bonus for having the same ideoligion.&lt;br /&gt;
&lt;br /&gt;
Modifiers stack, but each pair only applies once; for example Flesh purity + Cannibal vs Flesh purity + Cannibal give {{Good|+10}} for Flesh purity/Flesh purity, {{Good|+10}} for Cannibal/Cannibal, and {{Good|+10}} for Flesh purity/Cannibal.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! !! Individualist !! Collectivist !! Transhumanist !! Flesh purity !! Proselytizer !! High life !! Nature primacy !! Human primacy !! Female supremacy !! Male supremacy !! Animal personhood !! Rancher !! Pain is virtue !! Nudism !! Cannibal&lt;br /&gt;
|-&lt;br /&gt;
! Individualist&lt;br /&gt;
| style=&amp;quot;background-color:#d5d9db; color:forestgreen;&amp;quot;|'''+10''' || style=&amp;quot;color:firebrick;|'''-10''' || || || style=&amp;quot;color:firebrick;|'''-10''' || || || || style=&amp;quot;color:firebrick;|'''-10''' || style=&amp;quot;color:firebrick;|'''-10''' || || || || || style=&amp;quot;color:firebrick;|'''-10'''&lt;br /&gt;
|-&lt;br /&gt;
! Collectivist&lt;br /&gt;
| style=&amp;quot;color:firebrick;|'''-10''' || style=&amp;quot;background-color:#d5d9db&amp;quot; |{{Good|+10}} || || || || || || || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Transhumanist&lt;br /&gt;
| || || style=&amp;quot;background-color:#d5d9db&amp;quot; |{{Good|+10}} || style=&amp;quot;color:firebrick;|'''-20''' || || || style=&amp;quot;color:firebrick;|'''-20''' || style=&amp;quot;color:forestgreen;|'''+10''' || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Flesh purity&lt;br /&gt;
| || || style=&amp;quot;color:firebrick;|'''-20''' || style=&amp;quot;background-color:#d5d9db&amp;quot; |{{Good|+10}} || || style=&amp;quot;color:firebrick;|'''-30''' || || style=&amp;quot;color:forestgreen;|'''+10''' || || || || || || || style=&amp;quot;color:forestgreen;|'''+10'''&lt;br /&gt;
|-&lt;br /&gt;
! Proselytizer&lt;br /&gt;
| style=&amp;quot;color:firebrick;|'''-10''' || || || ||style=&amp;quot;background-color:#d5d9db&amp;quot; | || || || || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! High life&lt;br /&gt;
| || || || style=&amp;quot;color:firebrick;|'''-30''' || || style=&amp;quot;background-color:#d5d9db&amp;quot; |{{Good|+10}} || || || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Nature primacy&lt;br /&gt;
| || || style=&amp;quot;color:firebrick;|'''-20''' || || || || style=&amp;quot;background-color:#d5d9db&amp;quot; |{{Good|+10}} || style=&amp;quot;color:firebrick;|'''-30''' || || || style=&amp;quot;color:forestgreen;|'''+10''' || style=&amp;quot;color:firebrick;|'''-30''' || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Human primacy&lt;br /&gt;
| || || style=&amp;quot;color:forestgreen;|'''+10''' || style=&amp;quot;color:forestgreen;|'''+10''' || || || style=&amp;quot;color:firebrick;|'''-30''' || style=&amp;quot;background-color:#d5d9db&amp;quot; |{{Good|+10}} || || || style=&amp;quot;color:firebrick;|'''-10''' || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Female supremacy&lt;br /&gt;
| style=&amp;quot;color:firebrick;|'''-10''' || || || || || || || || style=&amp;quot;background-color:#d5d9db&amp;quot; |{{Good|+10}} || style=&amp;quot;color:firebrick;|'''-30''' || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Male supremacy&lt;br /&gt;
| style=&amp;quot;color:firebrick;|'''-10''' || || || || || || || || style=&amp;quot;color:firebrick;|'''-30''' || style=&amp;quot;background-color:#d5d9db&amp;quot; |{{Good|+10}} || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Animal personhood&lt;br /&gt;
| || || || || || || style=&amp;quot;color:forestgreen;|'''+10''' || style=&amp;quot;color:firebrick;|'''-10''' || || || style=&amp;quot;background-color:#d5d9db&amp;quot; |{{Good|+10}} || style=&amp;quot;color:firebrick;|'''-10''' || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Rancher&lt;br /&gt;
| || || || || || || style=&amp;quot;color:firebrick;|'''-30''' || || || || style=&amp;quot;color:firebrick;|'''-10''' ||style=&amp;quot;background-color:#d5d9db&amp;quot; | || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Pain is virtue&lt;br /&gt;
| || || || || || || || || || || || || style=&amp;quot;background-color:#d5d9db&amp;quot; |{{Good|+10}} || || style=&amp;quot;color:forestgreen;|'''+10'''&lt;br /&gt;
|-&lt;br /&gt;
! Nudism&lt;br /&gt;
| || || || || || || || || || || || || || style=&amp;quot;background-color:#d5d9db&amp;quot; |{{Good|+10}} ||&lt;br /&gt;
|-&lt;br /&gt;
! Cannibal&lt;br /&gt;
| style=&amp;quot;color:firebrick;|'''-10''' || || || style=&amp;quot;color:forestgreen;|'''+10''' || || || || || || || || || style=&amp;quot;color:forestgreen;|'''+10''' || || style=&amp;quot;background-color:#d5d9db&amp;quot; |{{Good|+10}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Precepts ==&lt;br /&gt;
{{Recode|reason=Convert mood descriptions to [[Template: Thought]]. {{Error|DO NOT}} convert without adequate detail to fully utilize the template, including max stack count, duration etc.}}&lt;br /&gt;
Associated precepts have a chance to appear if a meme is present, but can still be removed if not required.&lt;br /&gt;
&lt;br /&gt;
Some precepts are available to all ideologies, some require at least one of the enabling memes, and some may be unavailable if certain memes are present.&lt;br /&gt;
&lt;br /&gt;
=== Present in every ideoligion ===&lt;br /&gt;
There are 19 issues (precept categories) that are present in every ideoligion and may not be removed. However, their level may be changed. They include &amp;quot;basic&amp;quot; precepts from the base game, used in &amp;quot;Play Classic&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Issue !! Precept !! Description !! Requirement !! Associated !! Effects&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Blindness&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;4&amp;quot;| Blindness&amp;lt;br/&amp;gt;[[File:Blindness.png|64px]]&lt;br /&gt;
| Horrible || Blinding people for ideoligious reasons is horrible. || Not [[#Blindsight|Blindsight]] || || Colonists gain Mood: Someone got blinded: -2 unless they have the Psychopath or Bloodlust traits&lt;br /&gt;
|-&lt;br /&gt;
| Respected || To be blind is a moral thing worthy of respect. || [[#Blindsight|Blindsight]] || [[#Blindsight|Blindsight]] || Colonists gain Moods: Blind (+5), Vision Blocked (+2), or Was Blinded (+3). They also gain a +10 Opinion bonus towards blind pawns, or a -2 Opinion malus to sighted pawns.&lt;br /&gt;
|-&lt;br /&gt;
| Elevated || The blind stand pure above the sighted. || [[#Blindsight|Blindsight]] || [[#Blindsight|Blindsight]] || Moods as Respected, but Blind increases to +10 and Was Blinded to +5. Half-Blind (+1) and Not Blind (-3) are added. Opinion bonus towards blind pawns increases to +35 and malus towards sighted pawns increases to -10. Opinion bonus towards half-blind pawns is added (+10).&lt;br /&gt;
|-&lt;br /&gt;
| Sublime || Only the blind can be truly noble, for the sighted find their minds clouded by physical vision. || [[#Blindsight|Blindsight]] || [[#Blindsight|Blindsight]] || Moods as Elevated, but Blind increases to +15, Was Blinded to +6. Half-Blind drops to -1, and Not Blind to -6. Opinion bonus towards blind pawns increases to +50 and malus towards sighted pawns increases to -30.&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cannibalism&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;7&amp;quot; | Cannibalism&amp;lt;br/&amp;gt;[[File:Cannibalism.png|64px]]&lt;br /&gt;
| Abhorrent || Eating human flesh is a deeply abhorrent and disgusting act. || || || {{Thought|value=-20|stack=1|label=ate human meat|desc=I had to eat human meat. This is an offense against everything I believe.|duration=1}}&amp;lt;br/&amp;gt;-12 mood for butchering a human&amp;lt;br/&amp;gt;-5 mood for a human butchered in the colony&amp;lt;br/&amp;gt;-20 opinion for butchering a human&amp;lt;br/&amp;gt;-10 opinion for eating human meat&amp;lt;br/&amp;gt;Wearing [[stuffable]] [[apparel]] made of [[human leather]]:&lt;br /&gt;
* 1 item: {{Thought|desc=Wearing human leather is disturbing. Who could do this?|label=human leather &amp;lt;APPAREL NAME&amp;gt;|value=-2|stack=1}} &lt;br /&gt;
* 2 item: {{Thought|desc=I'm dressed like an insane person.|label=human leather &amp;lt;APPAREL NAME&amp;gt; (+1)|value=-4|stack=1}} &lt;br /&gt;
* 3 item: {{Thought|desc=I think there may be a face on my clothes. Oh, no... my clothes *are* a face.|label=human leather &amp;lt;APPAREL NAME&amp;gt; (+2)|value=-6|stack=1}} &lt;br /&gt;
* 4+ item: {{Thought|desc=I look like a freak from a horror show, and I feel like I'm in a horror show.|label=human leather &amp;lt;APPAREL NAME&amp;gt; etc|value=-8|stack=1}} &lt;br /&gt;
Disabled by: [[Psychopath]], [[Bloodlust]], and [[Cannibal (Trait)|Cannibal]] traits and the [[Inhumanized]] hediff.&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || Eating human flesh is a horrible thing to do. || || || {{Thought|value=-12|stack=1|label=ate human meat|desc=I had to eat human meat. This was a horrible thing.|duration=1}}&amp;lt;br/&amp;gt;-6 mood for butchering a human&amp;lt;br/&amp;gt;-3 mood for a human butchered in the colony&amp;lt;br/&amp;gt;-10 opinion for butchering a human&amp;lt;br/&amp;gt;-5 opinion for eating human meat&amp;lt;br/&amp;gt;Wearing [[stuffable]] [[apparel]] made of [[human leather]]:&lt;br /&gt;
* 1 item: {{Thought|desc=Wearing human leather is wrong.|label=human leather &amp;lt;APPAREL NAME&amp;gt;|value=-2|stack=1}} &lt;br /&gt;
* 2 item: {{Thought|desc=I feel really uncomfortable with all this human leather apparel.|label=human leather &amp;lt;APPAREL NAME&amp;gt; (+1)|value=-3|stack=1}} &lt;br /&gt;
* 3 item: {{Thought|desc=Why am I wearing so much human leather? This is horrible!|label=human leather &amp;lt;APPAREL NAME&amp;gt; (+2)|value=-5|stack=1}} &lt;br /&gt;
* 4+ item: {{Thought|desc=I look like a freak, this is horrifying!|label=human leather &amp;lt;APPAREL NAME&amp;gt; etc|value=-6|stack=1}} &lt;br /&gt;
Disabled by: [[Psychopath]], [[Bloodlust]], and [[Cannibal (Trait)|Cannibal]] traits and the [[Inhumanized]] hediff.&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || Eating human flesh is an ugly thing to do. || || [[#Pain is virtue|Pain is virtue]] || {{Thought|value=-5|stack=1|label=ate human meat|desc=I had to eat human meat. I believe such actions are wrong.|duration=1}}&amp;lt;br/&amp;gt;-3 mood for butchering a human&amp;lt;br/&amp;gt;-1 mood for a human butchered in the colony&amp;lt;br/&amp;gt;-5 opinion for butchering a human&amp;lt;br/&amp;gt;-3 opinion for eating human meat&amp;lt;br/&amp;gt;Wearing [[stuffable]] [[apparel]] made of [[human leather]]:&lt;br /&gt;
* 1 item: {{Thought|desc=I should not be wearing human leather apparel.|label=human leather &amp;lt;APPAREL NAME&amp;gt;|value=-1|stack=1}} &lt;br /&gt;
* 2 item: {{Thought|desc=I'm dressed in human skin. I do not like this.|label=human leather &amp;lt;APPAREL NAME&amp;gt; (+1)|value=-2|stack=1}} &lt;br /&gt;
* 3 item: {{Thought|desc=Why am I wearing so much human leather apparel? We should have something else to wear for me...|label=human leather &amp;lt;APPAREL NAME&amp;gt; (+2)|value=-3|stack=1}} &lt;br /&gt;
* 4+ item: {{Thought|desc=I should really wear non-human leather apparel. I look like a crazy person.|label=human leather &amp;lt;APPAREL NAME&amp;gt; etc|value=-4|stack=1}} &lt;br /&gt;
Disabled by: [[Psychopath]], [[Bloodlust]], and [[Cannibal (Trait)|Cannibal]] traits and the [[Inhumanized]] hediff.&lt;br /&gt;
|-&lt;br /&gt;
| Acceptable || Human meat is just meat, like any other. || || [[#Pain is virtue|Pain is virtue]] ||'''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Nullifies {{Thought|desc=I saw a dead body laying on the ground. It was disturbing.|label=observed corpse|value=-4|stack=3|multi=0.5|duration=0.5}}&amp;lt;br/&amp;gt;Nullifies the following penalties for wearing [[stuffable]] [[apparel]] made of [[human leather]]:&lt;br /&gt;
* 1 item: {{Thought|desc=Wearing human leather is disturbing. Who could do this?|label=human leather &amp;lt;APPAREL NAME&amp;gt;|value=-2|stack=1}} &lt;br /&gt;
* 2 item: {{Thought|desc=I'm dressed like an insane person.|label=human leather &amp;lt;APPAREL NAME&amp;gt; (+1)|value=-4|stack=1}} &lt;br /&gt;
* 3 item: {{Thought|desc=I think there may be a face on my clothes. Oh, no, my clothes *are* a face.|label=human leather &amp;lt;APPAREL NAME&amp;gt; (+2)|value=-6|stack=1}} &lt;br /&gt;
* 4+ item: {{Thought|desc=I look like a freak from a horror show, and I feel like I'm in a horror show.|label=human leather &amp;lt;APPAREL NAME&amp;gt; etc|value=-8|stack=1}} &lt;br /&gt;
|-&lt;br /&gt;
| Preferred || To consume human meat is a noble and necessary part of life. || || [[#Cannibal|Cannibal]] || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Nullifies {{Thought|desc=I saw a dead body laying on the ground. It was disturbing.|label=observed corpse|value=-4|stack=3|multi=0.5|duration=0.5}}&amp;lt;br/&amp;gt;{{Thought|value=+2|stack=1|label=ate human meat|desc=I ate human meat. It makes me feel noble and strong.|duration=1}}&amp;lt;br/&amp;gt;-2 mood for not eating human meat for 8 days&amp;lt;br/&amp;gt;Wearing [[stuffable]] [[apparel]] made of [[human leather]]:&lt;br /&gt;
* 1 item: {{Thought|desc=I feel good wearing human leather apparel.|label=human leather &amp;lt;APPAREL NAME&amp;gt;|value=+1|stack=1}} &lt;br /&gt;
* 2 item: {{Thought|desc=I enjoy wearing the skin of others.|label=human leather &amp;lt;APPAREL NAME&amp;gt; (+1)|value=+2|stack=1}} &lt;br /&gt;
* 3 item: {{Thought|desc=I wear the faces of my enemies. This makes me happy.|label=human leather &amp;lt;APPAREL NAME&amp;gt; (+2)|value=+3|stack=1}} &lt;br /&gt;
* 4+ item: {{Thought|desc=I look like a real cannibal. Who could doubt me?|label=human leather &amp;lt;APPAREL NAME&amp;gt; etc|value=+4|stack=1}} &lt;br /&gt;
Disabled by: [[Psychopath]] and [[Bloodlust]] traits.&lt;br /&gt;
|-&lt;br /&gt;
| Required (strong) || Consuming human flesh is important. It should be in every meal. || [[#Cannibal|Cannibal]] || [[#Cannibal|Cannibal]] || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Nullifies {{Thought|desc=I saw a dead body laying on the ground. It was disturbing.|label=observed corpse|value=-4|stack=3|multi=0.5|duration=0.5}}&amp;lt;br/&amp;gt;-2 mood for eating food without human meat&amp;lt;br/&amp;gt;-3 opinion for eating food without human meat&amp;lt;br/&amp;gt;{{Thought|value=+4|stack=1|label=ate human meat|desc=I ate human meat, as every real human should.|duration=1}}&amp;lt;br/&amp;gt;-4 mood for not eating human meat for 8 days&amp;lt;br/&amp;gt;Wearing [[stuffable]] [[apparel]] made of [[human leather]]:&lt;br /&gt;
* 1 item: {{Thought|desc=I enjoy wearing the faces of others.|label=human leather &amp;lt;APPAREL NAME&amp;gt;|value=+2|stack=1}} &lt;br /&gt;
* 2 item: {{Thought|desc=This will scare them. All will know my power.|label=human leather &amp;lt;APPAREL NAME&amp;gt; (+1)|value=+3|stack=1}} &lt;br /&gt;
* 3 item: {{Thought|desc=The faces on my clothes aren't smiling, but they make *me* happy.|label=human leather &amp;lt;APPAREL NAME&amp;gt; (+2)|value=+5|stack=1}} &lt;br /&gt;
* 4+ item: {{Thought|desc=The flesh! The flesh signals my triumph!|label=human leather &amp;lt;APPAREL NAME&amp;gt; etc|value=+6|stack=1}} &lt;br /&gt;
Disabled by: [[Psychopath]] and [[Bloodlust]] traits.&lt;br /&gt;
|-&lt;br /&gt;
| Required (ravenous) || Man-flesh is morality. To eat a meal without it is unthinkable. || [[#Cannibal|Cannibal]] || [[#Cannibal|Cannibal]] || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Nullifies {{Thought|desc=I saw a dead body laying on the ground. It was disturbing.|label=observed corpse|value=-4|stack=3|multi=0.5|duration=0.5}}&amp;lt;br/&amp;gt;-4 mood for eating food without human meat&amp;lt;br/&amp;gt;-5 opinion for eating food without human meat&amp;lt;br/&amp;gt;{{Thought|value=+6|stack=1|label=ate human meat|desc=I ate human meat! The world is right, and I am as I should be.|duration=1}}&amp;lt;br/&amp;gt;-8 mood for not eating human meat for 8 days&amp;lt;br/&amp;gt;Wearing [[stuffable]] [[apparel]] made of [[human leather]]:&lt;br /&gt;
* 1 item: {{Thought|desc=I enjoy wearing the suffering of others.|label=human leather &amp;lt;APPAREL NAME&amp;gt;|value=+2|stack=1}} &lt;br /&gt;
* 2 item: {{Thought|desc=This will scare them. All will know my power.|label=human leather &amp;lt;APPAREL NAME&amp;gt; (+1)|value=+4|stack=1}} &lt;br /&gt;
* 3 item: {{Thought|desc=The faces on my clothes aren't smiling, but they make *me* happy.|label=human leather &amp;lt;APPAREL NAME&amp;gt; (+2)|value=+6|stack=1}} &lt;br /&gt;
* 4+ item: {{Thought|desc=The flesh! The flesh signals my triumph!|label=human leather &amp;lt;APPAREL NAME&amp;gt; etc|value=+8|stack=1}} &lt;br /&gt;
Disabled by: [[Psychopath]] and [[Bloodlust]] traits.&lt;br /&gt;
|- id=&amp;quot;Corpses&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Corpses&amp;lt;br/&amp;gt;[[File:Precept corpses.png|64px]]&lt;br /&gt;
| Ugly || The sight of a dead person is horrible. || || || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Experiences default {{Thought|desc=I saw a dead body laying on the ground. It was disturbing.|label=observed corpse|value=-4|stack=3|multi=0.5|duration=0.5}} upon seeing a [[human]] [[corpse]]. Note that this thought is nullified by the [[Bloodlust]], [[Psychopath]], and [[Cannibal (Trait)|Cannibal]] traits, as well as pro-[[#Cannibalism|Cannibalism]] precepts.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Experiences default {{Thought|desc=I saw a rotting corpse laying on the ground. It was disturbing.|label=observed rotting corpse|value=-6|stack=5|multi=0.5|duration=0.5}}&lt;br /&gt;
|-&lt;br /&gt;
| Don't care || The sight of a dead person is nothing to be concerned about. || [[#Pain is virtue|Pain is virtue]]&amp;lt;br/&amp;gt;[[#Cannibal|Cannibal]]&amp;lt;br/&amp;gt;[[#Supremacist|Supremacist]]&amp;lt;br/&amp;gt;[[#Raider|Raider]] || [[#Pain is virtue|Pain is virtue]]&amp;lt;br/&amp;gt;[[#Cannibal|Cannibal]]&amp;lt;br/&amp;gt;[[#Raider|Raider]] || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Nullifies {{Thought|desc=I saw a dead body laying on the ground. It was disturbing.|label=observed corpse|value=-4|stack=3|multi=0.5|duration=0.5}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Nullifies {{Thought|desc=I saw a rotting corpse laying on the ground. It was disturbing.|label=observed rotting corpse|value=-6|stack=5|multi=0.5|duration=0.5}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Diversity of thought&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;7&amp;quot; | Diversity of thought&amp;lt;br/&amp;gt;[[File:IdeoDiversity.png|64px]]&lt;br /&gt;
| Intense bigotry || Other beliefs are evil deceptions ruining the world. It's totally unacceptable to let them exist in the community. || || [[#Loyalist|Loyalist]]&amp;lt;br/&amp;gt;[[#Proselytizer|Proselytizer]] || -3, -6, or -9 mood for having other ideologies in the colony&amp;lt;br/&amp;gt;+3 for having all colonists of the same ideology&amp;lt;br/&amp;gt;-25 opinion for different ideology&amp;lt;br/&amp;gt;-5 mood for having a leader of a different ideoligion&amp;lt;br/&amp;gt;-4 mood for having another ideoligion's altar in the same room as own ideoligion's&amp;lt;br/&amp;gt;+5 mood for matching style surroundings&amp;lt;br/&amp;gt;-4 mood for mismatching style surroundings&amp;lt;br/&amp;gt;-6 mood for participating in another ideoligion's ritual&lt;br /&gt;
|-&lt;br /&gt;
| Moderate bigotry || Other beliefs are immoral delusions which do real harm. It's bad to let them exist in the community. || || [[#Loyalist|Loyalist]]&amp;lt;br/&amp;gt;[[#Proselytizer|Proselytizer]] || -2, -4, or -6 mood for having other ideologies in the colony&amp;lt;br/&amp;gt;+2 for having all colonists of the same ideology&amp;lt;br/&amp;gt;-15 opinion for different ideology&amp;lt;br/&amp;gt;-4 mood for having a leader of a different ideoligion&amp;lt;br/&amp;gt;-2 mood for having another ideoligion's altar in the same room as own ideoligion's&amp;lt;br/&amp;gt;+4 mood for matching style surroundings&amp;lt;br/&amp;gt;-3 mood for mismatching style surroundings&amp;lt;br/&amp;gt;-4 mood for participating in another ideoligion's ritual&lt;br /&gt;
|-&lt;br /&gt;
| Mild bigotry || Other beliefs are clearly folly. It's not good to let them exist in the community. || || [[#Loyalist|Loyalist]]&amp;lt;br/&amp;gt;[[#Proselytizer|Proselytizer]] || -1, -2, or -3 mood for having other ideologies in the colony&amp;lt;br/&amp;gt;+1 for having all colonists of the same ideology&amp;lt;br/&amp;gt;-5 opinion for different ideology&amp;lt;br/&amp;gt;-3 mood for having a leader of a different ideoligion&amp;lt;br/&amp;gt;-1 mood for having another ideoligion's altar in the same room as own ideoligion's&amp;lt;br/&amp;gt;+3 mood for matching style surroundings&amp;lt;br/&amp;gt;-2 mood for mismatching style surroundings&amp;lt;br/&amp;gt;-3 mood for participating in another ideoligion's ritual&lt;br /&gt;
|-&lt;br /&gt;
| Neutral || Other beliefs are neither approved or disapproved. || || || -2 mood for having a leader of a different ideoligion&amp;lt;br/&amp;gt;+2 mood for matching style surroundings&amp;lt;br/&amp;gt;0 mood for mismatching style surroundings&lt;br /&gt;
|-&lt;br /&gt;
| Appreciated || Other beliefs are worth understanding. It's good to live with others who think differently. || || [[#Individualist|Individualist]] || +1, +2, or +3 mood for having other ideologies in the colony&amp;lt;br/&amp;gt;0 mood for matching style surroundings&amp;lt;br/&amp;gt;+2 mood for mismatching style surroundings&lt;br /&gt;
|-&lt;br /&gt;
| Highly appreciated || Other beliefs hold unique knowledge. It's great to live with others who think differently. || [[#Individualist|Individualist]] || [[#Individualist|Individualist]] || +2, +4, or +6 mood for having other ideologies in the colony&amp;lt;br/&amp;gt;0 mood for matching style surroundings&amp;lt;br/&amp;gt;+3 mood for mismatching style surroundings&lt;br /&gt;
|-&lt;br /&gt;
| Exalted || Working through disagreement is the height of morality. It's very moral to live with others who think differently. || [[#Individualist|Individualist]] || [[#Individualist|Individualist]] || +3, +6, or +9 mood for having other ideologies in the colony&amp;lt;br/&amp;gt;0 mood for matching style surroundings&amp;lt;br/&amp;gt;+4 mood for mismatching style surroundings&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Eating nutrient paste&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Eating Nutrient Paste&amp;lt;br/&amp;gt;[[File:EatingNutrientPaste.png|64px]]&lt;br /&gt;
| Disgusting || Nutrient paste is disgusting. || || || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Experiences default {{Thought|desc=I had to eat a disgusting, tasteless meal. I know it keeps you alive, but nobody wants to swallow that glop.|label=ate nutrient paste meal|value=-4|stack=1|duration=1}} Note that this thought is nullified by the [[ascetic]] trait.&lt;br /&gt;
|-&lt;br /&gt;
| Don't mind || There's nothing wrong with a meal of efficient, healthy nutrient paste. || [[#Transhumanist|Transhumanist]]&amp;lt;br/&amp;gt;[[#Inhuman|Inhuman]] || [[#Transhumanist|Transhumanist]] || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Prevents {{Thought|desc=I had to eat a disgusting, tasteless meal. I know it keeps you alive, but nobody wants to swallow that glop.|label=ate nutrient paste meal|value=-4|stack=1|}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Execution&amp;quot;&lt;br /&gt;
! rowspan=6 | Execution&amp;lt;br/&amp;gt;[[File:Execution.png|64px]]&lt;br /&gt;
| Always abhorrent || Executing a prisoner is an abhorrent evil under any circumstances. || Not [[#Pain is virtue|pain is virtue]] || [[#Individualist|Individualist]] || Pawns will not execute prisoners&amp;lt;br/&amp;gt;-20 mood for 6 days for killing a prisoner&amp;lt;br/&amp;gt;-3/-4/-6/-7/-7 mood for 6 days for guilty execution/euthanasia/execution/organ harvest/ripscanning kill on a colonist&amp;lt;br/&amp;gt;-3/-4/-6/-7/-7 mood for 6 days for guilty execution/euthanasia/execution/organ harvest/ripscanning kill on a prisoner or guest&amp;lt;br/&amp;gt;-7 mood for 6 days for non-execution prisoner death&amp;lt;br/&amp;gt;-25 opinion for executing a prisoner&amp;lt;br/&amp;gt;-25 opinion for killing a prisoner{{Check Tag|Moods need verification}}&lt;br /&gt;
|-&lt;br /&gt;
| Always horrible || Executing a prisoner is a horrible thing under any circumstances. || Not [[#Pain is virtue|pain is virtue]]&amp;lt;br/&amp;gt;Not [[#Cannibal|cannibal]] || [[#Individualist|Individualist]] || -15 mood for 6 days for killing or executing a prisoner&amp;lt;br/&amp;gt;-2/-3/-5/-6 mood for 6 days for guilty execution/euthanasia/execution/organ harvest kill on a colonist&amp;lt;br/&amp;gt;-2/-3/-5/-6 mood for 6 days for guilty execution/euthanasia/execution/organ harvest kill on a prisoner or guest&amp;lt;br/&amp;gt;-5 mood for 6 days for non-execution guilty prisoner death&amp;lt;br/&amp;gt;-15 opinion for executing a prisoner&amp;lt;br/&amp;gt;-15 opinion for killing a prisoner{{Check Tag|Moods need verification}}&lt;br /&gt;
|-&lt;br /&gt;
| Horrible if innocent || Executing an innocent prisoner is a horrible thing. If the prisoner is guilty, it's acceptable. || Not [[#Cannibal|cannibal]] || || -15 mood for 6 days for killing or executing an innocent prisoner&amp;lt;br/&amp;gt;-2/-3/-5/-6 mood for 6 days for guilty execution/euthanasia/execution/organ harvest kill on a colonist&amp;lt;br/&amp;gt;-2/-3/-5/-6 mood for 6 days for guilty execution/euthanasia/execution/organ harvest kill on a prisoner or guest&amp;lt;br/&amp;gt;-5 mood for 6 days for non-execution guilty prisoner death&amp;lt;br/&amp;gt;-30 opinion for executing an innocent prisoner&amp;lt;br/&amp;gt;-15 opinion for killing an innocent prisoner{{Check Tag|Moods need verification}}&lt;br /&gt;
|-&lt;br /&gt;
| Don't care || Executing prisoners is acceptable, whether they are guilty or innocent. || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Respected if guilty || Executing prisoners is acceptable. If the prisoner is guilty, it is cause for great happiness. || || [[#Pain is virtue|Pain is virtue]]&amp;lt;br/&amp;gt;[[#Collectivist|Collectivist]] || +10 mood for 6 days for executing a guilty prisoner&amp;lt;br/&amp;gt;+3 mood for 6 days for a guilty prisoner executed&amp;lt;br/&amp;gt;+20 opinion for executing a guilty prisoner&lt;br /&gt;
|-&lt;br /&gt;
| Required || Prisoners must be executed on a regular basis. When they are, it is a happy occasion. || || [[#Supremacist|Supremacist]]&amp;lt;br/&amp;gt;[[#Pain is virtue|Pain is virtue]] || +10 mood for 6 days for executing a prisoner&amp;lt;br/&amp;gt;+10 mood for killing a prisoner&amp;lt;br/&amp;gt;+3 mood for 2 days for prisoner or guest executed&amp;lt;br/&amp;gt;-3 mood for no executions for 30 days&amp;lt;br/&amp;gt;+15 opinion for executing a prisoner&amp;lt;br/&amp;gt;+15 opinion for killing a prisoner&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fungus&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Fungus&amp;lt;br/&amp;gt;[[File:Fungus.png|64px]]&lt;br /&gt;
| Despised || That dark-grown fungus food is just disgusting || Not [[#Tunneler|Tunneler]] || || Ate [[raw fungus|fungus]] raw: -6&amp;lt;br/&amp;gt;Ate fungus cooked: -3&lt;br /&gt;
|-&lt;br /&gt;
| Preferred || Fungus is the right crop to eat. Crops of the light are poisoned by the air and sun. || [[#Tunneler|Tunneler]] || [[#Tunneler|Tunneler]] || Ate [[raw fungus|fungus]]: +3&amp;lt;br/&amp;gt;Ate cooked fungus: +3&amp;lt;br/&amp;gt;Ate non-fungus plant raw: -5&amp;lt;br/&amp;gt;Ate non-fungus plant cooked: -3&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Insect meat&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Insect Meat&amp;lt;br/&amp;gt;[[File:InsectMeat.png|64px]]&lt;br /&gt;
| Despised || Insect meat is disgusting to even look at, much less eat. Slimy! || || || -6 mood for eating insect meat&amp;lt;br/&amp;gt;-3 mood for eating cooked insect meat&lt;br /&gt;
|-&lt;br /&gt;
| Loved || There is nothing more divine than the succulent, slimy flesh of an insect || || [[#Tunneler|Tunneler]] || Gives a +6 moodlet when pawns eat meals with insect meat as an ingredient, duration 1 day.&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Marriage name&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;6&amp;quot; | Marriage Name&amp;lt;br/&amp;gt;[[File:MarriageName.png|64px]]&lt;br /&gt;
| Always Man's || Couples must share the man's name. || || [[#Male Supremacy|Male supremacy]] || Couples always take man's name&lt;br /&gt;
|-&lt;br /&gt;
| Usually Man's || Most couples share the man's name || || || As random, but 95% to not consider taking woman's name and 75% to not consider keeping names&lt;br /&gt;
|-&lt;br /&gt;
| Random || Couples randomly choose whether to share a name, and which name to share. || || || Couples randomly select between taking man's, woman's, or keeping names&lt;br /&gt;
|-&lt;br /&gt;
| Keep Names || Both partners keep their names upon marriage. || Not [[#Collectivist|Collectivist]] || || Couples always keep their names&lt;br /&gt;
|-&lt;br /&gt;
| Usually Woman's || Most couples share the woman's name || || || As random, but 95% to not consider taking man's name and 75% to not consider keeping names&lt;br /&gt;
|-&lt;br /&gt;
| Always Woman's || Couples must share the woman's name. || || [[#Female supremacy|Female supremacy]] || Couples always take woman's name&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Female clothing&amp;quot;&lt;br /&gt;
! rowspan=7 | Female Clothing&amp;lt;br/&amp;gt;[[File:Nudity Female.png|64px]]&lt;br /&gt;
| Fully nude || Women must be entirely nude at all times. Utility items like shields belts or jump packs are acceptable. || || [[#Male supremacy|Male supremacy]]&amp;lt;br/&amp;gt;[[#Nudism|Nudism]] || -4 mood when wearing any clothing and for 0.5 days after removing it&amp;lt;br/&amp;gt;-5 opinion for wearing clothes&lt;br /&gt;
|-&lt;br /&gt;
| Pants at most || Women should cover their groin, but may not cover anything else. Utility items like shields belts or jump packs are acceptable. || || [[#Nudism|Nudism]] || -4 mood when wearing any clothing except pants and for 0.5 days after removing it&amp;lt;br/&amp;gt;-4 mood for not covering groin&amp;lt;br/&amp;gt;-5 opinion for wearing clothes other than pants&amp;lt;br/&amp;gt;-10 opinion for uncovered groin&lt;br /&gt;
|-&lt;br /&gt;
| No rules || A woman may display or cover any part of her body. || || [[#Individualist|Individualist]] ||&lt;br /&gt;
|-&lt;br /&gt;
| Pants || Women must cover their groin. The rest of the body may be covered, or not. || || || -4 mood for not covering groin&amp;lt;br/&amp;gt;-10 opinion for uncovered groin&lt;br /&gt;
|-&lt;br /&gt;
| Pants and shirt || Women must cover their groin and chest. The rest of the body may be covered, or not. || || || -4 mood for not covering groin or chest&amp;lt;br/&amp;gt;-10 opinion for uncovered groin or chest&lt;br /&gt;
|-&lt;br /&gt;
| Pants, shirt, and hat || Women must cover their entire body and hair. The face may be covered, or not. || || [[#Male supremacy|Male supremacy]] || -4 mood for not covering groin, chest, or hair&amp;lt;br/&amp;gt;-10 opinion for uncovered groin, chest, or hair&lt;br /&gt;
|-&lt;br /&gt;
| Fully covered || Women must cover their entire body, including their hair and face. || || [[#Male supremacy|Male supremacy]] || -4 mood for not covering groin, chest, hair, or face&amp;lt;br/&amp;gt;-10 opinion for uncovered groin, chest, hair, or face&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Male clothing&amp;quot;&lt;br /&gt;
! rowspan=7 | Male Clothing&amp;lt;br/&amp;gt;[[File:Nudity Male.png|64px]]&lt;br /&gt;
| Fully nude || Men must be entirely nude at all times. Utility items like shields belts or jump packs are acceptable. || || [[#Female supremacy|Female supremacy]]&amp;lt;br/&amp;gt;[[#Nudism|Nudism]] || -4 mood when wearing any clothing and for 0.5 days after removing it&amp;lt;br/&amp;gt;-5 opinion for wearing clothes&lt;br /&gt;
|-&lt;br /&gt;
| Pants at most || Men should cover their groin, but may not cover anything else. Utility items like shields belts or jump packs are acceptable. || || [[#Nudism|Nudism]] || -4 mood when wearing any clothing except pants and for 0.5 days after removing it&amp;lt;br/&amp;gt;-4 mood for not covering groin&amp;lt;br/&amp;gt;-5 opinion for wearing clothes other than pants&amp;lt;br/&amp;gt;-10 opinion for uncovered groin&lt;br /&gt;
|-&lt;br /&gt;
| No rules || A man may display or cover any part of his body. || || [[#Individualist|Individualist]] ||&lt;br /&gt;
|-&lt;br /&gt;
| Pants || Men must cover their groin. The rest of the body may be covered, or not. || || || -4 mood for not covering groin&amp;lt;br/&amp;gt;-10 opinion for uncovered groin&lt;br /&gt;
|-&lt;br /&gt;
| Pants and shirt || Men must cover their groin and chest. The rest of the body may be covered, or not. || || || -4 mood for not covering groin or chest&amp;lt;br/&amp;gt;-10 opinion for uncovered groin or chest&lt;br /&gt;
|-&lt;br /&gt;
| Pants, shirt, and hat || Men must cover their entire body and hair. The face may be covered, or not. || || [[#Female supremacy|Female supremacy]] || -4 mood for not covering groin, chest, or hair&amp;lt;br/&amp;gt;-10 opinion for uncovered groin, chest, or hair&lt;br /&gt;
|-&lt;br /&gt;
| Fully covered || Men must cover their entire body, including their hair and face. || || [[#Female supremacy|Female supremacy]] || -4 mood for not covering groin, chest, hair, or face&amp;lt;br/&amp;gt;-10 opinion for uncovered groin, chest, hair, or face&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Organ use&amp;quot;&lt;br /&gt;
! rowspan=4 | Organ use&amp;lt;br/&amp;gt;[[File:OrganUse.png|64px]]&lt;br /&gt;
| Totally abhorrent || Any harvesting, trading, or installing natural organs is an abhorrent evil. || || Flesh purity || -30 mood for harvesting someone's organ&amp;lt;br/&amp;gt;-10 mood for organ harvested in the colony&amp;lt;br/&amp;gt;-30 mood for trading an organ&amp;lt;br/&amp;gt;-5 mood for organ traded in the colony&amp;lt;br/&amp;gt;-30 mood for installing an organ&amp;lt;br/&amp;gt;-4 mood for organ installed in the colony&amp;lt;br/&amp;gt;-30 opinion for harvesting an organ&amp;lt;br/&amp;gt;-30 opinion for trading an organ&amp;lt;br/&amp;gt;-15 opinion for installing an organ&lt;br /&gt;
|-&lt;br /&gt;
| No harvest or sell || Harvesting organs is a horrible thing. Selling any natural organ is pretty bad too. However, it's okay to buy and install them. || || Flesh purity || -15 mood for harvesting someone's organ&amp;lt;br/&amp;gt;-5 mood for organ harvested in the colony&amp;lt;br/&amp;gt;-8 mood for selling an organ&amp;lt;br/&amp;gt;-2 mood for organ sold in the colony&amp;lt;br/&amp;gt;-20 opinion for harvesting an organ&amp;lt;br/&amp;gt;-10 opinion for selling an organ&lt;br /&gt;
|-&lt;br /&gt;
| No harvest || Harvesting organs is a horrible thing. However, it's okay to buy, install, or sell them. || || Cannibal&amp;lt;br/&amp;gt;Raider&amp;lt;br/&amp;gt;Collectivist || -15 mood for harvesting someone's organ&amp;lt;br/&amp;gt;-5 mood for organ harvested in the colony&amp;lt;br/&amp;gt;-20 opinion for harvesting an organ&lt;br /&gt;
|-&lt;br /&gt;
| Acceptable || It's okay to harvest, buy, install, or sell organs. || || Cannibal&amp;lt;br/&amp;gt;Raider&amp;lt;br/&amp;gt;Collectivist ||&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Physical love&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;7&amp;quot; | Physical Love&amp;lt;br/&amp;gt;[[File:PhysicalLove.png|64px]]&lt;br /&gt;
| Free || Physical intimacy is a natural part of life, with any partner, married or not. || || Individualist&lt;br /&gt;
|-&lt;br /&gt;
| Prohibited || The physical act of lust is always vile, disgusting, and wrong. || || [[#Flesh purity|Flesh purity]]&amp;lt;br/&amp;gt;[[#Pain is virtue|Pain is virtue]] || Pawns will not share beds&amp;lt;br/&amp;gt;-30 mood for 1 day for lovin'&amp;lt;br/&amp;gt;-20 opinion for lovin'&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || The physical act of lust is vile, though within marriage it is necessary. || || [[#Flesh purity|Flesh purity]]&amp;lt;br/&amp;gt;[[#Pain is virtue|Pain is virtue]] || Pawns will not share beds with non-spouses&amp;lt;br/&amp;gt;-30 mood for 1 day for lovin' with non-spouse&amp;lt;br/&amp;gt;-20 opinion for lovin' with non-spouse&amp;lt;br/&amp;gt;-5 mood for 1 day for lovin' with spouse&amp;lt;br/&amp;gt;-5 opinion for lovin' with spouse&lt;br /&gt;
|-&lt;br /&gt;
| Spouse only (strict) || To make love with another outside of marriage is deeply immoral. || || || Pawns will not share beds with non-spouses&amp;lt;br/&amp;gt;-30 mood for 1 day for lovin' with non-spouse&amp;lt;br/&amp;gt;-20 opinion for lovin' with non-spouse&lt;br /&gt;
|-&lt;br /&gt;
| Spouse only (moderate) || To make love with another outside of marriage is wrong. || || || Pawns will not share beds with non-spouses&amp;lt;br/&amp;gt;-15 mood for 1 day for lovin' with non-spouse&amp;lt;br/&amp;gt;-10 opinion for lovin' with non-spouse&lt;br /&gt;
|-&lt;br /&gt;
| Spouse only (mild) || Though it's understandable to make love with another outside of marriage, it's not a good thing. || || || Pawns will not share beds with non-spouses&amp;lt;br/&amp;gt;-5 mood for 1 day for lovin' with non-spouse&amp;lt;br/&amp;gt;-5 opinion for lovin' with non-spouse&lt;br /&gt;
|-&lt;br /&gt;
| Free and approved || The physical act of love is a noble thing, no matter who does it with whom. || Not [[#Flesh purity|flesh purity]] || [[#Individualist|Individualist]] || +5 opinion for loving'&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Research&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;7&amp;quot;| Research&amp;lt;br/&amp;gt;[[File:Research.png|64px]]&lt;br /&gt;
| Not allowed || To research technology is an immoral act. It is not to be done. || || || '''Prohibition:'''&amp;lt;br/&amp;gt;Pawns are unwilling to research.&lt;br /&gt;
|-&lt;br /&gt;
| Extremely slow || Research isn't a worthwhile activity at all. Why try hard at it? || || || '''Stats:'''&amp;lt;br/&amp;gt;[[Research Speed]]: {{Bad|x0.25}}&lt;br /&gt;
|-&lt;br /&gt;
| Very slow || Research work is unworthy of serious respect. Better not to be seen trying hard at it. || || || '''Stats:'''&amp;lt;br/&amp;gt;[[Research Speed]]: {{Bad|x0.50}}&lt;br /&gt;
|-&lt;br /&gt;
| Slow || Research work just isn't particularly meaningful. Why try hard at it? || || || '''Stats:'''&amp;lt;br/&amp;gt;[[Research Speed]]: {{Bad|x0.75}}&lt;br /&gt;
|-&lt;br /&gt;
| Normal || Research is a worthwhile form of work that the community needs. || || || '''Stats:'''&amp;lt;br/&amp;gt;[[Research Speed]]: '''×1.00'''&lt;br /&gt;
|-&lt;br /&gt;
| Fast || Research is an especially virtuous activity. || || || '''Stats:'''&amp;lt;br/&amp;gt;[[Research Speed]]: {{Good|x1.25}}&lt;br /&gt;
|-&lt;br /&gt;
| Very fast || Research is among the most meaningful acts a person can perform. || || || '''Stats:'''&amp;lt;br/&amp;gt;[[Research Speed]]: {{Good|x1.50}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Scarification&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;4&amp;quot;| Scarification&amp;lt;br/&amp;gt;[[File:Scarification.png|64px]]&lt;br /&gt;
| Extreme || Every person ought to bear the ritual scars - all over. || [[#Pain is virtue|Pain is virtue]] || || +6 mood for getting scarified&amp;lt;br/&amp;gt;+3 mood for having 5 scars&amp;lt;br/&amp;gt;-3 mood for having fewer than 5 scars&amp;lt;br/&amp;gt;+10 opinion for having 5 scars&amp;lt;br/&amp;gt;-5 opinion for having 1-4 scars&amp;lt;br/&amp;gt;-10 opinion for having no scars&lt;br /&gt;
|-&lt;br /&gt;
| Heavy || Every person ought to bear the ritual scars - many of them. || [[#Pain is virtue|Pain is virtue]] || || +5 mood for getting scarified&amp;lt;br/&amp;gt;+2 mood for having 3 scars&amp;lt;br/&amp;gt;-2 mood for having fewer than 3 scars&amp;lt;br/&amp;gt;+5 opinion for having 3 scars&amp;lt;br/&amp;gt;-3 opinion for having 1-2 scars&amp;lt;br/&amp;gt;-5 opinion for having no scars&lt;br /&gt;
|-&lt;br /&gt;
| Minor || Every person ought to bear a ritual scar. || [[#Pain is virtue|Pain is virtue]] || || +3 mood for getting scarified&amp;lt;br/&amp;gt;+1 mood for having a scar&amp;lt;br/&amp;gt;-1 mood for having no scars&amp;lt;br/&amp;gt;+3 opinion for having a scar&amp;lt;br/&amp;gt;-3 opinion for having no scars&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || Scarifying people for ideoligious reasons is horrible. || Not [[#Pain is virtue|Pain is virtue]] || || -2 mood for scarification ceremony in the colony&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skullspike&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Skullspike&amp;lt;br/&amp;gt;[[File:Precept skullspike.png|64px]]&lt;br /&gt;
| Desired || A skull on a spike symbolizes our superiority. || || [[#Pain is virtue|Pain is virtue]]&amp;lt;br/&amp;gt;[[#Supremacist|Supremacist]]&amp;lt;br/&amp;gt;[[#Raider|Raider]] || Adds a mood increase of {{+|1}} for 1-3 [[Skullspike|skullspikes]], {{+|2}} for 4-8 skullspikes, and {{+|3}} for 9+ skullspikes. Mood effects negated by the [[Masochist]] trait.&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || Putting skulls on spikes is a barbaric practice. || Not [[#Pain is virtue|Pain is virtue]]&amp;lt;br/&amp;gt;Not [[#Supremacist|Supremacist]]&amp;lt;br/&amp;gt;Not [[#Raider|Raider]] || || Adds a mood malus of {{--|1}} for 1-3 [[Skullspike|skullspikes]], {{--|2}} for 4-8 skullspikes, and {{--|3}} for 9+ skullspikes. Mood effects negated by the [[Masochist]] trait.&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slavery&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;5&amp;quot; | Slavery&amp;lt;br/&amp;gt;[[File:Slavery.png|64px]]&lt;br /&gt;
| Abhorrent || Owning or trading human beings is deeply evil. || Not [[#Raider|raider]] || [[#Guilty|Guilty]]&amp;lt;br/&amp;gt;[[#Individualist|Individualist]] || '''Prohibitions:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Pawns will not sell pawns into [[slavery]]&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Pawns will not enslave [[prisoners]]&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We sold someone into slavery. It was an abhorrent, barbaric act.|label=slave sold|value=-10|stack=5|multi=0.75|duration=6}} (Colony wide). Does not apply to quest lodgers.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We're keeping slaves. It's barbaric.|label=slaves in colony|value=-3}}, per slave. Does not apply to quest lodgers.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Opinion:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{--|20}} for selling a pawn into slavery&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{--|20}} opinion for enslaving a pawn&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || Owning or trading human beings is a horrible thing. || Not [[#Raider|raider]] || [[#Guilty|Guilty]]&amp;lt;br/&amp;gt;[[#Individualist|Individualist]] || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We're keeping slaves. It's wrong.|label=slaves in colony|value=-2}}, per [[slave]]. Does not apply to quest lodgers.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=I sold a person into slavery. I'm not sure I can forgive myself.|label=sold slave|value=-10|stack=1|duration=6}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=I forced someone into slavery. How can I justify that?|label=enslaved prisoner|value=-10|stack=1|duration=6}} (Only if they weren't previously enslaved)&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We sold someone into slavery. What a horrible thing to do.|label=slave sold|value=-3|stack=5|multi=0.75|duration=6}} (Colony wide). Does not apply to quest lodgers.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We enslaved someone. What a horrible thing to do to another human.|label=prisoner enslaved|value=-3|stack=5|multi=0.75|duration=6}} (Colony wide). Does not apply to quest lodgers.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Opinion:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{--|10}} for selling a pawn into slavery&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{--|10}} opinion for enslaving a pawn&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || Slavery is part of life, though it is extremely distasteful. || Not [[#Raider|raider]] || [[#Guilty|Guilty]]&amp;lt;br/&amp;gt;[[#Individualist|Individualist]] || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We're keeping slaves. Even if it's necessary, it's distasteful and I wish we wouldn't.|label=slaves in colony|value=-1}}, per [[slave]]. Does not apply to quest lodgers.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=I sold a person into slavery. I hope nothing terrible happens to them.|label=sold slave|value=-5|stack=1|duration=6}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=I enslaved a person. It's hard to justify such actions.|label=enslaved prisoner|value=-5|stack=1|duration=6}} (Only if they weren't previously enslaved)&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We sold a person into slavery. We shouldn't have done that.|label=slave sold|value=-2|stack=5|multi=0.75|duration=6}} (Colony wide). Does not apply to quest lodgers.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We enslaved someone. We shouldn't have done that.|label=prisoner enslaved|value=-2|stack=5|multi=0.75|duration=6}} (Colony wide). Does not apply to quest lodgers.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Opinion:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{--|5}} for selling a pawn into slavery&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{--|5}} opinion for enslaving a pawn&lt;br /&gt;
|-&lt;br /&gt;
| Acceptable || Slavery is a normal, unremarkable part of life. || || || ''No mood or opinion effects for enslaving, buying, or selling slaves.''&amp;lt;br/&amp;gt;Faction will accept slaves when being traded with.&lt;br /&gt;
|-&lt;br /&gt;
| Honorable || One who owns and trades slaves should be honored and respected. || Not [[#Guilty|guilty]]&amp;lt;br/&amp;gt;Not [[#Individualist|individualist]] || [[#Supremacist|Supremacist]]&amp;lt;br/&amp;gt;[[#Collectivist|Collectivist]]&amp;lt;br/&amp;gt;[[#Pain is virtue|Pain is virtue]] || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We've got slaves. It means we're on the right path.|label=slaves in colony|value=+1}}, per [[slave]]&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=Without slaves, nobody will respect us.|label=no slaves in colony|value=-2|stack=1}}, if Low [[expectations]] or higher&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=I sold someone into slavery. It'll make people notice my stature.|label=sold slave|value=+4|stack=1|duration=6}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=I took someone into slavery. With no choice, they had to submit to me.|label=enslaved prisoner|value=+4|stack=1|duration=6}} (Only if they weren't previously enslaved)&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We sold someone into slavery! A great display of our honor and power.|label=slave sold|value=+2|stack=5|multi=0.75|duration=6}} (Colony wide)&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We enslaved someone. Now they know our honor and power!|label=prisoner enslaved|value=+2|stack=5|multi=0.75|duration=6}} (Colony wide)&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Opinion:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|10}} for selling a pawn into slavery&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|10}} opinion for enslaving a pawn&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Faction will accept slaves when being traded with.&lt;br /&gt;
|- id=&amp;quot;Women's spouses&amp;quot;&lt;br /&gt;
! rowspan=5 | Women's spouses&amp;lt;br/&amp;gt;[[File:SpouseCountFemale.png|64px]]&lt;br /&gt;
| One only || Women may have one spouse only. || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Two or fewer || Women may have up to two spouses. || || [[#Female Supremacy|Female supremacy]] ||&lt;br /&gt;
|-&lt;br /&gt;
| Three or fewer || Women may have up to three spouses. || || [[#Female Supremacy|Female supremacy]] ||&lt;br /&gt;
|-&lt;br /&gt;
| Four or fewer || Women may have up to four spouses. || || [[#Female Supremacy|Female supremacy]] ||&lt;br /&gt;
|-&lt;br /&gt;
| Unlimited || Women may have as many spouses as they like. || || [[#Female Supremacy|Female supremacy]] ||&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Men's spouses&amp;quot;&lt;br /&gt;
! rowspan=5 | Men's spouses&amp;lt;br/&amp;gt;[[File:SpouseCountMale.png|64px]]&lt;br /&gt;
| One only || Men may have one spouse only. || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Two or fewer || Men may have up to two spouses. || || [[#Male Supremacy|Male supremacy]] ||&lt;br /&gt;
|-&lt;br /&gt;
| Three or fewer || Men may have up to three spouses. || || [[#Male Supremacy|Male supremacy]] ||&lt;br /&gt;
|-&lt;br /&gt;
| Four or fewer || Men may have up to four spouses. || || [[#Male Supremacy|Male supremacy]] ||&lt;br /&gt;
|-&lt;br /&gt;
| Unlimited || Men may have as many spouses as they like. || || [[#Male Supremacy|Male supremacy]] ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Optional ===&lt;br /&gt;
These precepts can be added through memes or by player choice.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Issue !! Precept !! Description !! Requirement !! Associated !! Effects&lt;br /&gt;
|- id=&amp;quot;Slaughtering animals&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot;| Slaughtering animals&amp;lt;br/&amp;gt;[[File:AnimalSlaughter.png|64px]]&lt;br /&gt;
| Prohibited || Slaughtering animals is absolutely prohibited. || || [[#Animal personhood|Animal personhood]]&amp;lt;br/&amp;gt;[[#Nature Primacy|Nature primacy]] || '''Prohibitions:'''&amp;lt;br/&amp;gt;Slaughter animal&amp;lt;br/&amp;gt;'''Mood:'''&lt;br /&gt;
* {{Thought|desc=Someone slaughtered an animal! A tragic loss of a unique life.|label=animal slaughtered|value=-4|duration=6|stacks=5|multi=0.75}}&lt;br /&gt;
'''Opinions:'''&amp;lt;br/&amp;gt;Slaughtered animal: {{Bad|-10}}&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || To slaughter an animal is a horrible thing. || || [[#Animal personhood|Animal personhood]]&amp;lt;br/&amp;gt;[[#Nature Primacy|Nature primacy]] || '''Mood:'''&lt;br /&gt;
* {{Thought|desc=I had to slaughter an animal! It was horrible to snuff out a mind like that.|label=slaughtered animal|value=-15|duration=6|stacks=1}}&lt;br /&gt;
* {{Thought|desc=Someone slaughtered an animal! What a horrible thing, to snuff out a mind like that.|label=animal slaughtered|value=-2|duration=6|stacks=5|multi=0.75}}&lt;br /&gt;
'''Opinions:'''&amp;lt;br/&amp;gt;Slaughtered animal: {{Bad|-5}}&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || To slaughter an animal is an ugly thing. || || [[#Animal personhood|Animal personhood]]&amp;lt;br/&amp;gt;[[#Nature Primacy|Nature primacy]] || '''Mood:'''&lt;br /&gt;
* {{Thought|desc=I had to slaughter an animal. It was an ugly thing to do.|label=slaughtered animal|value=-5|duration=6|stacks=1}}&lt;br /&gt;
* {{Thought|desc=Someone slaughtered an animal. It's a sad thing.|label=animal slaughtered|value=-1|duration=6|stacks=5|multi=0.75}}&lt;br /&gt;
'''Opinions:'''&amp;lt;br/&amp;gt;Slaughtered animal: {{Bad|-3}}&lt;br /&gt;
|- id=&amp;quot;Apostasy&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot;| Apostasy&amp;lt;br/&amp;gt;[[File:Apostasy.png|64px]]&lt;br /&gt;
| Abhorrent || To leave our ideoligion after having known it is the depth of immorality. || Not [[#Guilty|Guilty]] || [[#Loyalist|Loyalist]]&amp;lt;br/&amp;gt;[[#Proselytizer|Proselytizer]] || '''Opinions:'''&amp;lt;br/&amp;gt;&lt;br /&gt;
*Changed ideoligion: {{Bad|-30}}&amp;lt;br/&amp;gt;&lt;br /&gt;
*Apostate: {{Bad|-10}}&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* [[Global Certainty Loss Factor]]: {{Good|×40%}}&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || To leave our ideoligion after having known it indicates deep moral flaws. || Not [[#Guilty|Guilty]] || [[#Loyalist|Loyalist]]&amp;lt;br/&amp;gt;[[#Proselytizer|Proselytizer]] || '''Opinions:'''&amp;lt;br/&amp;gt;&lt;br /&gt;
*Changed ideoligion: {{bad|-15}}&amp;lt;br/&amp;gt;&lt;br /&gt;
*Apostate: {{Bad|-5}}&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* [[Global Certainty Loss Factor]]: {{Good|×60%}}&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || To leave our ideoligion after having known it indicates character flaws. || Not [[#Guilty|Guilty]] || [[#Loyalist|Loyalist]]&amp;lt;br/&amp;gt;[[#Proselytizer|Proselytizer]] || '''Opinions:'''&amp;lt;br/&amp;gt;&lt;br /&gt;
*Changed ideoligion: {{Bad|-8}}&amp;lt;br/&amp;gt;&lt;br /&gt;
*Apostate: {{Bad|-3}}&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* [[Global Certainty Loss Factor]]: {{Good|×80%}}&lt;br /&gt;
|- id=&amp;quot;Autonomous weapons&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot;| Autonomous weapons&amp;lt;br/&amp;gt;[[File:AutonomousWeapons.png|64px]]&lt;br /&gt;
| Prohibited || Allowing a machine to decide to kill is an absolutely inhuman thing to do. || || [[#Nature primacy|Nature primacy]] || Cannot build Turrets&amp;lt;br/&amp;gt;Colonists gain Mood: {{Thought|desc=We use automated weapons. It's absolutely abhorrent to give life-and-death decisions to a machine.|label=automated weapons|value=-12|stack=1}}&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || Allowing a machine to decide to kill is a terrible thing. || || [[#Nature primacy|Nature primacy]] || Colonists gain Mood: {{Thought|desc=We use automated weapons. It's horrible to give life-and-death decisions to a machine.|label=automated weapons|value=-8|stack=1}}&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || Allowing a machine to decide to kill is an ugly thing. || || [[#Nature primacy|Nature primacy]] || Colonists gain Mood: {{Thought|desc=We use automated weapons. It's really ugly to give life-and-death decision to a machine.|label=automated weapons|value=-4|stack=1}}&lt;br /&gt;
|- id=&amp;quot;Body modification&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot;| Body modification&amp;lt;br/&amp;gt;[[File:BodyModifications.png|64px]]&lt;br /&gt;
| Abhorrent || To modify the natural human body is a flagrant violation of clear moral laws. || Not [[#Transhumanist|Transhumanist]] || [[#Flesh purity|Flesh purity]] || '''Mood''':&lt;br /&gt;
* {{Thought|desc=I had to install an artificial body enhancement. This was deeply offensive to my beliefs.|label=installed enhancement|value=-30|duration=6}}&lt;br /&gt;
* {{Thought|desc=I have an artificial body enhancement. It's an abhorrent offense against everything I believe!|label=artificial enhancement|value=-18|duration=6}}&lt;br /&gt;
'''Opinion:''' {{Bad|-10}} against anyone that installed a prosthetic or artificial part, {{Bad|-5}} against anyone with a prosthetic or artificial part.&amp;lt;br/&amp;gt;&lt;br /&gt;
These do not apply if the pawn is not a Body Modder. Xenogenes trigger this mood penalty if they are not inheritable.&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || To modify the natural human body is an ugly, dirty act. || Not [[#Transhumanist|Transhumanist]] || [[#Flesh purity|Flesh purity]] || '''Mood''':&lt;br /&gt;
* {{Thought|desc=I had to install an artificial body enhancement. This was clearly against my beliefs.|label=installed enhancement|value=-5|duration=6}}&lt;br /&gt;
* {{Thought|desc=I have an artificial body enhancement. I don't believe such things are acceptable.|label=artificial enhancement|value=-4|duration=6}}&lt;br /&gt;
'''Opinion:''' {{Bad|-5}} against anyone that installed a prosthetic or artificial part, {{Bad|-3}} against anyone with a prosthetic or artificial part.&amp;lt;br/&amp;gt;&lt;br /&gt;
These do not apply if the pawn is not a Body Modder. Xenogenes trigger this mood penalty if they are not inheritable.&lt;br /&gt;
|-&lt;br /&gt;
| Approved || Humans should strive to reach our full potential by improving our flawed natural bodies. || Not [[#Flesh purity|Flesh purity]] || [[#Transhumanist|Transhumanist]] || '''Mood:'''&lt;br /&gt;
* {{Thought|desc=I don't have any artificial body enhancements. It's against my beliefs to be so unenhanced.|label=no artificial enhancement|value=-3|stack=1}} at or above moderate expectations, nullified by Body purist.&lt;br /&gt;
* {{Thought|desc=This artificial enhancement matches my belief.|label=transhumanist modded|value=1|stack=1}} for 1 artificial part.&lt;br /&gt;
* {{Thought|desc=The more artificial enhancements I get, the stronger my expression of my beliefs.|label=transhumanist connected|value=1|stack=1}} for 2 artificial part.&lt;br /&gt;
* {{Thought|desc=My connection to my belief is increased by my third artificial enhancement. But I could use more.|label=transhumanist enhanced|value=2|stack=1}} for 3 artificial part.&lt;br /&gt;
* {{Thought|desc=Only two more artificial enhancements are required to fully synchronize with my beliefs.|label=transhumanist synchronized|value=2|stack=1}} for 4 artificial part.&lt;br /&gt;
* {{Thought|desc=Five artificial enhancements! I'm beginning to feel perfect integration with my beliefs.|label=transhumanist integrated|value=3|stack=1}} for 5 artificial part.&lt;br /&gt;
* {{Thought|desc=It's as though I've left the weak flesh behind.|label=transhumanist transformed|value=3|stack=1}} for 5+ artificial part.&lt;br /&gt;
All bonus disabled for Body Modder.&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Bad|-3}} opinion for zero artificial parts if expectations ≥ Moderate (disabled for Body Purist) {{Check Tag|Xenogenes?|Xenogens count as artificial for body modder/purist traits, do they also count for ideo?}}&lt;br /&gt;
|- id=&amp;quot;Charity&amp;quot;&lt;br /&gt;
! rowspan=3| Charity&amp;lt;br/&amp;gt;[[File:Charity.png|64px]]&lt;br /&gt;
| Essential || We must always be charitable to those in need. To refuse one would be an inhuman act, no matter the circumstances. || Not [[#Supremacist|supremacist]]&amp;lt;br/&amp;gt;Not [[#Pain is virtue|pain is virtue]] || [[#Guilty|Guilty]] || -8 mood for refusing to help on a charity quest&amp;lt;ref group=&amp;quot;Optional precepts&amp;quot; name=&amp;quot;Charity quest&amp;quot;&amp;gt;Charity quest is one marked as such in the quest log, and includes: beggars, relic pilgrims, joining wanderer, crashing shuttle, pod crash refugee, refugees, chased noble, and joining wanderer in danger&amp;lt;/ref&amp;gt;&amp;lt;br/&amp;gt;-12 mood for attacking beggars or pilgrims&amp;lt;br/&amp;gt;+4 mood for helping on a charity quest&amp;lt;ref group=&amp;quot;Optional precepts&amp;quot; name=&amp;quot;Charity quest&amp;quot;/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Important || It's important to be charitable to those in need. Refusing to help is a terrible act. || Not [[#Supremacist|supremacist]]&amp;lt;br/&amp;gt;Not [[#Pain is virtue|pain is virtue]] || [[#Guilty|Guilty]] || -4 mood for refusing to help on a charity quest&amp;lt;ref group=&amp;quot;Optional precepts&amp;quot; name=&amp;quot;Charity quest&amp;quot;/&amp;gt;&amp;lt;br/&amp;gt;-8 mood for attacking beggars or pilgrims&amp;lt;br/&amp;gt;+2 mood for helping on a charity quest&amp;lt;ref group=&amp;quot;Optional precepts&amp;quot; name=&amp;quot;Charity quest&amp;quot;/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Worthwhile || Helping those in need is a good thing. It makes the community stronger. || Not [[#Supremacist|supremacist]]&amp;lt;br/&amp;gt;Not [[#Pain is virtue|pain is virtue]] || [[#Guilty|Guilty]] || -2 mood for refusing to help on a charity quest&amp;lt;ref group=&amp;quot;Optional precepts&amp;quot; name=&amp;quot;Charity quest&amp;quot;/&amp;gt;&amp;lt;br/&amp;gt;-6 mood for attacking beggars or pilgrims&amp;lt;br/&amp;gt;+1 mood for helping on a charity quest&amp;lt;ref group=&amp;quot;Optional precepts&amp;quot; name=&amp;quot;Charity quest&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Drug use&amp;quot;&lt;br /&gt;
! rowspan=4| Drug use&amp;lt;br/&amp;gt;[[File:DrugUse.png|64px]]&lt;br /&gt;
| Prohibited || The body should absolutely not be poisoned by chemicals. The only exception is the use of medicine in direct medical care. || Not [[#High life|High life]] || [[#Flesh purity|Flesh purity]]&amp;lt;br/&amp;gt;[[#Collectivist|Collectivist]] || Pawns are unwilling to take or administer drugs&amp;lt;br/&amp;gt;&lt;br /&gt;
* {{Thought|desc=I used a drug. Such chemicals in the body are a horrible offense against my beliefs.|label=used drug|value=-4|duration=3}}&lt;br /&gt;
* {{Thought|desc=I administered a drug. It was a horrible offense against my beliefs.|label=administered drug|value=-15|duration=3}}&amp;lt;ref group=&amp;quot;Optional precepts&amp;quot; name=&amp;quot;Drug use&amp;quot;&amp;gt;As pawns with this precept are unwilling to administer drugs, this won't appear on normal gameplay.&amp;lt;/ref&amp;gt;&lt;br /&gt;
{{Bad|-3}} opinion for consuming or administering a drug, for 5 days.&amp;lt;br/&amp;gt;&lt;br /&gt;
None of the above applies to pawns with [[Traits#Chemical fascination|Chemical fascination]] or [[Traits#Chemical interest|Chemical interest]]&lt;br /&gt;
|-&lt;br /&gt;
| Medical only || Poisoning the body for recreational purposes is a deeply immoral act. || Not [[#High life|High life]] || [[#Collectivist|Collectivist]] || Pawns are unwilling to take or administer recreational drugs.&amp;lt;br/&amp;gt;&lt;br /&gt;
* {{Thought|desc=I used a recreational drug. It was an offense against my beliefs.|label=used recreational drug|value=-15|duration=3}}&lt;br /&gt;
* {{Thought|desc=I administered a recreational drug. It was a horrible offense against my beliefs.|label=administered recreational drug|value=-15|duration=3}}&lt;br /&gt;
{{Bad|-5}} opinion for consuming or administering a recreational drug, for 5 days.&amp;lt;br/&amp;gt;&lt;br /&gt;
None of the above applies to pawns with [[Traits#Chemical fascination|Chemical fascination]] or [[Traits#Chemical interest|Chemical interest]]&lt;br /&gt;
|-&lt;br /&gt;
| Medical or social only || A drink with a smoke is fine, especially with friends, but poisoning the body with powerful chemicals is wrong. || Not [[#High life|High life]] || [[#Collectivist|Collectivist]] || Pawns are unwilling to take or administer hard drugs.&lt;br /&gt;
* {{Thought|desc=I used a hard drug - not medical or even social. It was a horrible offense against my beliefs.|label=used hard drug|value=-15|duration=3}}&lt;br /&gt;
* {{Thought|desc=I administered a hard drug - not medical or even social. It was a horrible offense against my beliefs.|label=used hard drug|value=-15|duration=3}}&lt;br /&gt;
{{Bad|-8}} opinion for consuming or administering a hard drug, for 5 days.&amp;lt;br/&amp;gt;&lt;br /&gt;
None of the above applies to pawns with [[Traits#Chemical fascination|Chemical fascination]] or [[Traits#Chemical interest|Chemical interest]]&lt;br /&gt;
|-&lt;br /&gt;
| Essential || Exotic states of mind are central to a good life. || [[#High life|High life]] || [[#High life|High life]]&lt;br /&gt;
| '''Stats:'''&lt;br /&gt;
* [[Drug Crop Harvest Yield]]: {{Good|×150%}}&lt;br /&gt;
* [[Drug Synthesis Speed]]: {{Good|×150%}}&lt;br /&gt;
* [[Drug Sell Price Improvement]]: {{+|10%}}&lt;br /&gt;
'''Moods''' (excludes [[Teetotaler]]s):&lt;br /&gt;
* {{Thought|desc=The right path goes through altered consciousness, and I am walking it.|label=high life|value=3|duration=0.75|stack=1}}&lt;br /&gt;
* {{Thought|desc=This is a hidden state.|label=high life|value=0|duration=0.25|stack=1}}. An invisible state.&lt;br /&gt;
* {{Thought|desc=I should be altering my consciousness. It's not right to be sober so long.|label=high life missing|value=-1|duration=1|stack=1}}&lt;br /&gt;
* {{Thought|desc=I should be altering my consciousness. It's not right to be sober so long.|label=high life missing|value=-10|duration=9|stack=1}}&lt;br /&gt;
The moods above are scaled linearly based on the time since last non-medical drug ingested. First a {{Good|+3}} mood that last 0.75 days, decaying to 0 over the course the following 0.25 days. At 2 days since last consumption, first mood penalty applies. This penalty will increase by {{Bad|-1}} each day without further consumption, reaching the maximum of {{Bad|-10}} at 11 days.&amp;lt;!--&lt;br /&gt;
The relevant functions are PostIngested(Pawn) in CompDruf, CompTick() in CompRitualHediffGiverInRoom and Thought_Situational_Precept_HighLife.--&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Combat in darkness&amp;quot;&lt;br /&gt;
! Combat in darkness&amp;lt;br/&amp;gt;[[File:DarknessCombat.png|64px]]&lt;br /&gt;
| Preferred || We fight better in the dark. || Not [[#Blindsight|blindsight]] || [[#Darkness|Darkness]]&lt;br /&gt;
| '''Stats:'''&lt;br /&gt;
* [[Shooting Accuracy]]:&lt;br /&gt;
** [[Shooting Accuracy Outdoors Dark|Outdoors Dark]] and [[Shooting Accuracy Indoors Dark|Indoors Dark]]: {{+|25%}}&lt;br /&gt;
** [[Shooting Accuracy Outdoors Lit|Outdoors Lit]] and [[Shooting Accuracy Indoors Lit|Indoors Lit]]: {{--|20%}}&lt;br /&gt;
* [[Melee Dodge Chance]]:&lt;br /&gt;
** [[Melee Dodge Chance Outdoors Night|Outdoors Night]] and [[Melee Dodge Chance Indoors Dark|Indoors Dark]]: {{+|10%}}&lt;br /&gt;
** [[Melee Dodge Chance Outdoors Day|Outdoors Day]] and [[Melee Dodge Chance Indoors Lit|Indoors Lit]]: {{--|10%}}&lt;br /&gt;
* [[Melee Hit Chance]]:&lt;br /&gt;
** [[Melee Hit Chance Outdoors Dark|Outdoors Dark]] and [[Melee Hit Chance Indoors Dark|Indoors Dark]]: {{+|10%}}&lt;br /&gt;
** [[Melee Hit Chance Outdoors Lit|Outdoors Lit]] and [[Melee Hit Chance Indoors Lit|Indoors Lit]]: {{--|10%}}&lt;br /&gt;
|- id=&amp;quot;Cutting trees&amp;quot;&lt;br /&gt;
! rowspan=3 | Cutting trees&amp;lt;br/&amp;gt;[[File:Precept tree cutting.png|64px]]&lt;br /&gt;
| Prohibited || To violate the forest by cutting down a tree is a deeply abhorrent act and should never be done. || Not [[#Human primacy|Human primacy]] || [[#Nature primacy|Nature primacy]] || Disables logging camps.&amp;lt;br/&amp;gt;Pawns will not cut trees&amp;lt;br/&amp;gt;{{Thought|desc=We cut down a tree. Such things violations of nature should never be done.|label=tree felled|value=-4|stack=5|multi=0.75|duration=3}} for cutting a tree&amp;lt;br/&amp;gt;{{Thought|desc=We extracted a tree from the ground and then let it die. Such things violations of nature should never be done.|label=extracted tree died|value=-4|stack=5|multi=0.75|duration=3}} for an uprooted tree dying&amp;lt;br/&amp;gt;{{--|10}} opinion for cutting a tree&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || To cut down a tree is a horrible act. || Not [[#Human primacy|Human primacy]] || [[#Nature primacy|Nature primacy]] || Disables logging camps.&amp;lt;br/&amp;gt;{{Thought|desc=I had to cut down a tree. It was wrong to scar nature this way.|label=tree felled|value=-10|stack=1|duration=3}} for cutting a tree&amp;lt;br/&amp;gt;{{Thought|desc=We cut down a tree. It's wrong to scar nature this way.|label=tree felled|value=-2|stack=5|multi=0.75|duration=3}} for a tree cut&amp;lt;br/&amp;gt;{{Thought|desc=We extracted a tree from the ground and let it die. It's wrong to scar nature this way.|label=extracted tree died|value=-2|stack=5|multi=0.75|duration=3}} for an uprooted tree dying&amp;lt;br/&amp;gt;{{--|5}} opinion for cutting a tree&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || To cut down a tree is a distasteful thing to do. || Not [[#Human primacy|Human primacy]] || [[#Nature primacy|Nature primacy]] || Disables logging camps.&amp;lt;br/&amp;gt;{{Thought|desc=I had to cut down a tree. It was wrong to scar nature this way.|label=tree felled|value=-5|stack=1|duration=3}} for cutting a tree&amp;lt;br/&amp;gt;{{Thought|desc=We cut down a tree. It wasn't good to harm nature this way.|label=tree felled|value=-1|stack=5|duration=3}} for a tree cut&amp;lt;br/&amp;gt;{{Thought|desc=We extracted a tree from the ground and let it die. It wasn't good to harm nature this way.|label=extracted tree died|value=-1|stack=5|multi=0.75|duration=3}} for an uprooted tree dying&amp;lt;br/&amp;gt;{{--|3}} opinion for cutting a tree&lt;br /&gt;
|- id=&amp;quot;Killing innocent animals&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; | Killing innocent animals&amp;lt;br/&amp;gt;[[File:KillingInnocentAnimals.png|64px]]&lt;br /&gt;
| Abhorrent || To kill an innocent animal is a horrifically inhuman act. Innocent animals are those who are not attacking, or who were only driven to attack by human provocation.&amp;lt;ref group=&amp;quot;Optional precepts&amp;quot; name=&amp;quot;Innocent animal&amp;quot;&amp;gt;An animal is deemed innocent if: It isn't under a mental state, or the mental state was caused by damage (ex: Manhunter, PanicFlee) or psycast (ex: Berserk, Neuroquake psycast). The above excludes animals belonging to hostile factions, animals hunting humans (or animals belonging to a human faction), and animals with scaria.&amp;lt;/ref&amp;gt; || Not [[#Human primacy|human primacy]] || [[#Nature primacy|Nature primacy]]&amp;lt;br/&amp;gt;[[#Animal personhood|Animal personhood]] || Disables hunting camps&amp;lt;br/&amp;gt;Pawns will not attack innocent animals&amp;lt;br/&amp;gt;{{Thought|desc=An innocent, adorable animal was killed! That's murder!|label=innocent animal killed|value=-4|stack=5|mult=0.75|duration=6}} if innocent animal is killed&amp;lt;br/&amp;gt;{{--|15}} opinion for killing innocent animal&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || To kill an innocent animal is a horrible act. Innocent animals are those who are not attacking, or who were only driven to attack by human provocation. || Not [[#Human primacy|human primacy]] || [[#Nature primacy|Nature primacy]]&amp;lt;br/&amp;gt;[[#Animal personhood|Animal personhood]] || Disables hunting camps&amp;lt;br/&amp;gt;{{Thought|desc=I had to kill an innocent animal. It was almost like being forced to murder.|label=killed innocent {0}|value=-15|duration=6}} for killing an innocent animal&amp;lt;br/&amp;gt;{{Thought|desc=An innocent animal was killed. What a terrible, heartless act against another being.|label=innocent animal killed|value=-2|stack=5|mult=0.75|duration=6}} if innocent animal is killed&amp;lt;br/&amp;gt;{{--|10}} opinion for killing innocent animal&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || To kill an innocent animal is an ugly act. Innocent animals are those who are not attacking, or who were only driven to attack by human provocation. || Not [[#Human primacy|human primacy]] || [[#Nature primacy|Nature primacy]]&amp;lt;br/&amp;gt;[[#Animal personhood|Animal personhood]] || Disables hunting camps&amp;lt;br/&amp;gt;{{Thought|desc=I had to kill an innocent animal. It was not something I approve of.|label=killed innocent {0}|value=-5|duration=6}} for killing an innocent animal&amp;lt;br/&amp;gt;{{Thought|desc=An innocent animal was killed. I do not approve of this.|label=innocent animal killed|value=-1|stack=5|mult=0.75|duration=6}} if innocent animal is killed&amp;lt;br/&amp;gt;{{--|5}} opinion for killing innocent animal&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Lighting&amp;quot;&lt;br /&gt;
! Lighting&amp;lt;br/&amp;gt;[[File:Lighting.png|64px]]&lt;br /&gt;
| Darklight preferred || Normal lights are too bright. Darklights are better. || Not [[#Blindsight|blindsight]] || [[#Darkness|Darkness]] || {{Thought|desc=This dim light is perfect. I feel focused and energized.|label=darklight|value=+4|stack=1}} with [[Darklight]]&amp;lt;br/&amp;gt;{{Thought|desc=This indoor light is too bright. I would prefer something dimmer.|label=indoor light|value=-4|stack=1}} in dim light (30% - 89% [[light]]){{Check Tag|Verify|Verify bounds match normal definition}}&amp;lt;br/&amp;gt;{{Thought|desc=I cannot stand this terrible light. My senses are overwhelmed!|label=blinding light|value=-8|stack=1}} in bright light. (90% - 100% [[light]]){{Check Tag|Verify|Verify bounds match normal definition}}&amp;lt;br/&amp;gt;No modifier for Darkness. (0% - 29% [[light]]){{Check Tag|Verify|Verify bounds match normal definition}}&amp;lt;br/&amp;gt;Surgery penalty without Darklight.&amp;lt;br/&amp;gt;Disables low-[[light]] [[move speed]] penalties&amp;lt;br/&amp;gt;Disables low-[[light]] [[global work speed]] penalties&lt;br /&gt;
|- id=&amp;quot;Meat eating&amp;quot;&lt;br /&gt;
! rowspan=6 | Meat eating&amp;lt;br/&amp;gt;[[File:MeatEating.png|64px]]&lt;br /&gt;
| Abhorrent || Eating meat of any kind is deeply evil. || Not [[#Human primacy|human primacy]] || [[#Animal personhood|Animal personhood]]&amp;lt;br/&amp;gt;[[#Flesh purity|Flesh purity]] || Disables hunting camps&amp;lt;br/&amp;gt;{{Thought|desc=I had to eat meat. It was an abhorrent violation of everything I believe.|label=ate meat|value=-24|duration=1|stack=1}} for eating meat&amp;lt;br/&amp;gt;{{--|15}} opinion for eating meat&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || Eating meat of any kind is a horrible act. || Not [[#Human primacy|human primacy]] || [[#Animal personhood|Animal personhood]]&amp;lt;br/&amp;gt;[[#Flesh purity|Flesh purity]] || Disables hunting camps&amp;lt;br/&amp;gt;{{Thought|desc=I had to eat meat. It was a horrible violation of my beliefs.|label=ate meat|value=-12|duration=1|stack=1}} for eating meat&amp;lt;br/&amp;gt;{{--|10}} opinion for eating meat&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || Eating meat of any kind should be avoided. || Not [[#Human primacy|human primacy]] || [[#Animal personhood|Animal personhood]]&amp;lt;br/&amp;gt;[[#Flesh purity|Flesh purity]] || Disables hunting camps&amp;lt;br/&amp;gt;{{Thought|desc=I had to eat meat. It's not something I approve of.|label=ate meat|value=-4|duration=1|stack=1}} for eating meat&amp;lt;br/&amp;gt;{{--|5}} opinion for eating meat&lt;br /&gt;
|-&lt;br /&gt;
| Mildly required || Every meal ought to have meat. || Not [[#Human primacy|human primacy]] || [[#Animal personhood|Animal personhood]] (but conflicts)&amp;lt;br/&amp;gt;[[#Flesh purity|Flesh purity]] || Disables farming camps&amp;lt;br/&amp;gt;{{Thought|desc=I ate a meal without any meat. It was an unacceptable deviation from the proper carnivore diet. Some eggs, milk, or processed food without vegetables or would have also been okay.|label=ate vegetarian|value=-4|duration=1|stack=1}} for eating food without meat&amp;lt;br/&amp;gt;{{--|5}} opinion for eating food without meat&lt;br /&gt;
|-&lt;br /&gt;
| Seriously required || Every meal must have meat. Eggs, milk, and processed food are okay as well. || Not [[#Human primacy|human primacy]] || [[#Animal personhood|Animal personhood]] (but conflicts)&amp;lt;br/&amp;gt;[[#Flesh purity|Flesh purity]] || Disables farming camps&amp;lt;br/&amp;gt;{{Thought|desc=I ate a meal without any meat. It was an horrible violation of the proper carnivore diet. Some eggs, milk, or processed food without vegetables would have also been okay.|label=ate vegetarian|value=-10|duration=1|stack=1}} for eating food without meat&amp;lt;br/&amp;gt;{{--|10}} opinion for eating food without meat&lt;br /&gt;
|-&lt;br /&gt;
| Strictly required || If a meal doesn't have meat, the person who eats it must be morally deficient. Eggs, milk, and processed foods are fine. || Not [[#Human primacy|human primacy]] || [[#Animal personhood|Animal personhood]] (but conflicts)&amp;lt;br/&amp;gt;[[#Flesh purity|Flesh purity]] || Disables farming camps&amp;lt;br/&amp;gt;{{Thought|desc=I ate a meal without any meat. It was an abhorrent violation of the proper carnivore diet. Some eggs, milk, or processed food without vegetables would have also been okay.|label=ate vegetarian|value=-16|duration=1|stack=1}} for eating food without meat&amp;lt;br/&amp;gt;{{--|15}} opinion for eating food without meat&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mining&amp;quot;&lt;br /&gt;
! rowspan=3 | Mining&amp;lt;br/&amp;gt;[[File:Mining.png|64px]]&lt;br /&gt;
| Prohibited || Raping the natural earth with mining tools is a horrifically evil act. || Not [[#Human primacy|human primacy]]&amp;lt;br/&amp;gt;Not [[#Tunneler|tunneler]] || [[#Nature primacy|Nature primacy]] || Disables mining camps&amp;lt;br/&amp;gt;Pawns will not mine&amp;lt;br/&amp;gt;&lt;br /&gt;
* {{Thought|desc=We mined a hole in the pure earth. What a terrible offense against nature.|label=mined|value=-4|duration=2|stacks=5|multi=0.75}}&lt;br /&gt;
* {{Thought|desc=I destroyed a natural wall. What a terrible offense against nature.|label=destroyed natural wall|value=-40|duration=2|stacks=1}}&lt;br /&gt;
{{Bad|-15}} opinion for mining a block, for 4 days.&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || Violating the natural earth with mining tools is a horrible act. || Not [[#Human primacy|human primacy]]&amp;lt;br/&amp;gt;Not [[#Tunneler|tunneler]] || [[#Nature primacy|Nature primacy]] || Disables mining camps&amp;lt;br/&amp;gt;&lt;br /&gt;
* {{Thought|desc=I had to mine a hole. It was an offense against the earth.|label=mined|value=-20|duration=2|stacks=1}}&lt;br /&gt;
* {{Thought|desc=Someone mined a hole in the pure earth. It was a horrible violation of nature.|label=mined|value=-2|duration=2|stacks=5|multi=0.75}}&lt;br /&gt;
* {{Thought|desc=I destroyed a natural wall. It was a horrible violation of nature.|label=destroyed natural wall|value=-20|duration=2|stacks=1}}&lt;br /&gt;
{{Bad|-10}} opinion for mining a block, for 2 days.&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || Mining into the natural earth is an ugly act. || Not [[#Human primacy|human primacy]]&amp;lt;br/&amp;gt;Not [[#Tunneler|tunneler]] || [[#Nature primacy|Nature primacy]] || Disables mining camps&amp;lt;br/&amp;gt;&lt;br /&gt;
* {{Thought|desc=I had to mine a hole. I disapprove of harming the earth this way.|label=mined|value=-3|duration=2|stacks=1}}&lt;br /&gt;
* {{Thought|desc=Someone mined a hole in the pure earth. It's wrong to scar the world this way.|label=mined|value=-1|duration=2|stacks=5|multi=0.75}}&lt;br /&gt;
* {{Thought|desc=I destroyed a natural wall. It's wrong to scar the world this way.|label=destroyed natural wall|value=-3|duration=2|stacks=1}}&lt;br /&gt;
{{Bad|-5}} opinion for mining a block, for 2 days.&lt;br /&gt;
|- id=&amp;quot;Raiding&amp;quot;&lt;br /&gt;
! rowspan=2 | Raiding&amp;lt;br/&amp;gt;[[File:Raiding.png|64px]]&lt;br /&gt;
| Respected || We don't work like common laborers, we take from the weak as the strong should. Failing to do so is a mark of shame. || || || '''Mood:'''&amp;lt;br/&amp;gt;{{+|3}} mood for 5 days for participating in a raid&amp;lt;br/&amp;gt;{{+|6}} mood for a raid less than 25 days ago&amp;lt;br/&amp;gt;{{--|6}} mood for a raid more than 25 days ago&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* [[Global Work Speed]] {{--|8%}}&lt;br /&gt;
|-&lt;br /&gt;
| Required || We don't work like common laborers, we take from the weak as the strong should. Failing to do so is a tremendous shame. || || || '''Mood:'''&amp;lt;br/&amp;gt;{{+|6}} mood for 5 days for participating in a raid&amp;lt;br/&amp;gt;{{+|12}} mood for a raid less than 25 days ago&amp;lt;br/&amp;gt;{{--|12}} mood for a raid more than 25 days ago&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* [[Global Work Speed]] {{--|16%}}&lt;br /&gt;
|- id=&amp;quot;Trees&amp;quot;&lt;br /&gt;
! Trees&amp;lt;br/&amp;gt;[[File:Trees.png|64px]]&lt;br /&gt;
| Desired || It's essential to live surrounded by beautiful trees. || || [[#Tree connection|Tree connection]] || Gives a thought, scaling from -5 to +9 for having (or not having) many trees on the map&amp;lt;br/&amp;gt;Gives a thought, scaling from 0 to -20 for the number of trees chopped in the last quadrum&lt;br /&gt;
|- id=&amp;quot;Biosculpting&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Biosculpting&amp;lt;br/&amp;gt;[[File:Precept biosculpting.png|64px]]&lt;br /&gt;
| Despised || Biosculpter pods violate the purity human flesh and should never be used. || Not [[#Transhumanist|Transhumanist]] || || '''Mood:'''&amp;lt;br/&amp;gt;{{Thought|desc=My body was despoiled by the use of a biosculpter pod.|label=used biosculpter pod|value=-8|stack=1|duration=12}} after using [[biosculpter pod]].&lt;br /&gt;
|-&lt;br /&gt;
| Accelerated || All biosculpting cycles take half the usual time. || [[#Transhumanist|Transhumanist]] || [[#Transhumanist|Transhumanist]] || All biosculpting cycles take half the usual time.&lt;br /&gt;
|- id=&amp;quot;Growth vats&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Growth vats{{BiotechIcon}}&amp;lt;br/&amp;gt;[[File:GrowthVats.png|64px]]&lt;br /&gt;
| Prohibited || Growth vats rob children of their childhood. || || || '''Prohibitions:'''&amp;lt;br/&amp;gt;Build [[growth vat]]&amp;lt;br/&amp;gt;'''Mood:'''&lt;br /&gt;
* {{Thought|desc=I hate the thought of that awful growth vat being in our colony.|label=growth vat|value=-3|stack=1}}&amp;lt;br/&amp;gt;&lt;br /&gt;
* {{Thought|desc=I can't stand the thought of my child floating in that awful machine.|label=my child is in a growth vat|value=-3|stack=3}}. Nullifying trait: [[Psychopath]]&amp;lt;br/&amp;gt;&lt;br /&gt;
* {{Thought|desc=I'm happy to see my kids be kids. Their childhood is too precious to be wasted in a vat.|label=Child not in growth vat|value=1|stack=1}}&amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Essential || We have the technology for safer childbirth and faster childhoods. Believers will develop faster in growth vats but will be unhappy if their children are not in a vat. || || [[#Transhumanist|Transhumanist]] || '''Mood:'''&lt;br /&gt;
* {{Thought|desc=Childbirth is a terrifying thought. We should have vats to safely grow our children.|label=natural pregnancy|value=-5|stack=1}}.  Minimum [[expectations]]: Moderate&lt;br /&gt;
* {{Thought|desc=I don't feel safe with my child running around. They should be growing safely in a vat.|label=Child not in growth vat|value=-2|stack=3}}.  Minimum [[expectations]]: Moderate&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* {{BiotechIcon}} [[Growth Vat Occupant Speed]]: {{Good|×130%}}&amp;lt;br/&amp;gt;(only to pawns with the ideoligion; [[embryo]]s / [[babies]] are not boosted)&lt;br /&gt;
|- id=&amp;quot;Bloodfeeders&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Bloodfeeders{{BiotechIcon}}&amp;lt;br/&amp;gt;[[File:Bloodfeeders.png|64px]]&lt;br /&gt;
| Revered || Bloodfeeders should be worshipped. Believers will be happy if there is a bloodfeeder in the colony and will not mind being fed upon. || || || '''Mood:'''&lt;br /&gt;
* {{Thought|desc=The bloodfeeders stand above us, yet one has died here. We will surely be punished for this.|label=bloodfeeder died|value=-2|stack=3|duration=10}} (Colony wide) when a bloodfeeder dies.{{Check Tag|Any faction?|Does the bloodfeeder have to be of the player faction? Any allied faction? Any faction at all including enemies?}}.&lt;br /&gt;
* {{Thought|desc=Let them worship me. Feeding upon them places them below me, as animals are below humans.|label=revered bloodfeeder|value=+4|stack=1}} for being a bloodfeeder.&lt;br /&gt;
* {{Thought|desc=Without a bloodfeeder master, our colony feels incomplete and pointless. We should make a bloodfeeder our leader.|label=no bloodfeeders|value=-2|stack=1}} (Colony wide) for having no bloodfeeders in the colony.&lt;br /&gt;
* {{Thought|desc=Without a bloodfeeder master, our colony feels incomplete and pointless. We should make a bloodfeeder our leader.|label=no bloodfeeder master|value=-1|stack=1}} (Colony wide) for having bloodfeeders in the colony, but not as the [[#Leaders|leader]].&lt;br /&gt;
* {{Thought|desc=The bloodfeeder's presence is a great honor. May they live forever.|label=bloodfeeder master|value=+2|stack=1}} (Colony wide) for having A bloodfeeder as the [[#Leaders|leader]].&lt;br /&gt;
Nullifies {{Thought|desc=I was violated by a bloodfeeder like some kind of livestock.|label=fed on by &amp;lt;NAME&amp;gt;|value=-5|stack=1|duration=5}}{{Check Tag|Stacking?|Check if it stacks, change stack var as appropriate}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Opinions:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|20}} for being a Bloodfeeder&lt;br /&gt;
|-&lt;br /&gt;
| Reviled || Anyone who drinks blood to survive is a monster. || || || '''Mood:'''&lt;br /&gt;
* {{Thought|desc=The only good bloodfeeder is a dead one.|label=bloodfeeder died|value=+5|stack=3|duration=10}} (Colony wide) when a bloodfeeder dies.&lt;br /&gt;
* {{Thought|desc=I am what I hate. I must rid myself of this curse.|label=bloodfeeder self hatred|value=-12|stack=1}} for being a bloodfeeder.&lt;br /&gt;
* {{Thought|desc=One of them walks among us. We should expel the bloodfeeder from our home.|label=bloodfeeder among us|value=-8|stack=1}} (Colony wide) for having a bloodfeeder in the colony.&lt;br /&gt;
'''Opinions:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{--|40}} for being a Bloodfeeder&lt;br /&gt;
|- id=&amp;quot;Child labor&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Child labor{{BiotechIcon}}&amp;lt;br/&amp;gt;[[File:ChildLabor.png|64px]]&lt;br /&gt;
| Encouraged || Children build character through work. It's important for everyone to contribute.|| || [[#Collectivist|Collectivist]] || '''Mood:'''&lt;br /&gt;
* {{Thought|desc=Why are we letting children waste their youth on games?|label=children assigned recreation|value=-3|stack=1}}. Adults only.&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* [[Global Work Speed]]: {{+|20%}} ([[Children]] only)&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || Childhood is sacred. We should let kids be kids. || || [[#Individualist|Individualist]] || '''Mood:'''&lt;br /&gt;
* {{Thought|desc=It's upsetting to see children forced to work. They only get one childhood.|label=children assigned work|value=-3|stack=1}}. Adults only. Note: This refers to the Schedule tab. Children can have jobs assigned in their Work tab without mood penalty.&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* [[Learning Rate Factor]]: {{+|20%}} ([[Children]] only)&lt;br /&gt;
|- id=&amp;quot;Mechanoid labor&amp;quot;&lt;br /&gt;
! Mechanoid labor{{BiotechIcon}}&amp;lt;br/&amp;gt;[[File:MechanoidLabor.png|64px]]&lt;br /&gt;
| Enhanced || Why should we work when we have machines? || ||&lt;br /&gt;
| '''Stats:'''&lt;br /&gt;
* [[Global Work Speed]]: {{--|8%}}&lt;br /&gt;
* {{BiotechIcon}} [[Mech Work Speed Offset]]: {{+|20%}}&lt;br /&gt;
|- id=&amp;quot;Psychic rituals&amp;quot;&lt;br /&gt;
! rowspan=3| Psychic rituals{{AnomalyIcon}}&amp;lt;br/&amp;gt;[[File:PsychicRituals.png|64px]]&lt;br /&gt;
| Abhorrent || Psychic rituals are utterly evil. || || || &amp;lt;!--&lt;br /&gt;
--&amp;gt;'''Prohibitions:'''&amp;lt;br/&amp;gt;Participate in psychic ritual&amp;lt;br/&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''Mood:'''&amp;lt;br/&amp;gt;Psychic ritual performed: {{--|4}}&amp;lt;br/&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;Involved in psychic ritual: {{--|12}}&amp;lt;br/&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''Opinions:'''&amp;lt;br/&amp;gt;Involved in psychic ritual: {{--|20}}&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || Psychic rituals should be avoided when possible. || || ||| &amp;lt;!--&lt;br /&gt;
--&amp;gt;'''Mood:'''&amp;lt;br/&amp;gt;{{Thought|desc=We shouldn't be using such dark powers. It's just not right.|label=Psychic ritual performed|value=-2|stack=1}}&amp;lt;br/&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=That ritual was wrong. I should not have been there.|label=Involved in psychic ritual|value=-6|stack=1}}&amp;lt;br/&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''Opinions:'''&amp;lt;br/&amp;gt;Involved in psychic ritual: {{--|10}}&amp;lt;br/&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''Stats:'''&lt;br /&gt;
* [[Psychic Ritual Quality Offset]]: {{--|10%}}&lt;br /&gt;
|-&lt;br /&gt;
| Exalted || Connecting with psychic flows brings us closer to truth. || || [[#Ritualist|Ritualist]] || '''Mood:'''&amp;lt;br/&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=It was an amazing experience to truly connect with something greater than myself.|label=Involved in psychic ritual|value=+3|stack=1}}.&amp;lt;br/&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=Failing to use these rituals shows everyone how misguided we are.|label=No psychic ritual for 6 days (Min expectations: High)|value=-3|stack=1}}.&amp;lt;br/&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''Opinions:'''&amp;lt;br/&amp;gt;Involved in psychic ritual: {{+|10}}&amp;lt;br/&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''Stats:'''&lt;br /&gt;
* [[Psychic Ritual Quality Offset]]: {{+|10%}}&lt;br /&gt;
|- id=&amp;quot;Void study&amp;quot;&lt;br /&gt;
! rowspan=4| Void study{{AnomalyIcon}}&amp;lt;br/&amp;gt;[[File:VoidStudy.png|64px]]&lt;br /&gt;
| Very inefficient || All this void nonsense is superstition. Let's focus on reality. || ||&lt;br /&gt;
| '''Stats:'''&lt;br /&gt;
* [[Study Efficiency]]: {{Bad|×50%}}&lt;br /&gt;
|-&lt;br /&gt;
| Inefficient || Trying to understand the unknowable is pointless. We should focus more on meaningful activities. || ||&lt;br /&gt;
| '''Stats:'''&lt;br /&gt;
* [[Study Efficiency]]: {{Bad|×75%}}&lt;br /&gt;
|-&lt;br /&gt;
| Efficient || The void is a true mystery that deserves to be studied. || ||&lt;br /&gt;
| '''Stats:'''&lt;br /&gt;
* [[Study Efficiency]]: {{Good|×125%}}&lt;br /&gt;
|-&lt;br /&gt;
| Very efficient || The void is the ultimate truth. || || [[#Ritualist|Ritualist]]&lt;br /&gt;
| '''Stats:'''&lt;br /&gt;
* [[Study Efficiency]]: {{Good|×150%}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;Inhumanizing&amp;quot;&lt;br /&gt;
! Inhumanizing{{AnomalyIcon}}&amp;lt;br/&amp;gt;[[File:Inhumanizing.png|64px]]&lt;br /&gt;
| Required || Human morality and feeling are a distraction. We must leave humanity behind. &amp;lt;br/&amp;gt; Mental breaks will cause followers to become [[inhumanized]]. || || [[#Inhuman|Inhuman]] || '''Mood:'''&lt;br /&gt;
*{{Thought|desc=I'm ashamed of my humanity. I want to embrace the void but I fear it.|label=Human shame|value=-8|stack=1}} if not inhumanized.&lt;br /&gt;
'''Mental breaks:'''&lt;br /&gt;
* [[Mental_break#Humanity_break|Humanity break]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fishing&amp;quot;&lt;br /&gt;
! rowspan=3 | Fishing{{OdysseyIcon}}&amp;lt;br/&amp;gt;[[File:Fishing.png|64px]]&lt;br /&gt;
| Prohibited || Fishing is immoral. We should never do it. || || [[#Animal Personhood|Animal Personhood]] || '''Prohibitions:''':&lt;br /&gt;
*[[Fishing]]&lt;br /&gt;
'''Mood''':&lt;br /&gt;
*{{Thought|desc=Someone is killing fish! Our slippery brothers and sisters are dying.|label=Someone slaughtered fish|value=-4|stack=1|duration=6}}.&lt;br /&gt;
{{--|10}} opinion for slaughtering fish&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || Fishing is gruesome. We should avoid it. || || [[#Animal Personhood|Animal Personhood]] || '''Mood''':&lt;br /&gt;
*{{Thought|desc=I had to kill fish. It was an ugly thing to do.|label=Slaughtered fish|value=-4|stack=1|duration=6}}.&lt;br /&gt;
*{{Thought|desc=Someone is killing fish! We should protect these beautiful creatures.|label=Someone slaughtered fish|value=-2|stack=1|duration=6}}.&lt;br /&gt;
'''Stats''':&lt;br /&gt;
*[[Fishing speed]]: {{--|25%}}&lt;br /&gt;
*[[Fishing yield]]: {{--|10%}}&lt;br /&gt;
{{--|5}} opinion for slaughtering fish&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Sacred || Fishing is part of the right path. || || || '''Mood''':&lt;br /&gt;
*{{Thought|desc=I wish we were somewhere we could fish.|label=Not enough fish|value=-4|stack=1}}.&lt;br /&gt;
*{{Thought|desc=Fishing puts me on the right path - at least for a little while.|label=Fished recently|value=+2|stack=1|duration=1}}.&lt;br /&gt;
'''Stats''':&lt;br /&gt;
*[[Fishing yield]]: {{Good|+10%}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references group=&amp;quot;Optional precepts&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Meme-specific ===&lt;br /&gt;
These issues and their precepts can only be added by having a specific meme, and cannot be removed as long as the meme is present.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Issue !! Precept !! Description !! Meme !! Effects&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Age reversal&amp;quot;&lt;br /&gt;
! Age reversal&amp;lt;br/&amp;gt;[[File:AgeReversal.png|64px]]&lt;br /&gt;
| Demanded || Why get old? One must have a once-yearly age reversal treatment in the biosculpter pod. || [[#Transhumanist|Transhumanist]] || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=I'm getting old. I should get an age reversal in a biosculpter pod.|label=harmful aging|value=-4|stack=1}}, if a pawn with at least high expectations and a biological age of 25 didn't have age reversal in the last year.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=My youth is draining away. I should get an age reversal in a biosculpter pod.|label=terrible aging|value=-7|stack=1}}, if a pawn with at least high expectations and a biological age of 25 didn't have age reversal in the last year and 15 days.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=I am trapped in a decaying prison of flesh! I need to get an age reversal in a biosculpter pod.|label=horrific aging|value=-10|stack=1}}, if a pawn with at least high expectations and a biological age of 25 didn't have age reversal in the last year and 30 days.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=Aging and death have no hold on me. I am forever, as an enhanced human ought to be.|label=received age reversal|value=+3|stack=1|duration=4}} after age reversal.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Notes:'''&lt;br /&gt;
*Initial colonists, newly generated pawns (due to events, quests, raids, etc.), as well as pawns after changing map due to Archonexus quest have a 20 to 40 day grace period before they start demanding age reversal (it will replace their age reversal demanded date, even if it would come after that period).&lt;br /&gt;
*Whenever a pawn's faction or ideology change they'll get a 15-20 day grace period before they start demanding age reversal (unless their next age reversal demanded date will come after that period).&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Animal connection&amp;quot;&lt;br /&gt;
! Animal connection&amp;lt;br/&amp;gt;[[File:Precept animal connection.png|64px]]&lt;br /&gt;
| Strong || We have a strong connection to our animal friends || [[#Animal personhood|Animal personhood]] ||&lt;br /&gt;
* 2x [[Tame Animal Chance]]&lt;br /&gt;
* 2x [[Bond Chance Factor]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Blind psysense&amp;quot;&lt;br /&gt;
! Blind psysense&amp;lt;br/&amp;gt;[[File:BlindPsysense.png|64px]]&lt;br /&gt;
| Strong|| Our blind have special ways of connecting with the psychic aether || [[#Blindsight|Blindsight]] || '''Stats:'''&amp;lt;br/&amp;gt;[[Psychic Sensitivity]]: {{+|30%}} for [[Sight|blind]] pawns.&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Bonding&amp;quot;&lt;br /&gt;
! Bonding&amp;lt;br/&amp;gt;[[File:Bonding.png|64px]]&lt;br /&gt;
| Disapproved || To emotionally bond with a lower being is a shameful act || [[#Human primacy|Human primacy]] || Disables [[Animals#Bonding|animal bonding]] event for pawns with ideology. Does '''not''' disable pre-existing bonds or disable their [[thoughts]].&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Comfort&amp;quot;&lt;br /&gt;
! Comfort&amp;lt;br/&amp;gt;[[File:Comfort.png|64px]]&lt;br /&gt;
| Ignored || We should pay no attention to comfort || [[#Pain is virtue|Pain Is Virtue]] || Disables [[comfort]] need, and comfort-related thoughts, both positive and negative&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Eclipse&amp;quot;&lt;br /&gt;
! Eclipse&amp;lt;br/&amp;gt;[[File:Precept Eclipse.png|64px]]&lt;br /&gt;
| Beautiful || Eclipses are a beautiful respite from the blinding sunlight. || [[#Darkness|Darkness]]&amp;lt;br/&amp;gt;''unless'' [[#Blindsight|blindsight]] || {{+|5}} mood for seeing an [[eclipse]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gauranlen connection&amp;quot;&lt;br /&gt;
! Gauranlen connection&amp;lt;br/&amp;gt;[[File:GauranlenConnection.png|64px]]&lt;br /&gt;
| Strong || We have a special connection with the Gauranlen trees. The trees refocus production easily under our influence, and we are not satisfied unless we have that connection. || [[#Tree connection|Tree connection]] || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=I am happily connected to a Gauranlen tree.|label=Gauranlen connection|value=+3|stack=1}} when connected to [[Gauranlen tree]].&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=Without a connection to a Gauranlen tree, I feel disconnected from nature.|label=want Gauranlen connection|value=-0|stack=1}}, at Very Low [[expectations]].&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=Without a connection to a Gauranlen tree, I feel disconnected from nature.|label=want Gauranlen connection|value=-1|stack=1}}, at Low [[expectations]].&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=Without a connection to a Gauranlen tree, I feel disconnected from nature.|label=want Gauranlen connection|value=-2|stack=1}}, at Moderate [[expectations]].&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=Without a connection to a Gauranlen tree, I feel disconnected from nature.|label=want Gauranlen connection|value=-4|stack=1}}, at High [[expectations]].&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=Without a connection to a Gauranlen tree, I feel disconnected from nature.|label=want Gauranlen connection|value=-6|stack=1}}, at Sky High [[expectations]].&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Stats:'''&amp;lt;br/&amp;gt;[[Pruning speed]]: {{+|25%}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mining yield&amp;quot;&lt;br /&gt;
! Mining yield&amp;lt;br/&amp;gt;[[File:MiningYield.png|64px]]&lt;br /&gt;
| High || Mining is so important that we do it with great focus and respect, and we get more resources because of that. || [[#Tunneler|Tunneler]] || '''Stats:'''&amp;lt;br/&amp;gt;[[Mining yield]]: {{+|10%}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Neural supercharge&amp;quot;&lt;br /&gt;
! Neural supercharge&amp;lt;br/&amp;gt;[[File:NeuralSupercharger.png|64px]]&lt;br /&gt;
| Preferred || Having a neural supercharge is the new standard. Without it, you're obsolete. || [[#Transhumanist|Transhumanist]] || '''Mood:'''&amp;lt;br/&amp;gt;{{Thought|desc=Without a neural supercharge, I'm running below my true capacity. It's depressing.|label=want neural supercharge|value=-6|stack=1}} whenever 2+{{Check Tag|Verify time|Is it two days?}} days have passed since [[Neural supercharger|neural supercharging]], assuming Moderate [[expectations]] or higher.&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pain&amp;quot;&lt;br /&gt;
! Pain&amp;lt;br/&amp;gt;[[File:Pain.png|64px]]&lt;br /&gt;
| Idealized || To experience nerve-singing pain is a mark of morality. || [[#Pain is virtue|Pain is virtue]]&amp;lt;br/&amp;gt;[[#Guilty|Guilty]] || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=The pain grounds me. I appreciate it|label=minor pain|value=+3|stack=1}}, [[pain]] between 1% and 14% inclusive. Replaces default {{--|5}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=The pain cleanses me. I like it.|label=serious pain|value=+5|stack=1}}, [[pain]] between 15% and 39% inclusive. Replaces default {{--|10}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=The pain purifies me. I need it!|label=intense pain|value=+7|stack=1}}, [[pain]] between 40% and 79% inclusive. Replaces default {{--|15}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=The pain makes me sublime! I wish to become it!|label=mind-shattering pain|value=+9|stack=1}}, [[pain]] of 80%+. Replaces default {{--|20}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Note:''' These thoughts are replaced by the [[Masochist]] specific thoughts for pawns with that trait, and with the default values for [[Wimp]]s.&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Proselytizing&amp;quot;&lt;br /&gt;
! rowspan=3 | Proselytizing&amp;lt;br/&amp;gt;[[File:Proselytizing.png|64px]]&lt;br /&gt;
| Occasional || Those who know the truth should try to bring it to others, when it seems appropriate. || [[#Proselytizer|Proselytizer]] || '''Stats:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Social chat [[conversion]] attempt frequency: '''×300'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Development points:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|1}} each pawn converted to the ideoligion.{{Check Tag|Verify|Based on code, needs to be tested and confirmed in game}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|5}} for a successful [[relic]] hunt.{{Check Tag|Final Quest only?|Is this only given when the relic is actually acquired?}}{{Check Tag|Verify|Based on code, needs to be tested and confirmed in game}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|2}} for each successful Reliquary Pilgrims quest.{{Check Tag|Verify|Based on code, needs to be tested and confirmed in game}}&lt;br /&gt;
|-&lt;br /&gt;
| Sometimes || Those who know the truth should bring it to others at every opportunity. || [[#Proselytizer|Proselytizer]] || '''Stats:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Social chat [[conversion]] attempt frequency: '''×500'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Development points:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|1}} each pawn converted to the ideoligion.{{Check Tag|Verify|Based on code, needs to be tested and confirmed in game}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|5}} for a successful [[relic]] hunt.{{Check Tag|Final Quest only?|Is this only given when the relic is actually acquired?}}{{Check Tag|Verify|Based on code, needs to be tested and confirmed in game}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|2}} for each successful Reliquary Pilgrims quest.{{Check Tag|Verify|Based on code, needs to be tested and confirmed in game}}&lt;br /&gt;
|-&lt;br /&gt;
| Frequent || Those who know the truth have a duty to always spread it and drive out other beliefs. || [[#Proselytizer|Proselytizer]] || '''Stats:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Social chat [[conversion]] attempt frequency: '''×700'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Development points:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|1}} each pawn converted to the ideoligion.{{Check Tag|Verify|Based on code, needs to be tested and confirmed in game}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|5}} for a successful [[relic]] hunt.{{Check Tag|Final Quest only?|Is this only given when the relic is actually acquired?}}{{Check Tag|Verify|Based on code, needs to be tested and confirmed in game}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|2}} for each successful Reliquary Pilgrims quest.{{Check Tag|Verify|Based on code, needs to be tested and confirmed in game}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ranching&amp;quot;&lt;br /&gt;
! Ranching&amp;lt;br/&amp;gt;[[File:Ranching.png|64px]]&lt;br /&gt;
| Central || We must raise and consume many large animals, and we must not eat plants. || [[#Rancher|Rancher]] || '''Stats:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;[[Plant Work Speed]]: {{Bad|x70%}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;[[Tame Animal Chance]]: {{Good|x120%}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;[[Animal Gather Yield]]: {{Good|x120%}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;[[Butchery Efficiency]]: {{Good|x120%}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;[[Animals Learning Factor]]: {{Good|x200%}}.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;[[Animal Products Price Improvement]]: {{+|10%}}.{{Check Tag|Mechanics?|How does this apply in the order of operations}} Affects [[meat]], [[leather]] and [[wool]] of all types, including [[Human]]. [[Eggs]], [[milk]], [[insect jelly]], and live [[animals]] are not affected.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{--|3}}/{{--|2}}/{{--|1}}/{{+|1}}/{{+|2}}/{{+|3}} [[mood]] based on total animal body size per colonist,{{Check Tag|What ratios?|What ratio is each cut off?}}{{Check Tag|Colonist only?|Wb slaves, prisoners, quest guests etc? What about colonists without this precept?}} if Low [[expectations]] or higher. Does not apply to quest lodgers.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=I sowed a human food plant. It was wrong - humans should eat animals, and animals should eat nature-made plants.|label=sowed human food plant|value=-4|duration=2}} if Low [[expectations]] or higher.{{Check Tag|Which plants?}}{{Check Tag|Sow only?|Can you harvest plants without issue?}} Does not apply to quest lodgers.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Development points:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|2}} for each successful [[Quests#Hospitality|Animal hospitality]] quest.{{RoyaltyIcon}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Rough living&amp;quot;&lt;br /&gt;
! Rough living&amp;lt;br/&amp;gt;[[File:RoughLiving.png|64px]]&lt;br /&gt;
| Welcomed || We don't need to separate ourselves from the roughness of nature. || [[#Tree connection|Tree connection]]&amp;lt;br/&amp;gt;[[#Pain is virtue|Pain Is Virtue]] || Nullifies:&lt;br /&gt;
*{{Thought|desc=I had to eat a meal off the ground. Can't we get a table around here?|label=Ate without table|value=-3|stack=1|duration=1}}&lt;br /&gt;
*{{Thought|desc=I had to sleep outdoors without any protection from the elements.|label=slept outside|value=-4|stack=1|duration=1}}&lt;br /&gt;
*{{Thought|desc=I had to sleep on the ground like an animal.|label=slept on ground|value=-4|stack=1|duration=1}}&lt;br /&gt;
*{{Thought|desc=I'm soaking wet.|label=soaking wet|value=-3|stack=1|duration=0.1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slab bed&amp;quot;&lt;br /&gt;
! Slab bed&amp;lt;br/&amp;gt;[[File:Precept Slab Bed.png|64px]]&lt;br /&gt;
| Preferred || The right way to sleep is on a slab bed. || [[#Pain is virtue|Pain is virtue]] || Makes colonists prefer slab beds, and gives a +2 thought when they sleep in slab beds.&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sleep accelerator&amp;quot;&lt;br /&gt;
! Sleep accelerator&amp;lt;br/&amp;gt;[[File:Precept sleep accelerator.png|64px]]&lt;br /&gt;
| Preferred || One should always use a sleep accelerator. Slow-sleeping is just foolishly wasting your potential. || [[#Transhumanist|Transhumanist]] || +3 mood for 1 day when using [[sleep accelerator]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Indoors&amp;quot;&lt;br /&gt;
! Indoors&amp;lt;br/&amp;gt;[[File:SmallSpaces.png|64px]]&lt;br /&gt;
| Preferred || We were meant to live indoors. There's nothing bothersome about being in tight quarters. || [[#Tunneler|Tunneler]] [[#Shipborn|Shipborn]]{{OdysseyIcon}} || &lt;br /&gt;
*Adds needs: [[Needs#Indoors|Indoors]]&lt;br /&gt;
*Removes needs: [[Needs#Outdoors|Outdoors]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Temperature&amp;quot;&lt;br /&gt;
! Temperature&amp;lt;br/&amp;gt;[[File:Precept temperature.png|64px]]&lt;br /&gt;
| Tough || Extreme temperatures don't bother us as much. || [[#Tree connection|Tree connection]]&amp;lt;br/&amp;gt;[[#Pain is virtue|Pain is virtue]]&amp;lt;br/&amp;gt;[[#Shipborn|Shipborn]]{{OdysseyIcon}} || Nullifies:&lt;br /&gt;
*{{Thought|desc=I had to sleep in the cold. We really need some heaters.|label=slept in the cold|value=-4|stack=1|duration=1}}&lt;br /&gt;
*{{Thought|desc=I had to sleep in unbearable heat. Can't we have air conditioning?|label=slept in the heat|value=-4|stack=1|duration=1}}&lt;br /&gt;
'''Note''': It doesn't appear to affect comfortable temperatures or the related [[hypothermia]]/[[heatstroke]] tolerances. It is only referenced for the above moodlets&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Work drive&amp;quot;&lt;br /&gt;
! Work drive&amp;lt;br/&amp;gt;[[File:Precept work drive.png|64px]]&lt;br /&gt;
| Tripled ||The duration of the leader's work drive ability is tripled. || [[#Collectivist|Collectivist]] || 3x Work Drive Duration (from 3 days to 9 days)&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Space habitat&amp;quot;&lt;br /&gt;
! Space Habitat{{OdysseyIcon}}&amp;lt;br/&amp;gt;[[File:Precept space habitat.png|64px]]&lt;br /&gt;
| Preferred || Planetary living is for lower animals. We should live in orbit or among the stars. || [[#Shipborn|Shipborn]] || '''Mood''':&lt;br /&gt;
*{{Thought|desc=I'll never feel at home here in the dirt. We should be in space.|label=Planetary habitat|value=-2|stack=1}}&lt;br /&gt;
*{{Thought|desc=It feels good to be where I belong. I can't stand being down there in the dirt.|label=Space habitat|value=4|stack=1}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Roles ==&lt;br /&gt;
{{Main|Roles}}&lt;br /&gt;
Roles are positions available to pawns that grant them both special benefits and drawbacks. Every ideoligion has at least two roles: [[Leader]] and [[Moral guide]]. There can be only 1 '''leader''' globally, and 1 '''moral guide''' per ideoligion.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-table; padding: 0.5em;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable text-valign:top}}&lt;br /&gt;
!Name !! colspan=5 | Abilities&lt;br /&gt;
|- id=&amp;quot;Leader&amp;quot;&lt;br /&gt;
! [[Leader]]&amp;lt;br/&amp;gt;[[File: Leader.png|link=Leader]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[Combat command]]&amp;lt;br/&amp;gt;[[File:CombatCommand.png|link=Combat command|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[Work drive]]&amp;lt;br/&amp;gt;[[File:WorkDrive.png|link=Work drive|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[Leader speech]]&amp;lt;br/&amp;gt;[[File:LeaderSpeech.png|link=Leader speech|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[Trial]]&amp;lt;br/&amp;gt;[[File:Trial.png|link=Trial|64px]]&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;Moral guide&amp;quot;&lt;br /&gt;
! [[Moral guide]]&amp;lt;br/&amp;gt;[[File: MoralGuide.png|link=Moral guide]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[Roles#Convert|Convert]]&amp;lt;br/&amp;gt;[[File:Convert.png|link=Roles#Convert|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[Counsel]]&amp;lt;br/&amp;gt;[[File:Counsel.png|link=Counsel|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[Reassure]]&amp;lt;br/&amp;gt;[[File:Reassure.png|link=Reassure|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[Conversion ritual]]&amp;lt;br/&amp;gt;[[File:ConversionRitual.png|link=Conversion ritual|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[Preach health]]&amp;lt;br/&amp;gt;[[File:PreachHealth.png|link=Preach health|64px]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Additionally, each ideoligion grants up to 2 types of [[specialist]]s; a role that grants large bonuses and abilities related to a specific field in exchange of inability of doing one or more types of work. This limitation only applies to the type of specialization, not the total number of specialists.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-table; padding: 0.5em;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable text-valign:top}}&lt;br /&gt;
!Name !! Required Memes !! Disabled Work Types !! Abilities&lt;br /&gt;
|- id=&amp;quot;Shooting specialist&amp;quot;&lt;br /&gt;
! [[Shooting specialist]]&amp;lt;br/&amp;gt;[[File: SpecialistShooting.png|link=Shooting specialist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Ideoligion#Raider|Raider]]&lt;br /&gt;
* [[Ideoligion#Supremacist|Supremacist]]&lt;br /&gt;
|&lt;br /&gt;
* Crafting&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Mining&lt;br /&gt;
* Constructing&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |[[Marksman command]]&amp;lt;br/&amp;gt;[[File:MarksmanCommand.png|link=Marksman command|64px]]&lt;br /&gt;
|- id=&amp;quot;Animals specialist&amp;quot;&lt;br /&gt;
! [[Animals specialist]]&amp;lt;br/&amp;gt;[[File: SpecialistAnimals.png|link=Animals specialist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Ideoligion#Animal personhood|Animal personhood]]&lt;br /&gt;
* [[Ideoligion#Rancher|Rancher]]&lt;br /&gt;
|&lt;br /&gt;
* Crafting&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Mining&lt;br /&gt;
* Constructing&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |[[Animal calm]]&amp;lt;br/&amp;gt;[[File:AnimalCalm.png|link=Animal calm|64px]]&lt;br /&gt;
|- id=&amp;quot;Medical specialist&amp;quot;&lt;br /&gt;
! Medical Specialist&amp;lt;br/&amp;gt;[[File: SpecialistMedical.png|link=Medical specialist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Ideoligion#Flesh purity|Flesh purity]]&lt;br /&gt;
* [[Ideoligion#Blindsight|Blindsight]]&lt;br /&gt;
|&lt;br /&gt;
* Violent&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |[[Immunity drive]]&amp;lt;br/&amp;gt;[[File:ImmunityDrive.png|link=Immunity drive|64px]]&lt;br /&gt;
|- id=&amp;quot;Melee specialist&amp;quot;&lt;br /&gt;
! Melee Specialist&amp;lt;br/&amp;gt;[[File: SpecialistMelee.png|link=Melee specialist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Ideoligion#Raider|Raider]]&lt;br /&gt;
* [[Ideoligion#Supremacist|Supremacist]]&lt;br /&gt;
|&lt;br /&gt;
* Crafting&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Mining&lt;br /&gt;
* Constructing&lt;br /&gt;
* Hunting&lt;br /&gt;
* Shooting&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |[[Berserk trance]]&amp;lt;br/&amp;gt;[[File:BerserkTrance.png|link=Berserk trance|64px]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-table; padding: 0.5em;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable text-valign:top}}&lt;br /&gt;
!Name !! Required Memes !! Disabled Work Types !! Abilities&lt;br /&gt;
|- id=&amp;quot;Mining specialist&amp;quot;&lt;br /&gt;
! [[Mining specialist]]&amp;lt;br/&amp;gt;[[File: SpecialistMining.png|link=Mining specialist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Ideoligion#Darkness|Darkness]]&lt;br /&gt;
* [[Ideoligion#Tunneler|Tunneler]]&lt;br /&gt;
|&lt;br /&gt;
* Animals&lt;br /&gt;
* Crafting&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Constructing&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |[[Mining command]]&amp;lt;br/&amp;gt;[[File:MiningCommand.png|link=Mining command|64px]]&lt;br /&gt;
|- id=&amp;quot;Plants specialist&amp;quot;&lt;br /&gt;
! [[Plants specialist]]&amp;lt;br/&amp;gt;[[File: SpecialistPlants.png|link=Plants specialist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Ideoligion#High life|High life]]&lt;br /&gt;
* [[Ideoligion#Nature primacy|Nature primacy]]&lt;br /&gt;
* [[Ideoligion#Tree connection|Tree connection]]&lt;br /&gt;
|&lt;br /&gt;
* Animals&lt;br /&gt;
* Crafting&lt;br /&gt;
* Cooking&lt;br /&gt;
* Constructing&lt;br /&gt;
* Mining&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |[[Farming command]]&amp;lt;br/&amp;gt;[[File:FarmingCommand.png|link=Farming command|64px]]&lt;br /&gt;
|- id=&amp;quot;Production specialist&amp;quot;&lt;br /&gt;
! [[Production specialist]]&amp;lt;br/&amp;gt;[[File: SpecialistProduction.png|link=Production specialist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Ideoligion#Human primacy|Human primacy]]&lt;br /&gt;
|&lt;br /&gt;
* Dumb labor&lt;br /&gt;
* Animals&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Mining&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |[[Production command]]&amp;lt;br/&amp;gt;[[File:ProductionCommand.png|link=Production command|64px]]&lt;br /&gt;
|- id=&amp;quot;Research specialist&amp;quot;&lt;br /&gt;
! [[Research specialist]]&amp;lt;br/&amp;gt;[[File: SpecialistResearch.png|link=Research specialist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Ideoligion#Transhumanist|Transhumanist]]&lt;br /&gt;
|&lt;br /&gt;
* Dumb labor&lt;br /&gt;
* Animals&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Mining&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |[[Research command]]&amp;lt;br/&amp;gt;[[File:ResearchCommand.png|link=Research command|64px]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Rituals ==&lt;br /&gt;
{{Main|Rituals}}&lt;br /&gt;
&lt;br /&gt;
{{Ritual table}}&lt;br /&gt;
&lt;br /&gt;
== Relics ==&lt;br /&gt;
{{Main|Relic}}&lt;br /&gt;
Relics are objects revered by your ideoligion that require a series of quests in order to be obtained. These are always of legendary quality, when applicable. Relics grant various bonuses, both when found and when present in rituals, some of which require being placed in a [[Reliquary]]. A relic being lost causes a malus of {{Thought|desc=The relic has been lost! A travesty!|label=relic lost|value=-5|stack=5|duration=30}} while a relic being destroyed causes a malus of {{Thought|desc=The relic was destroyed! A travesty!|label=relic destroyed|value=-5|stack=5|duration=30}}.&lt;br /&gt;
&lt;br /&gt;
When placed in a Reliquary, pilgrims of your ideoligion will visit your colony to pay reverence to the relic.&lt;br /&gt;
&lt;br /&gt;
== Buildings ==&lt;br /&gt;
Ideoligions can add special buildings that are required for either rituals or as statues of that ideologion.&lt;br /&gt;
&lt;br /&gt;
=== Ritual seat ===&lt;br /&gt;
Ideologions can have a maximum of 1 type of ritual seat.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Kneel_pillow.png|32px]]&lt;br /&gt;
| [[Kneel_pillow|Kneel pillow]] &lt;br /&gt;
|-&lt;br /&gt;
! [[File:Kneel_sheet.png|32px]]&lt;br /&gt;
| [[Kneel_sheet|Kneel sheet]]&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Pew.png|32px]]&lt;br /&gt;
| [[Pew]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Building ===&lt;br /&gt;
Ideologions can have a maximum of 5 types of ideologion-related buildings.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Name !! Type !! Minimum expectations !! Room requirements !! Note&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Ideogram_morbid_b.png|32px]]&lt;br /&gt;
| [[Ideogram]] || Altar / Ideogram || Moderate || All floored&amp;lt;br&amp;gt;No beds allowed&amp;lt;br&amp;gt;No work facilities allowed ||! rowspan=&amp;quot;5&amp;quot; | You can only have one Altar / Ideogram at the same time.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Small_altar.png|32px]]&lt;br /&gt;
| [[Small_altar|Small altar]] || Altar / Ideogram || Moderate || Room impressiveness 60&amp;lt;br&amp;gt;All floored&amp;lt;br&amp;gt;No beds allowed&amp;lt;br&amp;gt;No work facilities allowed&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Medium_altar.png|32px]]&lt;br /&gt;
| [[Medium_altar|Medium altar]] || Altar / Ideogram || Moderate || Room impressiveness 60&amp;lt;br&amp;gt;No beds allowed&amp;lt;br&amp;gt;No work facilities allowed&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Large_altar.png|32px]]&lt;br /&gt;
| [[Large_altar|Large altar]] || Altar / Ideogram || Moderate || Room area: 25 tiles&amp;lt;br&amp;gt;No beds allowed&amp;lt;br&amp;gt;No work facilities allowed&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Grand_altar.png|32px]]&lt;br /&gt;
| [[Grand_altar|Grand altar]] || Altar / Ideogram || Moderate || All floored&amp;lt;br&amp;gt;Room area: 25 tiles&amp;lt;br&amp;gt;No beds allowed&amp;lt;br&amp;gt;No work facilities allowed&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Christmas_tree.png|32px]]&lt;br /&gt;
| [[Christmas_tree|Christmas tree]] || Christmas tree || N/A || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Sacrificial_flag.png|32px]]&lt;br /&gt;
| [[Sacrificial_flag|Sacrificial flag]] || Sacrificial flag || Moderate || All floored&amp;lt;br&amp;gt;No beds allowed&amp;lt;br&amp;gt;No work facilities allowed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; | Ideologions can add statue-like buildings that are required when there are 3 or more pawns of the ideoligion in your faction and their expectations reach moderate or higher. These buildings can be placed in the same room. Placing the buildings in a room which doesn't meet the requirements will give a &amp;quot;[building name] disrespected&amp;quot; negative moodlet to all pawns of the ideologion.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Sculpture_small_totemic_a.png|32px]]&lt;br /&gt;
| [[Small_sculpture|Small sculpture]] || Statue || High || Room impressiveness 60&amp;lt;br&amp;gt;Column x4&amp;lt;br&amp;gt;No beds allowed&amp;lt;br&amp;gt;No work facilities allowed || Small sculpture as a named ideologion building is a variation of the regular small sculpture.&amp;lt;br&amp;gt;Its [[Small_sculpture#Styles|appearance]] depends on the Origin or the Style that the ideologion has.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Sculpture_large_totemic_a.png|32px]]&lt;br /&gt;
| [[Large_sculpture|Large sculpture]] || Statue  || High || All floored&amp;lt;br&amp;gt;No beds allowed&amp;lt;br&amp;gt;No work facilities allowed || Large sculpture as a named ideologion building is a variation of the regular large sculpture.&amp;lt;br&amp;gt;Its [[Large_sculpture#Styles|appearance]] depends on the Origin or the Style that the ideologion has.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Sculpture_grand_totemic_a.png|32px]]&lt;br /&gt;
| [[Grand_sculpture|Grand sculpture]] || Statue  || Moderate || Room area: 25 tiles&amp;lt;br&amp;gt;All floored&amp;lt;br&amp;gt;No beds allowed&amp;lt;br&amp;gt;No work facilities allowed || Grand sculpture as a named ideologion building is a variation of the regular grand sculpture.&amp;lt;br&amp;gt;Its [[Grand_sculpture#Styles|appearance]] depends on the Origin or the Style that the ideologion has.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Weapon preferences ==&lt;br /&gt;
Ideoligion can have one or several pairs of noble and despised weapons types. Weapon pairs can't be combined if they overlap.&lt;br /&gt;
&lt;br /&gt;
Wielding a noble weapon grants +3 mood while wielding a despised one grants -5.&lt;br /&gt;
&lt;br /&gt;
Killing any pawn{{Check Tag|Verify}} with a noble weapon grants +3 mood for 1 day{{Check Tag|Thought Template|Convert to thought template}} while using a despised one to attack anything - including objects - grants -5 for 2 days.{{Check Tag|Thought Template|Convert to thought template}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Pair !! First group !! Second group&lt;br /&gt;
|-&lt;br /&gt;
| Melee / Ranged || All melee weapons, including beer and wood || All ranged weapons, including grenades&lt;br /&gt;
|-&lt;br /&gt;
| Melee piercer / Melee blunt || [[Thrumbo horn]], [[Elephant tusk]], [[Breach axe]], [[Gladius]], [[Longsword]], [[Knife]], [[Ikwa]], [[Spear]], [[Persona monosword]], [[Monosword]], [[Plasmasword]], [[Persona plasmasword]] || [[Beer]], [[Wood]], [[Mace]], [[Club]], [[Persona zeushammer]], [[Axe]], [[Warhammer]], [[Zeushammer]], [[Eltex staff]]&lt;br /&gt;
|-&lt;br /&gt;
| Long shots / Short shots || [[Bolt-action rifle]], [[Sniper rifle]] || [[Machine pistol]], [[Pump shotgun]], [[Chain shotgun]], [[Heavy SMG]]&lt;br /&gt;
|-&lt;br /&gt;
| Ranged heavy / Ranged light || [[Incendiary launcher]], [[Smoke launcher]], [[EMP launcher]], [[Heavy SMG]], [[LMG]], [[Sniper rifle]], [[Minigun]], [[Triple rocket launcher]], [[Greatbow]], [[Charge lance]] || [[Revolver]], [[Autopistol]], [[Machine pistol]], [[Short bow]], [[Recurve bow]], [[Charge rifle]]&lt;br /&gt;
|-&lt;br /&gt;
| Neolithic / Ultratech || [[Wood]], [[Club]], [[Knife]], [[Ikwa]], [[Spear]], [[Short bow]], [[Pila]], [[Recurve bow]], [[Greatbow]] || [[Persona monosword]], [[Persona zeushammer]], [[Persona plasmasword]], [[Monosword]], [[Zeushammer]], [[Plasmasword]], [[Eltex staff]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Apparel preferences ==&lt;br /&gt;
{{Stub|section=1|reason=Missing several details inc but not limited to how it spawns on pawns}}&lt;br /&gt;
&lt;br /&gt;
=== Apparel type combinations ===&lt;br /&gt;
Some kinds of [[apparel]] can be set as desired apparel.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Apparel type !! Name&lt;br /&gt;
|-&lt;br /&gt;
| [[Apparel#Headgear|Headgear]] || [[Authority_cap|Authority cap]], [[Beret]], [[Bowler_hat|Bowler hat]], [[Broadwrap]], [[Ceremonial_hood|Ceremonial hood]], [[Cowboy_hat|Cowboy hat]], [[Face_mask|Face mask]], [[Flophat]], [[Headwrap]], [[Hood]], [[Ritual_mask|Ritual mask]], [[Shadecone]], [[Slicecap]], [[Tailcap]], [[Torture_crown|Torture crown]], [[Tribal_headdress|Tribal headdress]], [[Tuque]], [[Veil]], [[Visage_mask|Visage mask]], [[War_mask|War mask]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Apparel#Eyes|Eyes]] || [[Blindfold]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Apparel#Skin|Skin]] || [[Button-down_shirt|Button-down shirt]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Apparel#Outer|Outer]] || [[Burka]], [[Robe]]&lt;br /&gt;
|}&lt;br /&gt;
The player can set any of these pieces to be desired for men, women, or both, and can choose between a relaxed and strong desire. Multiple kinds (a maximum of 9 {{Check Tag|Verify?|Verify what's the limit?}}) of apparel can be chosen. You can select both a relaxed and a strong desire for the same gender / apparel type combination, for example, a female relaxed headgear and a female strong headgear. Note that selecting the same apparel type and preference twice will result in a conflict, for example, if you select a female: strong cowboy hat and an everyone: strong hood. To maximize the number of available desired apparel:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Apparel type !! Gender / Preference combination&lt;br /&gt;
|-&lt;br /&gt;
| [[Apparel#Headgear|Headgear]] || Female: relaxed&amp;lt;br&amp;gt;Female: strong&amp;lt;br&amp;gt;Male: relaxed&amp;lt;br&amp;gt;Male: strong&amp;lt;br&amp;gt;[[Face_mask|Face mask]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Apparel#Eyes|Eyes]] || [[Blindfold]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Apparel#Skin|Skin]] || [[Button-down_shirt|Button-down shirt]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Apparel#Outer|Outer]] || Everyone: relaxed&amp;lt;br&amp;gt;Everyone: strong&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Mood effects ===&lt;br /&gt;
&lt;br /&gt;
Wearing a desired apparel or a certain color has mood effect on the pawn.&lt;br /&gt;
&lt;br /&gt;
==== Desired apparel ====&lt;br /&gt;
&lt;br /&gt;
Pawns that are wearing all of their desired apparel will gain a small mood bonus of {{+|1}} for a relaxed desire, and {{+|2}} for a strong desire. There is no difference in the mood bonus for having multiple pieces of desired apparel in the ideology, the bonus is only for wearing all of their desired apparel. Unlike role-specific apparel, there is no mood penalty for not wearing desired apparel.&lt;br /&gt;
&lt;br /&gt;
==== Color mood effect ====&lt;br /&gt;
&lt;br /&gt;
Ideoligions have an ideoligion color. Pawns gain a gain a {{+|1}} mood buff if more than 60% of a colonist's apparel is their favorite color or the color of their ideoligion. If their favorite color and their ideoligion's color are the same, they will gain both mood buffs for a total of {{+|2}}. For a full list of valid apparel color options, see the [[Dye]] page.&lt;br /&gt;
&lt;br /&gt;
The color of the ideoligion can be set at generation, while a pawn's favorite color is determined when the pawn is generated.{{Check Tag|Children?|Confirm when children gain a favorite color}} Apparel can be dyed at the [[styling station]] for one [[dye]] per piece of apparel. Note that unlike with preferred apparel, outside of the [[Man in Black]] event, pawns will not necessarily spawn wearing color that matches their ideoligion or preferred colors.&lt;br /&gt;
&lt;br /&gt;
=== Spawning ===&lt;br /&gt;
&lt;br /&gt;
Pawns that have an ideologion with desired apparel may spawn wearing it. The criteria for this are not fully understood, but pawnkinds that do not spawn with apparel that occupies the coverage and layer of the item preferred by the ideoligion appear to always spawn with the item. If the pawnkind does have conflicting apparel that may, or is required to, spawn, then a portion of those pawnkinds will spawn with the apparel. This can lead to knock-on effects, such as some Empire [[Empire#Cataphract|Cataphracts]] {{RoyaltyIcon}} spawning with hats in place of their [[cataphract helmet|helmets]] {{RoyaltyIcon}} making them weaker in combat. Note that this also applies to colonist spawns, including at game start. In any case, it is unknown if this is limited by the apparel value limits imposed on some pawnkinds.&lt;br /&gt;
&lt;br /&gt;
== Xenotype preferences ==&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
{{Stub|section=1|reason= Needs proper write up. Test if specific to Sanguophage or the implanter gene. Also [[Template: Thought]]}}&lt;br /&gt;
Believers consider this xenotype to hold a higher moral or spiritual status than others. They will be happy if their colony has only preferred xenotypes. However, having any preferred xenotypes means that all other xenotypes are considered disliked and believers will be unhappy living alongside them.&lt;br /&gt;
&lt;br /&gt;
Up to three [[Xenotypes]] can be selected as preferred xenotypes, including baseliner and a custom xenotype. If at least one is selected then a positive mood will be generated if every colonist is a preferred type, but a negative scaling mood if even one colonist is not a preferred type.&lt;br /&gt;
&lt;br /&gt;
Believers will not accept becoming a non-preferred xenotype via reimplant ability or [[xenogerm]]s. If [[Sanguophage]] is not a preferred type and at least one other preferred type is set, colonists will refuse Sanguophage xenogerm implantation and quests that award Sanguophage xenogerm will fail to give the reward.{{Check Tag|Fail?|Will not offer that as a reward? Will generate as a reward but not give it? Will not generate the quest? Will not generate the option that would be to receive the xenogerm? Will replace it with something else?}}&lt;br /&gt;
&lt;br /&gt;
Opinion:&lt;br /&gt;
* Preferred xenotype: {{+|10}}&lt;br /&gt;
* Disliked xenotype: {{--|30}}&lt;br /&gt;
&lt;br /&gt;
Mood:&lt;br /&gt;
* All preferred xenotype: {{+|2}}&lt;br /&gt;
* Some disliked xenotypes: {{--|2}}&lt;br /&gt;
* Many disliked xenotypes: {{--|3}}&lt;br /&gt;
* Tons of disliked xenotypes: {{--|4}}&lt;br /&gt;
* I am disliked xenotype&amp;lt;: {{--|6}}&lt;br /&gt;
&lt;br /&gt;
== Venerated animals ==&lt;br /&gt;
{{Stub|section=1|reason=General stub. Also: Check body size requirements. Add Table of options with bodysize and hunger/body size}}&lt;br /&gt;
{{Quote|This animal is considered by believers to hold a special spiritual or moral status, which means it must be venerated and may never be harmed.|Description}}&lt;br /&gt;
An ideoligion can have up to 18 venerated [[animal]]s.&lt;br /&gt;
&lt;br /&gt;
Colonists will not hunt or attack venerated animals with ranged weapons (but will attack them in melee), unless the animal is in manhunter mood. They will not slaughter tame venerated animals.&lt;br /&gt;
&lt;br /&gt;
Colonists will butcher venerated animals without any issue, but will refuse to eat their [[meat]] or any meal made with it (including meals stacked together), even when starving. They can be manually ordered to eat such food, but will get -8 mood for 5 days. If a colonist that venerates an animal is unconscious, other colonists (of any ideoligion) will not feed them such food, and '''cannot''' be manually ordered to do so. Colonists take no issue using [[leather]], [[wool]], [[milk]], or [[eggs]] of the venerated animal.&lt;br /&gt;
&lt;br /&gt;
Colonists will get -5 mood for 5 days if a tame venerated animal dies for any reason. Releasing tame animals is fine.&lt;br /&gt;
&lt;br /&gt;
Colonists will get a positive thought for the amount of tame venerated animals in the colony, depending on their total body size divided by the total number of colonists: &amp;lt;!-- +1 is bugged and will not appear, --&amp;gt;+2 for 1 or more, +3 for 2 or more, +4 for 4 or more, and +5 for 6 or more. In case of multiple venerated animals, all their body sizes are added together, producing a single thought. All colonists are counted for this, but only those of an appropriate ideoligion will get the thought.&lt;br /&gt;
&lt;br /&gt;
Despite being tameable, [[Insectoids]] cannot be selected as a venerated animal.&lt;br /&gt;
&lt;br /&gt;
Venerated animals are twice as easy to tame.&lt;br /&gt;
&lt;br /&gt;
== Hair and tattoos ==&lt;br /&gt;
An ideoligion has associated hairstyles, beards, and tattoos. Specific hairstyles and tattoos may be allowed for men, women, or either. Some of those may be more or less common.&lt;br /&gt;
&lt;br /&gt;
Newly spawned pawns of an ideoligion will always have matching appearance.&lt;br /&gt;
&lt;br /&gt;
If pawn's hairstyle, beard, or tattoo do not match what their ideoligion allows (usually as a result of a conversion), they will try to use [[styling station]] on their free time to automatically change their looks, and will have a -??{{Check Tag|Value?}} mood penalty until they do so. They can also be sent to adjust their appearance manually.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Ideology DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.3.3067|1.3.3067]] - Fixed gender supremacy memes having opposite agreeing traits e.g. Female Supremacy inexplicably being agreed with by Misogynist traited pawns.&lt;br /&gt;
** Fix: Essential roles can be removed.&lt;br /&gt;
* [[Version/1.3.3069|1.3.3069]] -&lt;br /&gt;
** Adjust trees-related thoughts. Negatives for killing trees are reduced. Positives for seeing trees are amplified.&lt;br /&gt;
** Chance of resentment on failed conversion attempt reduced from 36% to 20%. Chance of fight reduced from 4% to 2%.&lt;br /&gt;
** If a pawn has sight under 50%, he should gain a psychic sensitivity bonus of up to 50%.&lt;br /&gt;
* [[Version/1.3.3069b|1.3.3069b]] - Added a feature that lets you save and load ideoligions within the ideoligion customization screen.&lt;br /&gt;
* [[Version/1.3.3074|1.3.3074]] - Desired apparel now uses the same faction restrictions as role apparel does. Tribal-Only: War mask, Tribal Headdress. Non-tribal only: Slicecap, Beret. Removed visage mask restriction to non-tribal only. Integrate art for rough living issue and set it to medium importance. Ensure Tunneler meme always has the MiningYield_High precept.&lt;br /&gt;
** Fix 5234: Pawns can build turrets when prohibited by precepts.&lt;br /&gt;
* [[Version/1.3.3076|1.3.3076]] - Tree connection pawns have a 25% boost to [[Pruning Speed]]. Added temperature tough issue and precept.&lt;br /&gt;
** Fix: High life meme ideos generate with a warning about conflicting apparel.&lt;br /&gt;
* [[Version/1.3.3080|1.3.3080]] - Fixed Immunity Drive. Was previously targeting wrong stat and inoperative. Add a new ideoligion setup interface which allows playing like classic RimWorld, using presets, or fully customizing. Change harmful aging thought minimum age from 20 to 25. Added temperature precept icon.&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] - Fix: Nutrient paste does not produce ate meat or ate non meat thoughts.&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Fluid ideoligion system added. Reduce production specialist crafting speed buffs from +70% to +50%. Increase impact of 'lost role' thought from {{--|5}} to {{--|15}}. Pawns now recover from [[#Melee specialist|berserk trance]] on being downed.&lt;br /&gt;
** Fix: There are some duplicate ideoligion icons.&lt;br /&gt;
** Fix: Tree lovers don't care about harvesting / chopping down cocoa trees. Individualist meme description changed from ''A community's role is to serve each individual.'' changed to ''Each person is a free individual with the right to their own ideas and decisions. Nobody should be made to conform.'' Collectivist meme description changed from ''A person's role is to serve the community.'' changed to ''Each person is part of a greater whole. People should work to play their part and help the group.''&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - &lt;br /&gt;
** Fix: Sunlamp does not trigger blinding light for Darkness pawns.&lt;br /&gt;
** Improved viability of multi-ideo colonies. Pawns of pawns of any ideo can now spectate any ritual, even if it's not of their own ideo.&lt;br /&gt;
** Gaining, changing, or removing a role now requires a simple ritual.&lt;br /&gt;
** Added a precept related to Darkness meme that gives believers a positive thought during an eclipse.&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Precept name length is now limited.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Pawns can now install pre-built furniture even if it is incompatible with their ideoligion.&lt;br /&gt;
** Fix: Special characters on named precepts can break UI.&lt;br /&gt;
* [[Version/1.3.3287|1.3.3287]] - A thin faint box is now drawn around ideoligion preset selectables, precept and meme boxes for aesthetic reasons. Reworked eclipse precept artwork. Remove the 'no recent animal slaughter' negative thought from the rancher meme, along with all associated code and content. This particular thought was too limiting for players and not worth having. Previously inflicted a {{--|3}} mood.&lt;br /&gt;
** Fix: Classic mode ideoligions don't start with some classic precepts.&lt;br /&gt;
** Fix: Ideoligion info available on ritual begin dialog in classic mode. Meme &amp;quot;Flesh Purity&amp;quot; no longer forces the anti-biosculpting precept.&lt;br /&gt;
* [[Version/1.3.3326|1.3.3326]] - Display incompatible issue and precept names instead of just precept names in reformation confirmation dialog.&lt;br /&gt;
** Fix: Reforming a fluid ideo lists some precepts as &amp;quot;incompatible&amp;quot; when they actually aren’t.&lt;br /&gt;
** Fix: Ability gizmos are still available for roles that have been removed via reformation.&lt;br /&gt;
* [[Version/1.3.3387|1.3.3387]] - Fix: Not all precepts are added to memes during fluid ideoligion development. &amp;quot;No slaves in colony&amp;quot; thought does not apply at &amp;quot;Very low&amp;quot; expectations or below.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - &lt;br /&gt;
**Fix: Berserker trance makes pawn guilty even though they cannot attack allies.&lt;br /&gt;
** Fix: High Life harvest yield for Drug Use: Essential precept doesn't work. Randomizing precepts no longer brings up a confirmation dialog if the user has not edited precepts.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - [[Biotech DLC]] cross integration. Added mechanoid labor, child labor, growth vats, and bloodfeeders precepts. Added bloodfeeding meme. Added a new category of precept: Preferred xenotypes.&lt;br /&gt;
** Fix: Pilgrims coming to venerate a relic cause charity believers to get unhappy regardless of outcome. Yttakin factions no longer get desired apparel precepts, because they’re uncomfortable in all clothes.&lt;br /&gt;
* [[Version/1.4.3557|1.4.3557]] - Assign a fallback ideo{{Check Tag|Detail Needed}} to non-baby colonists during load that don't have an ideo set.&lt;br /&gt;
** Fix: &amp;quot;Child not in growth vat&amp;quot; thought appears for dead children.&lt;br /&gt;
** Fix: Banishing colonists doesn't recalculate faction ideoligions.&lt;br /&gt;
* [[Version/1.4.3563|1.4.3563]] - Fix: Animals specialist role mentions boosting animal-related abilities of nearby allies, which is false. &amp;quot;''A special ideoligious status focusing on animals to the exclusion of all else. This specialized role gives increased taming and training efficiency, and the ability to boost the animals-related abilities of nearby allies. Holders of this role will refuse to perform some non-animals-related tasks.''&amp;quot; -&amp;gt; ''&amp;quot;A special ideoligious status focusing on animals to the exclusion of all else. This specialized role gives increased taming and training efficiency. Holders of this role will refuse to perform some non-animals-related tasks.&amp;quot;''&lt;br /&gt;
* [[Version/1.4.3613|1.4.3613]] - Fix: Randomize symbols doesn't update member noun in ideology's description.&lt;br /&gt;
** Fix: Pawn auto-uses age reversal after changing from Transhumanist to Non-Transhumanist ideoligion.&lt;br /&gt;
* [[Version/1.6.4543|1.6.4543]] - Allowed the trader's guild faction to generate more variety in their ideoligion.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Precept Eclipse OLD.png|Eclipse Precept icon prior to 1.3.3287&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Volatile depressive</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Temperature&amp;diff=156409</id>
		<title>Temperature</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Temperature&amp;diff=156409"/>
		<updated>2024-11-30T10:07:26Z</updated>

		<summary type="html">&lt;p&gt;Volatile depressive: /* Heat transfer between rooms */  rewrote first paragraph. Deleted redundant sentence&lt;/p&gt;
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&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
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|}&lt;br /&gt;
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&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
{{Rewrite|reason=Tone, conciseness, verification and mechanics}}&lt;br /&gt;
'''Temperature''' management is an important part of a productive colony. Temperature mainly affects pawn [[thoughts]], food and corpse spoilage, work bench operation speed, and plant growth. Severe heat or cold leads to pawn injury and eventual death from [[heatstroke]] or [[hypothermia]]&lt;br /&gt;
&lt;br /&gt;
=== Measuring temperature ===&lt;br /&gt;
Players can switch the in-game temperature to display in Celsius (°C),  Fahrenheit (°F), or Kelvins (K). This Wiki will list values in both Celsius and Fahrenheit.&lt;br /&gt;
&lt;br /&gt;
Internally, the game uses Celsius degrees (°C) for all temperature functions, such as &amp;quot;too hot&amp;quot; or &amp;quot;too cold&amp;quot; [[thoughts]]. As the game always rounds temperature to an integer (&amp;quot;whole number&amp;quot;), values reported in Fahrenheit are inaccurate by around 0.3°F. For reliable temperature values, and ''especially'' when [[modding]], use Celsius or Kelvin.&lt;br /&gt;
&lt;br /&gt;
The maximum temperature is {{Temperature|1000}} and the minimum is {{temperature|-270}}, very close to [[Wikipedia:absolute zero|absolute zero]]. The minimum temperature is not encountered during normal gameplay, but [[fire]]s in small enclosed spaces can reach the maximum temperature.&lt;br /&gt;
&lt;br /&gt;
=== Outdoors vs indoors ===&lt;br /&gt;
&lt;br /&gt;
An area completely enclosed by [[wall]]s, [[door]]s, and other impassable objects is considered a [[room]], where colonists will automatically build [[roof|roofing]] in unroofed tiles (unless otherwise designated). Tiles not inside of a room are considered &amp;quot;outdoors&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Outdoors areas and &amp;gt;75% unroofed rooms will always have the outside temperature, no matter what. Outdoor temperature varies by [[longitude]], time of day, day of the year, and [[biome]]. Unpredictable [[events]] like a [[cold snap]], [[volcanic winter]] or [[heat wave]] can also change outdoor temperature unexpectedly. No amount of heat buildings, even in [[development mode]], will affect or change the outdoor temperature. The outdoors is simply treated as a very large room with a uniform temperature. &lt;br /&gt;
&lt;br /&gt;
By turning a place from Indoors to Outdoors, it will instantly become the outdoors temperature. This is caused when any wall or door that borders the outside is destroyed or deconstructed. Buildings like doors and vents, as well as removing roof riles, makes heat transfer faster. Removing roof tiles will cause temperatures to &amp;quot;equalize&amp;quot; with the outside. A room that is less than 75% roofed will remain at outdoors temperature.&lt;br /&gt;
&lt;br /&gt;
=== Thermodynamics ===&lt;br /&gt;
All tiles within a room share the same temperature. &lt;br /&gt;
&lt;br /&gt;
A room's temperature is influenced by the temperature of tiles adjacent to its walls. Likewise, the temperature of two adjacent rooms are influenced by each other. This creates a gradient of temperature between the outside, the rooms of your colony, and a heat source such as a geyser or heater. &lt;br /&gt;
Heat transfer with walls only occurs in cardinal directions. Thus the corners of rooms can be eliminated with minimal effect.&lt;br /&gt;
Open doors and open roofs will quickly &amp;quot;equalize&amp;quot; temperature to whatever's on the other side. Adding another layer of walls increases insulation, but only up to 2 layers of wall. Gaps between each layer will decrease the insulation, but still have an effect.&lt;br /&gt;
&lt;br /&gt;
Larger rooms have more thermal &amp;quot;mass&amp;quot;, and their temperature changes more slowly than smaller rooms, but temperature equalization with the outside is proportional with a room's perimeter. A square (shape with the most volume/perimeter) will lose heat slower than thin, rectangular hallways. Rooms with more wall tiles exposed to the outside will lose temperature faster.&lt;br /&gt;
&lt;br /&gt;
See the [[#Temperature mechanics|temperature mechanics]] section further down for more details.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Temperature has the following effects on:&lt;br /&gt;
&lt;br /&gt;
=== Crops ===&lt;br /&gt;
All [[biome]]s have a listed growing season. Some are very short (or, in extreme cold, non-existent) and others are &amp;quot;year round&amp;quot;. Crops will die, and colonists will avoid planting outdoors, if it isn't growing season. Many players pick their starting location based on this, with year round being the easiest option.&lt;br /&gt;
&lt;br /&gt;
However, a year round climate is no guarantee of trouble-free farming experience. Just getting close to freezing will slow plant growth, reducing the output of crops. Moreover, climates that do not freeze tend to get ''very'' hot in the summer season, hot enough to kill crops in some instances. [[Cold snap]]s can drop the temperatures below freezing for short periods - but long enough to, again, kill crops.&lt;br /&gt;
&lt;br /&gt;
The short-term solution is to immediately harvest everything to save what you can. The long-term solution is some sort of greenhouse, making use of temperature controlled indoor structures, walled and roofed, with [[heater]]s or [[cooler]]s, [[sun lamp]]s, and possibly [[hydroponics]].&lt;br /&gt;
&lt;br /&gt;
=== Food ===&lt;br /&gt;
Warm temperatures rot food, corpses, and certain plant matter like [[psychoid leaves]] and [[herbal medicine]]. Even &amp;quot;durable&amp;quot; foods like corn and rice will eventually rot away. Colder temperatures preserve food and corpses by slowing spoilage. Freezing temperatures stop spoilage entirely and preserve these items indefinitely. [[Cooler]]s will preserve food, so colonists starting with Electricity will quickly want to build a dedicated room. When freezing a room, watch out for [[heat wave]]s.&lt;br /&gt;
&lt;br /&gt;
Fertillized [[egg]]s will be &amp;quot;ruined by temperature&amp;quot; when left long enough outside of its comfortable range of {{Temperature|0|50}}. &amp;quot;Ruined&amp;quot; eggs may still be eaten as normal, but won't hatch into an animal. In a similar vein, a [[fermenting barrel]] must be kept in a comfortable range between {{Temperature|{{Q|Fermenting barrel|Min Safe Temperature}}|{{Q|Fermenting barrel|Max Safe Temperature}}}} for [[beer]] to be produced.&lt;br /&gt;
&lt;br /&gt;
[[Deterioration]] is an entirely different mechanic, and items left outside will lose health regardless of temperature. Rotting isn't influenced by and has no effect on an item's hit points.&lt;br /&gt;
&lt;br /&gt;
=== Creatures ===&lt;br /&gt;
{{Stub|section=1|reason=Burn/Frostbite chances}}&lt;br /&gt;
{{Main|Heatstroke|Hypothermia}}&lt;br /&gt;
Pawns have a [[Maximum Comfortable Temperature]] and [[Minimum Comfortable Temperature]]. Going over {{Temperature|10||delta}} beyond these limits will start giving them [[heatstroke]] or [[hypothermia]]. The further above or below this {{Temperature|10||delta}} limit the faster the Heatstroke or Hypothermia rises. At {{Temperature|150||delta}} above their comfortable temperature range, creatures will begin to take burn damage. If Hypothermia reaches a severity of 37% and the pawn is in a location at {{Temperature|0}} or below, there is a chance the pawn takes Frostbite damage. The higher the Hypothermia severity the higher the chance of Frostbite damage. [[Insectoid]]s will experience [[hypothermic slowdown]] instead of hypothermia. Pawns will also receive negative [[mood]]lets based on how extreme the temperature is. The Gear tab shows aggregate stats about comfy temperatures.&lt;br /&gt;
&lt;br /&gt;
Hypothermia and Heatstroke are both fatal at 100% severity. Though, both Heatstroke and Hypothermia have significant health consequences and can lead to death before the 100% severity level is reached.&lt;br /&gt;
&lt;br /&gt;
For humans, [[apparel]] will increase both comfortable thresholds, [[Apparel#Insulation|depending on the apparel type and material]] (e.g. [[wool]] [[parka]]s insulate well against cold). Colonists will try and wear items suitable for the temperature, unless they are forced otherwise. Colonists' moods ''ignore'' apparel when considering sleeping moodlets. So piling on the warmest apparel doesn't avoid a &amp;quot;Slept in the cold&amp;quot; bad thought if a bedroom is not adequately heated.&lt;br /&gt;
&lt;br /&gt;
Animals tend to have much higher comfortable thresholds. However, in extreme [[biome]]s, it may be necessary to build a &amp;quot;barn&amp;quot; of some sort with temperature control and designate indoor [[animal sleeping spot]]s to keep your herd warm/cool.&lt;br /&gt;
&lt;br /&gt;
Many work benches, such as a [[electric stove]] or [[stonecutter's table]], have a comfortable range between {{Temperature|10|35}}. Above or below this range, the ''bench'''s work speed is multiplied by {{Bad|70%}}.&lt;br /&gt;
&lt;br /&gt;
=== Fire ===&lt;br /&gt;
{{Main|Fire}}&lt;br /&gt;
Fire is a destructive force capable of destroying plants, buildings, and pawns alike. Pawns and items can spontaneously ignite when temperature is at or above {{Temperature|235}}. Fires can spread via embers from up to 2 tiles. &lt;br /&gt;
&lt;br /&gt;
Fire itself provides a massive amount of heat.&lt;br /&gt;
&lt;br /&gt;
== Managing temperature ==&lt;br /&gt;
Temperature management is important for any colony, regardless of climate. It can be simply managed with a good power supply and the following structures. Temperature changing buildings will still work while &amp;quot;outdoors&amp;quot;, but have no noticeable effect.&lt;br /&gt;
&lt;br /&gt;
=== Temperature thresholds ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Temperature !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|1000}} || Maximum value&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| ~{{Temperature|235}} || Items spontaneously catch fire&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|60}} || Maximum comfortable temperature of any animal ([[Dromedary]] / [[Insectoids]] / [[Iguana]])&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|58}} || [[Plants#Temperature|Plant growth]] stopped.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|42}} || Above this value [[Plants#Temperature|Plant growth]] slowed.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|35}} || At this temperature and above work benches show &amp;quot;Bad temperature&amp;quot; and Work Speed is reduced to 70%.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|30}} || [[Campfire]] max temperature&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|26}} || Default [[human]] upper comfort limit without clothing modifiers.&amp;lt;br/&amp;gt;Sleeping above this temperature creates &amp;quot;Slept in the heat&amp;quot; thought in baseline humans.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|23}} || [[Torch lamp]]/[[Fungus darktorch]]{{IdeologyIcon}}/[[Darktorch]]{{IdeologyIcon}}/[[Brazier]]{{RoyaltyIcon}}/[[Darklight brazier]]{{RoyaltyIcon}}{{IdeologyIcon}} max temperature&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|21}} || [[Heater]] and [[Cooler]] default target&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|17}} || [[Passive cooler]] min temperature&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|16}} || Default [[human]] lower comfort limit without clothing modifiers.&amp;lt;br/&amp;gt;Sleeping below this temperature creates &amp;quot;Slept in the cold&amp;quot; thought in baseline humans.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|10}} || Below this value food spoiling slowed.&amp;lt;br/&amp;gt;Food spoiling between 10C and 0C is multiplied by a factor of (Temp)/10, in Celsius.&amp;lt;br/&amp;gt;Below this value work benches show &amp;quot;Bad temperature&amp;quot; and Work Speed is reduced to 70%.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|9}} || Food spoiling rate multiplied by a factor of 0.9, or time to spoil multiplied by 1.11.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|8}} || Food spoiling rate multiplied by a factor of 0.8, or time to spoil multiplied by 1.25.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|7}} || Food spoiling rate multiplied by a factor of 0.7, or time to spoil multiplied by 1.43.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|6}} || Food spoiling rate multiplied by a factor of 0.6, or time to spoil multiplied by 1.66.&amp;lt;br/&amp;gt;Below this value [[Plants#Temperature|plant growth]] slowed.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|5}} || Food spoiling rate multiplied by a factor of 0.5, or time to spoil multiplied by 2.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|4}} || Food spoiling rate multiplied by a factor of 0.4, or time to spoil multiplied by 2.5.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|3}} || Food spoiling rate multiplied by a factor of 0.3, or time to spoil multiplied by 3.33.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|2}} || Food spoiling rate multiplied by a factor of 0.2, or time to spoil multiplied by 5.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|1}} || Food spoiling rate multiplied by a factor of 0.1, or time to spoil multiplied by 10.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|0}} || Plant growth and food spoiling stopped.&amp;lt;br/&amp;gt;[[Toxic wastepack]]s{{BiotechIcon}} do not dissolve. (They can still [[deteriorate]])&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|-10}} || Most plants die.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|-65}} || Minimum comfortable temperature of any animal ([[Thrumbo]])&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|-270}} || Minimum value.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cooling buildings ==&lt;br /&gt;
=== Passive cooler ===&lt;br /&gt;
[[{{Q|Passive cooler|Image}}|56px|left|link=Passive cooler]]&lt;br /&gt;
The [[passive cooler]] is a very low-tech option automatically unlocked for all default starts. They operate at the same strength as a Cooler and will cool rooms to a very comfortable {{Temperature|15}}. Passive coolers last for 5 days; it needs to be fueled with [[wood]] when it runs out of fuel. Due to the temperature limit, passive coolers are unable to preserve food.&lt;br /&gt;
&lt;br /&gt;
Passive coolers are a life saver in extremely hot climates as they can be quickly built, are immune to electrical events and are easily massed in a heat wave. Use passive coolers to keep your living spaces survivable and chill rooms surrounding a freezer to further protect the products inside.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Cooler ===&lt;br /&gt;
[[{{Q|Cooler|Image}}|56px|left|link=Cooler]]&lt;br /&gt;
The [[cooler]] is primarily used to lower the temperature of a room. It has two states of power consumption: low and high. In its low state, the cooler produces no heat or cold but still requires 20 W. It can be used to lower the temperature of a room to a comfortable {{Temperature|20}} (room temperature) in the summer or create a walk-in freezer for your food. In hot biomes such as desert or rainforest, having comfortable air conditioning is a necessity for any base.&lt;br /&gt;
&lt;br /&gt;
Coolers are heat pumps that produce both a cold side ''and'' a hot side. The hot side is rarely useful and should be directed to an outdoor space (or a 1x1, unroofed room) to not inconvenience your colony. The heating side is useful when outdoors temperature is uncomfortable, but not freezing. This is between {{Temperature|1|16}}, but in practical terms, you should point the heat side at the colony when the outdoors temperature rarely goes above {{Temperature|20}}. Never block a cooler's intake or exhaust port, or else it won't function. &lt;br /&gt;
&lt;br /&gt;
A cooler is theoretically able to cool a single square by about 1800 kelvin [K]. But this is not a linear relation, as a room always exchanges heat with adjacent rooms and/or the outside.&lt;br /&gt;
&lt;br /&gt;
==== Analysis ====&lt;br /&gt;
Electric coolers are the only way to create freezers. Building one is as simple as making a room and replacing some wall tiles with coolers. Direct the cold &amp;quot;blue&amp;quot; zone of the cooler inside the room and the hot &amp;quot;red&amp;quot; tile to an outdoor area. Reduce the cooler's target temperature to below {{Temperature|0}}. As the room cools down any food left inside will decay more slowly until it freezes. Frozen food will stay fresh indefinitely and incurs no other benefit or penalty when eaten.&lt;br /&gt;
&lt;br /&gt;
If your freezer area is more than about 50 squares, and/or you are living in an area with a hot summer, you will want 2 coolers (and perhaps more, see &amp;quot;adding coolers&amp;quot;, below).  Put one at 0, and the other at -2. With double walls, this will let one cooler &amp;quot;idle&amp;quot; at 20 W of power in cooler weather while the other easily keeps things frozen, but be available to help when needed for warmer weather. [[Battery|Batteries]] are useful for power outages; you may want to keep charged batteries disconnected via [[power switch]] for these situations.&lt;br /&gt;
&lt;br /&gt;
Freezers lose heat through walls and doors. The material of a wall doesn't matter, but for maximum insulation, you should put a double layer of them. Doors will cause heat loss when opened. This loss can be offset by having doors arranged in sequence, one after another, at points of egress, in an &amp;quot;airlock&amp;quot; like fashion. The loss can be examined by mousing over the sections of the airlock to see the temperature. Using [[door]]s rather than [[autodoor]]s can help reduce the cooling lost, though this slows down colonists. &lt;br /&gt;
&lt;br /&gt;
==== Adding coolers ====&lt;br /&gt;
There may come a moment when you realize ''&amp;quot;I don't have enough coolers for this area...&amp;quot;''. If the weather is cool, that's not a big problem, but it's more likely that the weather will be brutally hot when you realize this. And it's also likely that it's your freezer that's not at &amp;quot;freezing&amp;quot; (since colonists can tough it out). If you open a wall to put in an additional cooler, your freezer immediately rockets to &amp;quot;outside&amp;quot; temperatures - which is probably a dealbreaker, rotting all your frozen items. So here's what you do...&lt;br /&gt;
&lt;br /&gt;
Decide where in the current wall you will put your new cooler, and build a door ''outside'' where you will tear the existing wall down (you don't need &amp;quot;side walls&amp;quot; to support it).  (A wall would &amp;quot;block&amp;quot; the cooler exhaust and prohibit construction, but a door will not!)  Then, [f]orbid the door (so it doesn't get opened), and deconstruct your wall; the new door will maintain the area as &amp;quot;inside&amp;quot;. Then build your cooler (remembering the orientation, warm side &amp;quot;out&amp;quot;). Once the new cooler has been installed, deconstruct the door, and you're done.&lt;br /&gt;
&lt;br /&gt;
== Heating buildings ==&lt;br /&gt;
=== Campfire ===&lt;br /&gt;
[[{{Q|Campfire|Image}}|56px|left|link=Campfire]]&lt;br /&gt;
{{#show: Campfire | ?note }}&lt;br /&gt;
Campfires are a quick and dirty solution to produce heat in a hurry. They require no energy, but are temporary structures and must be refreshed with wood every few days. Otherwise, they produce the same amount of heat as an electrical heater. They cannot raise the temperature to over {{Temperature|30}}. They can't be controlled, so may make pawns uncomfortably hot - open doors or roofs to lower heat..&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Heater ===&lt;br /&gt;
[[{{Q|Heater|Image}}|56px|left|link=Heater]]&lt;br /&gt;
The [[heater]] is used to raise the temperature of a room. It has two states of power consumption: low and high. In its low state, the heater produces no heat but still requires 18 W. It can be used to raise the temperature of a room to a likable {{Temperature|20}} (room temperature) in the winter or create a walk-in heat trap for your foes. In any cold biome, such as the Tundra, the heater is a necessity for any base.&lt;br /&gt;
&lt;br /&gt;
A heater (in theory) is able to heat a single square by about 1800 kelvin [K]. But this is not a linear relation as a room always exchanges heat with adjacent rooms and/or the outside. This heat conduction effect can be pretty noticeable in extremely cold or hot environments.&lt;br /&gt;
Example: In a realistic setup, this means it can heat a room with 50 squares by an average of about 36 K per square.&lt;br /&gt;
So a room with 50 squares and an outside temperature of {{Temperature|-10}} can be heated up to comfortable {{Temperature|26}} or something near that with a single heater.&lt;br /&gt;
&lt;br /&gt;
== Incidental heat ==&lt;br /&gt;
=== Generators ===&lt;br /&gt;
[[{{Q|Chemfuel powered generator|Image}}|56px|left|link=Chemfuel_powered_generator]]&lt;br /&gt;
{{#show: Generators| ?note }}&lt;br /&gt;
Generators produce a non-negligible amount of heat for the room they occupy, especially when placed in numbers.&lt;br /&gt;
If placed strategically, you can reduce the number of heaters and coolers necessary to manage the temperature in your base.&lt;br /&gt;
&lt;br /&gt;
It's also worth noting that generators will continue to produce heat (and burn fuel) during solar flare events. If your colony is in a very cold climate, this can be used to ensure that critical sections such as hydroponics or barns for sensitive animals don't lose all their heat in a power outage.&lt;br /&gt;
&lt;br /&gt;
=== Steam geysers ===&lt;br /&gt;
[[File:Steam geyser.png|56px|left|link=Environment#Steam geyser]]&lt;br /&gt;
A steam geyser will heat up a roofed room even when covered with a [[geothermal generator]]. They are extremely useful for staying warm in frozen climates, but can overheat an indoors space in warmer biomes.&lt;br /&gt;
&lt;br /&gt;
=== Fire weapons ===&lt;br /&gt;
[[{{Q|Molotov cocktail|Image}}|56px|left|link=Molotov cocktail]]&lt;br /&gt;
{{#show: Molotov | ?note }}&lt;br /&gt;
Weapons that generate fire such as [[molotov cocktail]] and [[incendiary launcher]] can be used to quickly generate heat inside your colony. Under normal conditions this is a '''bad idea''' because fires will quickly bring your base to intolerable temperatures. However in a bitter arctic climate with no wood and inadequate heaters, these weapons are your last defense against freezing to death. Draft your colonist and force them to open fire on an empty space, or burn spare corpses and rags to increase heat output.&lt;br /&gt;
&lt;br /&gt;
=== Body heat ===&lt;br /&gt;
[[{{Q|Human|Image}}|56px|left|link=Pawns]]&lt;br /&gt;
Living creatures{{Check Tag|Details|Cold blooded creatures? Mechanoids? Shamblers?}} generate a small amount of heat dependent on their body size{{Check Tag|Details|Scaling?}}. Heating is inconsistent, as creatures are prone to wandering, population and sizes fluctuate with births, culling, and growth, and livestock are frequently left in outdoor [[pen]]s where heat will dissipate.&lt;br /&gt;
&lt;br /&gt;
=== Solar pinhole ===&lt;br /&gt;
{{Royalty|section=1|no category}}&lt;br /&gt;
[[File: SolarPinhole.png|64px]]&lt;br /&gt;
[[Psycasts#Regular_psycasts|Solar pinhole]] is a psycast that creates heat and light. It lasts five days. It is useful for emergency situations, such as power shortages during [[Events#Cold_snap|cold snaps]].&lt;br /&gt;
&lt;br /&gt;
== Heat transfer ==&lt;br /&gt;
=== Vent ===&lt;br /&gt;
[[{{Q|Vent|Image}}|56px|left|link=Vent]]&lt;br /&gt;
{{#show: Vent | ?note }}&lt;br /&gt;
&lt;br /&gt;
Vents can have any building in front of it, but no walls. Vents work best when connecting directly to a climate controlled room. Trying to chain vents across smaller rooms will lead to each successive room getting less effective climate control, and connecting to a hallway won't work well if the hallway is blocked with doors. A vent can be designated to be closed, an action carried out by colonists assigned to [[Work#Basic|Basic]].&lt;br /&gt;
&lt;br /&gt;
=== Doors ===&lt;br /&gt;
[[{{Q|Door|Image}}|56px|left|link=Vent]]&lt;br /&gt;
Similar to double thick walls, double doors (not side-by-side, rather, both in the path of travel) improve insulation and reduce temperature equalization.&lt;br /&gt;
A door can be left permanently open (mark the door to 'hold open' and have a pawn pass through) to help control temperature. Open doors allow temperature to more quickly equalize between rooms or the outdoors. Equalization through open doors is less potent than vents.&lt;br /&gt;
&lt;br /&gt;
== Temperature mechanics ==&lt;br /&gt;
Equalization calculations happens once every 120 game ticks.&lt;br /&gt;
&lt;br /&gt;
Temperature seems to be measured to an extreme precision. A outdoor of {{Temperature|-9}} and a room of {{Temperature|2000}} have a difference around -9555.292C&lt;br /&gt;
&lt;br /&gt;
=== Passive equalization ===&lt;br /&gt;
This is equalization via walls and roofs.&lt;br /&gt;
&lt;br /&gt;
'''Walls''' will equalize towards the room on the other side. This can be another fully realized room or simply the outdoors. If the other side is not outdoors, that room will also equalize towards this room. &lt;br /&gt;
&lt;br /&gt;
* The material of the walls does not matter. Wood is as insulating as any stone or metal. And unmined rocks are equally effective.&lt;br /&gt;
* The surface area does seem to matter. Basically, the game is using a 2D variant of the [[Wikipedia:square-cube law|square-cube law]], with walls taking the place of &amp;quot;surface area&amp;quot; and room size taking the place of &amp;quot;volume&amp;quot;. As such square rooms are the most efficient at keeping temperatures.&lt;br /&gt;
* A 2nd layer halves the temperature equalization via walls. Adding more than a 2nd layer of wall does not seems to have any effect.&lt;br /&gt;
* Furniture acts highly variable for this and even just the definition what is a room. Nutrient dispensers are one of the few items working fully like walls for equalization purposes&lt;br /&gt;
&lt;br /&gt;
Example wall equalization values at -9555.208C difference:&lt;br /&gt;
* 1x1: -161.470°C&lt;br /&gt;
* 2x2:  -81.235°C&lt;br /&gt;
* 3x3:  -54.157°C&lt;br /&gt;
* 4x4:  -40.618°C&lt;br /&gt;
* 5x5:  -32.494°C&lt;br /&gt;
* 6x6:  -27.078°C&lt;br /&gt;
* 7x7:  -23.210°C&lt;br /&gt;
&lt;br /&gt;
Example double wall equalization values at -9555.208C difference:&lt;br /&gt;
* 1x1: -81.234°C&lt;br /&gt;
* 2x2: -40.617°C&lt;br /&gt;
* 3x3: -27.078°C&lt;br /&gt;
* 4x4: -20.309°C&lt;br /&gt;
* 5x5: -16.247°C&lt;br /&gt;
* 6x6: -13.539°C&lt;br /&gt;
* 7x7: -11.605°C&lt;br /&gt;
&lt;br /&gt;
'''Roof''' is a major part with equalization with the outdoor temperature. It will always equalize with the outdoor temperature, regardless what the room borders. However, the equalization rate is also constant for all room sizes at the same temperature difference. There are 4 basic types of roof:&lt;br /&gt;
* unroofed&lt;br /&gt;
* Constructed (Thin Roof)&lt;br /&gt;
* Thin Rock (Thin Roof)&lt;br /&gt;
* Thick Rock&lt;br /&gt;
&lt;br /&gt;
:* '''Unroofed''' tiles are looked at in relation to the total count of roofed tiles in a room. With at least 1/4 unroofed the room will simply equalize to outdoor temperature on the next tick. &lt;br /&gt;
:* '''Thin Roof''' at a difference of -9555.208C it is -57.331°C.&lt;br /&gt;
:* '''Thick roof''' insulate the same as thin roof. However, they also add a cooling effect if the indoor temperature is above about {{Temperature|15}}; however this effect is extremely small compared to other sources.&lt;br /&gt;
&lt;br /&gt;
=== Active equalization ===&lt;br /&gt;
While Vents, Coolers and open doors still keep rooms separated, they also equalize temperature at a very high rate. This rate is unfortunately not shown on any tooltip.&lt;br /&gt;
&lt;br /&gt;
Torches, Campfires, Heaters and Passive coolers will directly modify the room temperature instead, adding/removing heat every equalization tick as appropriate for their settings/current state.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Beta 19]]/[[Version/1.0.0|1.0.0]] - Equalized [[mood]] penalties for being too hot and too cold.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Fix: Changing temperature display mode (C to F) doesn’t update temperature readout immediately.&lt;br /&gt;
&lt;br /&gt;
{{Nav|temperature}}&lt;br /&gt;
[[Category:Game mechanics]] [[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Volatile depressive</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Spear&amp;diff=154399</id>
		<title>Spear</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Spear&amp;diff=154399"/>
		<updated>2024-10-16T10:27:07Z</updated>

		<summary type="html">&lt;p&gt;Volatile depressive: /* Comparison to maces */  try to switch to third person perspective&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{About|a specific weapon called '''spear'''}}&lt;br /&gt;
{{Infobox main|weapon&lt;br /&gt;
| name = Spear&lt;br /&gt;
| image = Spear.png&lt;br /&gt;
| type = Equipment&lt;br /&gt;
| type2 = Weapons&lt;br /&gt;
| description = A polearm tipped with a sharp point for stabbing opponents.&lt;br /&gt;
| tech level = Neolithic&lt;br /&gt;
| class = Neolithic&lt;br /&gt;
| mode = Melee&lt;br /&gt;
| meleeattack1dmg = 13&lt;br /&gt;
| meleeattack1type = blunt&lt;br /&gt;
| meleeattack1part = shaft&lt;br /&gt;
| meleeattack1cool = 2.6&lt;br /&gt;
| meleeattack1ap = 20&lt;br /&gt;
| meleeattack2dmg = 13&lt;br /&gt;
| meleeattack2type = poke&lt;br /&gt;
| meleeattack2part = shaft&lt;br /&gt;
| meleeattack2cool = 2.6&lt;br /&gt;
| meleeattack2ap = 20&lt;br /&gt;
| meleeattack3dmg = 23&lt;br /&gt;
| meleeattack3type = stab&lt;br /&gt;
| meleeattack3part = point&lt;br /&gt;
| meleeattack3cool = 2.6&lt;br /&gt;
| meleeattack3ap = 50&lt;br /&gt;
| MeleeWeaponAverageDPS = 7.35&lt;br /&gt;
| MeleeWeaponAverageAP = 38&lt;br /&gt;
| production facility 1 = Fueled smithy&lt;br /&gt;
| production facility 2 = Electric smithy&lt;br /&gt;
| research = Long blades&lt;br /&gt;
| resource 1 = Stuff&lt;br /&gt;
| resource 1 amount = 75&lt;br /&gt;
| stuff tags = Metallic, Woody&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 4&lt;br /&gt;
| damage type = Sharp&lt;br /&gt;
| mass base = 2&lt;br /&gt;
| has quality = True&lt;br /&gt;
| work to make = 12000&lt;br /&gt;
| work speed stat = General Labor Speed&lt;br /&gt;
| weaponTags = NeolithicMeleeAdvanced, MedievalMeleeAdvanced, Spear&lt;br /&gt;
}}&lt;br /&gt;
The '''spear''' is a [[Weapons#Melee Weapons|melee weapon]] that does a large amount of sharp [[damage]] with high {{AP}}.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
Spears can be purchased from any combat supplier or war merchant, or obtained from several kinds of melee [[raider]]s.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
The spear is a sharp weapon with a ''very'' similar damage output to the [[longsword]], despite the in-game tooltips stating otherwise. This is because the game does not account for the [[Weapons#Melee formulas|melee verb selection]] mechanic introduced in 1.1. &lt;br /&gt;
&lt;br /&gt;
Spears and/or longswords are the best sharp melee weapons that colonists can craft. They compete with [[mace]]s and [[warhammer]]s{{RoyaltyIcon}} for best overall craftable weapon. In-depth comparison can be seen in the below section.&lt;br /&gt;
&lt;br /&gt;
== Comparisons ==&lt;br /&gt;
=== Comparison to longswords ===&lt;br /&gt;
&amp;lt;!-- Cut v Stab sources: https://steamcommunity.com/app/294100/discussions/0/3042732243097084212 &amp;amp; https://steamcommunity.com/app/294100/discussions/0/3111394035968026504 . You can test the x1.4 damage multi by going into devmode and hitting things with a plasteel knife. --&amp;gt;&lt;br /&gt;
Spears have very slightly less {{DPS}}. The longsword is {{+|{{%| (7.96 / 7.88) - 1 round 3}} }} stronger in ''raw'' DPS than the spear, after considering [[melee verb selection]]. In exchange, the spear has noticeably more {{AP}} ({{+|14%}}) and costs {{Icon Small|stuff}} 25 materials less. This makes the spear numerically superior, but that is not the full story.&lt;br /&gt;
&lt;br /&gt;
Longswords can either ''[[Damage types#Cut|Cut]]'' or ''[[Damage types#Stab|Stab]]'', while spears can only ''Stab''. Cut damage has a chance to &amp;quot;cleave&amp;quot; through body parts. This increases damage per swing by 140%, but its damage is split between body parts. The spear can only stab: its damage is weaker, but always concentrated on one body part. The cleave will cause [[pain shock]] faster, due to increased damage. Generally, pain shock is much more likely than body part destruction.&lt;br /&gt;
&lt;br /&gt;
If a cut happens to reduce a body part to 0 HP, it is more likely to be destroyed. But since cleaving will spread out damage in the first place, Cut remains less likely to destroy larger limbs (like the arms and legs). Also, stabs are more likely to hit internal organs. However, both of these factors tend to be less important than the aforementioned cleaving.&lt;br /&gt;
&lt;br /&gt;
Overall, which option is better depends on expected targets:&lt;br /&gt;
* At normal to excellent qualities, longswords are often better (definitely more consistent) for fighting against unarmored humans, lightly armored humans, and light mechs like [[scyther]]s and [[lancer]]s. This is due to the increased damage from cleaving. Spears would be better for fighting against armored enemies, like [[centipede]]s, due to the higher {{AP}}.&lt;br /&gt;
&lt;br /&gt;
* A masterwork [[plasteel]] spear / sword is able to one-shot body parts like head and neck, though not the torso. The masterwork spear will more consistently one-shot human enemies, as the damage won't be spread out. Empirical testing suggests that the longsword remains better against unarmored targets.{{Check Tag|More testing needed|At legendary, when sword killed 100 adult pawns, spear killed 92 - 97. This was done 3x, in all 3 sword was better}} Spears still have more {{AP}}, so are better against armored enemies.&lt;br /&gt;
&lt;br /&gt;
It's worth noting that the spear faces competition with the [[mace]] as a cheaper, anti-armor weapon.&lt;br /&gt;
&lt;br /&gt;
=== Comparison to maces ===&lt;br /&gt;
&lt;br /&gt;
The spear shares a niche with the [[mace]], as both offer better [[Armor]] Penetration (AP) than the longsword, gladius, or knife. Compared to the spear, the mace requires fewer crafting materials, is best made of [[uranium]] rather than [[plasteel]], and is unlocked with [[Smithing]] research rather than Long Blades. Before armor, spears deal {{+|{{%| 7.88/7.01 -1 round 2}} }} more damage than a mace of equal quality. Maces are good against armor despite having low AP, since most enemies have almost zero Blunt armor.&lt;br /&gt;
&lt;br /&gt;
At normal quality, a [[plasteel]] spear deals more damage than a [[uranium]] mace until fighting enemies with {{%| (9.56/10.55 -1)/(-0.75) + 0.55 round 2}} &amp;lt;!-- &lt;br /&gt;
We are solving for 1 / (Spear DPS Improvement%) = (Armor Reduction%). The spear's DPS Improvement can be approximated as (DPS Spear / DPS Mace). 1% AP reduces 1% of armor, and every 1% of armor negates 0.75% of an attack's damage. The spear's only Sharp attack has 55% AP, so 55% AP is used in the following calculations instead of the spear's average AP of 20%. &lt;br /&gt;
&lt;br /&gt;
Substituting variables produces (9.56 / 10.55) = (100 - 0.75(x - 55))%. Solving for x yields (9.56 / 10.55 - 1) / -0.75 = (x - 0.55), after converting percents into decimals. ---&amp;gt; Sharp armor. This is before considering quality; at higher quality, the spear only gets better. For example, if both weapons are excellent, then the mace only starts to become better at {{%| (11.48/12.63 -1)/(-0.75) + 0.66 round 2}} armor. For reference, [[centipede]]s have 72% armor. So while a mace would be stronger against [[flak vest]]s (when hitting the vest) and [[power armor]], spears are noticeably better against unarmed foes, and roughly equal against armor up to centipedes'. Enemies with power armor aren't very common.&lt;br /&gt;
&lt;br /&gt;
This assumes plasteel vs. uranium. If both weapons are made out of [[steel]], then the mace becomes relatively better against centipedes and plate armor and the like. Also remember that maces are cheaper, and that uranium is generally used less than plasteel.&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
* Once you reach masterwork quality, the plasteel spear's AP gets very high. No enemy, short of the [[empire]]'s absolute best soldiers{{RoyaltyIcon}}, has enough armor to justify using the mace. The spear is roughly equal against most power armor (a few % DPS worse), but can ignore all of a centipede's armor for the full 112%-of-mace damage.&lt;br /&gt;
* This comparison does not account for the strong melee damage [[gene]].{{BiotechIcon}} With strong melee damage, the mace comes out ahead due to overkill mechanics (see below).&lt;br /&gt;
&lt;br /&gt;
=== With strong melee gene ===&lt;br /&gt;
With the [[Genes#Strong melee damage|strong melee ''damage'']] [[gene]],{{BiotechIcon}} the comparisons change.&lt;br /&gt;
&lt;br /&gt;
# High quality longswords can now one-shot the torso. Legendary plasteel swords can one-shot the torso even in a cleave attack, assuming it split between 2 parts.&lt;br /&gt;
# When an excellent plasteel longsword (or better) does a ''cleave'' attack, its damage so high that it causes [[pain shock]] in a single swing. &lt;br /&gt;
# Meanwhile, the spear can only ever hit a single body part. If a 62 damage spear hits a 25 damage arm, the arm is destroyed and 37 damage (over {{%|1-(25/62) round 2}} of the attack) is wasted. If a sword cleaves, much less damage is wasted. Blunt weapons like [[mace]]s and [[warhammer]]s{{RoyaltyIcon}} will hit the parent part if it would overkill (e.g. destroying the arm will damage the shoulder for remaining HP).&lt;br /&gt;
# Strong melee damage also boosts the {{AP}} of longswords. But due to the quirks of the game, it does ''not'' boost the AP of spears. Longsword AP becomes nearly identical to the spear.&lt;br /&gt;
&lt;br /&gt;
This results in high quality swords ''with the damage gene'' being virtually better against all targets, short of [[tough]] pawns. Against humanoids, a sword can either (1-shot torso/head or cleave to pain shock), while a spear can ''only'' (1-shot torso/head). Against mechanoids, the cleave damage results in the sword coming out ahead regardless.&lt;br /&gt;
&amp;lt;!-- Gene + Sword &amp;gt; Gene + Spear should be clear for humans. https://www.youtube.com/watch?v=HXpLrQR7jI4 , 9:50 in particular is empirical proof that sword &amp;gt; spear for big mechs w/o pain shock --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The masterwork steel longsword given at the start of the [[Scenario_system#The_Sanguophage|The Sanguophage]] scenario reaches both relevant thresholds. With your [[sanguophage]], it can one-shot through a torso stab and one-shot through cleaving pain. This longsword is actually stronger per-hit than an excellent plasteel longsword, and likely better than any weapon you'll be seeing for a while.&lt;br /&gt;
&lt;br /&gt;
{{Weapon Stats Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.7.581|0.7.581]] - Added&lt;br /&gt;
* [[Version/1.1.2610|1.1.2610]] - Implementation of new melee verb system. Previously, spears were more likely to use their shaft rather than their point. This now results in spears having higher DPS than what the game's infobox states. &lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Received a new texture&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Spear Old.png|Texture prior to 1.5&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nav|weapon|wide}}&lt;br /&gt;
[[Category:Equipment]] [[Category:Weapons]] [[Category:Neolithic Weapons]]&lt;br /&gt;
[[Category:Melee Weapons]] [[Category:Sharp Weapons]] [[Category:Spears]]&lt;/div&gt;</summary>
		<author><name>Volatile depressive</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Temperature&amp;diff=154396</id>
		<title>Temperature</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Temperature&amp;diff=154396"/>
		<updated>2024-10-16T09:47:21Z</updated>

		<summary type="html">&lt;p&gt;Volatile depressive: &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;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
{{Rewrite|reason=Tone, conciseness, verification and mechanics}}&lt;br /&gt;
'''Temperature''' management is an important part of a productive colony. Temperature mainly affects pawn [[thoughts]], food and corpse spoilage, work bench operation speed, and plant growth. Severe heat or cold leads to pawn injury and eventual death from [[heatstroke]] or [[hypothermia]]&lt;br /&gt;
&lt;br /&gt;
=== Measuring temperature ===&lt;br /&gt;
Players can switch the in-game temperature to display in Celsius (°C),  Fahrenheit (°F), or Kelvins (K). This Wiki will list values in both Celsius and Fahrenheit.&lt;br /&gt;
&lt;br /&gt;
Internally, the game uses Celsius degrees (°C) for all temperature functions, such as &amp;quot;too hot&amp;quot; or &amp;quot;too cold&amp;quot; [[thoughts]]. As the game always rounds temperature to an integer (&amp;quot;whole number&amp;quot;), values reported in Fahrenheit are inaccurate by around 0.3°F. For reliable temperature values, and ''especially'' when [[modding]], use Celsius or Kelvin.&lt;br /&gt;
&lt;br /&gt;
The maximum temperature is {{Temperature|1000}} and the minimum is {{temperature|-270}}, very close to [[Wikipedia:absolute zero|absolute zero]]. The minimum temperature is not encountered during normal gameplay, but [[fire]]s in small enclosed spaces can reach the maximum temperature.&lt;br /&gt;
&lt;br /&gt;
=== Outdoors vs indoors ===&lt;br /&gt;
&lt;br /&gt;
An area completely enclosed by [[wall]]s, [[door]]s, and other impassable objects is considered a [[room]], where colonists will automatically build [[roofing||roof]] in unroofed tiles (unless otherwise designated). Tiles not inside of a room are considered &amp;quot;outdoors.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Outdoors areas and &amp;gt;75% unroofed rooms will always have the outside temperature, no matter what. Outdoor temperature varies by [[longitude]], time of day, day of the year, and [[biome]]. Unpredictable [[events]] like a [[cold snap]], [[volcanic winter]] or [[heat wave]] can also change outdoor temperature unexpectedly. No amount of heat buildings, even in [[development mode]], will affect or change the outdoor temperature. The outdoors is simply treated as a very large room with a uniform temperature. &lt;br /&gt;
&lt;br /&gt;
By turning a place from Indoors to Outdoors, it will instantly become the outdoors temperature. This is caused when any wall or door that borders the outside is destroyed or deconstructed. Buildings like doors and vents, as well as removing roof riles, makes heat transfer faster. Removing roof tiles will cause temperatures to &amp;quot;equalize&amp;quot; with the outside. A room that is less than 75% roofed will remain at outdoors temperature. &lt;br /&gt;
&lt;br /&gt;
=== Heat transfer between rooms ===&lt;br /&gt;
Temperature change ''within'' a room is instant. &lt;br /&gt;
&lt;br /&gt;
Heat will also transfer from enclosed rooms to other rooms, and the outside. Heat travels through roofs, walls, and doors. Heat transfer from walls only occurs in cardinal directions. Thus the corners of rooms can be eliminated with minimal effect.  Open doors and open roofs will quickly &amp;quot;equalize&amp;quot; temperature to whatever's on the other side. Adding another layer of walls increases insulation, but only up to 2 layers of wall. Gaps between each layer will decrease the insulation, but still have an effect.&lt;br /&gt;
&lt;br /&gt;
Larger rooms have more thermal &amp;quot;mass&amp;quot;, and their temperature changes more slowly than smaller rooms, but temperature equalization with the outside is proportional with a room's perimeter. A square (shape with the most volume/perimeter) will lose heat slower than thin, rectangular hallways. Rooms with more wall tiles exposed to the outside will lose temperature faster. Open [[door]]s and [[vent]]s will help transfer heat faster, if so desired.&lt;br /&gt;
&lt;br /&gt;
See the [[#Temperature mechanics|temperature mechanics]] section further down for more details.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Temperature has the following effects on:&lt;br /&gt;
&lt;br /&gt;
=== Crops ===&lt;br /&gt;
All [[biome]]s have a listed growing season. Some are very short (or, in extreme cold, non-existent) and others are &amp;quot;year round&amp;quot;. Crops will die, and colonists will avoid planting outdoors, if it isn't growing season. Many players pick their starting location based on this, with year round being the easiest option.&lt;br /&gt;
&lt;br /&gt;
However, a year round climate is no guarantee of trouble-free farming experience. Just getting close to freezing will slow plant growth, reducing the output of crops. Moreover, climates that do not freeze tend to get ''very'' hot in the summer season, hot enough to kill crops in some instances. [[Cold snap]]s can drop the temperatures below freezing for short periods - but long enough to, again, kill crops.&lt;br /&gt;
&lt;br /&gt;
The short-term solution is to immediately harvest everything to save what you can. The long-term solution is some sort of greenhouse, making use of temperature controlled indoor structures, walled and roofed, with [[heater]]s or [[cooler]]s, [[sun lamp]]s, and possibly [[hydroponics]].&lt;br /&gt;
&lt;br /&gt;
=== Food ===&lt;br /&gt;
Warm temperatures rot food, corpses, and certain plant matter like [[psychoid leaves]] and [[herbal medicine]]. Even &amp;quot;durable&amp;quot; foods like corn and rice will eventually rot away. Colder temperatures preserve food and corpses by slowing spoilage. Freezing temperatures stop spoilage entirely and preserve these items indefinitely. [[Cooler]]s will preserve food, so colonists starting with Electricity will quickly want to build a dedicated room. When freezing a room, watch out for [[heat wave]]s.&lt;br /&gt;
&lt;br /&gt;
Fertillized [[egg]]s will be &amp;quot;ruined by temperature&amp;quot; when left long enough outside of its comfortable range of {{Temperature|0|50}}. &amp;quot;Ruined&amp;quot; eggs may still be eaten as normal, but won't hatch into an animal. In a similar vein, a [[fermenting barrel]] must be kept in a comfortable range between {{Temperature|{{Q|Fermenting barrel|Min Safe Temperature}}|{{Q|Fermenting barrel|Max Safe Temperature}}}} for [[beer]] to be produced.&lt;br /&gt;
&lt;br /&gt;
[[Deterioration]] is an entirely different mechanic, and items left outside will lose health regardless of temperature. Rotting isn't influenced by and has no effect on an item's hit points.&lt;br /&gt;
&lt;br /&gt;
=== Creatures ===&lt;br /&gt;
{{Stub|section=1|reason=Burn/Frostbite chances}}&lt;br /&gt;
{{Main|Heatstroke|Hypothermia}}&lt;br /&gt;
Pawns have a [[Maximum Comfortable Temperature]] and [[Minimum Comfortable Temperature]]. Going over {{Temperature|10||delta}} beyond these limits will start giving them [[heatstroke]] or [[hypothermia]]. The further above or below this {{Temperature|10||delta}} limit the faster the Heatstroke or Hypothermia rises. At {{Temperature|150||delta}} above their comfortable temperature range, creatures will begin to take burn damage. If Hypothermia reaches a severity of 37% and the pawn is in a location at {{Temperature|0}} or below, there is a chance the pawn takes Frostbite damage. The higher the Hypothermia severity the higher the chance of Frostbite damage. [[Insectoid]]s will experience [[hypothermic slowdown]] instead of hypothermia. Pawns will also receive negative [[mood]]lets based on how extreme the temperature is. The Gear tab shows aggregate stats about comfy temperatures.&lt;br /&gt;
&lt;br /&gt;
Hypothermia and Heatstroke are both fatal at 100% severity. Though, both Heatstroke and Hypothermia have significant health consequences and can lead to death before the 100% severity level is reached.&lt;br /&gt;
&lt;br /&gt;
For humans, [[apparel]] will increase both comfortable thresholds, [[Apparel#Insulation|depending on the apparel type and material]] (e.g. [[wool]] [[parka]]s insulate well against cold). Colonists will try and wear items suitable for the temperature, unless they are forced otherwise. Colonists' moods ''ignore'' apparel when considering sleeping moodlets. So piling on the warmest apparel doesn't avoid a &amp;quot;Slept in the cold&amp;quot; bad thought if a bedroom is not adequately heated.&lt;br /&gt;
&lt;br /&gt;
Animals tend to have much higher comfortable thresholds. However, in extreme [[biome]]s, it may be necessary to build a &amp;quot;barn&amp;quot; of some sort with temperature control and designate indoor [[animal sleeping spot]]s to keep your herd warm/cool.&lt;br /&gt;
&lt;br /&gt;
Many work benches, such as a [[electric stove]] or [[stonecutter's table]], have a comfortable range between {{Temperature|10|35}}. Above or below this range, the ''bench'''s work speed is multiplied by {{Bad|70%}}.&lt;br /&gt;
&lt;br /&gt;
=== Fire ===&lt;br /&gt;
{{Main|Fire}}&lt;br /&gt;
Fire is a destructive force capable of destroying plants, buildings, and pawns alike. Pawns and items can spontaneously ignite when temperature is at or above {{Temperature|235}}. Fires can spread via embers from up to 2 tiles. &lt;br /&gt;
&lt;br /&gt;
Fire itself provides a massive amount of heat.&lt;br /&gt;
&lt;br /&gt;
== Managing temperature ==&lt;br /&gt;
Temperature management is important for any colony, regardless of climate. It can be simply managed with a good power supply and the following structures. Temperature changing buildings will still work while &amp;quot;outdoors&amp;quot;, but have no noticeable effect.&lt;br /&gt;
&lt;br /&gt;
=== Temperature thresholds ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Temperature !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|1000}} || Maximum value&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| ~{{Temperature|235}} || Items spontaneously catch fire&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|60}} || Maximum comfortable temperature of any animal ([[Dromedary]] / [[Insectoids]] / [[Iguana]])&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|58}} || [[Plants#Temperature|Plant growth]] stopped.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|42}} || Above this value [[Plants#Temperature|Plant growth]] slowed.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|35}} || At this temperature and above work benches show &amp;quot;Bad temperature&amp;quot; and Work Speed is reduced to 70%.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|30}} || [[Campfire]] max temperature&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|26}} || Default [[human]] upper comfort limit without clothing modifiers.&amp;lt;br/&amp;gt;Sleeping above this temperature creates &amp;quot;Slept in the heat&amp;quot; thought in baseline humans.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|23}} || [[Torch lamp]]/[[Fungus darktorch]]{{IdeologyIcon}}/[[Darktorch]]{{IdeologyIcon}}/[[Brazier]]{{RoyaltyIcon}}/[[Darklight brazier]]{{RoyaltyIcon}}{{IdeologyIcon}} max temperature&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|21}} || [[Heater]] and [[Cooler]] default target&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|17}} || [[Passive cooler]] min temperature&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|16}} || Default [[human]] lower comfort limit without clothing modifiers.&amp;lt;br/&amp;gt;Sleeping below this temperature creates &amp;quot;Slept in the cold&amp;quot; thought in baseline humans.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|10}} || Below this value food spoiling slowed.&amp;lt;br/&amp;gt;Food spoiling between 10C and 0C is multiplied by a factor of (Temp)/10, in Celsius.&amp;lt;br/&amp;gt;Below this value work benches show &amp;quot;Bad temperature&amp;quot; and Work Speed is reduced to 70%.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|9}} || Food spoiling rate multiplied by a factor of 0.9, or time to spoil multiplied by 1.11.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|8}} || Food spoiling rate multiplied by a factor of 0.8, or time to spoil multiplied by 1.25.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|7}} || Food spoiling rate multiplied by a factor of 0.7, or time to spoil multiplied by 1.43.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|6}} || Food spoiling rate multiplied by a factor of 0.6, or time to spoil multiplied by 1.66.&amp;lt;br/&amp;gt;Below this value [[Plants#Temperature|plant growth]] slowed.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|5}} || Food spoiling rate multiplied by a factor of 0.5, or time to spoil multiplied by 2.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|4}} || Food spoiling rate multiplied by a factor of 0.4, or time to spoil multiplied by 2.5.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|3}} || Food spoiling rate multiplied by a factor of 0.3, or time to spoil multiplied by 3.33.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|2}} || Food spoiling rate multiplied by a factor of 0.2, or time to spoil multiplied by 5.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|1}} || Food spoiling rate multiplied by a factor of 0.1, or time to spoil multiplied by 10.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|0}} || Plant growth and food spoiling stopped.&amp;lt;br/&amp;gt;[[Toxic wastepack]]s{{BiotechIcon}} do not dissolve. (They can still [[deteriorate]])&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|-10}} || Most plants die.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|-65}} || Minimum comfortable temperature of any animal ([[Thrumbo]])&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|-270}} || Minimum value.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cooling buildings ==&lt;br /&gt;
=== Passive cooler ===&lt;br /&gt;
[[{{Q|Passive cooler|Image}}|56px|left|link=Passive cooler]]&lt;br /&gt;
The [[passive cooler]] is a very low-tech option automatically unlocked for all default starts. They operate at the same strength as a Cooler and will cool rooms to a very comfortable {{Temperature|15}}. Passive coolers last for 5 days; it needs to be fueled with [[wood]] when it runs out of fuel. Due to the temperature limit, passive coolers are unable to preserve food.&lt;br /&gt;
&lt;br /&gt;
Passive coolers are a life saver in extremely hot climates as they can be quickly built, are immune to electrical events and are easily massed in a heat wave. Use passive coolers to keep your living spaces survivable and chill rooms surrounding a freezer to further protect the products inside.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Cooler ===&lt;br /&gt;
[[{{Q|Cooler|Image}}|56px|left|link=Cooler]]&lt;br /&gt;
The [[cooler]] is primarily used to lower the temperature of a room. It has two states of power consumption: low and high. In its low state, the cooler produces no heat or cold but still requires 20 W. It can be used to lower the temperature of a room to a comfortable {{Temperature|20}} (room temperature) in the summer or create a walk-in freezer for your food. In hot biomes such as desert or rainforest, having comfortable air conditioning is a necessity for any base.&lt;br /&gt;
&lt;br /&gt;
Coolers are heat pumps that produce both a cold side ''and'' a hot side. The hot side is rarely useful and should be directed to an outdoor space (or a 1x1, unroofed room) to not inconvenience your colony. The heating side is useful when outdoors temperature is uncomfortable, but not freezing. This is between {{Temperature|1|16}}, but in practical terms, you should point the heat side at the colony when the outdoors temperature rarely goes above {{Temperature|20}}. Never block a cooler's intake or exhaust port, or else it won't function. &lt;br /&gt;
&lt;br /&gt;
A cooler is theoretically able to cool a single square by about 1800 kelvin [K]. But this is not a linear relation, as a room always exchanges heat with adjacent rooms and/or the outside.&lt;br /&gt;
&lt;br /&gt;
==== Analysis ====&lt;br /&gt;
Electric coolers are the only way to create freezers. Building one is as simple as making a room and replacing some wall tiles with coolers. Direct the cold &amp;quot;blue&amp;quot; zone of the cooler inside the room and the hot &amp;quot;red&amp;quot; tile to an outdoor area. Reduce the cooler's target temperature to below {{Temperature|0}}. As the room cools down any food left inside will decay more slowly until it freezes. Frozen food will stay fresh indefinitely and incurs no other benefit or penalty when eaten.&lt;br /&gt;
&lt;br /&gt;
If your freezer area is more than about 50 squares, and/or you are living in an area with a hot summer, you will want 2 coolers (and perhaps more, see &amp;quot;adding coolers&amp;quot;, below).  Put one at 0, and the other at -2. With double walls, this will let one cooler &amp;quot;idle&amp;quot; at 20 W of power in cooler weather while the other easily keeps things frozen, but be available to help when needed for warmer weather. [[Battery|Batteries]] are useful for power outages; you may want to keep charged batteries disconnected via [[power switch]] for these situations.&lt;br /&gt;
&lt;br /&gt;
Freezers lose heat through walls and doors. The material of a wall doesn't matter, but for maximum insulation, you should put a double layer of them. Doors will cause heat loss when opened. This loss can be offset by having doors arranged in sequence, one after another, at points of egress, in an &amp;quot;airlock&amp;quot; like fashion. The loss can be examined by mousing over the sections of the airlock to see the temperature. Using [[door]]s rather than [[autodoor]]s can help reduce the cooling lost, though this slows down colonists. &lt;br /&gt;
&lt;br /&gt;
==== Adding coolers ====&lt;br /&gt;
There may come a moment when you realize ''&amp;quot;I don't have enough coolers for this area...&amp;quot;''. If the weather is cool, that's not a big problem, but it's more likely that the weather will be brutally hot when you realize this. And it's also likely that it's your freezer that's not at &amp;quot;freezing&amp;quot; (since colonists can tough it out). If you open a wall to put in an additional cooler, your freezer immediately rockets to &amp;quot;outside&amp;quot; temperatures - which is probably a dealbreaker, rotting all your frozen items. So here's what you do...&lt;br /&gt;
&lt;br /&gt;
Decide where in the current wall you will put your new cooler, and build a door ''outside'' where you will tear the existing wall down (you don't need &amp;quot;side walls&amp;quot; to support it).  (A wall would &amp;quot;block&amp;quot; the cooler exhaust and prohibit construction, but a door will not!)  Then, [f]orbid the door (so it doesn't get opened), and deconstruct your wall; the new door will maintain the area as &amp;quot;inside&amp;quot;. Then build your cooler (remembering the orientation, warm side &amp;quot;out&amp;quot;). Once the new cooler has been installed, deconstruct the door, and you're done.&lt;br /&gt;
&lt;br /&gt;
== Heating buildings ==&lt;br /&gt;
=== Campfire ===&lt;br /&gt;
[[{{Q|Campfire|Image}}|56px|left|link=Campfire]]&lt;br /&gt;
{{#show: Campfire | ?note }}&lt;br /&gt;
Campfires are a quick and dirty solution to produce heat in a hurry. They require no energy, but are temporary structures and must be refreshed with wood every few days. Otherwise, they produce the same amount of heat as an electrical heater. They cannot raise the temperature to over {{Temperature|30}}. They can't be controlled, so may make pawns uncomfortably hot - open doors or roofs to lower heat..&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Heater ===&lt;br /&gt;
[[{{Q|Heater|Image}}|56px|left|link=Heater]]&lt;br /&gt;
The [[heater]] is used to raise the temperature of a room. It has two states of power consumption: low and high. In its low state, the heater produces no heat but still requires 18 W. It can be used to raise the temperature of a room to a likable {{Temperature|20}} (room temperature) in the winter or create a walk-in heat trap for your foes. In any cold biome, such as the Tundra, the heater is a necessity for any base.&lt;br /&gt;
&lt;br /&gt;
A heater (in theory) is able to heat a single square by about 1800 kelvin [K]. But this is not a linear relation as a room always exchanges heat with adjacent rooms and/or the outside. This heat conduction effect can be pretty noticeable in extremely cold or hot environments.&lt;br /&gt;
Example: In a realistic setup, this means it can heat a room with 50 squares by an average of about 36 K per square.&lt;br /&gt;
So a room with 50 squares and an outside temperature of {{Temperature|-10}} can be heated up to comfortable {{Temperature|26}} or something near that with a single heater.&lt;br /&gt;
&lt;br /&gt;
== Incidental heat ==&lt;br /&gt;
=== Generators ===&lt;br /&gt;
[[{{Q|Chemfuel powered generator|Image}}|56px|left|link=Chemfuel_powered_generator]]&lt;br /&gt;
{{#show: Generators| ?note }}&lt;br /&gt;
Generators produce a non-negligible amount of heat for the room they occupy, especially when placed in numbers.&lt;br /&gt;
If placed strategically, you can reduce the number of heaters and coolers necessary to manage the temperature in your base.&lt;br /&gt;
&lt;br /&gt;
It's also worth noting that generators will continue to produce heat (and burn fuel) during solar flare events. If your colony is in a very cold climate, this can be used to ensure that critical sections such as hydroponics or barns for sensitive animals don't lose all their heat in a power outage.&lt;br /&gt;
&lt;br /&gt;
=== Steam geysers ===&lt;br /&gt;
[[File:Steam geyser.png|56px|left|link=Environment#Steam geyser]]&lt;br /&gt;
A steam geyser will heat up a roofed room even when covered with a [[geothermal generator]]. They are extremely useful for staying warm in frozen climates, but can overheat an indoors space in warmer biomes.&lt;br /&gt;
&lt;br /&gt;
=== Fire weapons ===&lt;br /&gt;
[[{{Q|Molotov cocktail|Image}}|56px|left|link=Molotov cocktail]]&lt;br /&gt;
{{#show: Molotov | ?note }}&lt;br /&gt;
Weapons that generate fire such as [[molotov cocktail]] and [[incendiary launcher]] can be used to quickly generate heat inside your colony. Under normal conditions this is a '''bad idea''' because fires will quickly bring your base to intolerable temperatures. However in a bitter arctic climate with no wood and inadequate heaters, these weapons are your last defense against freezing to death. Draft your colonist and force them to open fire on an empty space, or burn spare corpses and rags to increase heat output.&lt;br /&gt;
&lt;br /&gt;
=== Body heat ===&lt;br /&gt;
[[{{Q|Human|Image}}|56px|left|link=Pawns]]&lt;br /&gt;
Living creatures{{Check Tag|Details|Cold blooded creatures? Mechanoids? Shamblers?}} generate a small amount of heat dependant on their body size{{Check Tag|Details|Scaling?}}. Heating is inconsistent, as creatures are prone to wandering, population and sizes fluctuate with births, culling, and growth, and livestock are frequently left in outdoor [[pen]]s where heat will dissipate.&lt;br /&gt;
&lt;br /&gt;
=== Solar pinhole ===&lt;br /&gt;
{{Royalty|section=1|no category}}&lt;br /&gt;
[[File: SolarPinhole.png|64px]]&lt;br /&gt;
[[Psycasts#Regular_psycasts|Solar pinhole]] is a psycast that creates heat and light. It lasts five days. It is useful for emergency situations, such as power shortages during [[Events#Cold_snap|cold snaps]].&lt;br /&gt;
&lt;br /&gt;
== Heat transfer ==&lt;br /&gt;
=== Vent ===&lt;br /&gt;
[[{{Q|Vent|Image}}|56px|left|link=Vent]]&lt;br /&gt;
{{#show: Vent | ?note }}&lt;br /&gt;
&lt;br /&gt;
Vents can have any building in front of it, but no walls. Vents work best when connecting directly to a climate controlled room. Trying to chain vents across smaller rooms will lead to each successive room getting less effective climate control, and connecting to a hallway won't work well if the hallway is blocked with doors. A vent can be designated to be closed, an action carried out by colonists assigned to [[Work#Basic|Basic]].&lt;br /&gt;
&lt;br /&gt;
=== Doors ===&lt;br /&gt;
[[{{Q|Door|Image}}|56px|left|link=Vent]]&lt;br /&gt;
Similar to double thick walls, double doors (not side-by-side, rather, both in the path of travel) improve insulation and reduce temperature equalization.&lt;br /&gt;
A door can be left permanently open (mark the door to 'hold open' and have a pawn pass through) to help control temperature. Open doors allow temperature to more quickly equalize between rooms or the outdoors. Equalization through open doors is less potent than vents.&lt;br /&gt;
&lt;br /&gt;
== Temperature mechanics ==&lt;br /&gt;
Equalization calculations happens once every 120 game ticks.&lt;br /&gt;
&lt;br /&gt;
Temperature seems to be measured to an extreme precision. A outdoor of {{Temperature|-9}} and a room of {{Temperature|2000}} have a difference around -9555.292C&lt;br /&gt;
&lt;br /&gt;
=== Passive equalization ===&lt;br /&gt;
This is equalization via walls and roofs.&lt;br /&gt;
&lt;br /&gt;
'''Walls''' will equalize towards the room on the other side. This can be another fully realized room or simply the outdoors. If the other side is not outdoors, that room will also equalize towards this room. &lt;br /&gt;
&lt;br /&gt;
* The material of the walls does not matter. Wood is as insulating as any stone or metal. And unmined rocks are equally effective.&lt;br /&gt;
* The surface area does seem to matter. Basically, the game is using a 2D variant of the [[Wikipedia:square-cube law|square-cube law]], with walls taking the place of &amp;quot;surface area&amp;quot; and room size taking the place of &amp;quot;volume&amp;quot;. As such square rooms are the most efficient at keeping temperatures.&lt;br /&gt;
* A 2nd layer halves the temperature equalization via walls. Adding more than a 2nd layer of wall does not seems to have any effect.&lt;br /&gt;
* Furniture acts highly variable for this and even just the definition what is a room. Nutrient dispensers are one of the few items working fully like walls for equalization purposes&lt;br /&gt;
&lt;br /&gt;
Example wall equalization values at -9555.208C difference:&lt;br /&gt;
* 1x1: -161.470°C&lt;br /&gt;
* 2x2:  -81.235°C&lt;br /&gt;
* 3x3:  -54.157°C&lt;br /&gt;
* 4x4:  -40.618°C&lt;br /&gt;
* 5x5:  -32.494°C&lt;br /&gt;
* 6x6:  -27.078°C&lt;br /&gt;
* 7x7:  -23.210°C&lt;br /&gt;
&lt;br /&gt;
Example double wall equalization values at -9555.208C difference:&lt;br /&gt;
* 1x1: -81.234°C&lt;br /&gt;
* 2x2: -40.617°C&lt;br /&gt;
* 3x3: -27.078°C&lt;br /&gt;
* 4x4: -20.309°C&lt;br /&gt;
* 5x5: -16.247°C&lt;br /&gt;
* 6x6: -13.539°C&lt;br /&gt;
* 7x7: -11.605°C&lt;br /&gt;
&lt;br /&gt;
'''Roof''' is a major part with equalization with the outdoor temperature. It will always equalize with the outdoor temperature, regardless what the room borders. However, the equalization rate is also constant for all room sizes at the same temperature difference. There are 4 basic types of roof:&lt;br /&gt;
* unroofed&lt;br /&gt;
* Constructed (Thin Roof)&lt;br /&gt;
* Thin Rock (Thin Roof)&lt;br /&gt;
* Thick Rock&lt;br /&gt;
&lt;br /&gt;
:* '''Unroofed''' tiles are looked at in relation to the total count of roofed tiles in a room. With at least 1/4 unroofed the room will simply equalize to outdoor temperature on the next tick. &lt;br /&gt;
:* '''Thin Roof''' at a difference of -9555.208C it is -57.331°C.&lt;br /&gt;
:* '''Thick roof''' insulate the same as thin roof. However, they also add a cooling effect if the indoor temperature is above about {{Temperature|15}}; however this effect is extremely small compared to other sources.&lt;br /&gt;
&lt;br /&gt;
=== Active equalization ===&lt;br /&gt;
While Vents, Coolers and open doors still keep rooms separated, they also equalize temperature at a very high rate. This rate is unfortunately not shown on any tooltip.&lt;br /&gt;
&lt;br /&gt;
Torches, Campfires, Heaters and Passive coolers will directly modify the room temperature instead, adding/removing heat every equalization tick as appropriate for their settings/current state.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Beta 19]]/[[Version/1.0.0|1.0.0]] - Equalized [[mood]] penalties for being too hot and too cold.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Fix: Changing temperature display mode (C to F) doesn’t update temperature readout immediately.&lt;br /&gt;
&lt;br /&gt;
{{Nav|temperature}}&lt;br /&gt;
[[Category:Game mechanics]] [[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Volatile depressive</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Animals&amp;diff=134560</id>
		<title>Animals</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Animals&amp;diff=134560"/>
		<updated>2023-05-07T22:07:19Z</updated>

		<summary type="html">&lt;p&gt;Volatile depressive: /* Behavior */ reorganization&lt;/p&gt;
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&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Characters_Nav}}&lt;br /&gt;
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&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
{{Move|reason=Suggest split entire [[Animals#Animal_husbandry|Animal Husbandry]] subsection to its own article, to reduce the WoT factor on this page. See [[Talk:Animals|Discussion page]].}}&lt;br /&gt;
{{Stub|reason=Missing information on the autoslaughter system added in 1.3.3066}}&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{for|the skill of the same name|Skills#Animals{{!}}Skills}}&lt;br /&gt;
{{for|a complete search|List of animals|}}&lt;br /&gt;
{{imagemargin|[[File:animals_preview.png|190px|right]]|30px}} &lt;br /&gt;
&lt;br /&gt;
'''Animals''' are a type of nonplayable, nonhuman pawn in Rimworld with their own [[needs]], [[stats]], [[capacities]], and actions. They come in dozens of species, all of which can be wild or [[Taming|tamed]]. Wild animals occasionally spawn at the map edges according to the [[biomes|biome]] and sometimes from random events. &lt;br /&gt;
&lt;br /&gt;
Animals usually wander the map aimlessly and feed when hungry, even eating player-grown [[plants]]. Like humans, animals don't require water and generate [[filth]] on Rimworld. All animals on RimWorld will fight back if melee combat is initiated. With just a little luck, even a small [[rat]] or [[squirrel]] can [[downed|take down]] and even kill a casually armored colonist. The most dangerous species regularly hunt humans or can immediately turn [[manhunter]] out of revenge. Some animals can be trained to Guard your colonists and Attack enemies.&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
Animals are an important source of [[food]] by the meat they provide once [[Orders#Hunt|hunted]] and [[butcher table|butchered]].&lt;br /&gt;
&lt;br /&gt;
Colonists assigned to [[Work#Tame]] receive 90 XP towards their [[Skills#Animals]] per training or taming attempt. When tamed &amp;quot;[[cute]]&amp;quot; animals nuzzle a colonist, the colonist receives a +3 mood [[thought]] for 16 hours. Animals can also form bonds with colonists, providing a permanent +5 thought. &lt;br /&gt;
&lt;br /&gt;
[[Combat#Friendly_fire|Friendly fire]] can happen with domesticated animals.&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Animals tab ==&lt;br /&gt;
&lt;br /&gt;
The Animals tab is in the menu bar at the bottom of the screen. The default hotkey is {{key|F4}}. The Animals tab lists all the colony animals. From left to right, displayed information is as follows:&lt;br /&gt;
* Double-clicking an animal's name will center the map to that animal. &lt;br /&gt;
*Gender, Age, and Life Stage are displayed&lt;br /&gt;
*Pregnant or Sterilized&lt;br /&gt;
* A button lists the animal's master, if it has one. Click the button to assign a new master. Bonded status is also displayed.&lt;br /&gt;
*If the animal is designated to follow its master when drafted or doing field work.&lt;br /&gt;
* A &amp;quot;Slaughter&amp;quot; checkbox column allows easy slaughtering of multiple tamed animals at once.&lt;br /&gt;
* Checkbox columns for each trainable skill: '''Tame, Guard, Rescue, Attack,''' and '''Haul''' for the management of animal training.&lt;br /&gt;
* [[Zone/Area#Allowed area|Allowed areas]] are listed here. Animals stay in their assigned areas unless designated to follow their master.&lt;br /&gt;
&lt;br /&gt;
Most of the above information is also displayed in the animal's inspect pane.&lt;br /&gt;
&lt;br /&gt;
=== Allowed areas ===&lt;br /&gt;
One of the best ways to control animals is to assign them an [[allowed area]]. Allowed areas are created via the Expand allowed area function in the Architect&amp;gt;Zone menu.&lt;br /&gt;
Zoning prevents animals from wandering into danger and eating things they shouldn't be. Be certain to designate them an [[animal sleeping spot]] and ensure they have access to a [[food]] source. Some species (most ungulates) cannot be assigned an area and must instead be roped by a colonist into a [[pen]].&lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
Most animal sprites do not show limbs, just like human sprites. Some animals have different appearances between males and females. Some animals have a different sprite for infant and adult life stages, like the [[chicken]]. &lt;br /&gt;
&lt;br /&gt;
== Behavior ==&lt;br /&gt;
*'''Wandering:''' Animals will wander the accessible map, their [[pen]], or their assigned [[zone]] when their needs are satisfied, e.g. hunger and sleep. Some wild animals tend to stay together in a herd. Tamed animals may cross [[door]]s and [[fence]]s in their assigned area, unlike [[pen]] animals. Wild animals can cross fences but not doors. &lt;br /&gt;
While walking on constructed floors, some animals produce animal [[filth]]. The Filth rate stat is proportional to the body size and wildness stats. Farm animals tend to produce massive amounts of filth. This can be mitigated by [[straw matting]] floors or by simply keeping animals outdoors on natural terrain.&lt;br /&gt;
*'''Roaming:''' Tame pen animals will occasionally attempt to leave the map if not in a pen or if a pen door is left open. Their escape frequency is determined by the [[stat]] roam interval.&lt;br /&gt;
*'''Moving''': the animal is moving into its assigned area.&lt;br /&gt;
*Consuming food: animals attempt to eat a nearby [[food]] source when hungry. Herbivores move to find mature plants and carnivores [[animals#predation|hunt]]. Animals will keep searching for food until their hunger bar reaches satiation.&lt;br /&gt;
*[[Animals#Mating|Mating]]: male and female adults of the same species occasionally mate, which may result in a female pregnancy.&lt;br /&gt;
*'''[[Sleep]]ing''': when tired or wounded, tamed animals prefer to sleep in an [[animal bed]] or animal sleeping spot.&lt;br /&gt;
*Attacking: All animals can only melee attack. They will defend themselves in melee combat, and some animals can turn [[manhunter]] and chase your colonists. A text warning pops up on the screen when a colonist is ordered to interact with a potentially dangerous wild animal.&lt;br /&gt;
*Fleeing: all animals have a chance of erratically fleeing from ranged attacks hitting a target in their immediate vicinity. Animals do not flee predators or melee attacks. Animals do not leave their pen or assigned area when fleeing.&lt;br /&gt;
*Hauling: some animals, like the [[husky]], can be [[animals#training|trained]] to haul items, similar to how colonists haul items.&lt;br /&gt;
*Following master: some animals, like the [[elephant]], can be trained to follow their master when drafted or doing field work (mining or hunting).&lt;br /&gt;
* Nuzzling: Certain tame animals will occasionally nuzzle your colonists. Animals can even nuzzle patients in bed. A colonist who is nuzzled receives a +4 mood buff for 1 day. The following animals can nuzzle: [[cat]], [[guinea pig]], [[husky]], [[labrador retriever]], [[monkey]], and [[yorkshire terrier]].&lt;br /&gt;
&lt;br /&gt;
=== Mating ===&lt;br /&gt;
&lt;br /&gt;
Female animals do not ever attempt to initiate mating themselves. Males will only mate with females in the same assigned area. Wild animals do not mate. Incest is common and has no effect on animal health. &lt;br /&gt;
&lt;br /&gt;
There is either a 1/12 or 1/8 (depending on species) chance per hour that an awake, non-sterilized male will search for a non-pregnant/non-fertilized, non-sterilized, awake female of the same species within 30 tiles to initiate mating. The female then has a 50% chance to become [[pregnant]] in the case of gestational animals or a 100% chance to become fertilized in the case of [[egg]]-laying animals.&lt;br /&gt;
&lt;br /&gt;
In order to maximize the rate of offspring for a given population size of adults, the ideal is that the moment one female becomes pregnant or fertilized, another gives birth or lays an egg and becomes available to be mated. If there was no randomness involved in mating, the female:male ratio that would achieve this is given by &amp;lt;code&amp;gt;awake_proportion×gestation_time/(2×mate_mtb)&amp;lt;/code&amp;gt; for gestational animals, or &amp;lt;code&amp;gt;awake_proportion×egg_interval/mate_mtb&amp;lt;/code&amp;gt; for egg-laying animals. As the proportion of [[Rest|time spent awake]] can be approximated to be about &amp;lt;code&amp;gt;2/3&amp;lt;/code&amp;gt; for a rest effectiveness of 0.8, and &amp;lt;code&amp;gt;mate_mtb&amp;lt;/code&amp;gt; is usually 12 hours, this can be simplified to &amp;lt;code&amp;gt;2/3×gestation_time&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;4/3×egg_interval&amp;lt;/code&amp;gt; in most cases. &lt;br /&gt;
&lt;br /&gt;
However, as the randomness involved with mating becomes more significant with smaller population sizes, slightly more males will be desired for smaller populations. On the contrary, animals that can be milked will want more females than this ratio suggests, as the gains from milk will offset the losses from time spent not pregnant. Animals that can lay unfertilized eggs like the [[chicken]] can similarly afford a higher female ratio.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Hunting ===&lt;br /&gt;
[[Hunt]]ing is an important [[work]] type where your colonists use ranged weapons to take down wild animals for their [[meat]] and [[leather]].&lt;br /&gt;
Passive animals like [[deer]] will flee when harmed by a ranged attack, running erratically around the map. They will not flee and instead fight back if hit by a melee attack from a predator. More aggressive animals have a Revenge chance on harm stat and may turn manhunter instead of fleeing. {{Check Tag|Detail needed}}&lt;br /&gt;
&lt;br /&gt;
=== Aggression ===&lt;br /&gt;
Most animals in Rimworld are dangerous to [[hunt]] or [[tame]]. A warning message will pop-up when a colonist is ordered to interact with a dangerous wild animal.&lt;br /&gt;
&lt;br /&gt;
The Revenge chance on harm stat is the chance an animal will turn [[manhunter]] when harmed by a member of your colony. It is three times higher for close-ranged attacks, like that of a [[machine pistol]]. For an animal like an [[ostrich]] with a 100% revenge chance, it will always turn manhunter after being hurt. Most animals also have a [[animals#revenge chance on tame fail|revenge chance on tame fail]] stat which dictates how likely the animal is to attack after a failed taming attempt.&lt;br /&gt;
&lt;br /&gt;
Sometimes, the entire herd of wild animals will take revenge on your colonists. They may all get turned [[manhunter]] by a psychic wave [[event]] and attack any humans they can reach. Manhunters may even pick fights with your tamed animals.&lt;br /&gt;
&lt;br /&gt;
[[File:Manhunter due to pet hunting.png|400px]]&lt;br /&gt;
&lt;br /&gt;
=== Predation ===&lt;br /&gt;
Most carnivores are predators who will hunt smaller species (except domestic dogs who never hunt). When hungry, a predator will prefer an easy meal. They'll first attempt to eat meals, meat, and other food types within their diet. Otherwise they will feed upon downed animals or fresh corpses. &lt;br /&gt;
&lt;br /&gt;
When a hungry predator has no other food nearby, they will hunt, kill and consume almost any animal smaller than them, including your tamed animals and your colonists. This can especially be a problem on maps with little wildlife, like on [[Biomes#Ice sheet|Ice sheets]] when a [[polar bear]] wanders in. Predators always avoid [[boomrat]]s and boomalopes. &lt;br /&gt;
&lt;br /&gt;
Predator attacks usually blind or stun their prey, leaving the victim unable to fight back. Unlike most other enemies, predators continue attacking after their prey is downed and finish off their target. If they do down your colonist or livestock, immediately order the nearest comrade to rescue the downed pawn. It's the difference between life and death.&lt;br /&gt;
 &lt;br /&gt;
Predators include the {{#ask: [[Category:Animals]] [[Is Predator::true]]}}.&lt;br /&gt;
&lt;br /&gt;
If you successfully hide all colonists and tamed animals away from a predator's reach, it will hunt any other available wildlife.&lt;br /&gt;
&lt;br /&gt;
It is not possible to view the Needs tab of a wild animal, so you may have to deduce whether or not a predator is hungry based on its behavior. They sometimes remain near the area where they last killed and ate an animal for about a day. Bloodstains or partially-consumed animal corpses on the ground are a fairly reliable guide, as well as a source of free leather and leftover food. Be careful not to let a hauler take away a predator's food before it has finished eating. It will still be hungry and will hunt your colonist instead.&lt;br /&gt;
&lt;br /&gt;
Remember that [[fence]]s and [[fence gate]]s do not count as impassable for all pawns except for farm animals, meaning that predators can leap over fences.&lt;br /&gt;
&lt;br /&gt;
=== Body heat ===&lt;br /&gt;
{{Stub|section=1|reason=How much heat, how is calculated, does it vary etc? Anecdotal reports of it scaling with [[body size]]}}&lt;br /&gt;
Animals will give out body heat, slightly heating up their surroundings. This is insignificant most of the time, except in enclosed, densely-packed  barns. The heat can become a problem in warm weather or hot biomes but a benefit in cold biomes or during winter.&lt;br /&gt;
&lt;br /&gt;
== Reproduction ==&lt;br /&gt;
Animals are born by live birth or by hatching from a fertilized egg.&lt;br /&gt;
&lt;br /&gt;
=== Live birth ===&lt;br /&gt;
{{See also|Pregnancy}}&lt;br /&gt;
&lt;br /&gt;
Female Animals which give live birth (e.g. mammals) have a chance of becoming [[pregnant]] after mating with a male. The '''gestation time''' stat specifies how many days a species' pregnancy will last. A pregnant animal suffering from [[malnutrition]] or injuries may miscarry, but spontaneous abortions are not possible in game. Miscarriages are noted by an in-game message and loss of the baby, but the mother is otherwise unharmed and may reproduce normally again. Pregnancies may also be aborted through [[surgery]].&lt;br /&gt;
&lt;br /&gt;
For the first {{ticks|600}} the pregnancy condition will be invisible, after which point a message will come up mentioning the pregnancy and the following hediffs become visible.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Early-stage''' || &amp;gt;0 Severity ||&lt;br /&gt;
* Vomiting (''MTB of 2.5 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Middle-stage''' || &amp;gt;0.333 Severity ||&lt;br /&gt;
* -15% [[Moving]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Late-stage''' || &amp;gt;0.666 Severity||&lt;br /&gt;
* Vomiting (''MTB of 5 days'')&lt;br /&gt;
* -30% [[Moving]]&lt;br /&gt;
|-&lt;br /&gt;
| '''''Birth''''' || 1.0 Severity||&lt;br /&gt;
* Symptoms end&lt;br /&gt;
* Offspring is born&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Live births occur at the end of the gestation time. They produce [[filth]] in the form of amniotic fluid, but no blood loss or damage occurs to the mother or baby. A species' '''litter size''' is a probability curve of the number of offspring possible from one pregnancy&lt;br /&gt;
&lt;br /&gt;
=== Eggs ===&lt;br /&gt;
Egg-laying animals include the {{#ask: [[Category:Animals]] [[Egg Laying Interval::+]]}} as of 1.1. Females become fertilized after mating with males, causing them to lay fertilized eggs. Most animals will not lay unfertilized eggs, with the exception of [[chicken]]s, [[duck]]s, and [[goose|geese]].&lt;br /&gt;
&lt;br /&gt;
Fertilized eggs display their progress on the inspect pane and hatch when ready.&lt;br /&gt;
&lt;br /&gt;
Fertilized eggs can be ruined by temperature if not kept within their safe temperature range of {{Temperature|{{Q|Chicken egg (fert.)|Min Safe Temperature}}|{{Q|Chicken egg (fert.)|Max Safe Temperature}}}}.&amp;lt;!-- These temperatures are the same for all eggs. I just picked the most common one --&amp;gt;&lt;br /&gt;
: Eggs start to freeze below {{Temperature|{{Q|Chicken egg (fert.)|Min Safe Temperature}}}}.&lt;br /&gt;
: Eggs start to overheat above {{Temperature|{{Q|Chicken egg (fert.)|Max Safe Temperature}}}}.&lt;br /&gt;
&lt;br /&gt;
The inspect pane will indicate 'Overheating' or 'Freezing' followed by a percentage rising up to 100%. It increases by {{#expr:{{Q|Chicken egg (fert.)|Spoiling Rate}}*100}}% per {{Temperature|1||delta}} outside the safe temperature range each [[tick]]. This status is halted when safe temperate is restored, but it is not reset - if the temperature is unsafe again, it will pick up where it left off. If it reaches 100% the egg is 'ruined by temperature' and will not hatch even if returned to a suitable area. A ruined egg still has full nutritional value and can be used to make a meal (or eaten raw, with a mood debuff).&lt;br /&gt;
&lt;br /&gt;
=== Sterilization ===&lt;br /&gt;
{{Main|Sterilization}}&lt;br /&gt;
&lt;br /&gt;
Animals can be sterilized by way of an operation to prevent them even attempting to breed with another animal. As such they will never reproduce.&lt;br /&gt;
&lt;br /&gt;
== Diet ==&lt;br /&gt;
While most carnivorous and omnivorous animals (such as pigs and boars) can eat raw meat, corpses, kibble, and meals, [[Warg]]s can ''only'' eat raw meat and corpses. &lt;br /&gt;
&lt;br /&gt;
All herbivorous and omnivorous animals can eat live plants (except trees and agave), vegetables, liquor, drugs, meals, and haygrass. &amp;lt;br&amp;gt;&lt;br /&gt;
Dendrovorous animals such as the [[alphabeaver]] and [[thrumbo]] can eat trees, in addition to other herbivorous foods.&lt;br /&gt;
&lt;br /&gt;
Because all animals except wargs can eat meals, [[kibble]], and [[pemmican]], it is possible to feed meat to herbivores and plants to carnivores if it is prepared first.&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
Animals have the same set-up as humans when it comes to health, minus the ability to operate on them (except euthanasia)(The option to amputate an infected limb can become available once infection sets in, at least on Thrumbos—assuming other animals as well). They feel pain, and have all of the different health stats that human pawns possess. Animals can become addicted to beer, and they suffer the same negative health alcohol effects as humans. Keep them away from alcohol.&lt;br /&gt;
Animals need to have an animal bed (or sleeping spot) in order to be healed.&lt;br /&gt;
&lt;br /&gt;
Like humans, they have a life expectancy, and are affected by [[Ailments|chronic diseases]]. There is no way to cure them in the base game other than [[Healer mech serum]], which would be incredibly expensive.&lt;br /&gt;
&lt;br /&gt;
A tamed animal that requires tending will find the nearest animal bed or animal sleeping spot in their [[allowed area]] and rest there until it is either fully healed or dead. Pawns assigned to doctoring will tend its wounds or illnesses and feed it, just as they would do for a humanlike pawn. If all human colonists are absent or unable to care for a sick animal, it can die of starvation even if there is food nearby and it is capable of walking.&lt;br /&gt;
&lt;br /&gt;
Animals have a [[Toxic Resistance]] of 50% by default, compared to the [[human]] default of 0%.&lt;br /&gt;
&lt;br /&gt;
== Hunting ==&lt;br /&gt;
[[File:Hunt.png|42px]]&lt;br /&gt;
&lt;br /&gt;
Wild animals may be marked for hunting, done by [[Work#Hunt|hunters]] with ranged weapons, who will proceed to shoot them at maximum range, before executing them with a neck cut when they are downed (except explosive animals). After killing their target, they will haul the carcass to a [[stockpile zone]] even if they are naturally incapable of hauling, but will not start hauling it again if they're interrupted.&lt;br /&gt;
&lt;br /&gt;
Animals harmed by hunting that were not killed yet may become enraged and if its a pack type, its full horde may turn hostile against the entire colony. If they are non-aggressive animals they usually flee instead.&lt;br /&gt;
&lt;br /&gt;
Hunting may take longer during bad weather since there's a shooting modifier while it's raining or snowing that makes it more likely for shots to miss.&lt;br /&gt;
* Fog (with or without rain): hit chance multiplier is 50%.&lt;br /&gt;
* Rain or snow: hit chance multiplier is 80%.&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
To mark animals to be hunted use one of the following methods: &lt;br /&gt;
*Click Wildlife, Click the first red X to the right of the animal you want to hunt and change it to a green check mark&lt;br /&gt;
*Click Orders, Hunt, then click one or more individual animals.&lt;br /&gt;
*Click Orders, Hunt, then click and drag a box to surround and select multiple animals.&lt;br /&gt;
*Select one or more animals, click Hunt.&lt;br /&gt;
&lt;br /&gt;
=== Hunting tips ===&lt;br /&gt;
&lt;br /&gt;
* Animals can be hunted manually instead of just using the hunt order by drafting a colonist and right clicking to fire at animals.  This allows the killing of multiple animals in one session, or hunting from close range.  Closer range reduces the chance of missing shots or unintended friendly fire, but raises the chance of provoking animal revenge.&lt;br /&gt;
&lt;br /&gt;
* Wounded animals (either hit with arrows/bullets or cut in particular) tend to bleed. Heavily bleeding animals die after a certain period of time if left untended. Thus it is possible to wound a target and wait until it bleeds to death or drops unconscious due to blood loss. This way you can avoid unnecessary damage to the corpse (and avoid being caught in the explosion left by boomalopes and boomrats). Keep in mind that a wounded but mobile animal can wander away. Unconscious animals can be &amp;quot;saved&amp;quot; - essentially transported to sleeping spots assigned as medical - but without medical treatment they will still die. A valid, if hardly humane, way to hunt.&lt;br /&gt;
&lt;br /&gt;
* In the occasion of a full horde revenge, early-stage colonies may easily become overrun, leaving all colonists downed. But down is not out. Eventually, one or more of your colonists may recover. With luck, this miracle may take place at nightfall, when wildlife sleep (except for the most enraged beasts among those), or they have wandered far enough, opening a chance to rescue everybody else. The manhunter status of the horde will disappear overnight.&lt;br /&gt;
**[[Defense tactics#Melee blocking|Melee blocking]] could be a valuable tactic to defeat the rampaging animals. In addition to making it easier to defeat the animals even when outnumbered, it also keeps your downed colonists near your base for easy rescue.&lt;br /&gt;
&lt;br /&gt;
== Life stages ==&lt;br /&gt;
Animals all have three different life stages - baby, juvenile and adult. The growth at which they enter the juvenile and adult life stages is determined by each species' '''growth time''' stat. Animals may have different graphics for different life stages (e.g. [[deer]]) or may simply appear smaller. Some animals have a specific name for this stage (e.g. chick or puppy). Animals have different sounds (call, anger, wounded, death) for different life stages, too. Babies may simply make a higher pitched sound or have a different sound altogether (such as chicks).&lt;br /&gt;
&lt;br /&gt;
Eventually, they reach their final body size and fertility in the final life stage, adulthood.  Only upon reaching adulthood can animals produce wool or milk. Eggs may be layer by juveniles.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! Baby Bird !! Baby !! Juvenile !! Adult&lt;br /&gt;
|-&lt;br /&gt;
| '''Body Size''' || 10% || 20% || 50% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Hunger''' || 40% || 40% || 75% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Max Food''' || 60% || 60% || 75% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Health Scale''' || 25% || 25% || 60% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Market Value''' || 40% || 40% || 75% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Move Speed''' || 50% || 50% || 90% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Melee Damage''' || 50% || 50% || 75% || 100%&lt;br /&gt;
|}&lt;br /&gt;
The reduction in Body Size of babies and juveniles also affects several other stats, such as [[Meat Amount|Meat]] and [[Leather Amount]]&lt;br /&gt;
&lt;br /&gt;
== Needs ==&lt;br /&gt;
Animals require food and sleep and will fulfil their needs on their own.&lt;br /&gt;
&lt;br /&gt;
'''Food:''' Animals will eat any available food according to their diet. Herbivorous animals of the colony can be left to eat grass on their own. Note that animals require different amounts of food compared to humans, as represented by their [[Hunger Rate]].&lt;br /&gt;
&lt;br /&gt;
'''Rest:''' Animals will sleep as needed. Tamed animals will sleep in [[animal sleeping spot]]s, [[animal sleeping box]]es, or [[animal bed]]s. If none of which are available, the animal will crash out on the ground inside its allowed zone. A tamed animal will not sleep as long as its master is drafted.&lt;br /&gt;
&lt;br /&gt;
== Animal husbandry ==&lt;br /&gt;
&lt;br /&gt;
Animals can be tamed and put to use in the colony, providing several benefits.  Some species can be trained to perform one or possibly more tasks (Guard, Attack, Rescue, Haul), and will wander about your colony freely. Other species, which can loosely be considered &amp;quot;farm animals&amp;quot;, can only be tamed and then put in a [[pen]]. This second category can never be trained.&lt;br /&gt;
&lt;br /&gt;
=== Taming ===&lt;br /&gt;
Wild animals can be tamed by a [[Work#Handle|animal handler]] with sufficient Animal skill and available food. Tamed animals may be bred, trained, traded, slaughtered, or farmed.&lt;br /&gt;
&lt;br /&gt;
Wild animals may be marked for taming using the Tame order. &lt;br /&gt;
[[File:TameButton.png|52px|left|link=]]{{clear}}&lt;br /&gt;
&lt;br /&gt;
An [[Work#Handle|animal handler]] will attempt to tame marked animals using food fitting that animal's diet. The chance to tame an animal depends on the animal's wildness (displayed on the info window) and the handler's 'Tame animal chance' stat. This stat is determined by the colonist's [[Skills#Animals|animals skill]], [[Health#Manipulation|manipulation]], [[Health#Talking|talking]], and [[Health#Hearing|hearing]]. When a handler fails to tame an animal there is a cooldown period of {{ticks|30000}}, or {{#expr:30000/2500}} in-game [[Time|hours]], before another attempt can be made. There is also a chance it will turn [[manhunter]] and start attacking the handler and others. The revenge chance is shown on the [[Menu#Wildlife|Wildlife]] menu. After a while the handler may drop unused food. &amp;lt;br&amp;gt;&lt;br /&gt;
Tamed animals will wander around the map until they are lead to a pen with a [[pen marker]], for pen animals, or restricted to a designated [[area]], for all other animals. Restricting non-pen animal movement using areas is usually necessary to prevent unwanted food consumption and animal [[filth]].&lt;br /&gt;
&lt;br /&gt;
==== Tame chances ====&lt;br /&gt;
Besides the animal handler's own skill, the wildness of the animals also counts.&lt;br /&gt;
&lt;br /&gt;
Tame chances undergo a post-processing curve.&lt;br /&gt;
*An animal with 0% wildness has a x2 taming chance.&lt;br /&gt;
*An animal with 50% wildness has normal taming chance.&lt;br /&gt;
*An animal with 100% wildness cannot be tamed at all.&lt;br /&gt;
&lt;br /&gt;
Currently, the hardest to tame animal is the [[Thrumbo]] with a post-processed taming chance of 3%.{{Check Tag|Fact Check}}&lt;br /&gt;
&lt;br /&gt;
[[List of animals|Animals]] with 0% wildness remain tame forever. An animal with a wildness above 0% (shown on the wildlife tab) needs to have maintenance training in Tameness. If it loses all Tameness it will go back to being wild.&lt;br /&gt;
&lt;br /&gt;
==== Minimum skill ====&lt;br /&gt;
Most animal species have a '''Minimum handling skill''' stat which determines the Animal [[skill]] necessary of a handler pawn. The game will briefly produce a warning message if no colonist has enough skill to handle the animal.&lt;br /&gt;
&lt;br /&gt;
* Animals that can be handled with 0 skill include: Alpaca, Cat, Chicken, Cow, Dromedary, Husky, Labrador retriever, Pig and Yorkshire terrier.&lt;br /&gt;
&lt;br /&gt;
An animal's minimum handling skill is calculated as follows:&lt;br /&gt;
&lt;br /&gt;
'''Skill = 9 * (wildness - 0.3) / 0.7'''{{Check Tag|Fact Check|[[Template:Infobox main]] uses a different formula and both don't match the in game values.}}&lt;br /&gt;
&lt;br /&gt;
So animals with a wildness of 30% or less won't require any handling skill whatsoever.&lt;br /&gt;
&lt;br /&gt;
=== Starting pets ===&lt;br /&gt;
&lt;br /&gt;
For most [[Scenario system|scenarios]], new colonies will include a random pet that is already tamed. These pets will have a random name and have a chance to be bonded with a pawn. The animals available are determined by the handling skills of the starting pawn(s), as the game will not provide a pet that cannot be handled by the colony. This rule is broken when all colonists have animal handling disabled, as the game will still provide animals that require periodic taming.&lt;br /&gt;
&lt;br /&gt;
The chance of getting an animal is influenced by the &amp;quot;petness&amp;quot; stat, with a higher value resulting in a higher chance.  The selection of animals also influences the chances, as a Husky has a 26% chance of being selected with the highest handling skill at 0, while at level 8+ the chance is only 12%.  Hares, snowhares, capybaras and cobras are all under 1% chance due to the petness being so low and the animal handling being so high.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+ '''Animals that can be starting pets'''&lt;br /&gt;
! Animal !! Handling skill required !! Petness !! Chance (with 8+ handling)&lt;br /&gt;
|-&lt;br /&gt;
| [[Yorkshire terrier]] || 0 || 1 || 12.06%&lt;br /&gt;
|-&lt;br /&gt;
| [[Husky]] || 0 || 1 || 12.06%&lt;br /&gt;
|-&lt;br /&gt;
| [[Labrador retriever]] || 0 || 1 || 12.06%&lt;br /&gt;
|-&lt;br /&gt;
| [[Donkey]] || 0 || 0.6 || 7.24%&lt;br /&gt;
|-&lt;br /&gt;
| [[Yak]] || 0 || 0.3 || 3.62%&lt;br /&gt;
|-&lt;br /&gt;
| [[Cat]] || 1 || 1 || 12.06%&lt;br /&gt;
|-&lt;br /&gt;
| [[Horse]] || 4 || 0.6 || 7.24%&lt;br /&gt;
|-&lt;br /&gt;
| [[Iguana]] || 4 || 0.15 || 1.81%&lt;br /&gt;
|-&lt;br /&gt;
| [[Rat]] || 4 || 0.15 || 1.81%&lt;br /&gt;
|-&lt;br /&gt;
| [[Monkey]] || 5 || 0.5 || 6.03%&lt;br /&gt;
|-&lt;br /&gt;
| [[Warg]] || 5 || 0.5 || 6.03%&lt;br /&gt;
|-&lt;br /&gt;
| [[Guinea pig]] || 5 || 0.3 || 3.62%&lt;br /&gt;
|-&lt;br /&gt;
| [[Chinchilla]] || 5 || 0.2 || 2.41%&lt;br /&gt;
|-&lt;br /&gt;
| [[Boomrat]] || 7 || 0.2 || 2.41%&lt;br /&gt;
|-&lt;br /&gt;
| [[Fennec fox]] || 7 || 0.1 || 1.21%&lt;br /&gt;
|-&lt;br /&gt;
| [[Red fox]] || 7 || 0.1 || 1.21%&lt;br /&gt;
|-&lt;br /&gt;
| [[Arctic fox]] || 7 || 0.1 || 1.21%&lt;br /&gt;
|-&lt;br /&gt;
| [[Hare]] || 7 || 0.08 || 0.97%&lt;br /&gt;
|-&lt;br /&gt;
| [[Snowhare]] || 7 || 0.08 || 0.97%&lt;br /&gt;
|-&lt;br /&gt;
| [[Capybara]] || 7 || 0.08 || 0.97%&lt;br /&gt;
|-&lt;br /&gt;
| [[Cobra]] || 7 || 0.05 || 0.60%&lt;br /&gt;
|-&lt;br /&gt;
| [[Timber wolf]] || 8 || 0.1 || 1.21%&lt;br /&gt;
|-&lt;br /&gt;
| [[Arctic wolf]] || 8 || 0.1 || 1.21%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Bonding ===&lt;br /&gt;
Animals may '''bond''' with their handlers or doctors, and starting &amp;quot;pets&amp;quot; (see previous) have a chance to start the game bonded with a random starting colonist.  A bond gives a [[mood]] effects to non-[[psychopath]]ic pawns. These include:&lt;br /&gt;
* A {{+|5}} mood bonus while assigned as a bonded animal's [[#Training|master]]. Note that this does not scale with the number of bonded animals.&lt;br /&gt;
* A {{--|3}} mood malus while not assigned as a bonded animal's [[#Training|master]]. Note that this does not scale with the number of bonded animals.&lt;br /&gt;
* A {{--|10}} mood malus for 60 days for a bonded animal being sold, stacking up to 10 times. This will also inflict an [[opinion]] malus on the pawn that performed the action.&lt;br /&gt;
* A {{--|8}} mood malus for 20 days for a bonded animal being lost, stacking up to 5 times for 5 unique animals.&lt;br /&gt;
* A {{--|8}} mood malus for 20 days for a bonded animal being killed, stacking up to 5 times for 5 unique animals. This will also inflict an [[opinion]] malus on the pawn that performed the action.&lt;br /&gt;
* A {{--|5}} mood malus for 15 days for a bonded animal being released into the wild, stacking up to 5 times for 5 unique animals.&lt;br /&gt;
All moodlets stack with each other.&lt;br /&gt;
&lt;br /&gt;
Bonds can occur when:&lt;br /&gt;
* When an animal has its wounds tended by a colonist, there is a constant 0.4% chance that the animal will bond with the colonist, regardless of Animals skill. If the animal is wild, the animal will instantly self-tame, disregarding wildness.&lt;br /&gt;
* When tamed, an animal also has a 1% chance to bond with the tamer.&lt;br /&gt;
* For starting animals, the % to start bonded with an owner appears to be related to the innate [[Property:Wildness|wildness]] (i.e. horses and camels will start bonded more often than cobras or wargs).  Domestic animals (wildness 0 - dogs, cats, some farm animals) will always start bonded.&lt;br /&gt;
Pawns with the [[Ideoligion#Animal connection|Animal connection: Strong]] precept in their [[ideoligion]]{{IdeologyIcon}} have a ×2 multiplier on bonding chance. &lt;br /&gt;
Pawns with the [[Ideoligion#Bonding|Bonding: Disapproved]] precept in their [[ideoligion]]{{IdeologyIcon}} cannot be bonded with, but they will not lose existing bonds, nor their mood effects, if the the precept is added via a fluid ideoligion's reformation.{{Check Tag|Conversion?|What about converting a bonded pawn into a no bonding ideoligion}}&lt;br /&gt;
&lt;br /&gt;
Bonded animals are also easier to train (5x multiplier on chance).{{Check Tag|By Master or by all?}} Animals are given a unique name upon bonding.&lt;br /&gt;
&lt;br /&gt;
On the death of the pawn an animal is bonded with, it can go into one of two animal mental breaks; [[Mental break#Manhunter|manhunter]], in which it will attack all nearby entities, or [[Mental break#Confusion|confusion]], in which it will wander around, uncontrollably, similar to dazed humans.&lt;br /&gt;
&lt;br /&gt;
=== Interaction ===&lt;br /&gt;
Some animal species can be trained by colonists. With Guard trained, they will follow their master around if designated to do so. &lt;br /&gt;
&lt;br /&gt;
Some species may be harvested to produce [[milk]], [[chemfuel]], or [[wool]]. Still others passively lay frequent eggs.&lt;br /&gt;
&lt;br /&gt;
Occasionally, some animals can nuzzle colonists, giving the colonist a mood buff. Animals can nuzzle anyone regardless of handling skill.&lt;br /&gt;
&lt;br /&gt;
When injured, they will go to animal sleeping spots/ beds for rest and treatment.&lt;br /&gt;
&lt;br /&gt;
=== Naming ===&lt;br /&gt;
Newly tamed or purchased animals are distinguished by numerical designations(“Muffalo 1”, “Muffalo 2”, etc.). When an animal forms a bond with a colonist, it is given a unique name. Names can be changed by the player from the &amp;quot;Training&amp;quot; tab in the inspect pawn pane. Names of tamed animals are not shown on the map unless the option is turned on, via Menu, Options, 'Show animal names'.&lt;br /&gt;
&lt;br /&gt;
Animals may have a gender-specific name (i.e. hen, rooster, buck, doe), or a lifestage-specific name (piglet, puppy), or even a gender/lifestage-specific name (cockerel).&lt;br /&gt;
&lt;br /&gt;
It is possible for animals which have been lost or sold to reappear later as part of a wild herd. This will only happen with animals which occur naturally on your colony's biome. They will still have the name you gave them (including automatic names like &amp;quot;Muffalo 2&amp;quot;), but will need to be tamed and trained again.&lt;br /&gt;
&lt;br /&gt;
=== Training ===&lt;br /&gt;
Tamed animals may be trained depending on their trainable intelligence. Click the animal's training tab to specify training targets and view progress.&lt;br /&gt;
&lt;br /&gt;
The stats of the training pawn, including Animals skill or [[Global Work Speed]], have no effect on how fast each training session is completed. Instead, increased skill improves a pawn's [[Train Animal Chance]], resulting in the animal requiring fewer training attempts in the first place. After a training attempt on a tamed animal, there is a 6 in-game hour waiting period before that same animal can be trained again.&lt;br /&gt;
&lt;br /&gt;
Once Guard is trained, they can be assigned a master which they will follow. You can configure when the animal will follow their master, by toggling whether or not the animal will follow while doing field work (hunting/taming), or while drafted, from the Animals menu.&lt;br /&gt;
&lt;br /&gt;
Many skills require multiple steps to fully train. Guard has three steps, rescue and attack have two, and haul has 5. An animal also has five stages of tameness to maintain.&lt;br /&gt;
&lt;br /&gt;
Animal skills decay over time. The speed at which skills decay is dependent on wildness of the animal. For many species, their wildness is high enough such that their tameness decreases over time and they may eventually return to the wild. For this reason, if you do not have handlers meeting the animal's minimum handling skill, it is best to sell or slaughter before your animal returns to the wild. Animals requiring a [[pen]] will never lose tameness.&lt;br /&gt;
&lt;br /&gt;
==== Guard ====&lt;br /&gt;
&lt;br /&gt;
[[File:Obedience.png|link=]] '''Guard:''' (Training intelligence required: Simple, Steps: 3)&lt;br /&gt;
: An animal trained in guard will follow its master and attack nearby aggressors. An animal's master is listed on the Training tab and on the Animals menu. Multiple animals may be assigned to a single master. Note that assigning an animal to the pawn it is bonded with will give that pawn a permanent +5 moodlet, and if a bonded animal is ''not'' assigned to its bonded pawn, that pawn gets a permanent -3 moodlet. Mood effects stack with multiple bonded animals, and one pawn can have both the positive and negative moodlets from two bonded animals.&lt;br /&gt;
&lt;br /&gt;
==== Attack ====&lt;br /&gt;
&lt;br /&gt;
[[File:Release.png|link=]] '''Attack:''' (Training intelligence required: Intermediate, Steps: 5)&lt;br /&gt;
: Using the 'attack' command, animals may leave their master's immediate area to attack enemies. When the 'Animals Attack' command is turned off, animals will guard their master and only attack enemies nearby.&lt;br /&gt;
&lt;br /&gt;
==== Rescue ====&lt;br /&gt;
&lt;br /&gt;
[[File:Rescue.png|link=]] '''Rescue:''' (Training intelligence required: Advanced, Steps: 2)&lt;br /&gt;
: Animals trained in rescue will rescue its master as well as nearby colonists in a radius of 75. Only species of sufficient size can rescue.&lt;br /&gt;
&lt;br /&gt;
==== Haul ====&lt;br /&gt;
&lt;br /&gt;
[[File:Haul_animal.png|link=]] '''Haul:''' (Training intelligence required: Advanced, Steps: 7)&lt;br /&gt;
: Animals trained in hauling will haul just as colonists do, although each species has a specific carrying capacity according to its size. Only species of sufficient size can haul, but the size required is less than it is for rescuing, meaning some animals can haul items but cannot rescue. Animals will perform hauling intermittently with an &amp;lt;abbr title=&amp;quot;mean time between&amp;quot;&amp;gt;MTB&amp;lt;/abbr&amp;gt; of 1.5 hours. Apart from being able to move, animals also need an intact jaw in order to haul.  Animals will only haul within their allowed area if they are assigned to one.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Animal !! &amp;lt;abbr title=c/s&amp;gt;Move Speed&amp;lt;/abbr&amp;gt; !! Carrying Capacity !! &amp;lt;abbr title=c*i/s&amp;gt;Haul Throughput&amp;lt;/abbr&amp;gt; !! Wildness !! &amp;lt;abbr title=Nutrition lost per day&amp;gt;Hunger Rate&amp;lt;/abbr&amp;gt; !! Filth Rate !! data-sort-type=number|&amp;lt;abbr title=days&amp;gt;Juvenile Age&amp;lt;/abbr&amp;gt; !! data-sort-type=number|&amp;lt;abbr title=days&amp;gt;Maturity Age&amp;lt;/abbr&amp;gt; !! &amp;lt;abbr title=°C&amp;gt;Min Temperature&amp;lt;/abbr&amp;gt; !! &amp;lt;abbr title=°C&amp;gt;Max Temperature&amp;lt;/abbr&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
{{#ask:[[Category:Animals]] [[Can Train Haul::True]] [[Carrying Capacity::+]]&lt;br /&gt;
| named args=yes&lt;br /&gt;
| ?Name=?Name&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Animals/Haul Row&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
Once Guard is trained, animals will gather around their master upon drafting, and will attack nearby threats, or (unintentionally) block ranged attacks for their master. This is configurable and can be disabled by disabling follow during drafted.&lt;br /&gt;
&lt;br /&gt;
With Attack trained, animals can be released to attack threats from a distance.  Even colonists incapable of Violence can send their assigned animals into battle.&lt;br /&gt;
&lt;br /&gt;
Animals can be downed during combat, and can be rescued by colonists or other animals capable of Rescue.&lt;br /&gt;
&lt;br /&gt;
=== Products ===&lt;br /&gt;
Certain tame animals produce milk, wool, or eggs. Milking and shearing sometimes fail, indicated with a brief &amp;quot;product wasted&amp;quot; message.&lt;br /&gt;
&lt;br /&gt;
==== [[Eggs]] ====&lt;br /&gt;
[[File:Egg small b.png|32px|left|link=Eggs]]&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Animal !! Lays&amp;lt;br&amp;gt;Unfert.!! Nutrition&amp;lt;br&amp;gt;per Egg !! Avg Eggs&amp;lt;br&amp;gt;per Clutch !! Laying&amp;lt;br&amp;gt;Interval !! Avg Eggs&amp;lt;br&amp;gt;per Day !! Egg Nutrition&amp;lt;br&amp;gt;per Day !! Daily Hunger&amp;lt;br&amp;gt;Rate !! Daily Egg Nutrition&amp;lt;br&amp;gt;per Hunger{{ref label|Males|A}}&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Egg Laying Interval::+]]&lt;br /&gt;
| named args=yes&lt;br /&gt;
| ?Name = ?Name&lt;br /&gt;
| ?Eggs Per Clutch Average = ?Eggs Per Clutch Average&lt;br /&gt;
| ?Egg Laying Interval = ?Egg Laying Interval&lt;br /&gt;
| ?Eggs Per Season Average = ?Eggs Per Season Average&lt;br /&gt;
| ?Can Lay Unfertilized Eggs = ?Can Lay Unfertilized Eggs&lt;br /&gt;
| ?Real Hunger Rate = ?Real Hunger Rate&lt;br /&gt;
| format = Template&lt;br /&gt;
| template = Egg Table Row&lt;br /&gt;
| link = none&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
:{{note|Males|A}} '''Note:''' This value only accounts for the female - any males required to fertilize the egg are not considered.&lt;br /&gt;
&lt;br /&gt;
==== [[Milk]] ====&lt;br /&gt;
[[File:Milk.png|32px|left|link=Milk]]&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 = Ask Table Formatter&lt;br /&gt;
| link = none}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== [[Wool]] ====&lt;br /&gt;
[[File:Wool.png|32px|left|link=Wool]]&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Animal !! Wool Amount !! Shearing Interval !! Daily Wool Average&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Concept:Production Animals]] [[Wool Amount::+]]&lt;br /&gt;
| ?Wool Amount&lt;br /&gt;
| ?Shearing Interval Days&lt;br /&gt;
| ?Daily Wool Average&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== [[Chemfuel]] ====&lt;br /&gt;
[[File:Chemfuel.png|32px|left|link=Chemfuel]]&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Animal !! Chemfuel Amount !! Milking Interval !! Daily Chemfuel Average&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Concept:Production Animals]] [[Milk Name::Chemfuel]]&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 = Ask Table Formatter&lt;br /&gt;
| link = none}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Slaughtering ===&lt;br /&gt;
{{Stub|section=1|reason=This section is included in the [[RimWorld_Wiki:To-do#Butchery project|Butchery project]] - there are a number of factors that are in need of verification and potentially addition to this section. See that page for details}}&lt;br /&gt;
[[File:SlaughterButton.png|52px|left]] Tamed animals may be slaughtered selecting the animal and clicking the Slaughter button, or by using the Slaughter tool from the Orders menu. An animal marked in this way will be slaughtered by an animal handler. The handler need not be equipped with a weapon. You can also set up an auto-slaughter order in the animals tab, configurable to limit the amount of male, female, and pregnant animals in a pen.&lt;br /&gt;
&lt;br /&gt;
Animals killed through means other than slaughtering (hunting, combat, etc) suffer a 66% multiplier to [[Meat Amount]] and [[Leather Amount]].  &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;euthanize by cut&amp;quot; [[operation]], performed by a [[Doctoring|surgeon]], and the [[Rituals#Animal sacrifice|Animal Sacrifice]] ritual{{IdeologyIcon}} will also result in a careful slaughter and avoid the 66% modifier.&lt;br /&gt;
&lt;br /&gt;
If you try to slaughter a bonded animal, the game will warn you about it due to the mood impact this has on the animal's master.&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
&lt;br /&gt;
=== Caravans ===&lt;br /&gt;
{{Main|Pack animal}}&lt;br /&gt;
These animals can graze, meaning they don't usually require food during a [[caravan]]. (This may not be true when traveling across cold or inhospitable [[biome]]s, like tundra or deserts, or in winter in general.) When carrying items in their inventory, they will appear to have packs on, which disappear when unloaded.&lt;br /&gt;
&lt;br /&gt;
=== Release to Wild ===&lt;br /&gt;
Unwanted animals can be released to the wild using a command next to the slaughter button. Releasing bonded animals also causes a mood debuff to master of the animal.&lt;br /&gt;
&lt;br /&gt;
=== Social ===&lt;br /&gt;
Each animal has a Social tab that lists that animal's human [[bond]]s and familial relations. Clicking an entry jumps to that bond's counterpart on the map. Animals, even wild ones, have a small chance of bonding with a colonist everytime they interact. Bonded animals are given a unique name by their Master. Animals assigned to Guard a bonded human will give their master a permanent +5 mood thought. Humans who are not the master of their bonded animal receive a -5 &amp;quot;Not bonded animal's master&amp;quot; thought. Animals do not have a mood meter. Humans may have more than one bonded animal, but animals may only have one human bond.&lt;br /&gt;
&lt;br /&gt;
=== Trade goods ===&lt;br /&gt;
&lt;br /&gt;
Tamed animals may be sold to [[trade]]rs. Animals purchased from traders will be already tamed. Bulk goods traders offer pets and farm animals while exotic goods traders carry most of the wild species. Traders offering animals will attempt to at least carry a breeding pair of a core farm animal.&lt;br /&gt;
&lt;br /&gt;
=== Raising animals ===&lt;br /&gt;
==== Feeding animals ====&lt;br /&gt;
The simplest way to feed non-strictly-carnivorous animals is to create a large [[Pens|pen]] where animals can graze on the wild grass and brambles. The [[pen marker]] will show the number of animals the wild plants can sustain (measured in [[cow]]s, [[goat]]s, and [[chicken]]s. When the weather is too cold or too hot though, plants grow slower or even stop growing. Furthermore, plants become totally inedible when the temperature drops below {{Temperature|-10}}, because they all are considered leafless, grass as well as trees. This unrealistic mechanic is not explained in-game, and is quite puzzling to unaware players. It looks like animals starve on top of good-looking grass. See [[Plants#Temperature]] for more info.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2 | Animal&lt;br /&gt;
! rowspan=2 | Diet&lt;br /&gt;
! rowspan=2 data-sort-type=number | Tameness Decay Interval&lt;br /&gt;
! rowspan=2 | Produces&lt;br /&gt;
! rowspan=2 data-sort-type=number | Produce per day&lt;br /&gt;
! rowspan=2 data-sort-type=number| Produced Nutrition per day&lt;br /&gt;
! colspan=3 | Baby Slaughter&lt;br /&gt;
! colspan=3 | Adult Slaughter&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Units of nutrition of meat produced per female per day when babies are slaughtered, assuming constant pregnancy.&amp;quot;&amp;gt;Meat Per Day&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Units of nutrition consumed by a single adult per day. Note that this does not include the nutrition consumption of the father.&amp;quot;&amp;gt;Consumption Per Day&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;(Milk + Meat)/Consumption&amp;quot;&amp;gt;Overall Efficiency&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Units of nutrition of meat produced per female per day when adults are slaughtered, assuming constant pregnancy.&amp;quot;&amp;gt;Meat Per Day&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Units of nutrition consumed per female per day, including the offspring's consumption up to adulthood. Note that this does not include the nutrition consumption the father.&amp;gt;Consumption Per Day&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;(Milk + Meat)/Consumption&amp;quot;&amp;gt;Overall Efficiency&amp;lt;/abbr&amp;gt;&lt;br /&gt;
|- {{Animal Rearing Row|Alpaca}} &lt;br /&gt;
|- {{Animal Rearing Row|Alphabeaver}} &lt;br /&gt;
|- {{Animal Rearing Row|Arctic fox}} &lt;br /&gt;
|- {{Animal Rearing Row|Arctic wolf}} &lt;br /&gt;
|- {{Animal Rearing Row|Bison}} &lt;br /&gt;
|- {{Animal Rearing Row|Boomalope}} &lt;br /&gt;
|- {{Animal Rearing Row|Boomrat}} &lt;br /&gt;
|- {{Animal Rearing Row|Capybara}} &lt;br /&gt;
|- {{Animal Rearing Row|Caribou}} &lt;br /&gt;
|- {{Animal Rearing Row|Cassowary}} &lt;br /&gt;
|- {{Animal Rearing Row|Cat}} &lt;br /&gt;
|- {{Animal Rearing Row|Chicken}} &lt;br /&gt;
|- {{Animal Rearing Row|Chinchilla}} &lt;br /&gt;
|- {{Animal Rearing Row|Cobra}} &lt;br /&gt;
|- {{Animal Rearing Row|Cougar}} &lt;br /&gt;
|- {{Animal Rearing Row|Cow}} &lt;br /&gt;
|- {{Animal Rearing Row|Deer}} &lt;br /&gt;
|- {{Animal Rearing Row|Donkey}} &lt;br /&gt;
|- {{Animal Rearing Row|Dromedary}} &lt;br /&gt;
|- {{Animal Rearing Row|Duck}} &lt;br /&gt;
|- {{Animal Rearing Row|Elephant}} &lt;br /&gt;
|- {{Animal Rearing Row|Elk}} &lt;br /&gt;
|- {{Animal Rearing Row|Emu}} &lt;br /&gt;
|- {{Animal Rearing Row|Fennec fox}} &lt;br /&gt;
|- {{Animal Rearing Row|Gazelle}} &lt;br /&gt;
|- {{Animal Rearing Row|Goat}} &lt;br /&gt;
|- {{Animal Rearing Row|Goose}} &lt;br /&gt;
|- {{Animal Rearing Row|Grizzly bear}} &lt;br /&gt;
|- {{Animal Rearing Row|Guinea pig}} &lt;br /&gt;
|- {{Animal Rearing Row|Hare}} &lt;br /&gt;
|- {{Animal Rearing Row|Horse}} &lt;br /&gt;
|- {{Animal Rearing Row|Husky}} &lt;br /&gt;
|- {{Animal Rearing Row|Ibex}} &lt;br /&gt;
|- {{Animal Rearing Row|Iguana}} &lt;br /&gt;
|- {{Animal Rearing Row|Labrador retriever}} &lt;br /&gt;
|- {{Animal Rearing Row|Lynx}} &lt;br /&gt;
|- {{Animal Rearing Row|Megascarab}} &lt;br /&gt;
|- {{Animal Rearing Row|Megaspider}} &lt;br /&gt;
|- {{Animal Rearing Row|Megasloth}} &lt;br /&gt;
|- {{Animal Rearing Row|Monkey}} &lt;br /&gt;
|- {{Animal Rearing Row|Muffalo}} &lt;br /&gt;
|- {{Animal Rearing Row|Ostrich}} &lt;br /&gt;
|- {{Animal Rearing Row|Panther}} &lt;br /&gt;
|- {{Animal Rearing Row|Pig}} &lt;br /&gt;
|- {{Animal Rearing Row|Polar bear}} &lt;br /&gt;
|- {{Animal Rearing Row|Raccoon}} &lt;br /&gt;
|- {{Animal Rearing Row|Rat}} &lt;br /&gt;
|- {{Animal Rearing Row|Red fox}} &lt;br /&gt;
|- {{Animal Rearing Row|Rhinoceros}} &lt;br /&gt;
|- {{Animal Rearing Row|Sheep}} &lt;br /&gt;
|- {{Animal Rearing Row|Snowhare}} &lt;br /&gt;
|- {{Animal Rearing Row|Spelopede}} &lt;br /&gt;
|- {{Animal Rearing Row|Squirrel}} &lt;br /&gt;
|- {{Animal Rearing Row|Thrumbo}} &lt;br /&gt;
|- {{Animal Rearing Row|Timber wolf}} &lt;br /&gt;
|- {{Animal Rearing Row|Tortoise}} &lt;br /&gt;
|- {{Animal Rearing Row|Turkey}} &lt;br /&gt;
|- {{Animal Rearing Row|Warg}} &lt;br /&gt;
|- {{Animal Rearing Row|Wild boar}} &lt;br /&gt;
|- {{Animal Rearing Row|Yak}} &lt;br /&gt;
|- {{Animal Rearing Row|Yorkshire terrier}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Growing haygrass ====&lt;br /&gt;
While the land can sustain a sizable population of animals grazing on it, it doesn't have an infinite supply and can still be depleted. Winter can also stop grass growth, leaving nothing for your grazing animals to eat. &lt;br /&gt;
&lt;br /&gt;
If you need to raise a lot of animals, e.g. an exponentially growing flock of [[chicken]]s, you will need to grow haygrass to sustain them all. You also need to have a stock of haygrass to keep animals fed through the winter.&lt;br /&gt;
&lt;br /&gt;
Haygrass gives a total of 0.9 nutrition (18 units of [[hay]]) when fully grown and harvested, compared to 0.5 of grass. However, you have to keep your hungry animals from getting to it otherwise they'll only get a max of 0.2 nutrition from eating the plant.&lt;br /&gt;
&lt;br /&gt;
==== Making kibble ====&lt;br /&gt;
[[Kibble]] is a kind of animal feed made with both plant and animal sources. It can be made using haygrass and any kind of meat, including human or insect meat. Producing kibble at a [[butcher table]] costs 1 nutrition of vegetables or hay and 1 nutrition of meat or animal products, and produces 2.5 nutrition of kibble. &lt;br /&gt;
&lt;br /&gt;
All animals except [[warg]]s can eat it, so it makes a good way to feed your animals using mixed sources of nutrition, including those that animals won't normally eat. Kibble also lasts forever under a roof so you can store it and use it to feed animals when in need, such as in winter when there is nothing to eat.&lt;br /&gt;
&lt;br /&gt;
When you feed a population of herbivorous or omnivorous animals kibble made from their own meat or milk, the formula for their nutrition efficiency can be calculated as:&lt;br /&gt;
&lt;br /&gt;
{{math|''nutritionEfficiency(kibble)'' {{=}} 2.5&amp;amp;times;''nutritionEfficiency(raw vegetables)'' - 1}}&lt;br /&gt;
If effect, this means that for any animal population that has a nutrition efficiency of at least 0.667, it is more efficient to feed them kibble rather than hay. It is worth noting, however, that this will increase the amount of butchering and cooking labour needed to support the higher animal population required.&lt;br /&gt;
&lt;br /&gt;
==== Pens ====&lt;br /&gt;
{{main|pens}}&lt;br /&gt;
Pens are areas which farm animals are assigned to. These [[pen animals]] will be passive, meaning that hostiles will not attack these animals, and vice versa. Tamed pen animals must be put in a pen, or they will occasionally attempt to leave the map, meaning they disappear forever. Colonists will automatically rope roaming farm animals and place them in the pen. The borders of pens can be marked with: solid [[wall]]s, [[door]]s, [[fence]]s, [[fence gate]]s, and [[animal flap]]s. To mark an enclosed area as a pen, place a pen marker inside. The pen marker also tells you the amount of animals that can be sustained in a pen with wild plants, measured in [[cow]]s, [[goat]]s, and [[chicken]]s. An attached, roofed, and heated/cooled coop can be built with an [[animal flap]] as a door instead of a regular [[door]] for animals to stay warm or cool down during extreme temperatures.&lt;br /&gt;
&lt;br /&gt;
==== Corpse freezer ====&lt;br /&gt;
&lt;br /&gt;
In typical RimWorlder fashion, you can use a freezer to preserve the corpses of raiders (or dead colonists if you're desperate) so you can feed omnivorous and carnivorous animals. This allows you to make use of corpses while avoiding heavy mood penalties from butchering humans or eating their flesh.&lt;br /&gt;
&lt;br /&gt;
==== Pet care ====&lt;br /&gt;
&lt;br /&gt;
Tamed animals that have a social bond to a person will affect the master's mood positively while living and negatively if killed (-8 for 20 days). This bond will either improve resistance against mental breaks or cause them. Because of the effect they cause on feelings, these creatures should be given special treatment, or any animal worth keeping alive.&lt;br /&gt;
&lt;br /&gt;
These are a few tips to keep them safe:&lt;br /&gt;
&lt;br /&gt;
* Keep them indoors by creating a new animal zone within a room. &lt;br /&gt;
* Keep them at the Home area after building a base wall.&lt;br /&gt;
* Prey pets should not be left wandering around in unrestricted area.&lt;br /&gt;
* Hunt their predators to prevent surprise attacks (or just wall the base in to prevent predators from coming in).&lt;br /&gt;
* Patrol your perimeter by zooming your view out to a larger scale but not to full, just enough to spot their sleeping animation of flying ZZZs while they rest at night. Sweeping your surroundings once every night shall keep you aware of threat presence.&lt;br /&gt;
&lt;br /&gt;
Note: The first three of these tips only apply to pet animals. Farm animals are passive while in pens, though if the pen is built with [[fence]]s, predators can still pass through.&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Animals can now be tamed and trained. Animals now sleep. Animals can be pregnant and give birth. Animals can be named when tamed or when nuzzling. Animals produce animal filth. Animals have “life stages” related to their ages. Eggs, Milk and Wool production added. Nuzzling added. Animals have life expectancies.&lt;br /&gt;
* [[Version/0.12.910|0.12.910]] - Rebalanced animal hunger rate and animal hauling.&lt;br /&gt;
* [[Version/0.13.1135|0.13.1135]] - Added new animals, some of which will hunt people. Some animals are now predators, including colony pets (e.g. cats catch squirrels). Animals can gnaw corpses apart directly now. Animal bonding added.&lt;br /&gt;
* Beta 19/1.0 Update - Obedience training steps 1 -&amp;gt; 3. Nuzzle target search distance 15 -&amp;gt; 40. Nuzzled memory duration 0.5 days-&amp;gt;1 day, stacked effect multiplier 0.95-&amp;gt;0.5, stack limit 10&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Changed animal rescue radius from 30 to 75. Fix: Jawless animals can still haul.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Removed naming animals through nuzzling. Animals only get names by bonding, or if given names by the player (so you can implicitly tell which animals are bonded by seeing which have names).&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Major overhaul to animals: added multiple animal-related buildings, added pens, decreased trainability of [[boomalope]] to none, added sterilization, added release to wild.&lt;br /&gt;
&lt;br /&gt;
{{nav|animal}}&lt;br /&gt;
[[Category:Creatures]]&lt;/div&gt;</summary>
		<author><name>Volatile depressive</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Animals&amp;diff=134559</id>
		<title>Animals</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Animals&amp;diff=134559"/>
		<updated>2023-05-07T21:14:59Z</updated>

		<summary type="html">&lt;p&gt;Volatile depressive: /* Social */  reorganizing some paragraphs&lt;/p&gt;
&lt;hr /&gt;
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{| align=center&lt;br /&gt;
| {{Characters_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
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&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
{{Move|reason=Suggest split entire [[Animals#Animal_husbandry|Animal Husbandry]] subsection to its own article, to reduce the WoT factor on this page. See [[Talk:Animals|Discussion page]].}}&lt;br /&gt;
{{Stub|reason=Missing information on the autoslaughter system added in 1.3.3066}}&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{for|the skill of the same name|Skills#Animals{{!}}Skills}}&lt;br /&gt;
{{for|a complete search|List of animals|}}&lt;br /&gt;
{{imagemargin|[[File:animals_preview.png|190px|right]]|30px}} &lt;br /&gt;
&lt;br /&gt;
'''Animals''' are a type of nonplayable, nonhuman pawn in Rimworld with their own [[needs]], [[stats]], [[capacities]], and actions. They come in dozens of species, all of which can be wild or [[Taming|tamed]]. Wild animals occasionally spawn at the map edges according to the [[biomes|biome]] and sometimes from random events. &lt;br /&gt;
&lt;br /&gt;
Animals usually wander the map aimlessly and feed when hungry, even eating player-grown [[plants]]. Like humans, animals don't require water and generate [[filth]] on Rimworld. All animals on RimWorld will fight back if melee combat is initiated. With just a little luck, even a small [[rat]] or [[squirrel]] can [[downed|take down]] and even kill a casually armored colonist. The most dangerous species regularly hunt humans or can immediately turn [[manhunter]] out of revenge. Some animals can be trained to Guard your colonists and Attack enemies.&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
Animals are an important source of [[food]] by the meat they provide once [[Orders#Hunt|hunted]] and [[butcher table|butchered]].&lt;br /&gt;
&lt;br /&gt;
Colonists assigned to [[Work#Tame]] receive 90 XP towards their [[Skills#Animals]] per training or taming attempt. When tamed &amp;quot;[[cute]]&amp;quot; animals nuzzle a colonist, the colonist receives a +3 mood [[thought]] for 16 hours. Animals can also form bonds with colonists, providing a permanent +5 thought. &lt;br /&gt;
&lt;br /&gt;
[[Combat#Friendly_fire|Friendly fire]] can happen with domesticated animals.&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Animals tab ==&lt;br /&gt;
&lt;br /&gt;
The Animals tab is in the menu bar at the bottom of the screen. The default hotkey is {{key|F4}}. The Animals tab lists all the colony animals. From left to right, displayed information is as follows:&lt;br /&gt;
* Double-clicking an animal's name will center the map to that animal. &lt;br /&gt;
*Gender, Age, and Life Stage are displayed&lt;br /&gt;
*Pregnant or Sterilized&lt;br /&gt;
* A button lists the animal's master, if it has one. Click the button to assign a new master. Bonded status is also displayed.&lt;br /&gt;
*If the animal is designated to follow its master when drafted or doing field work.&lt;br /&gt;
* A &amp;quot;Slaughter&amp;quot; checkbox column allows easy slaughtering of multiple tamed animals at once.&lt;br /&gt;
* Checkbox columns for each trainable skill: '''Tame, Guard, Rescue, Attack,''' and '''Haul''' for the management of animal training.&lt;br /&gt;
* [[Zone/Area#Allowed area|Allowed areas]] are listed here. Animals stay in their assigned areas unless designated to follow their master.&lt;br /&gt;
&lt;br /&gt;
Most of the above information is also displayed in the animal's inspect pane.&lt;br /&gt;
&lt;br /&gt;
=== Allowed areas ===&lt;br /&gt;
One of the best ways to control animals is to assign them an [[allowed area]]. Allowed areas are created via the Expand allowed area function in the Architect&amp;gt;Zone menu.&lt;br /&gt;
Zoning prevents animals from wandering into danger and eating things they shouldn't be. Be certain to designate them an [[animal sleeping spot]] and ensure they have access to a [[food]] source. Some species (most ungulates) cannot be assigned an area and must instead be roped by a colonist into a [[pen]].&lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
Most animal sprites do not show limbs, just like human sprites. Some animals have different appearances between males and females. Some animals have a different sprite for infant and adult life stages, like the [[chicken]]. &lt;br /&gt;
&lt;br /&gt;
== Behavior ==&lt;br /&gt;
*'''Wandering:''' Animals will wander the area when their needs are satisfied, e.g. hunger and sleep. When wandering, some species of animals will tend to stay together in a herd. Others will spread out alone across the map.&lt;br /&gt;
*'''Roaming:''' Tame pen animals will occasionally attempt to leave the map if not in a pen or if a pen door is left open. Their escape frequency is determined by the [[stat]] roam interval.&lt;br /&gt;
*'''[[Filth]]:''' While walking on constructed floors, some animals produce animal filth. The Filth rate stat is proportional to the body size and wildness stats. Farm animals tend to produce massive amounts of filth. This can be mitigated by [[straw matting]] floors or by simply keeping animals on dirt.&lt;br /&gt;
*'''Moving''': the animal is moving into its assigned area.&lt;br /&gt;
*Consuming: animals attempt to eat a nearby food source when hungry. Herbivores move to find mature plants and carnivores hunt. Animals will keep searching for food until their hunger bar reaches satiation.&lt;br /&gt;
*[[Animals#Mating|Mating]]: male and female adults of the same species occasionally mate, which may result in a female pregnancy.&lt;br /&gt;
*'''Sleeping''': when tired or wounded, tamed animals prefer to sleep in an [[animal bed]] or animal sleeping spot.&lt;br /&gt;
*Attacking: All animals can only melee attack. They will defend themselves in melee combat, and some animals can turn [[manhunter]] and chase your colonists. A text warning pops up on the screen when a colonist is ordered to interact with a potentially dangerous wild animal.&lt;br /&gt;
*[[Animals#fleeing|Fleeing]]: all animals have a chance of erratically fleeing from ranged attacks in their immediate vicinity.&lt;br /&gt;
*Hauling: some animals, like the [[husky]], can be [[train]]ed to haul items. Inside their assigned area, they will haul items into designated storage spots, similar to how colonists haul items.&lt;br /&gt;
*Following master: some animals, like [[elephants]], can be trained to follow their master when drafted or doing field work (mining or hunting).&lt;br /&gt;
&lt;br /&gt;
=== Mating ===&lt;br /&gt;
For each non-[[sterilized]], tamed, awake male, once per hour, there is either a 1/12 or 1/8 (depending on species) chance that the male will search for a non-pregnant/non-fertilized, non-sterilized, tamed, awake female of the same species within 30 tiles to initiate mating. Female animals do not ever attempt to initiate mating themselves. Males will only mate with females in the same assigned area. In rare cases, more than one male can mate with the same female at once. The female will stand there, allowing the male to mate with her. The female then has a 50% chance to become [[pregnant]] in the case of gestational animals, or a 100% chance to become fertilized in the case of egg-laying animals.&lt;br /&gt;
&lt;br /&gt;
In order to maximize the rate of offspring for a given population size of adults, the ideal is that the moment one female becomes pregnant or fertilized, another gives birth or lays an egg and becomes available to be mated. If there was no randomness involved in mating, the female:male ratio that would achieve this is given by &amp;lt;code&amp;gt;awake_proportion×gestation_time/(2×mate_mtb)&amp;lt;/code&amp;gt; for gestational animals, or &amp;lt;code&amp;gt;awake_proportion×egg_interval/mate_mtb&amp;lt;/code&amp;gt; for egg-laying animals. As the proportion of [[Rest|time spent awake]] can be approximated to be about &amp;lt;code&amp;gt;2/3&amp;lt;/code&amp;gt; for a rest effectiveness of 0.8, and &amp;lt;code&amp;gt;mate_mtb&amp;lt;/code&amp;gt; is usually 12 hours, this can be simplified to &amp;lt;code&amp;gt;2/3×gestation_time&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;4/3×egg_interval&amp;lt;/code&amp;gt; in most cases. &lt;br /&gt;
&lt;br /&gt;
However, as the randomness involved with mating becomes more significant with smaller population sizes, slightly more males will be desired for smaller populations. On the contrary, animals that can be milked will want more females than this ratio suggests, as the gains from milk will offset the losses from time spent not pregnant. Animals that can lay unfertilized eggs can similarly afford a higher female ratio.&lt;br /&gt;
&lt;br /&gt;
Wild animals do not mate. Incest is common and has no effect on animal health.&lt;br /&gt;
&lt;br /&gt;
=== Fleeing ===&lt;br /&gt;
Passive animals like [[deer]] will flee when harmed by a ranged attack, running erratically around the map. They will not flee and instead fight back if hit by a melee attack. &amp;lt;br&amp;gt;&lt;br /&gt;
More aggressive animals have a '''[[animals#revenge chance on tame fail|revenge chance on tame fail]]''' stat and may retaliate instead of fleeing after taking damage.&lt;br /&gt;
&lt;br /&gt;
All animals will sometimes flee from ranged attacks that hit targets in their immediate vicinity. They will flee their herd and even the map if their path intersects with the map edge. Tamed animals do not leave their pen or assigned area when fleeing. {{Check Tag|Detail needed}}&lt;br /&gt;
&lt;br /&gt;
=== Aggression ===&lt;br /&gt;
There are various levels of animal aggression in Rimworld. The most dangerous are the large predators like the [[cougar]] or [[wolf]] which readily hunt colonists when hungry. Smaller predators like the [[lynx]] will hunt colony pets like [[yorkshire terrier]]s. See [[animals#predation]].&lt;br /&gt;
&lt;br /&gt;
Even herbivores can be dangerous to [[hunt]] or [[tame]]. The Revenge chance on harm stat is the chance an animal will attack when harmed. It is three times higher for close-ranged attacks like that of a [[machine pistol]]. For an animal like an [[ostrich]] with a 100% revenge chance, it will always turn [[manhunter]] after being hurt. Most animals also have a [[revenge chance on tame fail]] stat which dictates how likely the animal is to attack after a failed taming attempt. A warning message will pop-up when a colonist is ordered to interact with a dangerous wild animal.&lt;br /&gt;
 &lt;br /&gt;
Sometimes a whole herd may get turned [[manhunter]] by a psychic wave [[event]] and attack any humans not behind closed doors. Unless otherwise neutralized, a maddened animal will eventually return to a normal mood after sleeping. Animals in manhunter state will attack doors if colonists try to go in and out of them.&lt;br /&gt;
&lt;br /&gt;
[[File:Manhunter due to pet hunting.png|400px]]&lt;br /&gt;
&lt;br /&gt;
=== Predation ===&lt;br /&gt;
Most carnivores are predators. When hungry, a predator will prefer an easy meal. They'll first go for meals or food types within their diet. They may go for a downed or dead animal or a fresh human corpse. &lt;br /&gt;
&lt;br /&gt;
When a hungry predator has no other food nearby, they will hunt, kill and consume almost any animal smaller than them, including your tamed animals and your colonists. This can especially be a problem on maps with little wildlife, like on [[Biomes#Ice sheet|Ice sheets]] when a polar bear wanders in. Still, predators tend to prefer more vulnerable and weaker animals, and wisely avoid boomrats and boomalopes.&lt;br /&gt;
&lt;br /&gt;
Predator attacks usually '''stun''' their prey, leaving the victim unable to fight back. A predator will focus all attacks on their prey, so if they do down your colonist or livestock, immediately order the nearest comrade to rescue the downed pawn. It's the difference between life and death.&lt;br /&gt;
 &lt;br /&gt;
Predators include the {{#ask: [[Category:Animals]] [[Is Predator::true]]}}.&lt;br /&gt;
&lt;br /&gt;
If you successfully hide all colonists and tamed animals away from a predator's reach, it will hunt any other available wildlife.&lt;br /&gt;
&lt;br /&gt;
It is not possible to view the Needs tab of a wild animal, so you may have to deduce whether or not a predator is hungry based on its behavior. They sometimes remain near the area where they last killed and ate an animal for about a day. Bloodstains or partially-consumed animal corpses on the ground are a fairly reliable guide, as well as a source of free leather and delicious leftovers. Be careful not to let a hauler take away a predator's food before it has finished eating. It will still be hungry and will hunt your colonist instead.&lt;br /&gt;
&lt;br /&gt;
Remember that [[fence]]s and [[fence gate]]s do not count as impassable for all pawns except for farm animals, meaning that predators can leap over.&lt;br /&gt;
&lt;br /&gt;
=== Body heat ===&lt;br /&gt;
{{Stub|section=1|reason=How much heat, how is calculated, does it vary etc? Anecdotal reports of it scaling with [[body size]]}}&lt;br /&gt;
Animals will give out body heat, slightly heating up their surroundings. This is insignificant most of the time. In enclosed barns with many animals packed, the heat can become a problem in warm weather or hot biomes, and a benefit in cold biomes or during winter.&lt;br /&gt;
&lt;br /&gt;
== Reproduction ==&lt;br /&gt;
Animals are born by live birth or by hatching from a fertilized egg.&lt;br /&gt;
&lt;br /&gt;
=== Live birth ===&lt;br /&gt;
{{See also|Pregnancy}}&lt;br /&gt;
&lt;br /&gt;
Female Animals which give live birth (e.g. mammals) have a chance of becoming [[pregnant]] after mating with a male. The '''gestation time''' stat specifies how many days a species' pregnancy will last. A pregnant animal suffering from [[malnutrition]] or injuries may miscarry, but spontaneous abortions are not possible in game. Miscarriages are noted by an in-game message and loss of the baby, but the mother is otherwise unharmed and may reproduce normally again. Pregnancies may also be aborted through [[surgery]].&lt;br /&gt;
&lt;br /&gt;
For the first {{ticks|600}} the pregnancy condition will be invisible, after which point a message will come up mentioning the pregnancy and the following hediffs become visible.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Early-stage''' || &amp;gt;0 Severity ||&lt;br /&gt;
* Vomiting (''MTB of 2.5 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Middle-stage''' || &amp;gt;0.333 Severity ||&lt;br /&gt;
* -15% [[Moving]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Late-stage''' || &amp;gt;0.666 Severity||&lt;br /&gt;
* Vomiting (''MTB of 5 days'')&lt;br /&gt;
* -30% [[Moving]]&lt;br /&gt;
|-&lt;br /&gt;
| '''''Birth''''' || 1.0 Severity||&lt;br /&gt;
* Symptoms end&lt;br /&gt;
* Offspring is born&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Live births occur at the end of the gestation time. They produce [[filth]] in the form of amniotic fluid, but no blood loss or damage occurs to the mother or baby. A species' '''litter size''' is a probability curve of the number of offspring possible from one pregnancy&lt;br /&gt;
&lt;br /&gt;
=== Eggs ===&lt;br /&gt;
Egg-laying animals include the {{#ask: [[Category:Animals]] [[Egg Laying Interval::+]]}} as of 1.1. Females become fertilized after mating with males, causing them to lay fertilized eggs. Most animals will not lay unfertilized eggs, with the exception of [[chicken]]s, [[duck]]s, and [[goose|geese]].&lt;br /&gt;
&lt;br /&gt;
Fertilized eggs display their progress on the inspect pane and hatch when ready.&lt;br /&gt;
&lt;br /&gt;
Fertilized eggs can be ruined by temperature if not kept within their safe temperature range of {{Temperature|{{Q|Chicken egg (fert.)|Min Safe Temperature}}|{{Q|Chicken egg (fert.)|Max Safe Temperature}}}}.&amp;lt;!-- These temperatures are the same for all eggs. I just picked the most common one --&amp;gt;&lt;br /&gt;
: Eggs start to freeze below {{Temperature|{{Q|Chicken egg (fert.)|Min Safe Temperature}}}}.&lt;br /&gt;
: Eggs start to overheat above {{Temperature|{{Q|Chicken egg (fert.)|Max Safe Temperature}}}}.&lt;br /&gt;
&lt;br /&gt;
The inspect pane will indicate 'Overheating' or 'Freezing' followed by a percentage rising up to 100%. It increases by {{#expr:{{Q|Chicken egg (fert.)|Spoiling Rate}}*100}}% per {{Temperature|1||delta}} outside the safe temperature range each [[tick]]. This status is halted when safe temperate is restored, but it is not reset - if the temperature is unsafe again, it will pick up where it left off. If it reaches 100% the egg is 'ruined by temperature' and will not hatch even if returned to a suitable area. A ruined egg still has full nutritional value and can be used to make a meal (or eaten raw, with a mood debuff).&lt;br /&gt;
&lt;br /&gt;
=== Sterilization ===&lt;br /&gt;
{{Main|Sterilization}}&lt;br /&gt;
&lt;br /&gt;
Animals can be sterilized by way of an operation to prevent them even attempting to breed with another animal. As such they will never reproduce.&lt;br /&gt;
&lt;br /&gt;
== Diet ==&lt;br /&gt;
While most carnivorous and omnivorous animals (such as pigs and boars) can eat raw meat, corpses, kibble, and meals, [[Warg]]s can ''only'' eat raw meat and corpses. &lt;br /&gt;
&lt;br /&gt;
All herbivorous and omnivorous animals can eat live plants (except trees and agave), vegetables, liquor, drugs, meals, and haygrass. &amp;lt;br&amp;gt;&lt;br /&gt;
Dendrovorous animals such as the [[alphabeaver]] and [[thrumbo]] can eat trees, in addition to other herbivorous foods.&lt;br /&gt;
&lt;br /&gt;
Because all animals except wargs can eat meals, [[kibble]], and [[pemmican]], it is possible to feed meat to herbivores and plants to carnivores if it is prepared first.&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
Animals have the same set-up as humans when it comes to health, minus the ability to operate on them (except euthanasia)(The option to amputate an infected limb can become available once infection sets in, at least on Thrumbos—assuming other animals as well). They feel pain, and have all of the different health stats that human pawns possess. Animals can become addicted to beer, and they suffer the same negative health alcohol effects as humans. Keep them away from alcohol.&lt;br /&gt;
Animals need to have an animal bed (or sleeping spot) in order to be healed.&lt;br /&gt;
&lt;br /&gt;
Like humans, they have a life expectancy, and are affected by [[Ailments|chronic diseases]]. There is no way to cure them in the base game other than [[Healer mech serum]], which would be incredibly expensive.&lt;br /&gt;
&lt;br /&gt;
A tamed animal that requires tending will find the nearest animal bed or animal sleeping spot in their [[allowed area]] and rest there until it is either fully healed or dead. Pawns assigned to doctoring will tend its wounds or illnesses and feed it, just as they would do for a humanlike pawn. If all human colonists are absent or unable to care for a sick animal, it can die of starvation even if there is food nearby and it is capable of walking.&lt;br /&gt;
&lt;br /&gt;
Animals have a [[Toxic Resistance]] of 50% by default, compared to the [[human]] default of 0%.&lt;br /&gt;
&lt;br /&gt;
== Hunting ==&lt;br /&gt;
[[File:Hunt.png|42px]]&lt;br /&gt;
&lt;br /&gt;
Wild animals may be marked for hunting, done by [[Work#Hunt|hunters]] with ranged weapons, who will proceed to shoot them at maximum range, before executing them with a neck cut when they are downed (except explosive animals). After killing their target, they will haul the carcass to a [[stockpile zone]] even if they are naturally incapable of hauling, but will not start hauling it again if they're interrupted.&lt;br /&gt;
&lt;br /&gt;
Animals harmed by hunting that were not killed yet may become enraged and if its a pack type, its full horde may turn hostile against the entire colony. If they are non-aggressive animals they usually flee instead.&lt;br /&gt;
&lt;br /&gt;
Hunting may take longer during bad weather since there's a shooting modifier while it's raining or snowing that makes it more likely for shots to miss.&lt;br /&gt;
* Fog (with or without rain): hit chance multiplier is 50%.&lt;br /&gt;
* Rain or snow: hit chance multiplier is 80%.&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
To mark animals to be hunted use one of the following methods: &lt;br /&gt;
*Click Wildlife, Click the first red X to the right of the animal you want to hunt and change it to a green check mark&lt;br /&gt;
*Click Orders, Hunt, then click one or more individual animals.&lt;br /&gt;
*Click Orders, Hunt, then click and drag a box to surround and select multiple animals.&lt;br /&gt;
*Select one or more animals, click Hunt.&lt;br /&gt;
&lt;br /&gt;
=== Hunting tips ===&lt;br /&gt;
&lt;br /&gt;
* Animals can be hunted manually instead of just using the hunt order by drafting a colonist and right clicking to fire at animals.  This allows the killing of multiple animals in one session, or hunting from close range.  Closer range reduces the chance of missing shots or unintended friendly fire, but raises the chance of provoking animal revenge.&lt;br /&gt;
&lt;br /&gt;
* Wounded animals (either hit with arrows/bullets or cut in particular) tend to bleed. Heavily bleeding animals die after a certain period of time if left untended. Thus it is possible to wound a target and wait until it bleeds to death or drops unconscious due to blood loss. This way you can avoid unnecessary damage to the corpse (and avoid being caught in the explosion left by boomalopes and boomrats). Keep in mind that a wounded but mobile animal can wander away. Unconscious animals can be &amp;quot;saved&amp;quot; - essentially transported to sleeping spots assigned as medical - but without medical treatment they will still die. A valid, if hardly humane, way to hunt.&lt;br /&gt;
&lt;br /&gt;
* In the occasion of a full horde revenge, early-stage colonies may easily become overrun, leaving all colonists downed. But down is not out. Eventually, one or more of your colonists may recover. With luck, this miracle may take place at nightfall, when wildlife sleep (except for the most enraged beasts among those), or they have wandered far enough, opening a chance to rescue everybody else. The manhunter status of the horde will disappear overnight.&lt;br /&gt;
**[[Defense tactics#Melee blocking|Melee blocking]] could be a valuable tactic to defeat the rampaging animals. In addition to making it easier to defeat the animals even when outnumbered, it also keeps your downed colonists near your base for easy rescue.&lt;br /&gt;
&lt;br /&gt;
== Life stages ==&lt;br /&gt;
Animals all have three different life stages - baby, juvenile and adult. The growth at which they enter the juvenile and adult life stages is determined by each species' '''growth time''' stat. Animals may have different graphics for different life stages (e.g. [[deer]]) or may simply appear smaller. Some animals have a specific name for this stage (e.g. chick or puppy). Animals have different sounds (call, anger, wounded, death) for different life stages, too. Babies may simply make a higher pitched sound or have a different sound altogether (such as chicks).&lt;br /&gt;
&lt;br /&gt;
Eventually, they reach their final body size and fertility in the final life stage, adulthood.  Only upon reaching adulthood can animals produce wool or milk. Eggs may be layer by juveniles.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! Baby Bird !! Baby !! Juvenile !! Adult&lt;br /&gt;
|-&lt;br /&gt;
| '''Body Size''' || 10% || 20% || 50% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Hunger''' || 40% || 40% || 75% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Max Food''' || 60% || 60% || 75% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Health Scale''' || 25% || 25% || 60% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Market Value''' || 40% || 40% || 75% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Move Speed''' || 50% || 50% || 90% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Melee Damage''' || 50% || 50% || 75% || 100%&lt;br /&gt;
|}&lt;br /&gt;
The reduction in Body Size of babies and juveniles also affects several other stats, such as [[Meat Amount|Meat]] and [[Leather Amount]]&lt;br /&gt;
&lt;br /&gt;
== Needs ==&lt;br /&gt;
Animals require food and sleep and will fulfil their needs on their own.&lt;br /&gt;
&lt;br /&gt;
'''Food:''' Animals will eat any available food according to their diet. Herbivorous animals of the colony can be left to eat grass on their own. Note that animals require different amounts of food compared to humans, as represented by their [[Hunger Rate]].&lt;br /&gt;
&lt;br /&gt;
'''Rest:''' Animals will sleep as needed. Tamed animals will sleep in [[animal sleeping spot]]s, [[animal sleeping box]]es, or [[animal bed]]s. If none of which are available, the animal will crash out on the ground inside its allowed zone. A tamed animal will not sleep as long as its master is drafted.&lt;br /&gt;
&lt;br /&gt;
== Animal husbandry ==&lt;br /&gt;
&lt;br /&gt;
Animals can be tamed and put to use in the colony, providing several benefits.  Some species can be trained to perform one or possibly more tasks (Guard, Attack, Rescue, Haul), and will wander about your colony freely. Other species, which can loosely be considered &amp;quot;farm animals&amp;quot;, can only be tamed and then put in a [[pen]]. This second category can never be trained.&lt;br /&gt;
&lt;br /&gt;
=== Taming ===&lt;br /&gt;
Wild animals can be tamed by a [[Work#Handle|animal handler]] with sufficient Animal skill and available food. Tamed animals may be bred, trained, traded, slaughtered, or farmed.&lt;br /&gt;
&lt;br /&gt;
Wild animals may be marked for taming using the Tame order. &lt;br /&gt;
[[File:TameButton.png|52px|left|link=]]{{clear}}&lt;br /&gt;
&lt;br /&gt;
An [[Work#Handle|animal handler]] will attempt to tame marked animals using food fitting that animal's diet. The chance to tame an animal depends on the animal's wildness (displayed on the info window) and the handler's 'Tame animal chance' stat. This stat is determined by the colonist's [[Skills#Animals|animals skill]], [[Health#Manipulation|manipulation]], [[Health#Talking|talking]], and [[Health#Hearing|hearing]]. When a handler fails to tame an animal there is a cooldown period of {{ticks|30000}}, or {{#expr:30000/2500}} in-game [[Time|hours]], before another attempt can be made. There is also a chance it will turn [[manhunter]] and start attacking the handler and others. The revenge chance is shown on the [[Menu#Wildlife|Wildlife]] menu. After a while the handler may drop unused food. &amp;lt;br&amp;gt;&lt;br /&gt;
Tamed animals will wander around the map until they are lead to a pen with a [[pen marker]], for pen animals, or restricted to a designated [[area]], for all other animals. Restricting non-pen animal movement using areas is usually necessary to prevent unwanted food consumption and animal [[filth]].&lt;br /&gt;
&lt;br /&gt;
==== Tame chances ====&lt;br /&gt;
Besides the animal handler's own skill, the wildness of the animals also counts.&lt;br /&gt;
&lt;br /&gt;
Tame chances undergo a post-processing curve.&lt;br /&gt;
*An animal with 0% wildness has a x2 taming chance.&lt;br /&gt;
*An animal with 50% wildness has normal taming chance.&lt;br /&gt;
*An animal with 100% wildness cannot be tamed at all.&lt;br /&gt;
&lt;br /&gt;
Currently, the hardest to tame animal is the [[Thrumbo]] with a post-processed taming chance of 3%.{{Check Tag|Fact Check}}&lt;br /&gt;
&lt;br /&gt;
[[List of animals|Animals]] with 0% wildness remain tame forever. An animal with a wildness above 0% (shown on the wildlife tab) needs to have maintenance training in Tameness. If it loses all Tameness it will go back to being wild.&lt;br /&gt;
&lt;br /&gt;
==== Minimum skill ====&lt;br /&gt;
Most animal species have a '''Minimum handling skill''' stat which determines the Animal [[skill]] necessary of a handler pawn. The game will briefly produce a warning message if no colonist has enough skill to handle the animal.&lt;br /&gt;
&lt;br /&gt;
* Animals that can be handled with 0 skill include: Alpaca, Cat, Chicken, Cow, Dromedary, Husky, Labrador retriever, Pig and Yorkshire terrier.&lt;br /&gt;
&lt;br /&gt;
An animal's minimum handling skill is calculated as follows:&lt;br /&gt;
&lt;br /&gt;
'''Skill = 9 * (wildness - 0.3) / 0.7'''{{Check Tag|Fact Check|[[Template:Infobox main]] uses a different formula and both don't match the in game values.}}&lt;br /&gt;
&lt;br /&gt;
So animals with a wildness of 30% or less won't require any handling skill whatsoever.&lt;br /&gt;
&lt;br /&gt;
=== Starting pets ===&lt;br /&gt;
&lt;br /&gt;
For most [[Scenario system|scenarios]], new colonies will include a random pet that is already tamed. These pets will have a random name and have a chance to be bonded with a pawn. The animals available are determined by the handling skills of the starting pawn(s), as the game will not provide a pet that cannot be handled by the colony. This rule is broken when all colonists have animal handling disabled, as the game will still provide animals that require periodic taming.&lt;br /&gt;
&lt;br /&gt;
The chance of getting an animal is influenced by the &amp;quot;petness&amp;quot; stat, with a higher value resulting in a higher chance.  The selection of animals also influences the chances, as a Husky has a 26% chance of being selected with the highest handling skill at 0, while at level 8+ the chance is only 12%.  Hares, snowhares, capybaras and cobras are all under 1% chance due to the petness being so low and the animal handling being so high.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+ '''Animals that can be starting pets'''&lt;br /&gt;
! Animal !! Handling skill required !! Petness !! Chance (with 8+ handling)&lt;br /&gt;
|-&lt;br /&gt;
| [[Yorkshire terrier]] || 0 || 1 || 12.06%&lt;br /&gt;
|-&lt;br /&gt;
| [[Husky]] || 0 || 1 || 12.06%&lt;br /&gt;
|-&lt;br /&gt;
| [[Labrador retriever]] || 0 || 1 || 12.06%&lt;br /&gt;
|-&lt;br /&gt;
| [[Donkey]] || 0 || 0.6 || 7.24%&lt;br /&gt;
|-&lt;br /&gt;
| [[Yak]] || 0 || 0.3 || 3.62%&lt;br /&gt;
|-&lt;br /&gt;
| [[Cat]] || 1 || 1 || 12.06%&lt;br /&gt;
|-&lt;br /&gt;
| [[Horse]] || 4 || 0.6 || 7.24%&lt;br /&gt;
|-&lt;br /&gt;
| [[Iguana]] || 4 || 0.15 || 1.81%&lt;br /&gt;
|-&lt;br /&gt;
| [[Rat]] || 4 || 0.15 || 1.81%&lt;br /&gt;
|-&lt;br /&gt;
| [[Monkey]] || 5 || 0.5 || 6.03%&lt;br /&gt;
|-&lt;br /&gt;
| [[Warg]] || 5 || 0.5 || 6.03%&lt;br /&gt;
|-&lt;br /&gt;
| [[Guinea pig]] || 5 || 0.3 || 3.62%&lt;br /&gt;
|-&lt;br /&gt;
| [[Chinchilla]] || 5 || 0.2 || 2.41%&lt;br /&gt;
|-&lt;br /&gt;
| [[Boomrat]] || 7 || 0.2 || 2.41%&lt;br /&gt;
|-&lt;br /&gt;
| [[Fennec fox]] || 7 || 0.1 || 1.21%&lt;br /&gt;
|-&lt;br /&gt;
| [[Red fox]] || 7 || 0.1 || 1.21%&lt;br /&gt;
|-&lt;br /&gt;
| [[Arctic fox]] || 7 || 0.1 || 1.21%&lt;br /&gt;
|-&lt;br /&gt;
| [[Hare]] || 7 || 0.08 || 0.97%&lt;br /&gt;
|-&lt;br /&gt;
| [[Snowhare]] || 7 || 0.08 || 0.97%&lt;br /&gt;
|-&lt;br /&gt;
| [[Capybara]] || 7 || 0.08 || 0.97%&lt;br /&gt;
|-&lt;br /&gt;
| [[Cobra]] || 7 || 0.05 || 0.60%&lt;br /&gt;
|-&lt;br /&gt;
| [[Timber wolf]] || 8 || 0.1 || 1.21%&lt;br /&gt;
|-&lt;br /&gt;
| [[Arctic wolf]] || 8 || 0.1 || 1.21%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Bonding ===&lt;br /&gt;
Animals may '''bond''' with their handlers or doctors, and starting &amp;quot;pets&amp;quot; (see previous) have a chance to start the game bonded with a random starting colonist.  A bond gives a [[mood]] effects to non-[[psychopath]]ic pawns. These include:&lt;br /&gt;
* A {{+|5}} mood bonus while assigned as a bonded animal's [[#Training|master]]. Note that this does not scale with the number of bonded animals.&lt;br /&gt;
* A {{--|3}} mood malus while not assigned as a bonded animal's [[#Training|master]]. Note that this does not scale with the number of bonded animals.&lt;br /&gt;
* A {{--|10}} mood malus for 60 days for a bonded animal being sold, stacking up to 10 times. This will also inflict an [[opinion]] malus on the pawn that performed the action.&lt;br /&gt;
* A {{--|8}} mood malus for 20 days for a bonded animal being lost, stacking up to 5 times for 5 unique animals.&lt;br /&gt;
* A {{--|8}} mood malus for 20 days for a bonded animal being killed, stacking up to 5 times for 5 unique animals. This will also inflict an [[opinion]] malus on the pawn that performed the action.&lt;br /&gt;
* A {{--|5}} mood malus for 15 days for a bonded animal being released into the wild, stacking up to 5 times for 5 unique animals.&lt;br /&gt;
All moodlets stack with each other.&lt;br /&gt;
&lt;br /&gt;
Bonds can occur when:&lt;br /&gt;
* When an animal has its wounds tended by a colonist, there is a constant 0.4% chance that the animal will bond with the colonist, regardless of Animals skill. If the animal is wild, the animal will instantly self-tame, disregarding wildness.&lt;br /&gt;
* When tamed, an animal also has a 1% chance to bond with the tamer.&lt;br /&gt;
* For starting animals, the % to start bonded with an owner appears to be related to the innate [[Property:Wildness|wildness]] (i.e. horses and camels will start bonded more often than cobras or wargs).  Domestic animals (wildness 0 - dogs, cats, some farm animals) will always start bonded.&lt;br /&gt;
Pawns with the [[Ideoligion#Animal connection|Animal connection: Strong]] precept in their [[ideoligion]]{{IdeologyIcon}} have a ×2 multiplier on bonding chance. &lt;br /&gt;
Pawns with the [[Ideoligion#Bonding|Bonding: Disapproved]] precept in their [[ideoligion]]{{IdeologyIcon}} cannot be bonded with, but they will not lose existing bonds, nor their mood effects, if the the precept is added via a fluid ideoligion's reformation.{{Check Tag|Conversion?|What about converting a bonded pawn into a no bonding ideoligion}}&lt;br /&gt;
&lt;br /&gt;
Bonded animals are also easier to train (5x multiplier on chance).{{Check Tag|By Master or by all?}} Animals are given a unique name upon bonding.&lt;br /&gt;
&lt;br /&gt;
On the death of the pawn an animal is bonded with, it can go into one of two animal mental breaks; [[Mental break#Manhunter|manhunter]], in which it will attack all nearby entities, or [[Mental break#Confusion|confusion]], in which it will wander around, uncontrollably, similar to dazed humans.&lt;br /&gt;
&lt;br /&gt;
=== Interaction ===&lt;br /&gt;
Some animal species can be trained by colonists. With Guard trained, they will follow their master around if designated to do so. &lt;br /&gt;
&lt;br /&gt;
Some species may be harvested to produce [[milk]], [[chemfuel]], or [[wool]]. Still others passively lay frequent eggs.&lt;br /&gt;
&lt;br /&gt;
Occasionally, some animals can nuzzle colonists, giving the colonist a mood buff. Animals can nuzzle anyone regardless of handling skill.&lt;br /&gt;
&lt;br /&gt;
When injured, they will go to animal sleeping spots/ beds for rest and treatment.&lt;br /&gt;
&lt;br /&gt;
=== Naming ===&lt;br /&gt;
Newly tamed or purchased animals are distinguished by numerical designations(“Muffalo 1”, “Muffalo 2”, etc.). When an animal forms a bond with a colonist, it is given a unique name. Names can be changed by the player from the &amp;quot;Training&amp;quot; tab in the inspect pawn pane. Names of tamed animals are not shown on the map unless the option is turned on, via Menu, Options, 'Show animal names'.&lt;br /&gt;
&lt;br /&gt;
Animals may have a gender-specific name (i.e. hen, rooster, buck, doe), or a lifestage-specific name (piglet, puppy), or even a gender/lifestage-specific name (cockerel).&lt;br /&gt;
&lt;br /&gt;
It is possible for animals which have been lost or sold to reappear later as part of a wild herd. This will only happen with animals which occur naturally on your colony's biome. They will still have the name you gave them (including automatic names like &amp;quot;Muffalo 2&amp;quot;), but will need to be tamed and trained again.&lt;br /&gt;
&lt;br /&gt;
=== Training ===&lt;br /&gt;
Tamed animals may be trained depending on their trainable intelligence. Click the animal's training tab to specify training targets and view progress.&lt;br /&gt;
&lt;br /&gt;
The stats of the training pawn, including Animals skill or [[Global Work Speed]], have no effect on how fast each training session is completed. Instead, increased skill improves a pawn's [[Train Animal Chance]], resulting in the animal requiring fewer training attempts in the first place. After a training attempt on a tamed animal, there is a 6 in-game hour waiting period before that same animal can be trained again.&lt;br /&gt;
&lt;br /&gt;
Once Guard is trained, they can be assigned a master which they will follow. You can configure when the animal will follow their master, by toggling whether or not the animal will follow while doing field work (hunting/taming), or while drafted, from the Animals menu.&lt;br /&gt;
&lt;br /&gt;
Many skills require multiple steps to fully train. Guard has three steps, rescue and attack have two, and haul has 5. An animal also has five stages of tameness to maintain.&lt;br /&gt;
&lt;br /&gt;
Animal skills decay over time. The speed at which skills decay is dependent on wildness of the animal. For many species, their wildness is high enough such that their tameness decreases over time and they may eventually return to the wild. For this reason, if you do not have handlers meeting the animal's minimum handling skill, it is best to sell or slaughter before your animal returns to the wild. Animals requiring a [[pen]] will never lose tameness.&lt;br /&gt;
&lt;br /&gt;
==== Guard ====&lt;br /&gt;
&lt;br /&gt;
[[File:Obedience.png|link=]] '''Guard:''' (Training intelligence required: Simple, Steps: 3)&lt;br /&gt;
: An animal trained in guard will follow its master and attack nearby aggressors. An animal's master is listed on the Training tab and on the Animals menu. Multiple animals may be assigned to a single master. Note that assigning an animal to the pawn it is bonded with will give that pawn a permanent +5 moodlet, and if a bonded animal is ''not'' assigned to its bonded pawn, that pawn gets a permanent -3 moodlet. Mood effects stack with multiple bonded animals, and one pawn can have both the positive and negative moodlets from two bonded animals.&lt;br /&gt;
&lt;br /&gt;
==== Attack ====&lt;br /&gt;
&lt;br /&gt;
[[File:Release.png|link=]] '''Attack:''' (Training intelligence required: Intermediate, Steps: 5)&lt;br /&gt;
: Using the 'attack' command, animals may leave their master's immediate area to attack enemies. When the 'Animals Attack' command is turned off, animals will guard their master and only attack enemies nearby.&lt;br /&gt;
&lt;br /&gt;
==== Rescue ====&lt;br /&gt;
&lt;br /&gt;
[[File:Rescue.png|link=]] '''Rescue:''' (Training intelligence required: Advanced, Steps: 2)&lt;br /&gt;
: Animals trained in rescue will rescue its master as well as nearby colonists in a radius of 75. Only species of sufficient size can rescue.&lt;br /&gt;
&lt;br /&gt;
==== Haul ====&lt;br /&gt;
&lt;br /&gt;
[[File:Haul_animal.png|link=]] '''Haul:''' (Training intelligence required: Advanced, Steps: 7)&lt;br /&gt;
: Animals trained in hauling will haul just as colonists do, although each species has a specific carrying capacity according to its size. Only species of sufficient size can haul, but the size required is less than it is for rescuing, meaning some animals can haul items but cannot rescue. Animals will perform hauling intermittently with an &amp;lt;abbr title=&amp;quot;mean time between&amp;quot;&amp;gt;MTB&amp;lt;/abbr&amp;gt; of 1.5 hours. Apart from being able to move, animals also need an intact jaw in order to haul.  Animals will only haul within their allowed area if they are assigned to one.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Animal !! &amp;lt;abbr title=c/s&amp;gt;Move Speed&amp;lt;/abbr&amp;gt; !! Carrying Capacity !! &amp;lt;abbr title=c*i/s&amp;gt;Haul Throughput&amp;lt;/abbr&amp;gt; !! Wildness !! &amp;lt;abbr title=Nutrition lost per day&amp;gt;Hunger Rate&amp;lt;/abbr&amp;gt; !! Filth Rate !! data-sort-type=number|&amp;lt;abbr title=days&amp;gt;Juvenile Age&amp;lt;/abbr&amp;gt; !! data-sort-type=number|&amp;lt;abbr title=days&amp;gt;Maturity Age&amp;lt;/abbr&amp;gt; !! &amp;lt;abbr title=°C&amp;gt;Min Temperature&amp;lt;/abbr&amp;gt; !! &amp;lt;abbr title=°C&amp;gt;Max Temperature&amp;lt;/abbr&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
{{#ask:[[Category:Animals]] [[Can Train Haul::True]] [[Carrying Capacity::+]]&lt;br /&gt;
| named args=yes&lt;br /&gt;
| ?Name=?Name&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Animals/Haul Row&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
Once Guard is trained, animals will gather around their master upon drafting, and will attack nearby threats, or (unintentionally) block ranged attacks for their master. This is configurable and can be disabled by disabling follow during drafted.&lt;br /&gt;
&lt;br /&gt;
With Attack trained, animals can be released to attack threats from a distance.  Even colonists incapable of Violence can send their assigned animals into battle.&lt;br /&gt;
&lt;br /&gt;
Animals can be downed during combat, and can be rescued by colonists or other animals capable of Rescue.&lt;br /&gt;
&lt;br /&gt;
=== Products ===&lt;br /&gt;
Certain tame animals produce milk, wool, or eggs. Milking and shearing sometimes fail, indicated with a brief &amp;quot;product wasted&amp;quot; message.&lt;br /&gt;
&lt;br /&gt;
==== [[Eggs]] ====&lt;br /&gt;
[[File:Egg small b.png|32px|left|link=Eggs]]&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Animal !! Lays&amp;lt;br&amp;gt;Unfert.!! Nutrition&amp;lt;br&amp;gt;per Egg !! Avg Eggs&amp;lt;br&amp;gt;per Clutch !! Laying&amp;lt;br&amp;gt;Interval !! Avg Eggs&amp;lt;br&amp;gt;per Day !! Egg Nutrition&amp;lt;br&amp;gt;per Day !! Daily Hunger&amp;lt;br&amp;gt;Rate !! Daily Egg Nutrition&amp;lt;br&amp;gt;per Hunger{{ref label|Males|A}}&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Egg Laying Interval::+]]&lt;br /&gt;
| named args=yes&lt;br /&gt;
| ?Name = ?Name&lt;br /&gt;
| ?Eggs Per Clutch Average = ?Eggs Per Clutch Average&lt;br /&gt;
| ?Egg Laying Interval = ?Egg Laying Interval&lt;br /&gt;
| ?Eggs Per Season Average = ?Eggs Per Season Average&lt;br /&gt;
| ?Can Lay Unfertilized Eggs = ?Can Lay Unfertilized Eggs&lt;br /&gt;
| ?Real Hunger Rate = ?Real Hunger Rate&lt;br /&gt;
| format = Template&lt;br /&gt;
| template = Egg Table Row&lt;br /&gt;
| link = none&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
:{{note|Males|A}} '''Note:''' This value only accounts for the female - any males required to fertilize the egg are not considered.&lt;br /&gt;
&lt;br /&gt;
==== [[Milk]] ====&lt;br /&gt;
[[File:Milk.png|32px|left|link=Milk]]&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 = Ask Table Formatter&lt;br /&gt;
| link = none}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== [[Wool]] ====&lt;br /&gt;
[[File:Wool.png|32px|left|link=Wool]]&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Animal !! Wool Amount !! Shearing Interval !! Daily Wool Average&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Concept:Production Animals]] [[Wool Amount::+]]&lt;br /&gt;
| ?Wool Amount&lt;br /&gt;
| ?Shearing Interval Days&lt;br /&gt;
| ?Daily Wool Average&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== [[Chemfuel]] ====&lt;br /&gt;
[[File:Chemfuel.png|32px|left|link=Chemfuel]]&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Animal !! Chemfuel Amount !! Milking Interval !! Daily Chemfuel Average&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Concept:Production Animals]] [[Milk Name::Chemfuel]]&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 = Ask Table Formatter&lt;br /&gt;
| link = none}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Slaughtering ===&lt;br /&gt;
{{Stub|section=1|reason=This section is included in the [[RimWorld_Wiki:To-do#Butchery project|Butchery project]] - there are a number of factors that are in need of verification and potentially addition to this section. See that page for details}}&lt;br /&gt;
[[File:SlaughterButton.png|52px|left]] Tamed animals may be slaughtered selecting the animal and clicking the Slaughter button, or by using the Slaughter tool from the Orders menu. An animal marked in this way will be slaughtered by an animal handler. The handler need not be equipped with a weapon. You can also set up an auto-slaughter order in the animals tab, configurable to limit the amount of male, female, and pregnant animals in a pen.&lt;br /&gt;
&lt;br /&gt;
Animals killed through means other than slaughtering (hunting, combat, etc) suffer a 66% multiplier to [[Meat Amount]] and [[Leather Amount]].  &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;euthanize by cut&amp;quot; [[operation]], performed by a [[Doctoring|surgeon]], and the [[Rituals#Animal sacrifice|Animal Sacrifice]] ritual{{IdeologyIcon}} will also result in a careful slaughter and avoid the 66% modifier.&lt;br /&gt;
&lt;br /&gt;
If you try to slaughter a bonded animal, the game will warn you about it due to the mood impact this has on the animal's master.&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
&lt;br /&gt;
=== Caravans ===&lt;br /&gt;
{{Main|Pack animal}}&lt;br /&gt;
These animals can graze, meaning they don't usually require food during a [[caravan]]. (This may not be true when traveling across cold or inhospitable [[biome]]s, like tundra or deserts, or in winter in general.) When carrying items in their inventory, they will appear to have packs on, which disappear when unloaded.&lt;br /&gt;
&lt;br /&gt;
=== Release to Wild ===&lt;br /&gt;
Unwanted animals can be released to the wild using a command next to the slaughter button. Releasing bonded animals also causes a mood debuff to master of the animal.&lt;br /&gt;
&lt;br /&gt;
=== Social ===&lt;br /&gt;
Each animal has a Social tab that lists that animal's human [[bond]]s and familial relations. Clicking an entry jumps to that bond's counterpart on the map. Animals, even wild ones, have a small chance of bonding with a colonist everytime they interact. Bonded animals are given a unique name by their Master. Animals assigned to Guard a bonded human will give their master a permanent +5 mood thought. Humans who are not the master of their bonded animal receive a -5 &amp;quot;Not bonded animal's master&amp;quot; thought. Animals do not have a mood meter. Humans may have more than one bonded animal, but animals may only have one human bond.&lt;br /&gt;
&lt;br /&gt;
=== Trade goods ===&lt;br /&gt;
&lt;br /&gt;
Tamed animals may be sold to [[trade]]rs. Animals purchased from traders will be already tamed. Bulk goods traders offer pets and farm animals while exotic goods traders carry most of the wild species. Traders offering animals will attempt to at least carry a breeding pair of a core farm animal.&lt;br /&gt;
&lt;br /&gt;
=== Raising animals ===&lt;br /&gt;
==== Feeding animals ====&lt;br /&gt;
The simplest way to feed non-strictly-carnivorous animals is to create a large [[Pens|pen]] where animals can graze on the wild grass and brambles. The [[pen marker]] will show the number of animals the wild plants can sustain (measured in [[cow]]s, [[goat]]s, and [[chicken]]s. When the weather is too cold or too hot though, plants grow slower or even stop growing. Furthermore, plants become totally inedible when the temperature drops below {{Temperature|-10}}, because they all are considered leafless, grass as well as trees. This unrealistic mechanic is not explained in-game, and is quite puzzling to unaware players. It looks like animals starve on top of good-looking grass. See [[Plants#Temperature]] for more info.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2 | Animal&lt;br /&gt;
! rowspan=2 | Diet&lt;br /&gt;
! rowspan=2 data-sort-type=number | Tameness Decay Interval&lt;br /&gt;
! rowspan=2 | Produces&lt;br /&gt;
! rowspan=2 data-sort-type=number | Produce per day&lt;br /&gt;
! rowspan=2 data-sort-type=number| Produced Nutrition per day&lt;br /&gt;
! colspan=3 | Baby Slaughter&lt;br /&gt;
! colspan=3 | Adult Slaughter&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Units of nutrition of meat produced per female per day when babies are slaughtered, assuming constant pregnancy.&amp;quot;&amp;gt;Meat Per Day&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Units of nutrition consumed by a single adult per day. Note that this does not include the nutrition consumption of the father.&amp;quot;&amp;gt;Consumption Per Day&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;(Milk + Meat)/Consumption&amp;quot;&amp;gt;Overall Efficiency&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Units of nutrition of meat produced per female per day when adults are slaughtered, assuming constant pregnancy.&amp;quot;&amp;gt;Meat Per Day&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Units of nutrition consumed per female per day, including the offspring's consumption up to adulthood. Note that this does not include the nutrition consumption the father.&amp;gt;Consumption Per Day&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;(Milk + Meat)/Consumption&amp;quot;&amp;gt;Overall Efficiency&amp;lt;/abbr&amp;gt;&lt;br /&gt;
|- {{Animal Rearing Row|Alpaca}} &lt;br /&gt;
|- {{Animal Rearing Row|Alphabeaver}} &lt;br /&gt;
|- {{Animal Rearing Row|Arctic fox}} &lt;br /&gt;
|- {{Animal Rearing Row|Arctic wolf}} &lt;br /&gt;
|- {{Animal Rearing Row|Bison}} &lt;br /&gt;
|- {{Animal Rearing Row|Boomalope}} &lt;br /&gt;
|- {{Animal Rearing Row|Boomrat}} &lt;br /&gt;
|- {{Animal Rearing Row|Capybara}} &lt;br /&gt;
|- {{Animal Rearing Row|Caribou}} &lt;br /&gt;
|- {{Animal Rearing Row|Cassowary}} &lt;br /&gt;
|- {{Animal Rearing Row|Cat}} &lt;br /&gt;
|- {{Animal Rearing Row|Chicken}} &lt;br /&gt;
|- {{Animal Rearing Row|Chinchilla}} &lt;br /&gt;
|- {{Animal Rearing Row|Cobra}} &lt;br /&gt;
|- {{Animal Rearing Row|Cougar}} &lt;br /&gt;
|- {{Animal Rearing Row|Cow}} &lt;br /&gt;
|- {{Animal Rearing Row|Deer}} &lt;br /&gt;
|- {{Animal Rearing Row|Donkey}} &lt;br /&gt;
|- {{Animal Rearing Row|Dromedary}} &lt;br /&gt;
|- {{Animal Rearing Row|Duck}} &lt;br /&gt;
|- {{Animal Rearing Row|Elephant}} &lt;br /&gt;
|- {{Animal Rearing Row|Elk}} &lt;br /&gt;
|- {{Animal Rearing Row|Emu}} &lt;br /&gt;
|- {{Animal Rearing Row|Fennec fox}} &lt;br /&gt;
|- {{Animal Rearing Row|Gazelle}} &lt;br /&gt;
|- {{Animal Rearing Row|Goat}} &lt;br /&gt;
|- {{Animal Rearing Row|Goose}} &lt;br /&gt;
|- {{Animal Rearing Row|Grizzly bear}} &lt;br /&gt;
|- {{Animal Rearing Row|Guinea pig}} &lt;br /&gt;
|- {{Animal Rearing Row|Hare}} &lt;br /&gt;
|- {{Animal Rearing Row|Horse}} &lt;br /&gt;
|- {{Animal Rearing Row|Husky}} &lt;br /&gt;
|- {{Animal Rearing Row|Ibex}} &lt;br /&gt;
|- {{Animal Rearing Row|Iguana}} &lt;br /&gt;
|- {{Animal Rearing Row|Labrador retriever}} &lt;br /&gt;
|- {{Animal Rearing Row|Lynx}} &lt;br /&gt;
|- {{Animal Rearing Row|Megascarab}} &lt;br /&gt;
|- {{Animal Rearing Row|Megaspider}} &lt;br /&gt;
|- {{Animal Rearing Row|Megasloth}} &lt;br /&gt;
|- {{Animal Rearing Row|Monkey}} &lt;br /&gt;
|- {{Animal Rearing Row|Muffalo}} &lt;br /&gt;
|- {{Animal Rearing Row|Ostrich}} &lt;br /&gt;
|- {{Animal Rearing Row|Panther}} &lt;br /&gt;
|- {{Animal Rearing Row|Pig}} &lt;br /&gt;
|- {{Animal Rearing Row|Polar bear}} &lt;br /&gt;
|- {{Animal Rearing Row|Raccoon}} &lt;br /&gt;
|- {{Animal Rearing Row|Rat}} &lt;br /&gt;
|- {{Animal Rearing Row|Red fox}} &lt;br /&gt;
|- {{Animal Rearing Row|Rhinoceros}} &lt;br /&gt;
|- {{Animal Rearing Row|Sheep}} &lt;br /&gt;
|- {{Animal Rearing Row|Snowhare}} &lt;br /&gt;
|- {{Animal Rearing Row|Spelopede}} &lt;br /&gt;
|- {{Animal Rearing Row|Squirrel}} &lt;br /&gt;
|- {{Animal Rearing Row|Thrumbo}} &lt;br /&gt;
|- {{Animal Rearing Row|Timber wolf}} &lt;br /&gt;
|- {{Animal Rearing Row|Tortoise}} &lt;br /&gt;
|- {{Animal Rearing Row|Turkey}} &lt;br /&gt;
|- {{Animal Rearing Row|Warg}} &lt;br /&gt;
|- {{Animal Rearing Row|Wild boar}} &lt;br /&gt;
|- {{Animal Rearing Row|Yak}} &lt;br /&gt;
|- {{Animal Rearing Row|Yorkshire terrier}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Growing haygrass ====&lt;br /&gt;
While the land can sustain a sizable population of animals grazing on it, it doesn't have an infinite supply and can still be depleted. Winter can also stop grass growth, leaving nothing for your grazing animals to eat. &lt;br /&gt;
&lt;br /&gt;
If you need to raise a lot of animals, e.g. an exponentially growing flock of [[chicken]]s, you will need to grow haygrass to sustain them all. You also need to have a stock of haygrass to keep animals fed through the winter.&lt;br /&gt;
&lt;br /&gt;
Haygrass gives a total of 0.9 nutrition (18 units of [[hay]]) when fully grown and harvested, compared to 0.5 of grass. However, you have to keep your hungry animals from getting to it otherwise they'll only get a max of 0.2 nutrition from eating the plant.&lt;br /&gt;
&lt;br /&gt;
==== Making kibble ====&lt;br /&gt;
[[Kibble]] is a kind of animal feed made with both plant and animal sources. It can be made using haygrass and any kind of meat, including human or insect meat. Producing kibble at a [[butcher table]] costs 1 nutrition of vegetables or hay and 1 nutrition of meat or animal products, and produces 2.5 nutrition of kibble. &lt;br /&gt;
&lt;br /&gt;
All animals except [[warg]]s can eat it, so it makes a good way to feed your animals using mixed sources of nutrition, including those that animals won't normally eat. Kibble also lasts forever under a roof so you can store it and use it to feed animals when in need, such as in winter when there is nothing to eat.&lt;br /&gt;
&lt;br /&gt;
When you feed a population of herbivorous or omnivorous animals kibble made from their own meat or milk, the formula for their nutrition efficiency can be calculated as:&lt;br /&gt;
&lt;br /&gt;
{{math|''nutritionEfficiency(kibble)'' {{=}} 2.5&amp;amp;times;''nutritionEfficiency(raw vegetables)'' - 1}}&lt;br /&gt;
If effect, this means that for any animal population that has a nutrition efficiency of at least 0.667, it is more efficient to feed them kibble rather than hay. It is worth noting, however, that this will increase the amount of butchering and cooking labour needed to support the higher animal population required.&lt;br /&gt;
&lt;br /&gt;
==== Pens ====&lt;br /&gt;
{{main|pens}}&lt;br /&gt;
Pens are areas which farm animals are assigned to. These [[pen animals]] will be passive, meaning that hostiles will not attack these animals, and vice versa. Tamed pen animals must be put in a pen, or they will occasionally attempt to leave the map, meaning they disappear forever. Colonists will automatically rope roaming farm animals and place them in the pen. The borders of pens can be marked with: solid [[wall]]s, [[door]]s, [[fence]]s, [[fence gate]]s, and [[animal flap]]s. To mark an enclosed area as a pen, place a pen marker inside. The pen marker also tells you the amount of animals that can be sustained in a pen with wild plants, measured in [[cow]]s, [[goat]]s, and [[chicken]]s. An attached, roofed, and heated/cooled coop can be built with an [[animal flap]] as a door instead of a regular [[door]] for animals to stay warm or cool down during extreme temperatures.&lt;br /&gt;
&lt;br /&gt;
==== Corpse freezer ====&lt;br /&gt;
&lt;br /&gt;
In typical RimWorlder fashion, you can use a freezer to preserve the corpses of raiders (or dead colonists if you're desperate) so you can feed omnivorous and carnivorous animals. This allows you to make use of corpses while avoiding heavy mood penalties from butchering humans or eating their flesh.&lt;br /&gt;
&lt;br /&gt;
==== Pet care ====&lt;br /&gt;
&lt;br /&gt;
Tamed animals that have a social bond to a person will affect the master's mood positively while living and negatively if killed (-8 for 20 days). This bond will either improve resistance against mental breaks or cause them. Because of the effect they cause on feelings, these creatures should be given special treatment, or any animal worth keeping alive.&lt;br /&gt;
&lt;br /&gt;
These are a few tips to keep them safe:&lt;br /&gt;
&lt;br /&gt;
* Keep them indoors by creating a new animal zone within a room. &lt;br /&gt;
* Keep them at the Home area after building a base wall.&lt;br /&gt;
* Prey pets should not be left wandering around in unrestricted area.&lt;br /&gt;
* Hunt their predators to prevent surprise attacks (or just wall the base in to prevent predators from coming in).&lt;br /&gt;
* Patrol your perimeter by zooming your view out to a larger scale but not to full, just enough to spot their sleeping animation of flying ZZZs while they rest at night. Sweeping your surroundings once every night shall keep you aware of threat presence.&lt;br /&gt;
&lt;br /&gt;
Note: The first three of these tips only apply to pet animals. Farm animals are passive while in pens, though if the pen is built with [[fence]]s, predators can still pass through.&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Animals can now be tamed and trained. Animals now sleep. Animals can be pregnant and give birth. Animals can be named when tamed or when nuzzling. Animals produce animal filth. Animals have “life stages” related to their ages. Eggs, Milk and Wool production added. Nuzzling added. Animals have life expectancies.&lt;br /&gt;
* [[Version/0.12.910|0.12.910]] - Rebalanced animal hunger rate and animal hauling.&lt;br /&gt;
* [[Version/0.13.1135|0.13.1135]] - Added new animals, some of which will hunt people. Some animals are now predators, including colony pets (e.g. cats catch squirrels). Animals can gnaw corpses apart directly now. Animal bonding added.&lt;br /&gt;
* Beta 19/1.0 Update - Obedience training steps 1 -&amp;gt; 3. Nuzzle target search distance 15 -&amp;gt; 40. Nuzzled memory duration 0.5 days-&amp;gt;1 day, stacked effect multiplier 0.95-&amp;gt;0.5, stack limit 10&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Changed animal rescue radius from 30 to 75. Fix: Jawless animals can still haul.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Removed naming animals through nuzzling. Animals only get names by bonding, or if given names by the player (so you can implicitly tell which animals are bonded by seeing which have names).&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Major overhaul to animals: added multiple animal-related buildings, added pens, decreased trainability of [[boomalope]] to none, added sterilization, added release to wild.&lt;br /&gt;
&lt;br /&gt;
{{nav|animal}}&lt;br /&gt;
[[Category:Creatures]]&lt;/div&gt;</summary>
		<author><name>Volatile depressive</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Animals&amp;diff=134557</id>
		<title>Animals</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Animals&amp;diff=134557"/>
		<updated>2023-05-07T18:16:45Z</updated>

		<summary type="html">&lt;p&gt;Volatile depressive: /* Behavior */ added a bunch of cross reference links&lt;/p&gt;
&lt;hr /&gt;
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{{Move|reason=Suggest split entire [[Animals#Animal_husbandry|Animal Husbandry]] subsection to its own article, to reduce the WoT factor on this page. See [[Talk:Animals|Discussion page]].}}&lt;br /&gt;
{{Stub|reason=Missing information on the autoslaughter system added in 1.3.3066}}&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{for|the skill of the same name|Skills#Animals{{!}}Skills}}&lt;br /&gt;
{{for|a complete search|List of animals|}}&lt;br /&gt;
{{imagemargin|[[File:animals_preview.png|190px|right]]|30px}} &lt;br /&gt;
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'''Animals''' are a type of nonplayable, nonhuman pawn in Rimworld with their own [[needs]], [[stats]], [[capacities]], and actions. They come in dozens of species, all of which can be wild or [[Taming|tamed]]. Wild animals occasionally spawn at the map edges according to the [[biomes|biome]] and sometimes from random events. &lt;br /&gt;
&lt;br /&gt;
Animals usually wander the map aimlessly and feed when hungry, even eating player-grown [[plants]]. Like humans, animals don't require water and generate [[filth]] on Rimworld. All animals on RimWorld will fight back if melee combat is initiated. With just a little luck, even a small [[rat]] or [[squirrel]] can [[downed|take down]] and even kill a casually armored colonist. The most dangerous species regularly hunt humans or can immediately turn [[manhunter]] out of revenge. Some animals can be trained to Guard your colonists and Attack enemies.&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
Animals are an important source of [[food]] by the meat they provide once [[Orders#Hunt|hunted]] and [[butcher table|butchered]].&lt;br /&gt;
&lt;br /&gt;
Colonists assigned to [[Work#Tame]] receive 90 XP towards their [[Skills#Animals]] per training or taming attempt. When tamed &amp;quot;[[cute]]&amp;quot; animals nuzzle a colonist, the colonist receives a +3 mood [[thought]] for 16 hours. Animals can also form bonds with colonists, providing a permanent +5 thought. &lt;br /&gt;
&lt;br /&gt;
[[Combat#Friendly_fire|Friendly fire]] can happen with domesticated animals.&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Animals tab ==&lt;br /&gt;
&lt;br /&gt;
The Animals tab is in the menu bar at the bottom of the screen. The default hotkey is {{key|F4}}. The Animals tab lists all the colony animals. From left to right, displayed information is as follows:&lt;br /&gt;
* Double-clicking an animal's name will center the map to that animal. &lt;br /&gt;
*Gender, Age, and Life Stage are displayed&lt;br /&gt;
*Pregnant or Sterilized&lt;br /&gt;
* A button lists the animal's master, if it has one. Click the button to assign a new master. Bonded status is also displayed.&lt;br /&gt;
*If the animal is designated to follow its master when drafted or doing field work.&lt;br /&gt;
* A &amp;quot;Slaughter&amp;quot; checkbox column allows easy slaughtering of multiple tamed animals at once.&lt;br /&gt;
* Checkbox columns for each trainable skill: '''Tame, Guard, Rescue, Attack,''' and '''Haul''' for the management of animal training.&lt;br /&gt;
* [[Zone/Area#Allowed area|Allowed areas]] are listed here. Animals stay in their assigned areas unless designated to follow their master.&lt;br /&gt;
&lt;br /&gt;
Most of the above information is also displayed in the animal's inspect pane.&lt;br /&gt;
&lt;br /&gt;
=== Allowed areas ===&lt;br /&gt;
One of the best ways to control animals is to assign them an [[allowed area]]. Allowed areas are created via the Expand allowed area function in the Architect&amp;gt;Zone menu.&lt;br /&gt;
Zoning prevents animals from wandering into danger and eating things they shouldn't be. Be certain to designate them an [[animal sleeping spot]] and ensure they have access to a [[food]] source. Some species (most ungulates) cannot be assigned an area and must instead be roped by a colonist into a [[pen]].&lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
Most animal sprites do not show limbs, just like human sprites. Some animals have different appearances between males and females. Some animals have a different sprite for infant and adult life stages, like the [[chicken]]. &lt;br /&gt;
&lt;br /&gt;
== Behavior ==&lt;br /&gt;
*'''Wandering:''' Animals will wander the area when their needs are satisfied, e.g. hunger and sleep. When wandering, some species of animals will tend to stay together in a herd. Others will spread out alone across the map.&lt;br /&gt;
*'''Roaming:''' Tame pen animals will occasionally attempt to leave the map if not in a pen or if a pen door is left open. Their escape frequency is determined by the [[stat]] roam interval.&lt;br /&gt;
*'''[[Filth]]:''' While walking on constructed floors, some animals produce animal filth. The Filth rate stat is proportional to the body size and wildness stats. Farm animals tend to produce massive amounts of filth. This can be mitigated by [[straw matting]] floors or by simply keeping animals on dirt.&lt;br /&gt;
*'''Moving''': the animal is moving into its assigned area.&lt;br /&gt;
*Consuming: animals attempt to eat a nearby food source when hungry. Herbivores move to find mature plants and carnivores hunt. Animals will keep searching for food until their hunger bar reaches satiation.&lt;br /&gt;
*[[Animals#Mating|Mating]]: male and female adults of the same species occasionally mate, which may result in a female pregnancy.&lt;br /&gt;
*'''Sleeping''': when tired or wounded, tamed animals prefer to sleep in an [[animal bed]] or animal sleeping spot.&lt;br /&gt;
*Attacking: All animals can only melee attack. They will defend themselves in melee combat, and some animals can turn [[manhunter]] and chase your colonists. A text warning pops up on the screen when a colonist is ordered to interact with a potentially dangerous wild animal.&lt;br /&gt;
*[[Animals#fleeing|Fleeing]]: all animals have a chance of erratically fleeing from ranged attacks in their immediate vicinity.&lt;br /&gt;
*Hauling: some animals, like the [[husky]], can be [[train]]ed to haul items. Inside their assigned area, they will haul items into designated storage spots, similar to how colonists haul items.&lt;br /&gt;
*Following master: some animals, like [[elephants]], can be trained to follow their master when drafted or doing field work (mining or hunting).&lt;br /&gt;
&lt;br /&gt;
=== Mating ===&lt;br /&gt;
For each non-[[sterilized]], tamed, awake male, once per hour, there is either a 1/12 or 1/8 (depending on species) chance that the male will search for a non-pregnant/non-fertilized, non-sterilized, tamed, awake female of the same species within 30 tiles to initiate mating. Female animals do not ever attempt to initiate mating themselves. Males will only mate with females in the same assigned area. In rare cases, more than one male can mate with the same female at once. The female will stand there, allowing the male to mate with her. The female then has a 50% chance to become [[pregnant]] in the case of gestational animals, or a 100% chance to become fertilized in the case of egg-laying animals.&lt;br /&gt;
&lt;br /&gt;
In order to maximize the rate of offspring for a given population size of adults, the ideal is that the moment one female becomes pregnant or fertilized, another gives birth or lays an egg and becomes available to be mated. If there was no randomness involved in mating, the female:male ratio that would achieve this is given by &amp;lt;code&amp;gt;awake_proportion×gestation_time/(2×mate_mtb)&amp;lt;/code&amp;gt; for gestational animals, or &amp;lt;code&amp;gt;awake_proportion×egg_interval/mate_mtb&amp;lt;/code&amp;gt; for egg-laying animals. As the proportion of [[Rest|time spent awake]] can be approximated to be about &amp;lt;code&amp;gt;2/3&amp;lt;/code&amp;gt; for a rest effectiveness of 0.8, and &amp;lt;code&amp;gt;mate_mtb&amp;lt;/code&amp;gt; is usually 12 hours, this can be simplified to &amp;lt;code&amp;gt;2/3×gestation_time&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;4/3×egg_interval&amp;lt;/code&amp;gt; in most cases. &lt;br /&gt;
&lt;br /&gt;
However, as the randomness involved with mating becomes more significant with smaller population sizes, slightly more males will be desired for smaller populations. On the contrary, animals that can be milked will want more females than this ratio suggests, as the gains from milk will offset the losses from time spent not pregnant. Animals that can lay unfertilized eggs can similarly afford a higher female ratio.&lt;br /&gt;
&lt;br /&gt;
Wild animals do not mate. Incest is common and has no effect on animal health.&lt;br /&gt;
&lt;br /&gt;
=== Fleeing ===&lt;br /&gt;
Passive animals like [[deer]] will flee when harmed by a ranged attack, running erratically around the map. They will not flee and instead fight back if hit by a melee attack. &amp;lt;br&amp;gt;&lt;br /&gt;
More aggressive animals have a '''[[animals#revenge chance on tame fail|revenge chance on tame fail]]''' stat and may retaliate instead of fleeing after taking damage.&lt;br /&gt;
&lt;br /&gt;
All animals will sometimes flee from ranged attacks that hit targets in their immediate vicinity. They will flee their herd and even the map if their path intersects with the map edge. Tamed animals do not leave their pen or assigned area when fleeing. {{Check Tag|Detail needed}}&lt;br /&gt;
&lt;br /&gt;
=== Aggression ===&lt;br /&gt;
There are various levels of animal aggression in Rimworld. The most dangerous are the large predators like the [[cougar]] or [[wolf]] which readily hunt colonists when hungry. Smaller predators like the [[lynx]] will hunt colony pets like [[yorkshire terrier]]s. See [[animals#predation]].&lt;br /&gt;
&lt;br /&gt;
Even herbivores can be dangerous to [[hunt]] or [[tame]]. The Revenge chance on harm stat is the chance an animal will attack when harmed. It is three times higher for close-ranged attacks like that of a [[machine pistol]]. For an animal like an [[ostrich]] with a 100% revenge chance, it will always turn [[manhunter]] after being hurt. Most animals also have a [[revenge chance on tame fail]] stat which dictates how likely the animal is to attack after a failed taming attempt. A warning message will pop-up when a colonist is ordered to interact with a dangerous wild animal.&lt;br /&gt;
 &lt;br /&gt;
Sometimes a whole herd may get turned [[manhunter]] by a psychic wave [[event]] and attack any humans not behind closed doors. Unless otherwise neutralized, a maddened animal will eventually return to a normal mood after sleeping. Animals in manhunter state will attack doors if colonists try to go in and out of them.&lt;br /&gt;
&lt;br /&gt;
[[File:Manhunter due to pet hunting.png|400px]]&lt;br /&gt;
&lt;br /&gt;
=== Predation ===&lt;br /&gt;
Most carnivores are predators. When hungry, a predator will prefer an easy meal. They'll first go for meals or food types within their diet. They may go for a downed or dead animal or a fresh human corpse. &lt;br /&gt;
&lt;br /&gt;
When a hungry predator has no other food nearby, they will hunt, kill and consume almost any animal smaller than them, including your tamed animals and your colonists. This can especially be a problem on maps with little wildlife, like on [[Biomes#Ice sheet|Ice sheets]] when a polar bear wanders in. Still, predators tend to prefer more vulnerable and weaker animals, and wisely avoid boomrats and boomalopes.&lt;br /&gt;
&lt;br /&gt;
Predator attacks usually '''stun''' their prey, leaving the victim unable to fight back. A predator will focus all attacks on their prey, so if they do down your colonist or livestock, immediately order the nearest comrade to rescue the downed pawn. It's the difference between life and death.&lt;br /&gt;
 &lt;br /&gt;
Predators include the {{#ask: [[Category:Animals]] [[Is Predator::true]]}}.&lt;br /&gt;
&lt;br /&gt;
If you successfully hide all colonists and tamed animals away from a predator's reach, it will hunt any other available wildlife.&lt;br /&gt;
&lt;br /&gt;
It is not possible to view the Needs tab of a wild animal, so you may have to deduce whether or not a predator is hungry based on its behavior. They sometimes remain near the area where they last killed and ate an animal for about a day. Bloodstains or partially-consumed animal corpses on the ground are a fairly reliable guide, as well as a source of free leather and delicious leftovers. Be careful not to let a hauler take away a predator's food before it has finished eating. It will still be hungry and will hunt your colonist instead.&lt;br /&gt;
&lt;br /&gt;
Remember that [[fence]]s and [[fence gate]]s do not count as impassable for all pawns except for farm animals, meaning that predators can leap over.&lt;br /&gt;
&lt;br /&gt;
=== Body heat ===&lt;br /&gt;
{{Stub|section=1|reason=How much heat, how is calculated, does it vary etc? Anecdotal reports of it scaling with [[body size]]}}&lt;br /&gt;
Animals will give out body heat, slightly heating up their surroundings. This is insignificant most of the time. In enclosed barns with many animals packed, the heat can become a problem in warm weather or hot biomes, and a benefit in cold biomes or during winter.&lt;br /&gt;
&lt;br /&gt;
== Reproduction ==&lt;br /&gt;
Animals are born by live birth or by hatching from a fertilized egg.&lt;br /&gt;
&lt;br /&gt;
=== Live birth ===&lt;br /&gt;
{{See also|Pregnancy}}&lt;br /&gt;
&lt;br /&gt;
Female Animals which give live birth (e.g. mammals) have a chance of becoming [[pregnant]] after mating with a male. The '''gestation time''' stat specifies how many days a species' pregnancy will last. A pregnant animal suffering from [[malnutrition]] or injuries may miscarry, but spontaneous abortions are not possible in game. Miscarriages are noted by an in-game message and loss of the baby, but the mother is otherwise unharmed and may reproduce normally again. Pregnancies may also be aborted through [[surgery]].&lt;br /&gt;
&lt;br /&gt;
For the first {{ticks|600}} the pregnancy condition will be invisible, after which point a message will come up mentioning the pregnancy and the following hediffs become visible.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Early-stage''' || &amp;gt;0 Severity ||&lt;br /&gt;
* Vomiting (''MTB of 2.5 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Middle-stage''' || &amp;gt;0.333 Severity ||&lt;br /&gt;
* -15% [[Moving]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Late-stage''' || &amp;gt;0.666 Severity||&lt;br /&gt;
* Vomiting (''MTB of 5 days'')&lt;br /&gt;
* -30% [[Moving]]&lt;br /&gt;
|-&lt;br /&gt;
| '''''Birth''''' || 1.0 Severity||&lt;br /&gt;
* Symptoms end&lt;br /&gt;
* Offspring is born&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Live births occur at the end of the gestation time. They produce [[filth]] in the form of amniotic fluid, but no blood loss or damage occurs to the mother or baby. A species' '''litter size''' is a probability curve of the number of offspring possible from one pregnancy&lt;br /&gt;
&lt;br /&gt;
=== Eggs ===&lt;br /&gt;
Egg-laying animals include the {{#ask: [[Category:Animals]] [[Egg Laying Interval::+]]}} as of 1.1. Females become fertilized after mating with males, causing them to lay fertilized eggs. Most animals will not lay unfertilized eggs, with the exception of [[chicken]]s, [[duck]]s, and [[goose|geese]].&lt;br /&gt;
&lt;br /&gt;
Fertilized eggs display their progress on the inspect pane and hatch when ready.&lt;br /&gt;
&lt;br /&gt;
Fertilized eggs can be ruined by temperature if not kept within their safe temperature range of {{Temperature|{{Q|Chicken egg (fert.)|Min Safe Temperature}}|{{Q|Chicken egg (fert.)|Max Safe Temperature}}}}.&amp;lt;!-- These temperatures are the same for all eggs. I just picked the most common one --&amp;gt;&lt;br /&gt;
: Eggs start to freeze below {{Temperature|{{Q|Chicken egg (fert.)|Min Safe Temperature}}}}.&lt;br /&gt;
: Eggs start to overheat above {{Temperature|{{Q|Chicken egg (fert.)|Max Safe Temperature}}}}.&lt;br /&gt;
&lt;br /&gt;
The inspect pane will indicate 'Overheating' or 'Freezing' followed by a percentage rising up to 100%. It increases by {{#expr:{{Q|Chicken egg (fert.)|Spoiling Rate}}*100}}% per {{Temperature|1||delta}} outside the safe temperature range each [[tick]]. This status is halted when safe temperate is restored, but it is not reset - if the temperature is unsafe again, it will pick up where it left off. If it reaches 100% the egg is 'ruined by temperature' and will not hatch even if returned to a suitable area. A ruined egg still has full nutritional value and can be used to make a meal (or eaten raw, with a mood debuff).&lt;br /&gt;
&lt;br /&gt;
=== Sterilization ===&lt;br /&gt;
{{Main|Sterilization}}&lt;br /&gt;
&lt;br /&gt;
Animals can be sterilized by way of an operation to prevent them even attempting to breed with another animal. As such they will never reproduce.&lt;br /&gt;
&lt;br /&gt;
== Diet ==&lt;br /&gt;
While most carnivorous and omnivorous animals (such as pigs and boars) can eat raw meat, corpses, kibble, and meals, [[Warg]]s can ''only'' eat raw meat and corpses. &lt;br /&gt;
&lt;br /&gt;
All herbivorous and omnivorous animals can eat live plants (except trees and agave), vegetables, liquor, drugs, meals, and haygrass. &amp;lt;br&amp;gt;&lt;br /&gt;
Dendrovorous animals such as the [[alphabeaver]] and [[thrumbo]] can eat trees, in addition to other herbivorous foods.&lt;br /&gt;
&lt;br /&gt;
Because all animals except wargs can eat meals, [[kibble]], and [[pemmican]], it is possible to feed meat to herbivores and plants to carnivores if it is prepared first.&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
Animals have the same set-up as humans when it comes to health, minus the ability to operate on them (except euthanasia)(The option to amputate an infected limb can become available once infection sets in, at least on Thrumbos—assuming other animals as well). They feel pain, and have all of the different health stats that human pawns possess. Animals can become addicted to beer, and they suffer the same negative health alcohol effects as humans. Keep them away from alcohol.&lt;br /&gt;
Animals need to have an animal bed (or sleeping spot) in order to be healed.&lt;br /&gt;
&lt;br /&gt;
Like humans, they have a life expectancy, and are affected by [[Ailments|chronic diseases]]. There is no way to cure them in the base game other than [[Healer mech serum]], which would be incredibly expensive.&lt;br /&gt;
&lt;br /&gt;
A tamed animal that requires tending will find the nearest animal bed or animal sleeping spot in their [[allowed area]] and rest there until it is either fully healed or dead. Pawns assigned to doctoring will tend its wounds or illnesses and feed it, just as they would do for a humanlike pawn. If all human colonists are absent or unable to care for a sick animal, it can die of starvation even if there is food nearby and it is capable of walking.&lt;br /&gt;
&lt;br /&gt;
Animals have a [[Toxic Resistance]] of 50% by default, compared to the [[human]] default of 0%.&lt;br /&gt;
&lt;br /&gt;
== Hunting ==&lt;br /&gt;
[[File:Hunt.png|42px]]&lt;br /&gt;
&lt;br /&gt;
Wild animals may be marked for hunting, done by [[Work#Hunt|hunters]] with ranged weapons, who will proceed to shoot them at maximum range, before executing them with a neck cut when they are downed (except explosive animals). After killing their target, they will haul the carcass to a [[stockpile zone]] even if they are naturally incapable of hauling, but will not start hauling it again if they're interrupted.&lt;br /&gt;
&lt;br /&gt;
Animals harmed by hunting that were not killed yet may become enraged and if its a pack type, its full horde may turn hostile against the entire colony. If they are non-aggressive animals they usually flee instead.&lt;br /&gt;
&lt;br /&gt;
Hunting may take longer during bad weather since there's a shooting modifier while it's raining or snowing that makes it more likely for shots to miss.&lt;br /&gt;
* Fog (with or without rain): hit chance multiplier is 50%.&lt;br /&gt;
* Rain or snow: hit chance multiplier is 80%.&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
To mark animals to be hunted use one of the following methods: &lt;br /&gt;
*Click Wildlife, Click the first red X to the right of the animal you want to hunt and change it to a green check mark&lt;br /&gt;
*Click Orders, Hunt, then click one or more individual animals.&lt;br /&gt;
*Click Orders, Hunt, then click and drag a box to surround and select multiple animals.&lt;br /&gt;
*Select one or more animals, click Hunt.&lt;br /&gt;
&lt;br /&gt;
=== Hunting tips ===&lt;br /&gt;
&lt;br /&gt;
* Animals can be hunted manually instead of just using the hunt order by drafting a colonist and right clicking to fire at animals.  This allows the killing of multiple animals in one session, or hunting from close range.  Closer range reduces the chance of missing shots or unintended friendly fire, but raises the chance of provoking animal revenge.&lt;br /&gt;
&lt;br /&gt;
* Wounded animals (either hit with arrows/bullets or cut in particular) tend to bleed. Heavily bleeding animals die after a certain period of time if left untended. Thus it is possible to wound a target and wait until it bleeds to death or drops unconscious due to blood loss. This way you can avoid unnecessary damage to the corpse (and avoid being caught in the explosion left by boomalopes and boomrats). Keep in mind that a wounded but mobile animal can wander away. Unconscious animals can be &amp;quot;saved&amp;quot; - essentially transported to sleeping spots assigned as medical - but without medical treatment they will still die. A valid, if hardly humane, way to hunt.&lt;br /&gt;
&lt;br /&gt;
* In the occasion of a full horde revenge, early-stage colonies may easily become overrun, leaving all colonists downed. But down is not out. Eventually, one or more of your colonists may recover. With luck, this miracle may take place at nightfall, when wildlife sleep (except for the most enraged beasts among those), or they have wandered far enough, opening a chance to rescue everybody else. The manhunter status of the horde will disappear overnight.&lt;br /&gt;
**[[Defense tactics#Melee blocking|Melee blocking]] could be a valuable tactic to defeat the rampaging animals. In addition to making it easier to defeat the animals even when outnumbered, it also keeps your downed colonists near your base for easy rescue.&lt;br /&gt;
&lt;br /&gt;
== Life stages ==&lt;br /&gt;
Animals all have three different life stages - baby, juvenile and adult. The growth at which they enter the juvenile and adult life stages is determined by each species' '''growth time''' stat. Animals may have different graphics for different life stages (e.g. [[deer]]) or may simply appear smaller. Some animals have a specific name for this stage (e.g. chick or puppy). Animals have different sounds (call, anger, wounded, death) for different life stages, too. Babies may simply make a higher pitched sound or have a different sound altogether (such as chicks).&lt;br /&gt;
&lt;br /&gt;
Eventually, they reach their final body size and fertility in the final life stage, adulthood.  Only upon reaching adulthood can animals produce wool or milk. Eggs may be layer by juveniles.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! Baby Bird !! Baby !! Juvenile !! Adult&lt;br /&gt;
|-&lt;br /&gt;
| '''Body Size''' || 10% || 20% || 50% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Hunger''' || 40% || 40% || 75% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Max Food''' || 60% || 60% || 75% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Health Scale''' || 25% || 25% || 60% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Market Value''' || 40% || 40% || 75% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Move Speed''' || 50% || 50% || 90% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Melee Damage''' || 50% || 50% || 75% || 100%&lt;br /&gt;
|}&lt;br /&gt;
The reduction in Body Size of babies and juveniles also affects several other stats, such as [[Meat Amount|Meat]] and [[Leather Amount]]&lt;br /&gt;
&lt;br /&gt;
== Needs ==&lt;br /&gt;
Animals require food and sleep and will fulfil their needs on their own.&lt;br /&gt;
&lt;br /&gt;
'''Food:''' Animals will eat any available food according to their diet. Herbivorous animals of the colony can be left to eat grass on their own. Note that animals require different amounts of food compared to humans, as represented by their [[Hunger Rate]].&lt;br /&gt;
&lt;br /&gt;
'''Rest:''' Animals will sleep as needed. Tamed animals will sleep in [[animal sleeping spot]]s, [[animal sleeping box]]es, or [[animal bed]]s. If none of which are available, the animal will crash out on the ground inside its allowed zone. A tamed animal will not sleep as long as its master is drafted.&lt;br /&gt;
&lt;br /&gt;
== Animal husbandry ==&lt;br /&gt;
&lt;br /&gt;
Animals can be tamed and put to use in the colony, providing several benefits.  Some species can be trained to perform one or possibly more tasks (Guard, Attack, Rescue, Haul), and will wander about your colony freely. Other species, which can loosely be considered &amp;quot;farm animals&amp;quot;, can only be tamed and then put in a [[pen]]. This second category can never be trained.&lt;br /&gt;
&lt;br /&gt;
=== Taming ===&lt;br /&gt;
Wild animals can be tamed by a [[Work#Handle|animal handler]] with sufficient Animal skill and available food. Tamed animals may be bred, trained, traded, slaughtered, or farmed.&lt;br /&gt;
&lt;br /&gt;
Wild animals may be marked for taming using the Tame order. &lt;br /&gt;
[[File:TameButton.png|52px|left|link=]]{{clear}}&lt;br /&gt;
&lt;br /&gt;
An [[Work#Handle|animal handler]] will attempt to tame marked animals using food fitting that animal's diet. The chance to tame an animal depends on the animal's wildness (displayed on the info window) and the handler's 'Tame animal chance' stat. This stat is determined by the colonist's [[Skills#Animals|animals skill]], [[Health#Manipulation|manipulation]], [[Health#Talking|talking]], and [[Health#Hearing|hearing]]. When a handler fails to tame an animal there is a cooldown period of {{ticks|30000}}, or {{#expr:30000/2500}} in-game [[Time|hours]], before another attempt can be made. There is also a chance it will turn [[manhunter]] and start attacking the handler and others. The revenge chance is shown on the [[Menu#Wildlife|Wildlife]] menu. After a while the handler may drop unused food. &amp;lt;br&amp;gt;&lt;br /&gt;
Tamed animals will wander around the map until they are lead to a pen with a [[pen marker]], for pen animals, or restricted to a designated [[area]], for all other animals. Restricting non-pen animal movement using areas is usually necessary to prevent unwanted food consumption and animal [[filth]].&lt;br /&gt;
&lt;br /&gt;
==== Tame chances ====&lt;br /&gt;
Besides the animal handler's own skill, the wildness of the animals also counts.&lt;br /&gt;
&lt;br /&gt;
Tame chances undergo a post-processing curve.&lt;br /&gt;
*An animal with 0% wildness has a x2 taming chance.&lt;br /&gt;
*An animal with 50% wildness has normal taming chance.&lt;br /&gt;
*An animal with 100% wildness cannot be tamed at all.&lt;br /&gt;
&lt;br /&gt;
Currently, the hardest to tame animal is the [[Thrumbo]] with a post-processed taming chance of 3%.{{Check Tag|Fact Check}}&lt;br /&gt;
&lt;br /&gt;
[[List of animals|Animals]] with 0% wildness remain tame forever. An animal with a wildness above 0% (shown on the wildlife tab) needs to have maintenance training in Tameness. If it loses all Tameness it will go back to being wild.&lt;br /&gt;
&lt;br /&gt;
==== Minimum skill ====&lt;br /&gt;
Most animal species have a '''Minimum handling skill''' stat which determines the Animal [[skill]] necessary of a handler pawn. The game will briefly produce a warning message if no colonist has enough skill to handle the animal.&lt;br /&gt;
&lt;br /&gt;
* Animals that can be handled with 0 skill include: Alpaca, Cat, Chicken, Cow, Dromedary, Husky, Labrador retriever, Pig and Yorkshire terrier.&lt;br /&gt;
&lt;br /&gt;
An animal's minimum handling skill is calculated as follows:&lt;br /&gt;
&lt;br /&gt;
'''Skill = 9 * (wildness - 0.3) / 0.7'''{{Check Tag|Fact Check|[[Template:Infobox main]] uses a different formula and both don't match the in game values.}}&lt;br /&gt;
&lt;br /&gt;
So animals with a wildness of 30% or less won't require any handling skill whatsoever.&lt;br /&gt;
&lt;br /&gt;
=== Starting pets ===&lt;br /&gt;
&lt;br /&gt;
For most [[Scenario system|scenarios]], new colonies will include a random pet that is already tamed. These pets will have a random name and have a chance to be bonded with a pawn. The animals available are determined by the handling skills of the starting pawn(s), as the game will not provide a pet that cannot be handled by the colony. This rule is broken when all colonists have animal handling disabled, as the game will still provide animals that require periodic taming.&lt;br /&gt;
&lt;br /&gt;
The chance of getting an animal is influenced by the &amp;quot;petness&amp;quot; stat, with a higher value resulting in a higher chance.  The selection of animals also influences the chances, as a Husky has a 26% chance of being selected with the highest handling skill at 0, while at level 8+ the chance is only 12%.  Hares, snowhares, capybaras and cobras are all under 1% chance due to the petness being so low and the animal handling being so high.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+ '''Animals that can be starting pets'''&lt;br /&gt;
! Animal !! Handling skill required !! Petness !! Chance (with 8+ handling)&lt;br /&gt;
|-&lt;br /&gt;
| [[Yorkshire terrier]] || 0 || 1 || 12.06%&lt;br /&gt;
|-&lt;br /&gt;
| [[Husky]] || 0 || 1 || 12.06%&lt;br /&gt;
|-&lt;br /&gt;
| [[Labrador retriever]] || 0 || 1 || 12.06%&lt;br /&gt;
|-&lt;br /&gt;
| [[Donkey]] || 0 || 0.6 || 7.24%&lt;br /&gt;
|-&lt;br /&gt;
| [[Yak]] || 0 || 0.3 || 3.62%&lt;br /&gt;
|-&lt;br /&gt;
| [[Cat]] || 1 || 1 || 12.06%&lt;br /&gt;
|-&lt;br /&gt;
| [[Horse]] || 4 || 0.6 || 7.24%&lt;br /&gt;
|-&lt;br /&gt;
| [[Iguana]] || 4 || 0.15 || 1.81%&lt;br /&gt;
|-&lt;br /&gt;
| [[Rat]] || 4 || 0.15 || 1.81%&lt;br /&gt;
|-&lt;br /&gt;
| [[Monkey]] || 5 || 0.5 || 6.03%&lt;br /&gt;
|-&lt;br /&gt;
| [[Warg]] || 5 || 0.5 || 6.03%&lt;br /&gt;
|-&lt;br /&gt;
| [[Guinea pig]] || 5 || 0.3 || 3.62%&lt;br /&gt;
|-&lt;br /&gt;
| [[Chinchilla]] || 5 || 0.2 || 2.41%&lt;br /&gt;
|-&lt;br /&gt;
| [[Boomrat]] || 7 || 0.2 || 2.41%&lt;br /&gt;
|-&lt;br /&gt;
| [[Fennec fox]] || 7 || 0.1 || 1.21%&lt;br /&gt;
|-&lt;br /&gt;
| [[Red fox]] || 7 || 0.1 || 1.21%&lt;br /&gt;
|-&lt;br /&gt;
| [[Arctic fox]] || 7 || 0.1 || 1.21%&lt;br /&gt;
|-&lt;br /&gt;
| [[Hare]] || 7 || 0.08 || 0.97%&lt;br /&gt;
|-&lt;br /&gt;
| [[Snowhare]] || 7 || 0.08 || 0.97%&lt;br /&gt;
|-&lt;br /&gt;
| [[Capybara]] || 7 || 0.08 || 0.97%&lt;br /&gt;
|-&lt;br /&gt;
| [[Cobra]] || 7 || 0.05 || 0.60%&lt;br /&gt;
|-&lt;br /&gt;
| [[Timber wolf]] || 8 || 0.1 || 1.21%&lt;br /&gt;
|-&lt;br /&gt;
| [[Arctic wolf]] || 8 || 0.1 || 1.21%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Bonding ===&lt;br /&gt;
Animals may '''bond''' with their handlers or doctors, and starting &amp;quot;pets&amp;quot; (see previous) have a chance to start the game bonded with a random starting colonist.  A bond gives a [[mood]] effects to non-[[psychopath]]ic pawns. These include:&lt;br /&gt;
* A {{+|5}} mood bonus while assigned as a bonded animal's [[#Training|master]]. Note that this does not scale with the number of bonded animals.&lt;br /&gt;
* A {{--|3}} mood malus while not assigned as a bonded animal's [[#Training|master]]. Note that this does not scale with the number of bonded animals.&lt;br /&gt;
* A {{--|10}} mood malus for 60 days for a bonded animal being sold, stacking up to 10 times. This will also inflict an [[opinion]] malus on the pawn that performed the action.&lt;br /&gt;
* A {{--|8}} mood malus for 20 days for a bonded animal being lost, stacking up to 5 times for 5 unique animals.&lt;br /&gt;
* A {{--|8}} mood malus for 20 days for a bonded animal being killed, stacking up to 5 times for 5 unique animals. This will also inflict an [[opinion]] malus on the pawn that performed the action.&lt;br /&gt;
* A {{--|5}} mood malus for 15 days for a bonded animal being released into the wild, stacking up to 5 times for 5 unique animals.&lt;br /&gt;
All moodlets stack with each other.&lt;br /&gt;
&lt;br /&gt;
Bonds can occur when:&lt;br /&gt;
* When an animal has its wounds tended by a colonist, there is a constant 0.4% chance that the animal will bond with the colonist, regardless of Animals skill. If the animal is wild, the animal will instantly self-tame, disregarding wildness.&lt;br /&gt;
* When tamed, an animal also has a 1% chance to bond with the tamer.&lt;br /&gt;
* For starting animals, the % to start bonded with an owner appears to be related to the innate [[Property:Wildness|wildness]] (i.e. horses and camels will start bonded more often than cobras or wargs).  Domestic animals (wildness 0 - dogs, cats, some farm animals) will always start bonded.&lt;br /&gt;
Pawns with the [[Ideoligion#Animal connection|Animal connection: Strong]] precept in their [[ideoligion]]{{IdeologyIcon}} have a ×2 multiplier on bonding chance. &lt;br /&gt;
Pawns with the [[Ideoligion#Bonding|Bonding: Disapproved]] precept in their [[ideoligion]]{{IdeologyIcon}} cannot be bonded with, but they will not lose existing bonds, nor their mood effects, if the the precept is added via a fluid ideoligion's reformation.{{Check Tag|Conversion?|What about converting a bonded pawn into a no bonding ideoligion}}&lt;br /&gt;
&lt;br /&gt;
Bonded animals are also easier to train (5x multiplier on chance).{{Check Tag|By Master or by all?}} Animals are given a unique name upon bonding.&lt;br /&gt;
&lt;br /&gt;
On the death of the pawn an animal is bonded with, it can go into one of two animal mental breaks; [[Mental break#Manhunter|manhunter]], in which it will attack all nearby entities, or [[Mental break#Confusion|confusion]], in which it will wander around, uncontrollably, similar to dazed humans.&lt;br /&gt;
&lt;br /&gt;
=== Interaction ===&lt;br /&gt;
Some animal species can be trained by colonists. With Guard trained, they will follow their master around if designated to do so. &lt;br /&gt;
&lt;br /&gt;
Some species may be harvested to produce [[milk]], [[chemfuel]], or [[wool]]. Still others passively lay frequent eggs.&lt;br /&gt;
&lt;br /&gt;
Occasionally, some animals can nuzzle colonists, giving the colonist a mood buff. Animals can nuzzle anyone regardless of handling skill.&lt;br /&gt;
&lt;br /&gt;
When injured, they will go to animal sleeping spots/ beds for rest and treatment.&lt;br /&gt;
&lt;br /&gt;
=== Naming ===&lt;br /&gt;
Newly tamed or purchased animals are distinguished by numerical designations(“Muffalo 1”, “Muffalo 2”, etc.). When an animal forms a bond with a colonist, it is given a unique name. Names can be changed by the player from the &amp;quot;Training&amp;quot; tab in the inspect pawn pane. Names of tamed animals are not shown on the map unless the option is turned on, via Menu, Options, 'Show animal names'.&lt;br /&gt;
&lt;br /&gt;
Animals may have a gender-specific name (i.e. hen, rooster, buck, doe), or a lifestage-specific name (piglet, puppy), or even a gender/lifestage-specific name (cockerel).&lt;br /&gt;
&lt;br /&gt;
It is possible for animals which have been lost or sold to reappear later as part of a wild herd. This will only happen with animals which occur naturally on your colony's biome. They will still have the name you gave them (including automatic names like &amp;quot;Muffalo 2&amp;quot;), but will need to be tamed and trained again.&lt;br /&gt;
&lt;br /&gt;
=== Training ===&lt;br /&gt;
Tamed animals may be trained depending on their trainable intelligence. Click the animal's training tab to specify training targets and view progress.&lt;br /&gt;
&lt;br /&gt;
The stats of the training pawn, including Animals skill or [[Global Work Speed]], have no effect on how fast each training session is completed. Instead, increased skill improves a pawn's [[Train Animal Chance]], resulting in the animal requiring fewer training attempts in the first place. After a training attempt on a tamed animal, there is a 6 in-game hour waiting period before that same animal can be trained again.&lt;br /&gt;
&lt;br /&gt;
Once Guard is trained, they can be assigned a master which they will follow. You can configure when the animal will follow their master, by toggling whether or not the animal will follow while doing field work (hunting/taming), or while drafted, from the Animals menu.&lt;br /&gt;
&lt;br /&gt;
Many skills require multiple steps to fully train. Guard has three steps, rescue and attack have two, and haul has 5. An animal also has five stages of tameness to maintain.&lt;br /&gt;
&lt;br /&gt;
Animal skills decay over time. The speed at which skills decay is dependent on wildness of the animal. For many species, their wildness is high enough such that their tameness decreases over time and they may eventually return to the wild. For this reason, if you do not have handlers meeting the animal's minimum handling skill, it is best to sell or slaughter before your animal returns to the wild. Animals requiring a [[pen]] will never lose tameness.&lt;br /&gt;
&lt;br /&gt;
==== Guard ====&lt;br /&gt;
&lt;br /&gt;
[[File:Obedience.png|link=]] '''Guard:''' (Training intelligence required: Simple, Steps: 3)&lt;br /&gt;
: An animal trained in guard will follow its master and attack nearby aggressors. An animal's master is listed on the Training tab and on the Animals menu. Multiple animals may be assigned to a single master. Note that assigning an animal to the pawn it is bonded with will give that pawn a permanent +5 moodlet, and if a bonded animal is ''not'' assigned to its bonded pawn, that pawn gets a permanent -3 moodlet. Mood effects stack with multiple bonded animals, and one pawn can have both the positive and negative moodlets from two bonded animals.&lt;br /&gt;
&lt;br /&gt;
==== Attack ====&lt;br /&gt;
&lt;br /&gt;
[[File:Release.png|link=]] '''Attack:''' (Training intelligence required: Intermediate, Steps: 5)&lt;br /&gt;
: Using the 'attack' command, animals may leave their master's immediate area to attack enemies. When the 'Animals Attack' command is turned off, animals will guard their master and only attack enemies nearby.&lt;br /&gt;
&lt;br /&gt;
==== Rescue ====&lt;br /&gt;
&lt;br /&gt;
[[File:Rescue.png|link=]] '''Rescue:''' (Training intelligence required: Advanced, Steps: 2)&lt;br /&gt;
: Animals trained in rescue will rescue its master as well as nearby colonists in a radius of 75. Only species of sufficient size can rescue.&lt;br /&gt;
&lt;br /&gt;
==== Haul ====&lt;br /&gt;
&lt;br /&gt;
[[File:Haul_animal.png|link=]] '''Haul:''' (Training intelligence required: Advanced, Steps: 7)&lt;br /&gt;
: Animals trained in hauling will haul just as colonists do, although each species has a specific carrying capacity according to its size. Only species of sufficient size can haul, but the size required is less than it is for rescuing, meaning some animals can haul items but cannot rescue. Animals will perform hauling intermittently with an &amp;lt;abbr title=&amp;quot;mean time between&amp;quot;&amp;gt;MTB&amp;lt;/abbr&amp;gt; of 1.5 hours. Apart from being able to move, animals also need an intact jaw in order to haul.  Animals will only haul within their allowed area if they are assigned to one.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Animal !! &amp;lt;abbr title=c/s&amp;gt;Move Speed&amp;lt;/abbr&amp;gt; !! Carrying Capacity !! &amp;lt;abbr title=c*i/s&amp;gt;Haul Throughput&amp;lt;/abbr&amp;gt; !! Wildness !! &amp;lt;abbr title=Nutrition lost per day&amp;gt;Hunger Rate&amp;lt;/abbr&amp;gt; !! Filth Rate !! data-sort-type=number|&amp;lt;abbr title=days&amp;gt;Juvenile Age&amp;lt;/abbr&amp;gt; !! data-sort-type=number|&amp;lt;abbr title=days&amp;gt;Maturity Age&amp;lt;/abbr&amp;gt; !! &amp;lt;abbr title=°C&amp;gt;Min Temperature&amp;lt;/abbr&amp;gt; !! &amp;lt;abbr title=°C&amp;gt;Max Temperature&amp;lt;/abbr&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
{{#ask:[[Category:Animals]] [[Can Train Haul::True]] [[Carrying Capacity::+]]&lt;br /&gt;
| named args=yes&lt;br /&gt;
| ?Name=?Name&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Animals/Haul Row&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
Once Guard is trained, animals will gather around their master upon drafting, and will attack nearby threats, or (unintentionally) block ranged attacks for their master. This is configurable and can be disabled by disabling follow during drafted.&lt;br /&gt;
&lt;br /&gt;
With Attack trained, animals can be released to attack threats from a distance.  Even colonists incapable of Violence can send their assigned animals into battle.&lt;br /&gt;
&lt;br /&gt;
Animals can be downed during combat, and can be rescued by colonists or other animals capable of Rescue.&lt;br /&gt;
&lt;br /&gt;
=== Products ===&lt;br /&gt;
Certain tame animals produce milk, wool, or eggs. Milking and shearing sometimes fail, indicated with a brief &amp;quot;product wasted&amp;quot; message.&lt;br /&gt;
&lt;br /&gt;
==== [[Eggs]] ====&lt;br /&gt;
[[File:Egg small b.png|32px|left|link=Eggs]]&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Animal !! Lays&amp;lt;br&amp;gt;Unfert.!! Nutrition&amp;lt;br&amp;gt;per Egg !! Avg Eggs&amp;lt;br&amp;gt;per Clutch !! Laying&amp;lt;br&amp;gt;Interval !! Avg Eggs&amp;lt;br&amp;gt;per Day !! Egg Nutrition&amp;lt;br&amp;gt;per Day !! Daily Hunger&amp;lt;br&amp;gt;Rate !! Daily Egg Nutrition&amp;lt;br&amp;gt;per Hunger{{ref label|Males|A}}&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Egg Laying Interval::+]]&lt;br /&gt;
| named args=yes&lt;br /&gt;
| ?Name = ?Name&lt;br /&gt;
| ?Eggs Per Clutch Average = ?Eggs Per Clutch Average&lt;br /&gt;
| ?Egg Laying Interval = ?Egg Laying Interval&lt;br /&gt;
| ?Eggs Per Season Average = ?Eggs Per Season Average&lt;br /&gt;
| ?Can Lay Unfertilized Eggs = ?Can Lay Unfertilized Eggs&lt;br /&gt;
| ?Real Hunger Rate = ?Real Hunger Rate&lt;br /&gt;
| format = Template&lt;br /&gt;
| template = Egg Table Row&lt;br /&gt;
| link = none&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
:{{note|Males|A}} '''Note:''' This value only accounts for the female - any males required to fertilize the egg are not considered.&lt;br /&gt;
&lt;br /&gt;
==== [[Milk]] ====&lt;br /&gt;
[[File:Milk.png|32px|left|link=Milk]]&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 = Ask Table Formatter&lt;br /&gt;
| link = none}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== [[Wool]] ====&lt;br /&gt;
[[File:Wool.png|32px|left|link=Wool]]&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Animal !! Wool Amount !! Shearing Interval !! Daily Wool Average&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Concept:Production Animals]] [[Wool Amount::+]]&lt;br /&gt;
| ?Wool Amount&lt;br /&gt;
| ?Shearing Interval Days&lt;br /&gt;
| ?Daily Wool Average&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== [[Chemfuel]] ====&lt;br /&gt;
[[File:Chemfuel.png|32px|left|link=Chemfuel]]&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Animal !! Chemfuel Amount !! Milking Interval !! Daily Chemfuel Average&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Concept:Production Animals]] [[Milk Name::Chemfuel]]&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 = Ask Table Formatter&lt;br /&gt;
| link = none}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Slaughtering ===&lt;br /&gt;
{{Stub|section=1|reason=This section is included in the [[RimWorld_Wiki:To-do#Butchery project|Butchery project]] - there are a number of factors that are in need of verification and potentially addition to this section. See that page for details}}&lt;br /&gt;
[[File:SlaughterButton.png|52px|left]] Tamed animals may be slaughtered selecting the animal and clicking the Slaughter button, or by using the Slaughter tool from the Orders menu. An animal marked in this way will be slaughtered by an animal handler. The handler need not be equipped with a weapon. You can also set up an auto-slaughter order in the animals tab, configurable to limit the amount of male, female, and pregnant animals in a pen.&lt;br /&gt;
&lt;br /&gt;
Animals killed through means other than slaughtering (hunting, combat, etc) suffer a 66% multiplier to [[Meat Amount]] and [[Leather Amount]].  &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;euthanize by cut&amp;quot; [[operation]], performed by a [[Doctoring|surgeon]], and the [[Rituals#Animal sacrifice|Animal Sacrifice]] ritual{{IdeologyIcon}} will also result in a careful slaughter and avoid the 66% modifier.&lt;br /&gt;
&lt;br /&gt;
If you try to slaughter a bonded animal, the game will warn you about it due to the mood impact this has on the animal's master.&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
&lt;br /&gt;
=== Caravans ===&lt;br /&gt;
{{Main|Pack animal}}&lt;br /&gt;
These animals can graze, meaning they don't usually require food during a [[caravan]]. (This may not be true when traveling across cold or inhospitable [[biome]]s, like tundra or deserts, or in winter in general.) When carrying items in their inventory, they will appear to have packs on, which disappear when unloaded.&lt;br /&gt;
&lt;br /&gt;
=== Release to Wild ===&lt;br /&gt;
Unwanted animals can be released to the wild using a command next to the slaughter button. Releasing bonded animals also causes a mood debuff to master of the animal.&lt;br /&gt;
&lt;br /&gt;
=== Social ===&lt;br /&gt;
Each animal has a Social tab that lists that animal's bonds and relations. Clicking an entry jumps to that bond's counterpart. Bonded humans have a persistent mood bonus, unless they have the psychopath trait, while set as that animal's master. Animals do not have such thoughts or bonuses.&lt;br /&gt;
&lt;br /&gt;
Certain tame animals, will nuzzle your colonists. Animals can nuzzle patients in bed. A colonist who is nuzzled receives a +4 mood buff for 1 day.&lt;br /&gt;
&lt;br /&gt;
The following animals can nuzzle: [[cat]], [[guinea pig]], [[husky]], [[labrador retriever]], [[monkey]], and [[yorkshire terrier]].&lt;br /&gt;
&lt;br /&gt;
=== Trade goods ===&lt;br /&gt;
&lt;br /&gt;
Tamed animals may be sold to [[trade]]rs. Animals purchased from traders will be already tamed. Bulk goods traders offer pets and farm animals while exotic goods traders carry most of the wild species. Traders offering animals will attempt to at least carry a breeding pair of a core farm animal.&lt;br /&gt;
&lt;br /&gt;
=== Raising animals ===&lt;br /&gt;
==== Feeding animals ====&lt;br /&gt;
The simplest way to feed non-strictly-carnivorous animals is to create a large [[Pens|pen]] where animals can graze on the wild grass and brambles. The [[pen marker]] will show the number of animals the wild plants can sustain (measured in [[cow]]s, [[goat]]s, and [[chicken]]s. When the weather is too cold or too hot though, plants grow slower or even stop growing. Furthermore, plants become totally inedible when the temperature drops below {{Temperature|-10}}, because they all are considered leafless, grass as well as trees. This unrealistic mechanic is not explained in-game, and is quite puzzling to unaware players. It looks like animals starve on top of good-looking grass. See [[Plants#Temperature]] for more info.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2 | Animal&lt;br /&gt;
! rowspan=2 | Diet&lt;br /&gt;
! rowspan=2 data-sort-type=number | Tameness Decay Interval&lt;br /&gt;
! rowspan=2 | Produces&lt;br /&gt;
! rowspan=2 data-sort-type=number | Produce per day&lt;br /&gt;
! rowspan=2 data-sort-type=number| Produced Nutrition per day&lt;br /&gt;
! colspan=3 | Baby Slaughter&lt;br /&gt;
! colspan=3 | Adult Slaughter&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Units of nutrition of meat produced per female per day when babies are slaughtered, assuming constant pregnancy.&amp;quot;&amp;gt;Meat Per Day&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Units of nutrition consumed by a single adult per day. Note that this does not include the nutrition consumption of the father.&amp;quot;&amp;gt;Consumption Per Day&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;(Milk + Meat)/Consumption&amp;quot;&amp;gt;Overall Efficiency&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Units of nutrition of meat produced per female per day when adults are slaughtered, assuming constant pregnancy.&amp;quot;&amp;gt;Meat Per Day&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Units of nutrition consumed per female per day, including the offspring's consumption up to adulthood. Note that this does not include the nutrition consumption the father.&amp;gt;Consumption Per Day&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;(Milk + Meat)/Consumption&amp;quot;&amp;gt;Overall Efficiency&amp;lt;/abbr&amp;gt;&lt;br /&gt;
|- {{Animal Rearing Row|Alpaca}} &lt;br /&gt;
|- {{Animal Rearing Row|Alphabeaver}} &lt;br /&gt;
|- {{Animal Rearing Row|Arctic fox}} &lt;br /&gt;
|- {{Animal Rearing Row|Arctic wolf}} &lt;br /&gt;
|- {{Animal Rearing Row|Bison}} &lt;br /&gt;
|- {{Animal Rearing Row|Boomalope}} &lt;br /&gt;
|- {{Animal Rearing Row|Boomrat}} &lt;br /&gt;
|- {{Animal Rearing Row|Capybara}} &lt;br /&gt;
|- {{Animal Rearing Row|Caribou}} &lt;br /&gt;
|- {{Animal Rearing Row|Cassowary}} &lt;br /&gt;
|- {{Animal Rearing Row|Cat}} &lt;br /&gt;
|- {{Animal Rearing Row|Chicken}} &lt;br /&gt;
|- {{Animal Rearing Row|Chinchilla}} &lt;br /&gt;
|- {{Animal Rearing Row|Cobra}} &lt;br /&gt;
|- {{Animal Rearing Row|Cougar}} &lt;br /&gt;
|- {{Animal Rearing Row|Cow}} &lt;br /&gt;
|- {{Animal Rearing Row|Deer}} &lt;br /&gt;
|- {{Animal Rearing Row|Donkey}} &lt;br /&gt;
|- {{Animal Rearing Row|Dromedary}} &lt;br /&gt;
|- {{Animal Rearing Row|Duck}} &lt;br /&gt;
|- {{Animal Rearing Row|Elephant}} &lt;br /&gt;
|- {{Animal Rearing Row|Elk}} &lt;br /&gt;
|- {{Animal Rearing Row|Emu}} &lt;br /&gt;
|- {{Animal Rearing Row|Fennec fox}} &lt;br /&gt;
|- {{Animal Rearing Row|Gazelle}} &lt;br /&gt;
|- {{Animal Rearing Row|Goat}} &lt;br /&gt;
|- {{Animal Rearing Row|Goose}} &lt;br /&gt;
|- {{Animal Rearing Row|Grizzly bear}} &lt;br /&gt;
|- {{Animal Rearing Row|Guinea pig}} &lt;br /&gt;
|- {{Animal Rearing Row|Hare}} &lt;br /&gt;
|- {{Animal Rearing Row|Horse}} &lt;br /&gt;
|- {{Animal Rearing Row|Husky}} &lt;br /&gt;
|- {{Animal Rearing Row|Ibex}} &lt;br /&gt;
|- {{Animal Rearing Row|Iguana}} &lt;br /&gt;
|- {{Animal Rearing Row|Labrador retriever}} &lt;br /&gt;
|- {{Animal Rearing Row|Lynx}} &lt;br /&gt;
|- {{Animal Rearing Row|Megascarab}} &lt;br /&gt;
|- {{Animal Rearing Row|Megaspider}} &lt;br /&gt;
|- {{Animal Rearing Row|Megasloth}} &lt;br /&gt;
|- {{Animal Rearing Row|Monkey}} &lt;br /&gt;
|- {{Animal Rearing Row|Muffalo}} &lt;br /&gt;
|- {{Animal Rearing Row|Ostrich}} &lt;br /&gt;
|- {{Animal Rearing Row|Panther}} &lt;br /&gt;
|- {{Animal Rearing Row|Pig}} &lt;br /&gt;
|- {{Animal Rearing Row|Polar bear}} &lt;br /&gt;
|- {{Animal Rearing Row|Raccoon}} &lt;br /&gt;
|- {{Animal Rearing Row|Rat}} &lt;br /&gt;
|- {{Animal Rearing Row|Red fox}} &lt;br /&gt;
|- {{Animal Rearing Row|Rhinoceros}} &lt;br /&gt;
|- {{Animal Rearing Row|Sheep}} &lt;br /&gt;
|- {{Animal Rearing Row|Snowhare}} &lt;br /&gt;
|- {{Animal Rearing Row|Spelopede}} &lt;br /&gt;
|- {{Animal Rearing Row|Squirrel}} &lt;br /&gt;
|- {{Animal Rearing Row|Thrumbo}} &lt;br /&gt;
|- {{Animal Rearing Row|Timber wolf}} &lt;br /&gt;
|- {{Animal Rearing Row|Tortoise}} &lt;br /&gt;
|- {{Animal Rearing Row|Turkey}} &lt;br /&gt;
|- {{Animal Rearing Row|Warg}} &lt;br /&gt;
|- {{Animal Rearing Row|Wild boar}} &lt;br /&gt;
|- {{Animal Rearing Row|Yak}} &lt;br /&gt;
|- {{Animal Rearing Row|Yorkshire terrier}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Growing haygrass ====&lt;br /&gt;
While the land can sustain a sizable population of animals grazing on it, it doesn't have an infinite supply and can still be depleted. Winter can also stop grass growth, leaving nothing for your grazing animals to eat. &lt;br /&gt;
&lt;br /&gt;
If you need to raise a lot of animals, e.g. an exponentially growing flock of [[chicken]]s, you will need to grow haygrass to sustain them all. You also need to have a stock of haygrass to keep animals fed through the winter.&lt;br /&gt;
&lt;br /&gt;
Haygrass gives a total of 0.9 nutrition (18 units of [[hay]]) when fully grown and harvested, compared to 0.5 of grass. However, you have to keep your hungry animals from getting to it otherwise they'll only get a max of 0.2 nutrition from eating the plant.&lt;br /&gt;
&lt;br /&gt;
==== Making kibble ====&lt;br /&gt;
[[Kibble]] is a kind of animal feed made with both plant and animal sources. It can be made using haygrass and any kind of meat, including human or insect meat. Producing kibble at a [[butcher table]] costs 1 nutrition of vegetables or hay and 1 nutrition of meat or animal products, and produces 2.5 nutrition of kibble. &lt;br /&gt;
&lt;br /&gt;
All animals except [[warg]]s can eat it, so it makes a good way to feed your animals using mixed sources of nutrition, including those that animals won't normally eat. Kibble also lasts forever under a roof so you can store it and use it to feed animals when in need, such as in winter when there is nothing to eat.&lt;br /&gt;
&lt;br /&gt;
When you feed a population of herbivorous or omnivorous animals kibble made from their own meat or milk, the formula for their nutrition efficiency can be calculated as:&lt;br /&gt;
&lt;br /&gt;
{{math|''nutritionEfficiency(kibble)'' {{=}} 2.5&amp;amp;times;''nutritionEfficiency(raw vegetables)'' - 1}}&lt;br /&gt;
If effect, this means that for any animal population that has a nutrition efficiency of at least 0.667, it is more efficient to feed them kibble rather than hay. It is worth noting, however, that this will increase the amount of butchering and cooking labour needed to support the higher animal population required.&lt;br /&gt;
&lt;br /&gt;
==== Pens ====&lt;br /&gt;
{{main|pens}}&lt;br /&gt;
Pens are areas which farm animals are assigned to. These [[pen animals]] will be passive, meaning that hostiles will not attack these animals, and vice versa. Tamed pen animals must be put in a pen, or they will occasionally attempt to leave the map, meaning they disappear forever. Colonists will automatically rope roaming farm animals and place them in the pen. The borders of pens can be marked with: solid [[wall]]s, [[door]]s, [[fence]]s, [[fence gate]]s, and [[animal flap]]s. To mark an enclosed area as a pen, place a pen marker inside. The pen marker also tells you the amount of animals that can be sustained in a pen with wild plants, measured in [[cow]]s, [[goat]]s, and [[chicken]]s. An attached, roofed, and heated/cooled coop can be built with an [[animal flap]] as a door instead of a regular [[door]] for animals to stay warm or cool down during extreme temperatures.&lt;br /&gt;
&lt;br /&gt;
==== Corpse freezer ====&lt;br /&gt;
&lt;br /&gt;
In typical RimWorlder fashion, you can use a freezer to preserve the corpses of raiders (or dead colonists if you're desperate) so you can feed omnivorous and carnivorous animals. This allows you to make use of corpses while avoiding heavy mood penalties from butchering humans or eating their flesh.&lt;br /&gt;
&lt;br /&gt;
==== Pet care ====&lt;br /&gt;
&lt;br /&gt;
Tamed animals that have a social bond to a person will affect the master's mood positively while living and negatively if killed (-8 for 20 days). This bond will either improve resistance against mental breaks or cause them. Because of the effect they cause on feelings, these creatures should be given special treatment, or any animal worth keeping alive.&lt;br /&gt;
&lt;br /&gt;
These are a few tips to keep them safe:&lt;br /&gt;
&lt;br /&gt;
* Keep them indoors by creating a new animal zone within a room. &lt;br /&gt;
* Keep them at the Home area after building a base wall.&lt;br /&gt;
* Prey pets should not be left wandering around in unrestricted area.&lt;br /&gt;
* Hunt their predators to prevent surprise attacks (or just wall the base in to prevent predators from coming in).&lt;br /&gt;
* Patrol your perimeter by zooming your view out to a larger scale but not to full, just enough to spot their sleeping animation of flying ZZZs while they rest at night. Sweeping your surroundings once every night shall keep you aware of threat presence.&lt;br /&gt;
&lt;br /&gt;
Note: The first three of these tips only apply to pet animals. Farm animals are passive while in pens, though if the pen is built with [[fence]]s, predators can still pass through.&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Animals can now be tamed and trained. Animals now sleep. Animals can be pregnant and give birth. Animals can be named when tamed or when nuzzling. Animals produce animal filth. Animals have “life stages” related to their ages. Eggs, Milk and Wool production added. Nuzzling added. Animals have life expectancies.&lt;br /&gt;
* [[Version/0.12.910|0.12.910]] - Rebalanced animal hunger rate and animal hauling.&lt;br /&gt;
* [[Version/0.13.1135|0.13.1135]] - Added new animals, some of which will hunt people. Some animals are now predators, including colony pets (e.g. cats catch squirrels). Animals can gnaw corpses apart directly now. Animal bonding added.&lt;br /&gt;
* Beta 19/1.0 Update - Obedience training steps 1 -&amp;gt; 3. Nuzzle target search distance 15 -&amp;gt; 40. Nuzzled memory duration 0.5 days-&amp;gt;1 day, stacked effect multiplier 0.95-&amp;gt;0.5, stack limit 10&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Changed animal rescue radius from 30 to 75. Fix: Jawless animals can still haul.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Removed naming animals through nuzzling. Animals only get names by bonding, or if given names by the player (so you can implicitly tell which animals are bonded by seeing which have names).&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Major overhaul to animals: added multiple animal-related buildings, added pens, decreased trainability of [[boomalope]] to none, added sterilization, added release to wild.&lt;br /&gt;
&lt;br /&gt;
{{nav|animal}}&lt;br /&gt;
[[Category:Creatures]]&lt;/div&gt;</summary>
		<author><name>Volatile depressive</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Animals&amp;diff=134556</id>
		<title>Animals</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Animals&amp;diff=134556"/>
		<updated>2023-05-07T17:25:56Z</updated>

		<summary type="html">&lt;p&gt;Volatile depressive: /* Fleeing */ added detail&lt;/p&gt;
&lt;hr /&gt;
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{| align=center&lt;br /&gt;
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{{Move|reason=Suggest split entire [[Animals#Animal_husbandry|Animal Husbandry]] subsection to its own article, to reduce the WoT factor on this page. See [[Talk:Animals|Discussion page]].}}&lt;br /&gt;
{{Stub|reason=Missing information on the autoslaughter system added in 1.3.3066}}&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{for|the skill of the same name|Skills#Animals{{!}}Skills}}&lt;br /&gt;
{{for|a complete search|List of animals|}}&lt;br /&gt;
{{imagemargin|[[File:animals_preview.png|190px|right]]|30px}} &lt;br /&gt;
&lt;br /&gt;
'''Animals''' are a type of nonplayable, nonhuman pawn in Rimworld with their own [[needs]], [[stats]], [[capacities]], and actions. They come in dozens of species, all of which can be wild or [[Taming|tamed]]. Wild animals occasionally spawn at the map edges according to the [[biomes|biome]] and sometimes from random events. &lt;br /&gt;
&lt;br /&gt;
Animals usually wander the map aimlessly and feed when hungry, even eating player-grown [[plants]]. Like humans, animals don't require water and generate [[filth]] on Rimworld. All animals on RimWorld will fight back if melee combat is initiated. With just a little luck, even a small [[rat]] or [[squirrel]] can [[downed|take down]] and even kill a casually armored colonist. The most dangerous species regularly hunt humans or can immediately turn [[manhunter]] out of revenge. Some animals can be trained to Guard your colonists and Attack enemies.&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
Animals are an important source of [[food]] by the meat they provide once [[Orders#Hunt|hunted]] and [[butcher table|butchered]].&lt;br /&gt;
&lt;br /&gt;
Colonists assigned to [[Work#Tame]] receive 90 XP towards their [[Skills#Animals]] per training or taming attempt. When tamed &amp;quot;[[cute]]&amp;quot; animals nuzzle a colonist, the colonist receives a +3 mood [[thought]] for 16 hours. Animals can also form bonds with colonists, providing a permanent +5 thought. &lt;br /&gt;
&lt;br /&gt;
[[Combat#Friendly_fire|Friendly fire]] can happen with domesticated animals.&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Animals tab ==&lt;br /&gt;
&lt;br /&gt;
The Animals tab is in the menu bar at the bottom of the screen. The default hotkey is {{key|F4}}. The Animals tab lists all the colony animals. From left to right, displayed information is as follows:&lt;br /&gt;
* Double-clicking an animal's name will center the map to that animal. &lt;br /&gt;
*Gender, Age, and Life Stage are displayed&lt;br /&gt;
*Pregnant or Sterilized&lt;br /&gt;
* A button lists the animal's master, if it has one. Click the button to assign a new master. Bonded status is also displayed.&lt;br /&gt;
*If the animal is designated to follow its master when drafted or doing field work.&lt;br /&gt;
* A &amp;quot;Slaughter&amp;quot; checkbox column allows easy slaughtering of multiple tamed animals at once.&lt;br /&gt;
* Checkbox columns for each trainable skill: '''Tame, Guard, Rescue, Attack,''' and '''Haul''' for the management of animal training.&lt;br /&gt;
* [[Zone/Area#Allowed area|Allowed areas]] are listed here. Animals stay in their assigned areas unless designated to follow their master.&lt;br /&gt;
&lt;br /&gt;
Most of the above information is also displayed in the animal's inspect pane.&lt;br /&gt;
&lt;br /&gt;
=== Allowed areas ===&lt;br /&gt;
One of the best ways to control animals is to assign them an [[allowed area]]. Allowed areas are created via the Expand allowed area function in the Architect&amp;gt;Zone menu.&lt;br /&gt;
Zoning prevents animals from wandering into danger and eating things they shouldn't be. Be certain to designate them an [[animal sleeping spot]] and ensure they have access to a [[food]] source. Some species (most ungulates) cannot be assigned an area and must instead be roped by a colonist into a [[pen]].&lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
Most animal sprites do not show limbs, just like human sprites. Some animals have different appearances between males and females. Some animals have a different sprite for infant and adult life stages, like the [[chicken]]. &lt;br /&gt;
&lt;br /&gt;
== Behavior ==&lt;br /&gt;
*'''Wandering:''' Animals will wander the area when their needs are satisfied, e.g. hunger and sleep. When wandering, some species of animals will tend to stay together in a herd. Others will spread out alone across the map. &lt;br /&gt;
*'''Roaming:''' Tame pen animals will occasionally attempt to leave the map if not in a pen or if a pen door is left open, with escape frequency determined by the animal's roam interval [[stat]].&lt;br /&gt;
*'''Filth:''' While walking on constructed floors, some animals produce animal filth. The rate of producing filth is proportional to body size and wildness stats. Farm animals tend to produce massive amounts of filth. This can be mitigated by [[straw matting]] floors or by simply keeping animals on dirt.&lt;br /&gt;
*'''Moving''': the animal is moving into its assigned area.&lt;br /&gt;
*Feeding: animals attempt to eat the nearest food source when hungry. Herbivores move to find mature plants and carnivores hunt. Animals will keep eating until their hunger bar reaches satiation.&lt;br /&gt;
*Mating: male and female adults of the same species occasionally mate, which may result in a female [[pregnancy]].&lt;br /&gt;
*'''Sleeping''': when tired or wounded, tamed animals prefer to sleep in an [[animal bed]] or animal sleeping spot.&lt;br /&gt;
*Combat: All animals can only melee attack. They will defend themselves in melee combat, and some animals can turn [[manhunter]] and chase your colonists, based on their Revenge Tame fail stat. A text warning pops up on the screen when a colonist is ordered to interact with a potentially dangerous animal.&lt;br /&gt;
*Fleeing: most wild animals and all tamed animals will erratically flee from ranged attacks in their immediate vicinity.&lt;br /&gt;
*Hauling: some animals, like the [[husky]], can be trained to haul items. Inside their assigned area, they will haul items into designated storage spots, similar to how colonists haul items.&lt;br /&gt;
*Following master: some animals, like [[elephants]], can be trained to follow their master when drafted or doing field work (mining or hunting). This turns the animal into a guardian for your colonist, and the beast will attack nearby enemies for you.&lt;br /&gt;
&lt;br /&gt;
=== Mating ===&lt;br /&gt;
For each non-[[sterilized]], tamed, awake male, once per hour, there is either a 1/12 or 1/8 (depending on species) chance that the male will search for a non-pregnant/non-fertilized, non-sterilized, tamed, awake female of the same species within 30 tiles to initiate mating. Female animals do not ever attempt to initiate mating themselves. In rare cases, more than one male can mate with the same female at once. The female will stand there, allowing the male to mate with her. The female then has a 50% chance to become [[pregnant]] in the case of gestational animals, or a 100% chance to become fertilized in the case of egg-laying animals.&lt;br /&gt;
&lt;br /&gt;
In order to maximize the rate of offspring for a given population size of adults, the ideal is that the moment one female becomes pregnant or fertilized, another gives birth or lays an egg and becomes available to be mated. If there was no randomness involved in mating, the female:male ratio that would achieve this is given by &amp;lt;code&amp;gt;awake_proportion×gestation_time/(2×mate_mtb)&amp;lt;/code&amp;gt; for gestational animals, or &amp;lt;code&amp;gt;awake_proportion×egg_interval/mate_mtb&amp;lt;/code&amp;gt; for egg-laying animals. As the proportion of [[Rest|time spent awake]] can be approximated to be about &amp;lt;code&amp;gt;2/3&amp;lt;/code&amp;gt; for a rest effectiveness of 0.8, and &amp;lt;code&amp;gt;mate_mtb&amp;lt;/code&amp;gt; is usually 12 hours, this can be simplified to &amp;lt;code&amp;gt;2/3×gestation_time&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;4/3×egg_interval&amp;lt;/code&amp;gt; in most cases. &lt;br /&gt;
&lt;br /&gt;
However, as the randomness involved with mating becomes more significant with smaller population sizes, slightly more males will be desired for smaller populations. On the contrary, animals that can be milked will want more females than this ratio suggests, as the gains from milk will offset the losses from time spent not pregnant. Animals that can lay unfertilized eggs can similarly afford a higher female ratio.&lt;br /&gt;
&lt;br /&gt;
Wild animals do not mate. Incest is common and has no effect on animal health.&lt;br /&gt;
&lt;br /&gt;
=== Fleeing ===&lt;br /&gt;
Passive animals will flee when harmed by a ranged attack, running erratically around the map. They will not flee and instead fight back if hit by a  melee attack. &amp;lt;br&amp;gt;&lt;br /&gt;
More aggressive animals have a '''revenge chance on tame fail''' stat and may retaliate instead of fleeing after taking damage.&lt;br /&gt;
Packs of animals, like [[elephant|elephants]] may seek revenge together, quickly overpowering a single colonist.&lt;br /&gt;
&lt;br /&gt;
Passive animals will sometimes flee from nearby ranged attacks, leaving their herd and even the map if their path intersects with the map edge.{{Check Tag|Detail needed}}&lt;br /&gt;
&lt;br /&gt;
=== Aggression ===&lt;br /&gt;
Sometimes a single animal may go mad, or every animal of the same species be driven mad by a psychic wave [[event]], and attack any humans not behind closed doors. &lt;br /&gt;
&lt;br /&gt;
If injured by a colonist or tamed pet, certain species of animals will become maddened into a [[Mental break#Manhunter|manhunter]] state and will relentlessly seek out humans to attack. Sometimes nearby animals of the same species will be simultaneously enraged. Unless otherwise neutralized, a maddened animal will eventually return to a normal mood after sleeping. Animals in manhunter state will attack doors if colonists try to go in and out of them.&lt;br /&gt;
&lt;br /&gt;
Manhunter chances are listed in the Wildlife tab of the map screen with a red lightning bolt next to their name, and also on the Info tab of each individual animal's information window.&lt;br /&gt;
&lt;br /&gt;
[[File:Manhunter due to pet hunting.png|400px]]&lt;br /&gt;
&lt;br /&gt;
=== Predation ===&lt;br /&gt;
Most carnivores are predators. When hungry, a predator will prefer an easy meal. They'll first go for meals or food types within their diet. They may go for a downed or dead animal or a fresh human corpse. &lt;br /&gt;
&lt;br /&gt;
When a hungry predator has no other food nearby, they will hunt, kill and consume almost any animal smaller than them, including your tamed animals and your colonists. This can especially be a problem on maps with little wildlife, like on [[Biomes#Ice sheet|Ice sheets]] when a polar bear wanders in. Still, predators tend to prefer more vulnerable and weaker animals, and wisely avoid boomrats and boomalopes.&lt;br /&gt;
&lt;br /&gt;
Predator attacks usually '''stun''' their prey, leaving the victim unable to fight back. A predator will focus all attacks on their prey, so if they do down your colonist or livestock, immediately order the nearest comrade to rescue the downed pawn. It's the difference between life and death.&lt;br /&gt;
 &lt;br /&gt;
Predators include the {{#ask: [[Category:Animals]] [[Is Predator::true]]}}.&lt;br /&gt;
&lt;br /&gt;
If you successfully hide all colonists and tamed animals away from a predator's reach, it will hunt any other available wildlife.&lt;br /&gt;
&lt;br /&gt;
It is not possible to view the Needs tab of a wild animal, so you may have to deduce whether or not a predator is hungry based on its behavior. They sometimes remain near the area where they last killed and ate an animal for about a day. Bloodstains or partially-consumed animal corpses on the ground are a fairly reliable guide, as well as a source of free leather and delicious leftovers. Be careful not to let a hauler take away a predator's food before it has finished eating. It will still be hungry and will hunt your colonist instead.&lt;br /&gt;
&lt;br /&gt;
Remember that [[fence]]s and [[fence gate]]s do not count as impassable for all pawns except for farm animals, meaning that predators can leap over.&lt;br /&gt;
&lt;br /&gt;
=== Body heat ===&lt;br /&gt;
{{Stub|section=1|reason=How much heat, how is calculated, does it vary etc? Anecdotal reports of it scaling with [[body size]]}}&lt;br /&gt;
Animals will give out body heat, slightly heating up their surroundings. This is insignificant most of the time. In enclosed barns with many animals packed, the heat can become a problem in warm weather or hot biomes, and a benefit in cold biomes or during winter.&lt;br /&gt;
&lt;br /&gt;
== Reproduction ==&lt;br /&gt;
Animals are born by live birth or by hatching from a fertilized egg.&lt;br /&gt;
&lt;br /&gt;
=== Live birth ===&lt;br /&gt;
{{See also|Pregnancy}}&lt;br /&gt;
&lt;br /&gt;
Female Animals which give live birth (e.g. mammals) have a chance of becoming [[pregnant]] after mating with a male. The '''gestation time''' stat specifies how many days a species' pregnancy will last. A pregnant animal suffering from [[malnutrition]] or injuries may miscarry, but spontaneous abortions are not possible in game. Miscarriages are noted by an in-game message and loss of the baby, but the mother is otherwise unharmed and may reproduce normally again. Pregnancies may also be aborted through [[surgery]].&lt;br /&gt;
&lt;br /&gt;
For the first {{ticks|600}} the pregnancy condition will be invisible, after which point a message will come up mentioning the pregnancy and the following hediffs become visible.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Early-stage''' || &amp;gt;0 Severity ||&lt;br /&gt;
* Vomiting (''MTB of 2.5 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Middle-stage''' || &amp;gt;0.333 Severity ||&lt;br /&gt;
* -15% [[Moving]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Late-stage''' || &amp;gt;0.666 Severity||&lt;br /&gt;
* Vomiting (''MTB of 5 days'')&lt;br /&gt;
* -30% [[Moving]]&lt;br /&gt;
|-&lt;br /&gt;
| '''''Birth''''' || 1.0 Severity||&lt;br /&gt;
* Symptoms end&lt;br /&gt;
* Offspring is born&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Live births occur at the end of the gestation time. They produce [[filth]] in the form of amniotic fluid, but no blood loss or damage occurs to the mother or baby. A species' '''litter size''' is a probability curve of the number of offspring possible from one pregnancy&lt;br /&gt;
&lt;br /&gt;
=== Eggs ===&lt;br /&gt;
Egg-laying animals include the {{#ask: [[Category:Animals]] [[Egg Laying Interval::+]]}} as of 1.1. Females become fertilized after mating with males, causing them to lay fertilized eggs. Most animals will not lay unfertilized eggs, with the exception of [[chicken]]s, [[duck]]s, and [[goose|geese]].&lt;br /&gt;
&lt;br /&gt;
Fertilized eggs display their progress on the inspect pane and hatch when ready.&lt;br /&gt;
&lt;br /&gt;
Fertilized eggs can be ruined by temperature if not kept within their safe temperature range of {{Temperature|{{Q|Chicken egg (fert.)|Min Safe Temperature}}|{{Q|Chicken egg (fert.)|Max Safe Temperature}}}}.&amp;lt;!-- These temperatures are the same for all eggs. I just picked the most common one --&amp;gt;&lt;br /&gt;
: Eggs start to freeze below {{Temperature|{{Q|Chicken egg (fert.)|Min Safe Temperature}}}}.&lt;br /&gt;
: Eggs start to overheat above {{Temperature|{{Q|Chicken egg (fert.)|Max Safe Temperature}}}}.&lt;br /&gt;
&lt;br /&gt;
The inspect pane will indicate 'Overheating' or 'Freezing' followed by a percentage rising up to 100%. It increases by {{#expr:{{Q|Chicken egg (fert.)|Spoiling Rate}}*100}}% per {{Temperature|1||delta}} outside the safe temperature range each [[tick]]. This status is halted when safe temperate is restored, but it is not reset - if the temperature is unsafe again, it will pick up where it left off. If it reaches 100% the egg is 'ruined by temperature' and will not hatch even if returned to a suitable area. A ruined egg still has full nutritional value and can be used to make a meal (or eaten raw, with a mood debuff).&lt;br /&gt;
&lt;br /&gt;
=== Sterilization ===&lt;br /&gt;
{{Main|Sterilization}}&lt;br /&gt;
&lt;br /&gt;
Animals can be sterilized by way of an operation to prevent them even attempting to breed with another animal. As such they will never reproduce.&lt;br /&gt;
&lt;br /&gt;
== Diet ==&lt;br /&gt;
While most carnivorous and omnivorous animals (such as pigs and boars) can eat raw meat, corpses, kibble, and meals, [[Warg]]s can ''only'' eat raw meat and corpses. &lt;br /&gt;
&lt;br /&gt;
All herbivorous and omnivorous animals can eat live plants (except trees and agave), vegetables, liquor, drugs, meals, and haygrass. &amp;lt;br&amp;gt;&lt;br /&gt;
Dendrovorous animals such as the [[alphabeaver]] and [[thrumbo]] can eat trees, in addition to other herbivorous foods.&lt;br /&gt;
&lt;br /&gt;
Because all animals except wargs can eat meals, [[kibble]], and [[pemmican]], it is possible to feed meat to herbivores and plants to carnivores if it is prepared first.&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
Animals have the same set-up as humans when it comes to health, minus the ability to operate on them (except euthanasia)(The option to amputate an infected limb can become available once infection sets in, at least on Thrumbos—assuming other animals as well). They feel pain, and have all of the different health stats that human pawns possess. Animals can become addicted to beer, and they suffer the same negative health alcohol effects as humans. Keep them away from alcohol.&lt;br /&gt;
Animals need to have an animal bed (or sleeping spot) in order to be healed.&lt;br /&gt;
&lt;br /&gt;
Like humans, they have a life expectancy, and are affected by [[Ailments|chronic diseases]]. There is no way to cure them in the base game other than [[Healer mech serum]], which would be incredibly expensive.&lt;br /&gt;
&lt;br /&gt;
A tamed animal that requires tending will find the nearest animal bed or animal sleeping spot in their [[allowed area]] and rest there until it is either fully healed or dead. Pawns assigned to doctoring will tend its wounds or illnesses and feed it, just as they would do for a humanlike pawn. If all human colonists are absent or unable to care for a sick animal, it can die of starvation even if there is food nearby and it is capable of walking.&lt;br /&gt;
&lt;br /&gt;
Animals have a [[Toxic Resistance]] of 50% by default, compared to the [[human]] default of 0%.&lt;br /&gt;
&lt;br /&gt;
== Hunting ==&lt;br /&gt;
[[File:Hunt.png|42px]]&lt;br /&gt;
&lt;br /&gt;
Wild animals may be marked for hunting, done by [[Work#Hunt|hunters]] with ranged weapons, who will proceed to shoot them at maximum range, before executing them with a neck cut when they are downed (except explosive animals). After killing their target, they will haul the carcass to a [[stockpile zone]] even if they are naturally incapable of hauling, but will not start hauling it again if they're interrupted.&lt;br /&gt;
&lt;br /&gt;
Animals harmed by hunting that were not killed yet may become enraged and if its a pack type, its full horde may turn hostile against the entire colony. If they are non-aggressive animals they usually flee instead.&lt;br /&gt;
&lt;br /&gt;
Hunting may take longer during bad weather since there's a shooting modifier while it's raining or snowing that makes it more likely for shots to miss.&lt;br /&gt;
* Fog (with or without rain): hit chance multiplier is 50%.&lt;br /&gt;
* Rain or snow: hit chance multiplier is 80%.&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
To mark animals to be hunted use one of the following methods: &lt;br /&gt;
*Click Wildlife, Click the first red X to the right of the animal you want to hunt and change it to a green check mark&lt;br /&gt;
*Click Orders, Hunt, then click one or more individual animals.&lt;br /&gt;
*Click Orders, Hunt, then click and drag a box to surround and select multiple animals.&lt;br /&gt;
*Select one or more animals, click Hunt.&lt;br /&gt;
&lt;br /&gt;
=== Hunting tips ===&lt;br /&gt;
&lt;br /&gt;
* Animals can be hunted manually instead of just using the hunt order by drafting a colonist and right clicking to fire at animals.  This allows the killing of multiple animals in one session, or hunting from close range.  Closer range reduces the chance of missing shots or unintended friendly fire, but raises the chance of provoking animal revenge.&lt;br /&gt;
&lt;br /&gt;
* Wounded animals (either hit with arrows/bullets or cut in particular) tend to bleed. Heavily bleeding animals die after a certain period of time if left untended. Thus it is possible to wound a target and wait until it bleeds to death or drops unconscious due to blood loss. This way you can avoid unnecessary damage to the corpse (and avoid being caught in the explosion left by boomalopes and boomrats). Keep in mind that a wounded but mobile animal can wander away. Unconscious animals can be &amp;quot;saved&amp;quot; - essentially transported to sleeping spots assigned as medical - but without medical treatment they will still die. A valid, if hardly humane, way to hunt.&lt;br /&gt;
&lt;br /&gt;
* In the occasion of a full horde revenge, early-stage colonies may easily become overrun, leaving all colonists downed. But down is not out. Eventually, one or more of your colonists may recover. With luck, this miracle may take place at nightfall, when wildlife sleep (except for the most enraged beasts among those), or they have wandered far enough, opening a chance to rescue everybody else. The manhunter status of the horde will disappear overnight.&lt;br /&gt;
**[[Defense tactics#Melee blocking|Melee blocking]] could be a valuable tactic to defeat the rampaging animals. In addition to making it easier to defeat the animals even when outnumbered, it also keeps your downed colonists near your base for easy rescue.&lt;br /&gt;
&lt;br /&gt;
== Life stages ==&lt;br /&gt;
Animals all have three different life stages - baby, juvenile and adult. The growth at which they enter the juvenile and adult life stages is determined by each species' '''growth time''' stat. Animals may have different graphics for different life stages (e.g. [[deer]]) or may simply appear smaller. Some animals have a specific name for this stage (e.g. chick or puppy). Animals have different sounds (call, anger, wounded, death) for different life stages, too. Babies may simply make a higher pitched sound or have a different sound altogether (such as chicks).&lt;br /&gt;
&lt;br /&gt;
Eventually, they reach their final body size and fertility in the final life stage, adulthood.  Only upon reaching adulthood can animals produce wool or milk. Eggs may be layer by juveniles.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! Baby Bird !! Baby !! Juvenile !! Adult&lt;br /&gt;
|-&lt;br /&gt;
| '''Body Size''' || 10% || 20% || 50% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Hunger''' || 40% || 40% || 75% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Max Food''' || 60% || 60% || 75% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Health Scale''' || 25% || 25% || 60% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Market Value''' || 40% || 40% || 75% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Move Speed''' || 50% || 50% || 90% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Melee Damage''' || 50% || 50% || 75% || 100%&lt;br /&gt;
|}&lt;br /&gt;
The reduction in Body Size of babies and juveniles also affects several other stats, such as [[Meat Amount|Meat]] and [[Leather Amount]]&lt;br /&gt;
&lt;br /&gt;
== Needs ==&lt;br /&gt;
Animals require food and sleep and will fulfil their needs on their own.&lt;br /&gt;
&lt;br /&gt;
'''Food:''' Animals will eat any available food according to their diet. Herbivorous animals of the colony can be left to eat grass on their own. Note that animals require different amounts of food compared to humans, as represented by their [[Hunger Rate]].&lt;br /&gt;
&lt;br /&gt;
'''Rest:''' Animals will sleep as needed. Tamed animals will sleep in [[animal sleeping spot]]s, [[animal sleeping box]]es, or [[animal bed]]s. If none of which are available, the animal will crash out on the ground inside its allowed zone. A tamed animal will not sleep as long as its master is drafted.&lt;br /&gt;
&lt;br /&gt;
== Animal husbandry ==&lt;br /&gt;
&lt;br /&gt;
Animals can be tamed and put to use in the colony, providing several benefits.  Some species can be trained to perform one or possibly more tasks (Guard, Attack, Rescue, Haul), and will wander about your colony freely. Other species, which can loosely be considered &amp;quot;farm animals&amp;quot;, can only be tamed and then put in a [[pen]]. This second category can never be trained.&lt;br /&gt;
&lt;br /&gt;
=== Taming ===&lt;br /&gt;
Wild animals can be tamed by a [[Work#Handle|animal handler]] with sufficient Animal skill and available food. Tamed animals may be bred, trained, traded, slaughtered, or farmed.&lt;br /&gt;
&lt;br /&gt;
Wild animals may be marked for taming using the Tame order. &lt;br /&gt;
[[File:TameButton.png|52px|left|link=]]{{clear}}&lt;br /&gt;
&lt;br /&gt;
An [[Work#Handle|animal handler]] will attempt to tame marked animals using food fitting that animal's diet. The chance to tame an animal depends on the animal's wildness (displayed on the info window) and the handler's 'Tame animal chance' stat. This stat is determined by the colonist's [[Skills#Animals|animals skill]], [[Health#Manipulation|manipulation]], [[Health#Talking|talking]], and [[Health#Hearing|hearing]]. When a handler fails to tame an animal there is a cooldown period of {{ticks|30000}}, or {{#expr:30000/2500}} in-game [[Time|hours]], before another attempt can be made. There is also a chance it will turn [[manhunter]] and start attacking the handler and others. The revenge chance is shown on the [[Menu#Wildlife|Wildlife]] menu. After a while the handler may drop unused food. &amp;lt;br&amp;gt;&lt;br /&gt;
Tamed animals will wander around the map until they are lead to a pen with a [[pen marker]], for pen animals, or restricted to a designated [[area]], for all other animals. Restricting non-pen animal movement using areas is usually necessary to prevent unwanted food consumption and animal [[filth]].&lt;br /&gt;
&lt;br /&gt;
==== Tame chances ====&lt;br /&gt;
Besides the animal handler's own skill, the wildness of the animals also counts.&lt;br /&gt;
&lt;br /&gt;
Tame chances undergo a post-processing curve.&lt;br /&gt;
*An animal with 0% wildness has a x2 taming chance.&lt;br /&gt;
*An animal with 50% wildness has normal taming chance.&lt;br /&gt;
*An animal with 100% wildness cannot be tamed at all.&lt;br /&gt;
&lt;br /&gt;
Currently, the hardest to tame animal is the [[Thrumbo]] with a post-processed taming chance of 3%.{{Check Tag|Fact Check}}&lt;br /&gt;
&lt;br /&gt;
[[List of animals|Animals]] with 0% wildness remain tame forever. An animal with a wildness above 0% (shown on the wildlife tab) needs to have maintenance training in Tameness. If it loses all Tameness it will go back to being wild.&lt;br /&gt;
&lt;br /&gt;
==== Minimum skill ====&lt;br /&gt;
Most animal species have a '''Minimum handling skill''' stat which determines the Animal [[skill]] necessary of a handler pawn. The game will briefly produce a warning message if no colonist has enough skill to handle the animal.&lt;br /&gt;
&lt;br /&gt;
* Animals that can be handled with 0 skill include: Alpaca, Cat, Chicken, Cow, Dromedary, Husky, Labrador retriever, Pig and Yorkshire terrier.&lt;br /&gt;
&lt;br /&gt;
An animal's minimum handling skill is calculated as follows:&lt;br /&gt;
&lt;br /&gt;
'''Skill = 9 * (wildness - 0.3) / 0.7'''{{Check Tag|Fact Check|[[Template:Infobox main]] uses a different formula and both don't match the in game values.}}&lt;br /&gt;
&lt;br /&gt;
So animals with a wildness of 30% or less won't require any handling skill whatsoever.&lt;br /&gt;
&lt;br /&gt;
=== Starting pets ===&lt;br /&gt;
&lt;br /&gt;
For most [[Scenario system|scenarios]], new colonies will include a random pet that is already tamed. These pets will have a random name and have a chance to be bonded with a pawn. The animals available are determined by the handling skills of the starting pawn(s), as the game will not provide a pet that cannot be handled by the colony. This rule is broken when all colonists have animal handling disabled, as the game will still provide animals that require periodic taming.&lt;br /&gt;
&lt;br /&gt;
The chance of getting an animal is influenced by the &amp;quot;petness&amp;quot; stat, with a higher value resulting in a higher chance.  The selection of animals also influences the chances, as a Husky has a 26% chance of being selected with the highest handling skill at 0, while at level 8+ the chance is only 12%.  Hares, snowhares, capybaras and cobras are all under 1% chance due to the petness being so low and the animal handling being so high.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+ '''Animals that can be starting pets'''&lt;br /&gt;
! Animal !! Handling skill required !! Petness !! Chance (with 8+ handling)&lt;br /&gt;
|-&lt;br /&gt;
| [[Yorkshire terrier]] || 0 || 1 || 12.06%&lt;br /&gt;
|-&lt;br /&gt;
| [[Husky]] || 0 || 1 || 12.06%&lt;br /&gt;
|-&lt;br /&gt;
| [[Labrador retriever]] || 0 || 1 || 12.06%&lt;br /&gt;
|-&lt;br /&gt;
| [[Donkey]] || 0 || 0.6 || 7.24%&lt;br /&gt;
|-&lt;br /&gt;
| [[Yak]] || 0 || 0.3 || 3.62%&lt;br /&gt;
|-&lt;br /&gt;
| [[Cat]] || 1 || 1 || 12.06%&lt;br /&gt;
|-&lt;br /&gt;
| [[Horse]] || 4 || 0.6 || 7.24%&lt;br /&gt;
|-&lt;br /&gt;
| [[Iguana]] || 4 || 0.15 || 1.81%&lt;br /&gt;
|-&lt;br /&gt;
| [[Rat]] || 4 || 0.15 || 1.81%&lt;br /&gt;
|-&lt;br /&gt;
| [[Monkey]] || 5 || 0.5 || 6.03%&lt;br /&gt;
|-&lt;br /&gt;
| [[Warg]] || 5 || 0.5 || 6.03%&lt;br /&gt;
|-&lt;br /&gt;
| [[Guinea pig]] || 5 || 0.3 || 3.62%&lt;br /&gt;
|-&lt;br /&gt;
| [[Chinchilla]] || 5 || 0.2 || 2.41%&lt;br /&gt;
|-&lt;br /&gt;
| [[Boomrat]] || 7 || 0.2 || 2.41%&lt;br /&gt;
|-&lt;br /&gt;
| [[Fennec fox]] || 7 || 0.1 || 1.21%&lt;br /&gt;
|-&lt;br /&gt;
| [[Red fox]] || 7 || 0.1 || 1.21%&lt;br /&gt;
|-&lt;br /&gt;
| [[Arctic fox]] || 7 || 0.1 || 1.21%&lt;br /&gt;
|-&lt;br /&gt;
| [[Hare]] || 7 || 0.08 || 0.97%&lt;br /&gt;
|-&lt;br /&gt;
| [[Snowhare]] || 7 || 0.08 || 0.97%&lt;br /&gt;
|-&lt;br /&gt;
| [[Capybara]] || 7 || 0.08 || 0.97%&lt;br /&gt;
|-&lt;br /&gt;
| [[Cobra]] || 7 || 0.05 || 0.60%&lt;br /&gt;
|-&lt;br /&gt;
| [[Timber wolf]] || 8 || 0.1 || 1.21%&lt;br /&gt;
|-&lt;br /&gt;
| [[Arctic wolf]] || 8 || 0.1 || 1.21%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Bonding ===&lt;br /&gt;
Animals may '''bond''' with their handlers or doctors, and starting &amp;quot;pets&amp;quot; (see previous) have a chance to start the game bonded with a random starting colonist.  A bond gives a [[mood]] effects to non-[[psychopath]]ic pawns. These include:&lt;br /&gt;
* A {{+|5}} mood bonus while assigned as a bonded animal's [[#Training|master]]. Note that this does not scale with the number of bonded animals.&lt;br /&gt;
* A {{--|3}} mood malus while not assigned as a bonded animal's [[#Training|master]]. Note that this does not scale with the number of bonded animals.&lt;br /&gt;
* A {{--|10}} mood malus for 60 days for a bonded animal being sold, stacking up to 10 times. This will also inflict an [[opinion]] malus on the pawn that performed the action.&lt;br /&gt;
* A {{--|8}} mood malus for 20 days for a bonded animal being lost, stacking up to 5 times for 5 unique animals.&lt;br /&gt;
* A {{--|8}} mood malus for 20 days for a bonded animal being killed, stacking up to 5 times for 5 unique animals. This will also inflict an [[opinion]] malus on the pawn that performed the action.&lt;br /&gt;
* A {{--|5}} mood malus for 15 days for a bonded animal being released into the wild, stacking up to 5 times for 5 unique animals.&lt;br /&gt;
All moodlets stack with each other.&lt;br /&gt;
&lt;br /&gt;
Bonds can occur when:&lt;br /&gt;
* When an animal has its wounds tended by a colonist, there is a constant 0.4% chance that the animal will bond with the colonist, regardless of Animals skill. If the animal is wild, the animal will instantly self-tame, disregarding wildness.&lt;br /&gt;
* When tamed, an animal also has a 1% chance to bond with the tamer.&lt;br /&gt;
* For starting animals, the % to start bonded with an owner appears to be related to the innate [[Property:Wildness|wildness]] (i.e. horses and camels will start bonded more often than cobras or wargs).  Domestic animals (wildness 0 - dogs, cats, some farm animals) will always start bonded.&lt;br /&gt;
Pawns with the [[Ideoligion#Animal connection|Animal connection: Strong]] precept in their [[ideoligion]]{{IdeologyIcon}} have a ×2 multiplier on bonding chance. &lt;br /&gt;
Pawns with the [[Ideoligion#Bonding|Bonding: Disapproved]] precept in their [[ideoligion]]{{IdeologyIcon}} cannot be bonded with, but they will not lose existing bonds, nor their mood effects, if the the precept is added via a fluid ideoligion's reformation.{{Check Tag|Conversion?|What about converting a bonded pawn into a no bonding ideoligion}}&lt;br /&gt;
&lt;br /&gt;
Bonded animals are also easier to train (5x multiplier on chance).{{Check Tag|By Master or by all?}} Animals are given a unique name upon bonding.&lt;br /&gt;
&lt;br /&gt;
On the death of the pawn an animal is bonded with, it can go into one of two animal mental breaks; [[Mental break#Manhunter|manhunter]], in which it will attack all nearby entities, or [[Mental break#Confusion|confusion]], in which it will wander around, uncontrollably, similar to dazed humans.&lt;br /&gt;
&lt;br /&gt;
=== Interaction ===&lt;br /&gt;
Some animal species can be trained by colonists. With Guard trained, they will follow their master around if designated to do so. &lt;br /&gt;
&lt;br /&gt;
Some species may be harvested to produce [[milk]], [[chemfuel]], or [[wool]]. Still others passively lay frequent eggs.&lt;br /&gt;
&lt;br /&gt;
Occasionally, some animals can nuzzle colonists, giving the colonist a mood buff. Animals can nuzzle anyone regardless of handling skill.&lt;br /&gt;
&lt;br /&gt;
When injured, they will go to animal sleeping spots/ beds for rest and treatment.&lt;br /&gt;
&lt;br /&gt;
=== Naming ===&lt;br /&gt;
Newly tamed or purchased animals are distinguished by numerical designations(“Muffalo 1”, “Muffalo 2”, etc.). When an animal forms a bond with a colonist, it is given a unique name. Names can be changed by the player from the &amp;quot;Training&amp;quot; tab in the inspect pawn pane. Names of tamed animals are not shown on the map unless the option is turned on, via Menu, Options, 'Show animal names'.&lt;br /&gt;
&lt;br /&gt;
Animals may have a gender-specific name (i.e. hen, rooster, buck, doe), or a lifestage-specific name (piglet, puppy), or even a gender/lifestage-specific name (cockerel).&lt;br /&gt;
&lt;br /&gt;
It is possible for animals which have been lost or sold to reappear later as part of a wild herd. This will only happen with animals which occur naturally on your colony's biome. They will still have the name you gave them (including automatic names like &amp;quot;Muffalo 2&amp;quot;), but will need to be tamed and trained again.&lt;br /&gt;
&lt;br /&gt;
=== Training ===&lt;br /&gt;
Tamed animals may be trained depending on their trainable intelligence. Click the animal's training tab to specify training targets and view progress.&lt;br /&gt;
&lt;br /&gt;
The stats of the training pawn, including Animals skill or [[Global Work Speed]], have no effect on how fast each training session is completed. Instead, increased skill improves a pawn's [[Train Animal Chance]], resulting in the animal requiring fewer training attempts in the first place. After a training attempt on a tamed animal, there is a 6 in-game hour waiting period before that same animal can be trained again.&lt;br /&gt;
&lt;br /&gt;
Once Guard is trained, they can be assigned a master which they will follow. You can configure when the animal will follow their master, by toggling whether or not the animal will follow while doing field work (hunting/taming), or while drafted, from the Animals menu.&lt;br /&gt;
&lt;br /&gt;
Many skills require multiple steps to fully train. Guard has three steps, rescue and attack have two, and haul has 5. An animal also has five stages of tameness to maintain.&lt;br /&gt;
&lt;br /&gt;
Animal skills decay over time. The speed at which skills decay is dependent on wildness of the animal. For many species, their wildness is high enough such that their tameness decreases over time and they may eventually return to the wild. For this reason, if you do not have handlers meeting the animal's minimum handling skill, it is best to sell or slaughter before your animal returns to the wild. Animals requiring a [[pen]] will never lose tameness.&lt;br /&gt;
&lt;br /&gt;
==== Guard ====&lt;br /&gt;
&lt;br /&gt;
[[File:Obedience.png|link=]] '''Guard:''' (Training intelligence required: Simple, Steps: 3)&lt;br /&gt;
: An animal trained in guard will follow its master and attack nearby aggressors. An animal's master is listed on the Training tab and on the Animals menu. Multiple animals may be assigned to a single master. Note that assigning an animal to the pawn it is bonded with will give that pawn a permanent +5 moodlet, and if a bonded animal is ''not'' assigned to its bonded pawn, that pawn gets a permanent -3 moodlet. Mood effects stack with multiple bonded animals, and one pawn can have both the positive and negative moodlets from two bonded animals.&lt;br /&gt;
&lt;br /&gt;
==== Attack ====&lt;br /&gt;
&lt;br /&gt;
[[File:Release.png|link=]] '''Attack:''' (Training intelligence required: Intermediate, Steps: 5)&lt;br /&gt;
: Using the 'attack' command, animals may leave their master's immediate area to attack enemies. When the 'Animals Attack' command is turned off, animals will guard their master and only attack enemies nearby.&lt;br /&gt;
&lt;br /&gt;
==== Rescue ====&lt;br /&gt;
&lt;br /&gt;
[[File:Rescue.png|link=]] '''Rescue:''' (Training intelligence required: Advanced, Steps: 2)&lt;br /&gt;
: Animals trained in rescue will rescue its master as well as nearby colonists in a radius of 75. Only species of sufficient size can rescue.&lt;br /&gt;
&lt;br /&gt;
==== Haul ====&lt;br /&gt;
&lt;br /&gt;
[[File:Haul_animal.png|link=]] '''Haul:''' (Training intelligence required: Advanced, Steps: 7)&lt;br /&gt;
: Animals trained in hauling will haul just as colonists do, although each species has a specific carrying capacity according to its size. Only species of sufficient size can haul, but the size required is less than it is for rescuing, meaning some animals can haul items but cannot rescue. Animals will perform hauling intermittently with an &amp;lt;abbr title=&amp;quot;mean time between&amp;quot;&amp;gt;MTB&amp;lt;/abbr&amp;gt; of 1.5 hours. Apart from being able to move, animals also need an intact jaw in order to haul.  Animals will only haul within their allowed area if they are assigned to one.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Animal !! &amp;lt;abbr title=c/s&amp;gt;Move Speed&amp;lt;/abbr&amp;gt; !! Carrying Capacity !! &amp;lt;abbr title=c*i/s&amp;gt;Haul Throughput&amp;lt;/abbr&amp;gt; !! Wildness !! &amp;lt;abbr title=Nutrition lost per day&amp;gt;Hunger Rate&amp;lt;/abbr&amp;gt; !! Filth Rate !! data-sort-type=number|&amp;lt;abbr title=days&amp;gt;Juvenile Age&amp;lt;/abbr&amp;gt; !! data-sort-type=number|&amp;lt;abbr title=days&amp;gt;Maturity Age&amp;lt;/abbr&amp;gt; !! &amp;lt;abbr title=°C&amp;gt;Min Temperature&amp;lt;/abbr&amp;gt; !! &amp;lt;abbr title=°C&amp;gt;Max Temperature&amp;lt;/abbr&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
{{#ask:[[Category:Animals]] [[Can Train Haul::True]] [[Carrying Capacity::+]]&lt;br /&gt;
| named args=yes&lt;br /&gt;
| ?Name=?Name&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Animals/Haul Row&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
Once Guard is trained, animals will gather around their master upon drafting, and will attack nearby threats, or (unintentionally) block ranged attacks for their master. This is configurable and can be disabled by disabling follow during drafted.&lt;br /&gt;
&lt;br /&gt;
With Attack trained, animals can be released to attack threats from a distance.  Even colonists incapable of Violence can send their assigned animals into battle.&lt;br /&gt;
&lt;br /&gt;
Animals can be downed during combat, and can be rescued by colonists or other animals capable of Rescue.&lt;br /&gt;
&lt;br /&gt;
=== Products ===&lt;br /&gt;
Certain tame animals produce milk, wool, or eggs. Milking and shearing sometimes fail, indicated with a brief &amp;quot;product wasted&amp;quot; message.&lt;br /&gt;
&lt;br /&gt;
==== [[Eggs]] ====&lt;br /&gt;
[[File:Egg small b.png|32px|left|link=Eggs]]&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Animal !! Lays&amp;lt;br&amp;gt;Unfert.!! Nutrition&amp;lt;br&amp;gt;per Egg !! Avg Eggs&amp;lt;br&amp;gt;per Clutch !! Laying&amp;lt;br&amp;gt;Interval !! Avg Eggs&amp;lt;br&amp;gt;per Day !! Egg Nutrition&amp;lt;br&amp;gt;per Day !! Daily Hunger&amp;lt;br&amp;gt;Rate !! Daily Egg Nutrition&amp;lt;br&amp;gt;per Hunger{{ref label|Males|A}}&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Egg Laying Interval::+]]&lt;br /&gt;
| named args=yes&lt;br /&gt;
| ?Name = ?Name&lt;br /&gt;
| ?Eggs Per Clutch Average = ?Eggs Per Clutch Average&lt;br /&gt;
| ?Egg Laying Interval = ?Egg Laying Interval&lt;br /&gt;
| ?Eggs Per Season Average = ?Eggs Per Season Average&lt;br /&gt;
| ?Can Lay Unfertilized Eggs = ?Can Lay Unfertilized Eggs&lt;br /&gt;
| ?Real Hunger Rate = ?Real Hunger Rate&lt;br /&gt;
| format = Template&lt;br /&gt;
| template = Egg Table Row&lt;br /&gt;
| link = none&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
:{{note|Males|A}} '''Note:''' This value only accounts for the female - any males required to fertilize the egg are not considered.&lt;br /&gt;
&lt;br /&gt;
==== [[Milk]] ====&lt;br /&gt;
[[File:Milk.png|32px|left|link=Milk]]&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 = Ask Table Formatter&lt;br /&gt;
| link = none}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== [[Wool]] ====&lt;br /&gt;
[[File:Wool.png|32px|left|link=Wool]]&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Animal !! Wool Amount !! Shearing Interval !! Daily Wool Average&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Concept:Production Animals]] [[Wool Amount::+]]&lt;br /&gt;
| ?Wool Amount&lt;br /&gt;
| ?Shearing Interval Days&lt;br /&gt;
| ?Daily Wool Average&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== [[Chemfuel]] ====&lt;br /&gt;
[[File:Chemfuel.png|32px|left|link=Chemfuel]]&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Animal !! Chemfuel Amount !! Milking Interval !! Daily Chemfuel Average&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Concept:Production Animals]] [[Milk Name::Chemfuel]]&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 = Ask Table Formatter&lt;br /&gt;
| link = none}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Slaughtering ===&lt;br /&gt;
{{Stub|section=1|reason=This section is included in the [[RimWorld_Wiki:To-do#Butchery project|Butchery project]] - there are a number of factors that are in need of verification and potentially addition to this section. See that page for details}}&lt;br /&gt;
[[File:SlaughterButton.png|52px|left]] Tamed animals may be slaughtered selecting the animal and clicking the Slaughter button, or by using the Slaughter tool from the Orders menu. An animal marked in this way will be slaughtered by an animal handler. The handler need not be equipped with a weapon. You can also set up an auto-slaughter order in the animals tab, configurable to limit the amount of male, female, and pregnant animals in a pen.&lt;br /&gt;
&lt;br /&gt;
Animals killed through means other than slaughtering (hunting, combat, etc) suffer a 66% multiplier to [[Meat Amount]] and [[Leather Amount]].  &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;euthanize by cut&amp;quot; [[operation]], performed by a [[Doctoring|surgeon]], and the [[Rituals#Animal sacrifice|Animal Sacrifice]] ritual{{IdeologyIcon}} will also result in a careful slaughter and avoid the 66% modifier.&lt;br /&gt;
&lt;br /&gt;
If you try to slaughter a bonded animal, the game will warn you about it due to the mood impact this has on the animal's master.&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
&lt;br /&gt;
=== Caravans ===&lt;br /&gt;
{{Main|Pack animal}}&lt;br /&gt;
These animals can graze, meaning they don't usually require food during a [[caravan]]. (This may not be true when traveling across cold or inhospitable [[biome]]s, like tundra or deserts, or in winter in general.) When carrying items in their inventory, they will appear to have packs on, which disappear when unloaded.&lt;br /&gt;
&lt;br /&gt;
=== Release to Wild ===&lt;br /&gt;
Unwanted animals can be released to the wild using a command next to the slaughter button. Releasing bonded animals also causes a mood debuff to master of the animal.&lt;br /&gt;
&lt;br /&gt;
=== Social ===&lt;br /&gt;
Each animal has a Social tab that lists that animal's bonds and relations. Clicking an entry jumps to that bond's counterpart. Bonded humans have a persistent mood bonus, unless they have the psychopath trait, while set as that animal's master. Animals do not have such thoughts or bonuses.&lt;br /&gt;
&lt;br /&gt;
Certain tame animals, will nuzzle your colonists. Animals can nuzzle patients in bed. A colonist who is nuzzled receives a +4 mood buff for 1 day.&lt;br /&gt;
&lt;br /&gt;
The following animals can nuzzle: [[cat]], [[guinea pig]], [[husky]], [[labrador retriever]], [[monkey]], and [[yorkshire terrier]].&lt;br /&gt;
&lt;br /&gt;
=== Trade goods ===&lt;br /&gt;
&lt;br /&gt;
Tamed animals may be sold to [[trade]]rs. Animals purchased from traders will be already tamed. Bulk goods traders offer pets and farm animals while exotic goods traders carry most of the wild species. Traders offering animals will attempt to at least carry a breeding pair of a core farm animal.&lt;br /&gt;
&lt;br /&gt;
=== Raising animals ===&lt;br /&gt;
==== Feeding animals ====&lt;br /&gt;
The simplest way to feed non-strictly-carnivorous animals is to create a large [[Pens|pen]] where animals can graze on the wild grass and brambles. The [[pen marker]] will show the number of animals the wild plants can sustain (measured in [[cow]]s, [[goat]]s, and [[chicken]]s. When the weather is too cold or too hot though, plants grow slower or even stop growing. Furthermore, plants become totally inedible when the temperature drops below {{Temperature|-10}}, because they all are considered leafless, grass as well as trees. This unrealistic mechanic is not explained in-game, and is quite puzzling to unaware players. It looks like animals starve on top of good-looking grass. See [[Plants#Temperature]] for more info.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2 | Animal&lt;br /&gt;
! rowspan=2 | Diet&lt;br /&gt;
! rowspan=2 data-sort-type=number | Tameness Decay Interval&lt;br /&gt;
! rowspan=2 | Produces&lt;br /&gt;
! rowspan=2 data-sort-type=number | Produce per day&lt;br /&gt;
! rowspan=2 data-sort-type=number| Produced Nutrition per day&lt;br /&gt;
! colspan=3 | Baby Slaughter&lt;br /&gt;
! colspan=3 | Adult Slaughter&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Units of nutrition of meat produced per female per day when babies are slaughtered, assuming constant pregnancy.&amp;quot;&amp;gt;Meat Per Day&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Units of nutrition consumed by a single adult per day. Note that this does not include the nutrition consumption of the father.&amp;quot;&amp;gt;Consumption Per Day&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;(Milk + Meat)/Consumption&amp;quot;&amp;gt;Overall Efficiency&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Units of nutrition of meat produced per female per day when adults are slaughtered, assuming constant pregnancy.&amp;quot;&amp;gt;Meat Per Day&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Units of nutrition consumed per female per day, including the offspring's consumption up to adulthood. Note that this does not include the nutrition consumption the father.&amp;gt;Consumption Per Day&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;(Milk + Meat)/Consumption&amp;quot;&amp;gt;Overall Efficiency&amp;lt;/abbr&amp;gt;&lt;br /&gt;
|- {{Animal Rearing Row|Alpaca}} &lt;br /&gt;
|- {{Animal Rearing Row|Alphabeaver}} &lt;br /&gt;
|- {{Animal Rearing Row|Arctic fox}} &lt;br /&gt;
|- {{Animal Rearing Row|Arctic wolf}} &lt;br /&gt;
|- {{Animal Rearing Row|Bison}} &lt;br /&gt;
|- {{Animal Rearing Row|Boomalope}} &lt;br /&gt;
|- {{Animal Rearing Row|Boomrat}} &lt;br /&gt;
|- {{Animal Rearing Row|Capybara}} &lt;br /&gt;
|- {{Animal Rearing Row|Caribou}} &lt;br /&gt;
|- {{Animal Rearing Row|Cassowary}} &lt;br /&gt;
|- {{Animal Rearing Row|Cat}} &lt;br /&gt;
|- {{Animal Rearing Row|Chicken}} &lt;br /&gt;
|- {{Animal Rearing Row|Chinchilla}} &lt;br /&gt;
|- {{Animal Rearing Row|Cobra}} &lt;br /&gt;
|- {{Animal Rearing Row|Cougar}} &lt;br /&gt;
|- {{Animal Rearing Row|Cow}} &lt;br /&gt;
|- {{Animal Rearing Row|Deer}} &lt;br /&gt;
|- {{Animal Rearing Row|Donkey}} &lt;br /&gt;
|- {{Animal Rearing Row|Dromedary}} &lt;br /&gt;
|- {{Animal Rearing Row|Duck}} &lt;br /&gt;
|- {{Animal Rearing Row|Elephant}} &lt;br /&gt;
|- {{Animal Rearing Row|Elk}} &lt;br /&gt;
|- {{Animal Rearing Row|Emu}} &lt;br /&gt;
|- {{Animal Rearing Row|Fennec fox}} &lt;br /&gt;
|- {{Animal Rearing Row|Gazelle}} &lt;br /&gt;
|- {{Animal Rearing Row|Goat}} &lt;br /&gt;
|- {{Animal Rearing Row|Goose}} &lt;br /&gt;
|- {{Animal Rearing Row|Grizzly bear}} &lt;br /&gt;
|- {{Animal Rearing Row|Guinea pig}} &lt;br /&gt;
|- {{Animal Rearing Row|Hare}} &lt;br /&gt;
|- {{Animal Rearing Row|Horse}} &lt;br /&gt;
|- {{Animal Rearing Row|Husky}} &lt;br /&gt;
|- {{Animal Rearing Row|Ibex}} &lt;br /&gt;
|- {{Animal Rearing Row|Iguana}} &lt;br /&gt;
|- {{Animal Rearing Row|Labrador retriever}} &lt;br /&gt;
|- {{Animal Rearing Row|Lynx}} &lt;br /&gt;
|- {{Animal Rearing Row|Megascarab}} &lt;br /&gt;
|- {{Animal Rearing Row|Megaspider}} &lt;br /&gt;
|- {{Animal Rearing Row|Megasloth}} &lt;br /&gt;
|- {{Animal Rearing Row|Monkey}} &lt;br /&gt;
|- {{Animal Rearing Row|Muffalo}} &lt;br /&gt;
|- {{Animal Rearing Row|Ostrich}} &lt;br /&gt;
|- {{Animal Rearing Row|Panther}} &lt;br /&gt;
|- {{Animal Rearing Row|Pig}} &lt;br /&gt;
|- {{Animal Rearing Row|Polar bear}} &lt;br /&gt;
|- {{Animal Rearing Row|Raccoon}} &lt;br /&gt;
|- {{Animal Rearing Row|Rat}} &lt;br /&gt;
|- {{Animal Rearing Row|Red fox}} &lt;br /&gt;
|- {{Animal Rearing Row|Rhinoceros}} &lt;br /&gt;
|- {{Animal Rearing Row|Sheep}} &lt;br /&gt;
|- {{Animal Rearing Row|Snowhare}} &lt;br /&gt;
|- {{Animal Rearing Row|Spelopede}} &lt;br /&gt;
|- {{Animal Rearing Row|Squirrel}} &lt;br /&gt;
|- {{Animal Rearing Row|Thrumbo}} &lt;br /&gt;
|- {{Animal Rearing Row|Timber wolf}} &lt;br /&gt;
|- {{Animal Rearing Row|Tortoise}} &lt;br /&gt;
|- {{Animal Rearing Row|Turkey}} &lt;br /&gt;
|- {{Animal Rearing Row|Warg}} &lt;br /&gt;
|- {{Animal Rearing Row|Wild boar}} &lt;br /&gt;
|- {{Animal Rearing Row|Yak}} &lt;br /&gt;
|- {{Animal Rearing Row|Yorkshire terrier}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Growing haygrass ====&lt;br /&gt;
While the land can sustain a sizable population of animals grazing on it, it doesn't have an infinite supply and can still be depleted. Winter can also stop grass growth, leaving nothing for your grazing animals to eat. &lt;br /&gt;
&lt;br /&gt;
If you need to raise a lot of animals, e.g. an exponentially growing flock of [[chicken]]s, you will need to grow haygrass to sustain them all. You also need to have a stock of haygrass to keep animals fed through the winter.&lt;br /&gt;
&lt;br /&gt;
Haygrass gives a total of 0.9 nutrition (18 units of [[hay]]) when fully grown and harvested, compared to 0.5 of grass. However, you have to keep your hungry animals from getting to it otherwise they'll only get a max of 0.2 nutrition from eating the plant.&lt;br /&gt;
&lt;br /&gt;
==== Making kibble ====&lt;br /&gt;
[[Kibble]] is a kind of animal feed made with both plant and animal sources. It can be made using haygrass and any kind of meat, including human or insect meat. Producing kibble at a [[butcher table]] costs 1 nutrition of vegetables or hay and 1 nutrition of meat or animal products, and produces 2.5 nutrition of kibble. &lt;br /&gt;
&lt;br /&gt;
All animals except [[warg]]s can eat it, so it makes a good way to feed your animals using mixed sources of nutrition, including those that animals won't normally eat. Kibble also lasts forever under a roof so you can store it and use it to feed animals when in need, such as in winter when there is nothing to eat.&lt;br /&gt;
&lt;br /&gt;
When you feed a population of herbivorous or omnivorous animals kibble made from their own meat or milk, the formula for their nutrition efficiency can be calculated as:&lt;br /&gt;
&lt;br /&gt;
{{math|''nutritionEfficiency(kibble)'' {{=}} 2.5&amp;amp;times;''nutritionEfficiency(raw vegetables)'' - 1}}&lt;br /&gt;
If effect, this means that for any animal population that has a nutrition efficiency of at least 0.667, it is more efficient to feed them kibble rather than hay. It is worth noting, however, that this will increase the amount of butchering and cooking labour needed to support the higher animal population required.&lt;br /&gt;
&lt;br /&gt;
==== Pens ====&lt;br /&gt;
{{main|pens}}&lt;br /&gt;
Pens are areas which farm animals are assigned to. These [[pen animals]] will be passive, meaning that hostiles will not attack these animals, and vice versa. Tamed pen animals must be put in a pen, or they will occasionally attempt to leave the map, meaning they disappear forever. Colonists will automatically rope roaming farm animals and place them in the pen. The borders of pens can be marked with: solid [[wall]]s, [[door]]s, [[fence]]s, [[fence gate]]s, and [[animal flap]]s. To mark an enclosed area as a pen, place a pen marker inside. The pen marker also tells you the amount of animals that can be sustained in a pen with wild plants, measured in [[cow]]s, [[goat]]s, and [[chicken]]s. An attached, roofed, and heated/cooled coop can be built with an [[animal flap]] as a door instead of a regular [[door]] for animals to stay warm or cool down during extreme temperatures.&lt;br /&gt;
&lt;br /&gt;
==== Corpse freezer ====&lt;br /&gt;
&lt;br /&gt;
In typical RimWorlder fashion, you can use a freezer to preserve the corpses of raiders (or dead colonists if you're desperate) so you can feed omnivorous and carnivorous animals. This allows you to make use of corpses while avoiding heavy mood penalties from butchering humans or eating their flesh.&lt;br /&gt;
&lt;br /&gt;
==== Pet care ====&lt;br /&gt;
&lt;br /&gt;
Tamed animals that have a social bond to a person will affect the master's mood positively while living and negatively if killed (-8 for 20 days). This bond will either improve resistance against mental breaks or cause them. Because of the effect they cause on feelings, these creatures should be given special treatment, or any animal worth keeping alive.&lt;br /&gt;
&lt;br /&gt;
These are a few tips to keep them safe:&lt;br /&gt;
&lt;br /&gt;
* Keep them indoors by creating a new animal zone within a room. &lt;br /&gt;
* Keep them at the Home area after building a base wall.&lt;br /&gt;
* Prey pets should not be left wandering around in unrestricted area.&lt;br /&gt;
* Hunt their predators to prevent surprise attacks (or just wall the base in to prevent predators from coming in).&lt;br /&gt;
* Patrol your perimeter by zooming your view out to a larger scale but not to full, just enough to spot their sleeping animation of flying ZZZs while they rest at night. Sweeping your surroundings once every night shall keep you aware of threat presence.&lt;br /&gt;
&lt;br /&gt;
Note: The first three of these tips only apply to pet animals. Farm animals are passive while in pens, though if the pen is built with [[fence]]s, predators can still pass through.&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Animals can now be tamed and trained. Animals now sleep. Animals can be pregnant and give birth. Animals can be named when tamed or when nuzzling. Animals produce animal filth. Animals have “life stages” related to their ages. Eggs, Milk and Wool production added. Nuzzling added. Animals have life expectancies.&lt;br /&gt;
* [[Version/0.12.910|0.12.910]] - Rebalanced animal hunger rate and animal hauling.&lt;br /&gt;
* [[Version/0.13.1135|0.13.1135]] - Added new animals, some of which will hunt people. Some animals are now predators, including colony pets (e.g. cats catch squirrels). Animals can gnaw corpses apart directly now. Animal bonding added.&lt;br /&gt;
* Beta 19/1.0 Update - Obedience training steps 1 -&amp;gt; 3. Nuzzle target search distance 15 -&amp;gt; 40. Nuzzled memory duration 0.5 days-&amp;gt;1 day, stacked effect multiplier 0.95-&amp;gt;0.5, stack limit 10&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Changed animal rescue radius from 30 to 75. Fix: Jawless animals can still haul.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Removed naming animals through nuzzling. Animals only get names by bonding, or if given names by the player (so you can implicitly tell which animals are bonded by seeing which have names).&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Major overhaul to animals: added multiple animal-related buildings, added pens, decreased trainability of [[boomalope]] to none, added sterilization, added release to wild.&lt;br /&gt;
&lt;br /&gt;
{{nav|animal}}&lt;br /&gt;
[[Category:Creatures]]&lt;/div&gt;</summary>
		<author><name>Volatile depressive</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Animals&amp;diff=134546</id>
		<title>Animals</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Animals&amp;diff=134546"/>
		<updated>2023-05-06T12:54:52Z</updated>

		<summary type="html">&lt;p&gt;Volatile depressive: Finished behavior section&lt;/p&gt;
&lt;hr /&gt;
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{| align=center&lt;br /&gt;
| {{Characters_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
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{{Move|reason=Suggest split entire [[Animals#Animal_husbandry|Animal Husbandry]] subsection to its own article, to reduce the WoT factor on this page. See [[Talk:Animals|Discussion page]].}}&lt;br /&gt;
{{Stub|reason=Missing information on the autoslaughter system added in 1.3.3066}}&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{for|the skill of the same name|Skills#Animals{{!}}Skills}}&lt;br /&gt;
{{for|a complete search|List of animals|}}&lt;br /&gt;
{{imagemargin|[[File:animals_preview.png|190px|right]]|30px}} &lt;br /&gt;
&lt;br /&gt;
'''Animals''' are a type of nonplayable, nonhuman pawn in Rimworld with their own [[needs]], [[stats]], [[capacities]], and actions. They come in dozens of species, all of which can be wild or [[Taming|tamed]]. Wild animals occasionally spawn at the map edges according to the [[biomes|biome]] and sometimes from random events. &lt;br /&gt;
&lt;br /&gt;
Animals usually wander the map aimlessly and feed when hungry, even eating player-grown [[plants]]. Like humans, animals don't require water and generate [[filth]] on Rimworld. All animals on RimWorld will fight back if melee combat is initiated. With just a little luck, even a small [[rat]] or [[squirrel]] can [[downed|take down]] and even kill a casually armored colonist. The most dangerous species regularly hunt humans or can immediately turn [[manhunter]] out of revenge. Some animals can be trained to Guard your colonists and Attack enemies.&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
Animals are an important source of [[food]] by the meat they provide once [[Orders#Hunt|hunted]] and [[butcher table|butchered]].&lt;br /&gt;
&lt;br /&gt;
Colonists assigned to [[Work#Tame]] receive 90 XP towards their [[Skills#Animals]] per training or taming attempt. When tamed &amp;quot;[[cute]]&amp;quot; animals nuzzle a colonist, the colonist receives a +3 mood [[thought]] for 16 hours. Animals can also form bonds with colonists, providing a permanent +5 thought. &lt;br /&gt;
&lt;br /&gt;
[[Combat#Friendly_fire|Friendly fire]] can happen with domesticated animals.&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Animals tab ==&lt;br /&gt;
&lt;br /&gt;
The Animals tab is in the menu bar at the bottom of the screen. The default hotkey is {{key|F4}}. The Animals tab lists all the colony animals. From left to right, displayed information is as follows:&lt;br /&gt;
* Double-clicking an animal's name will center the map to that animal. &lt;br /&gt;
*Gender, Age, and Life Stage are displayed&lt;br /&gt;
*Pregnant or Sterilized&lt;br /&gt;
* A button lists the animal's master, if it has one. Click the button to assign a new master. Bonded status is also displayed.&lt;br /&gt;
*If the animal is designated to follow its master when drafted or doing field work.&lt;br /&gt;
* A &amp;quot;Slaughter&amp;quot; checkbox column allows easy slaughtering of multiple tamed animals at once.&lt;br /&gt;
* Checkbox columns for each trainable skill: '''Tame, Guard, Rescue, Attack,''' and '''Haul''' for the management of animal training.&lt;br /&gt;
* [[Zone/Area#Allowed area|Allowed areas]] are listed here. Animals stay in their assigned areas unless designated to follow their master.&lt;br /&gt;
&lt;br /&gt;
Most of the above information is also displayed in the animal's inspect pane.&lt;br /&gt;
&lt;br /&gt;
=== Allowed areas ===&lt;br /&gt;
One of the best ways to control animals is to assign them an [[allowed area]]. Allowed areas are created via the Expand allowed area function in the Architect&amp;gt;Zone menu.&lt;br /&gt;
Zoning prevents animals from wandering into danger and eating things they shouldn't be. Be certain to designate them an [[animal sleeping spot]] and ensure they have access to a [[food]] source. Some species (most ungulates) cannot be assigned an area and must instead be roped by a colonist into a [[pen]].&lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
Most animal sprites do not show limbs, just like human sprites. Some animals have different appearances between males and females. Some animals have a different sprite for infant and adult life stages, like the [[chicken]]. &lt;br /&gt;
&lt;br /&gt;
== Behavior ==&lt;br /&gt;
*'''Wandering:''' Animals will wander the area when their needs are satisfied, e.g. hunger and sleep. When wandering, some species of animals will tend to stay together in a herd. Others will spread out alone across the map. &lt;br /&gt;
*'''Roaming:''' Tame pen animals will occasionally attempt to leave the map if not in a pen or if a pen door is left open, with escape frequency determined by the animal's roam interval [[stat]].&lt;br /&gt;
*'''Filth:''' While walking on constructed floors, some animals produce animal filth. The rate of producing filth is proportional to body size and wildness stats. Farm animals tend to produce massive amounts of filth. This can be mitigated by [[straw matting]] floors or by simply keeping animals on dirt.&lt;br /&gt;
*'''Moving''': the animal is moving into its assigned area.&lt;br /&gt;
*Feeding: animals attempt to eat the nearest food source when hungry. Herbivores move to find mature plants and carnivores hunt. Animals will keep eating until their hunger bar reaches satiation.&lt;br /&gt;
*Mating: male and female adults of the same species occasionally mate, which may result in a female [[pregnancy]].&lt;br /&gt;
*'''Sleeping''': when tired or wounded, tamed animals prefer to sleep in an [[animal bed]] or animal sleeping spot.&lt;br /&gt;
*Combat: All animals can only melee attack. They will defend themselves in melee combat, and some animals can turn [[manhunter]] and chase your colonists, based on their Revenge Tame fail stat. A text warning pops up on the screen when a colonist is ordered to interact with a potentially dangerous animal.&lt;br /&gt;
*Fleeing: most wild animals and all tamed animals will erratically flee from ranged attacks in their immediate vicinity.&lt;br /&gt;
*Hauling: some animals, like the [[husky]], can be trained to haul items. Inside their assigned area, they will haul items into designated storage spots, similar to how colonists haul items.&lt;br /&gt;
*Following master: some animals, like [[elephants]], can be trained to follow their master when drafted or doing field work (mining or hunting). This turns the animal into a guardian for your colonist, and the beast will attack nearby enemies for you.&lt;br /&gt;
&lt;br /&gt;
=== Mating ===&lt;br /&gt;
For each non-[[sterilized]], tamed, awake male, once per hour, there is either a 1/12 or 1/8 (depending on species) chance that the male will search for a non-pregnant/non-fertilized, non-sterilized, tamed, awake female of the same species within 30 tiles to initiate mating. Female animals do not ever attempt to initiate mating themselves. In rare cases, more than one male can mate with the same female at once. The female will stand there, allowing the male to mate with her. The female then has a 50% chance to become [[pregnant]] in the case of gestational animals, or a 100% chance to become fertilized in the case of egg-laying animals.&lt;br /&gt;
&lt;br /&gt;
In order to maximize the rate of offspring for a given population size of adults, the ideal is that the moment one female becomes pregnant or fertilized, another gives birth or lays an egg and becomes available to be mated. If there was no randomness involved in mating, the female:male ratio that would achieve this is given by &amp;lt;code&amp;gt;awake_proportion×gestation_time/(2×mate_mtb)&amp;lt;/code&amp;gt; for gestational animals, or &amp;lt;code&amp;gt;awake_proportion×egg_interval/mate_mtb&amp;lt;/code&amp;gt; for egg-laying animals. As the proportion of [[Rest|time spent awake]] can be approximated to be about &amp;lt;code&amp;gt;2/3&amp;lt;/code&amp;gt; for a rest effectiveness of 0.8, and &amp;lt;code&amp;gt;mate_mtb&amp;lt;/code&amp;gt; is usually 12 hours, this can be simplified to &amp;lt;code&amp;gt;2/3×gestation_time&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;4/3×egg_interval&amp;lt;/code&amp;gt; in most cases. &lt;br /&gt;
&lt;br /&gt;
However, as the randomness involved with mating becomes more significant with smaller population sizes, slightly more males will be desired for smaller populations. On the contrary, animals that can be milked will want more females than this ratio suggests, as the gains from milk will offset the losses from time spent not pregnant. Animals that can lay unfertilized eggs can similarly afford a higher female ratio.&lt;br /&gt;
&lt;br /&gt;
Wild animals do not mate. Incest is common and has no effect on animal health.&lt;br /&gt;
&lt;br /&gt;
=== Fleeing ===&lt;br /&gt;
Passive animals will mostly flee when harmed. They will not flee if they are engaging in melee combat with an adversary. &amp;lt;br&amp;gt;&lt;br /&gt;
More aggressive animals have a '''revenge chance on tame fail''' stat and may retaliate instead of fleeing.&lt;br /&gt;
Be aware that packs of animals may seek revenge together, quickly overpowering a single colonist.&lt;br /&gt;
&lt;br /&gt;
Animals that have not turned manhunter will flee from gunfire, and will leave their herd and even the map if their path intersects with the map edge.{{Check Tag|Detail needed}}&lt;br /&gt;
&lt;br /&gt;
=== Aggression ===&lt;br /&gt;
Sometimes a single animal may go mad, or every animal of the same species be driven mad by a psychic wave [[event]], and attack any humans not behind closed doors. &lt;br /&gt;
&lt;br /&gt;
If injured by a colonist or tamed pet, certain species of animals will become maddened into a [[Mental break#Manhunter|manhunter]] state and will relentlessly seek out humans to attack. Sometimes nearby animals of the same species will be simultaneously enraged. Unless otherwise neutralized, a maddened animal will eventually return to a normal mood after sleeping. Animals in manhunter state will attack doors if colonists try to go in and out of them.&lt;br /&gt;
&lt;br /&gt;
Manhunter chances are listed in the Wildlife tab of the map screen with a red lightning bolt next to their name, and also on the Info tab of each individual animal's information window.&lt;br /&gt;
&lt;br /&gt;
[[File:Manhunter due to pet hunting.png|400px]]&lt;br /&gt;
&lt;br /&gt;
=== Predation ===&lt;br /&gt;
Most carnivores are predators. When hungry, a predator will prefer an easy meal. They'll first go for meals or food types within their diet. They may go for a downed or dead animal or a fresh human corpse. &lt;br /&gt;
&lt;br /&gt;
When a hungry predator has no other food nearby, they will hunt, kill and consume almost any animal smaller than them, including your tamed animals and your colonists. This can especially be a problem on maps with little wildlife, like on [[Biomes#Ice sheet|Ice sheets]] when a polar bear wanders in. Still, predators tend to prefer more vulnerable and weaker animals, and wisely avoid boomrats and boomalopes.&lt;br /&gt;
&lt;br /&gt;
Predator attacks usually '''stun''' their prey, leaving the victim unable to fight back. A predator will focus all attacks on their prey, so if they do down your colonist or livestock, immediately order the nearest comrade to rescue the downed pawn. It's the difference between life and death.&lt;br /&gt;
 &lt;br /&gt;
Predators include the {{#ask: [[Category:Animals]] [[Is Predator::true]]}}.&lt;br /&gt;
&lt;br /&gt;
If you successfully hide all colonists and tamed animals away from a predator's reach, it will hunt any other available wildlife.&lt;br /&gt;
&lt;br /&gt;
It is not possible to view the Needs tab of a wild animal, so you may have to deduce whether or not a predator is hungry based on its behavior. They sometimes remain near the area where they last killed and ate an animal for about a day. Bloodstains or partially-consumed animal corpses on the ground are a fairly reliable guide, as well as a source of free leather and delicious leftovers. Be careful not to let a hauler take away a predator's food before it has finished eating. It will still be hungry and will hunt your colonist instead.&lt;br /&gt;
&lt;br /&gt;
Remember that [[fence]]s and [[fence gate]]s do not count as impassable for all pawns except for farm animals, meaning that predators can leap over.&lt;br /&gt;
&lt;br /&gt;
=== Body heat ===&lt;br /&gt;
{{Stub|section=1|reason=How much heat, how is calculated, does it vary etc? Anecdotal reports of it scaling with [[body size]]}}&lt;br /&gt;
Animals will give out body heat, slightly heating up their surroundings. This is insignificant most of the time. In enclosed barns with many animals packed, the heat can become a problem in warm weather or hot biomes, and a benefit in cold biomes or during winter.&lt;br /&gt;
&lt;br /&gt;
== Reproduction ==&lt;br /&gt;
Animals are born by live birth or by hatching from a fertilized egg.&lt;br /&gt;
&lt;br /&gt;
=== Live birth ===&lt;br /&gt;
{{See also|Pregnancy}}&lt;br /&gt;
&lt;br /&gt;
Female Animals which give live birth (e.g. mammals) have a chance of becoming [[pregnant]] after mating with a male. The '''gestation time''' stat specifies how many days a species' pregnancy will last. A pregnant animal suffering from [[malnutrition]] or injuries may miscarry, but spontaneous abortions are not possible in game. Miscarriages are noted by an in-game message and loss of the baby, but the mother is otherwise unharmed and may reproduce normally again. Pregnancies may also be aborted through [[surgery]].&lt;br /&gt;
&lt;br /&gt;
For the first {{ticks|600}} the pregnancy condition will be invisible, after which point a message will come up mentioning the pregnancy and the following hediffs become visible.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Early-stage''' || &amp;gt;0 Severity ||&lt;br /&gt;
* Vomiting (''MTB of 2.5 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Middle-stage''' || &amp;gt;0.333 Severity ||&lt;br /&gt;
* -15% [[Moving]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Late-stage''' || &amp;gt;0.666 Severity||&lt;br /&gt;
* Vomiting (''MTB of 5 days'')&lt;br /&gt;
* -30% [[Moving]]&lt;br /&gt;
|-&lt;br /&gt;
| '''''Birth''''' || 1.0 Severity||&lt;br /&gt;
* Symptoms end&lt;br /&gt;
* Offspring is born&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Live births occur at the end of the gestation time. They produce [[filth]] in the form of amniotic fluid, but no blood loss or damage occurs to the mother or baby. A species' '''litter size''' is a probability curve of the number of offspring possible from one pregnancy&lt;br /&gt;
&lt;br /&gt;
=== Eggs ===&lt;br /&gt;
Egg-laying animals include the {{#ask: [[Category:Animals]] [[Egg Laying Interval::+]]}} as of 1.1. Females become fertilized after mating with males, causing them to lay fertilized eggs. Most animals will not lay unfertilized eggs, with the exception of [[chicken]]s, [[duck]]s, and [[goose|geese]].&lt;br /&gt;
&lt;br /&gt;
Fertilized eggs display their progress on the inspect pane and hatch when ready.&lt;br /&gt;
&lt;br /&gt;
Fertilized eggs can be ruined by temperature if not kept within their safe temperature range of {{Temperature|{{Q|Chicken egg (fert.)|Min Safe Temperature}}|{{Q|Chicken egg (fert.)|Max Safe Temperature}}}}.&amp;lt;!-- These temperatures are the same for all eggs. I just picked the most common one --&amp;gt;&lt;br /&gt;
: Eggs start to freeze below {{Temperature|{{Q|Chicken egg (fert.)|Min Safe Temperature}}}}.&lt;br /&gt;
: Eggs start to overheat above {{Temperature|{{Q|Chicken egg (fert.)|Max Safe Temperature}}}}.&lt;br /&gt;
&lt;br /&gt;
The inspect pane will indicate 'Overheating' or 'Freezing' followed by a percentage rising up to 100%. It increases by {{#expr:{{Q|Chicken egg (fert.)|Spoiling Rate}}*100}}% per {{Temperature|1||delta}} outside the safe temperature range each [[tick]]. This status is halted when safe temperate is restored, but it is not reset - if the temperature is unsafe again, it will pick up where it left off. If it reaches 100% the egg is 'ruined by temperature' and will not hatch even if returned to a suitable area. A ruined egg still has full nutritional value and can be used to make a meal (or eaten raw, with a mood debuff).&lt;br /&gt;
&lt;br /&gt;
=== Sterilization ===&lt;br /&gt;
{{Main|Sterilization}}&lt;br /&gt;
&lt;br /&gt;
Animals can be sterilized by way of an operation to prevent them even attempting to breed with another animal. As such they will never reproduce.&lt;br /&gt;
&lt;br /&gt;
== Diet ==&lt;br /&gt;
While most carnivorous and omnivorous animals (such as pigs and boars) can eat raw meat, corpses, kibble, and meals, [[Warg]]s can ''only'' eat raw meat and corpses. &lt;br /&gt;
&lt;br /&gt;
All herbivorous and omnivorous animals can eat live plants (except trees and agave), vegetables, liquor, drugs, meals, and haygrass. &amp;lt;br&amp;gt;&lt;br /&gt;
Dendrovorous animals such as the [[alphabeaver]] and [[thrumbo]] can eat trees, in addition to other herbivorous foods.&lt;br /&gt;
&lt;br /&gt;
Because all animals except wargs can eat meals, [[kibble]], and [[pemmican]], it is possible to feed meat to herbivores and plants to carnivores if it is prepared first.&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
Animals have the same set-up as humans when it comes to health, minus the ability to operate on them (except euthanasia)(The option to amputate an infected limb can become available once infection sets in, at least on Thrumbos—assuming other animals as well). They feel pain, and have all of the different health stats that human pawns possess. Animals can become addicted to beer, and they suffer the same negative health alcohol effects as humans. Keep them away from alcohol.&lt;br /&gt;
Animals need to have an animal bed (or sleeping spot) in order to be healed.&lt;br /&gt;
&lt;br /&gt;
Like humans, they have a life expectancy, and are affected by [[Ailments|chronic diseases]]. There is no way to cure them in the base game other than [[Healer mech serum]], which would be incredibly expensive.&lt;br /&gt;
&lt;br /&gt;
A tamed animal that requires tending will find the nearest animal bed or animal sleeping spot in their [[allowed area]] and rest there until it is either fully healed or dead. Pawns assigned to doctoring will tend its wounds or illnesses and feed it, just as they would do for a humanlike pawn. If all human colonists are absent or unable to care for a sick animal, it can die of starvation even if there is food nearby and it is capable of walking.&lt;br /&gt;
&lt;br /&gt;
Animals have a [[Toxic Resistance]] of 50% by default, compared to the [[human]] default of 0%.&lt;br /&gt;
&lt;br /&gt;
== Hunting ==&lt;br /&gt;
[[File:Hunt.png|42px]]&lt;br /&gt;
&lt;br /&gt;
Wild animals may be marked for hunting, done by [[Work#Hunt|hunters]] with ranged weapons, who will proceed to shoot them at maximum range, before executing them with a neck cut when they are downed (except explosive animals). After killing their target, they will haul the carcass to a [[stockpile zone]] even if they are naturally incapable of hauling, but will not start hauling it again if they're interrupted.&lt;br /&gt;
&lt;br /&gt;
Animals harmed by hunting that were not killed yet may become enraged and if its a pack type, its full horde may turn hostile against the entire colony. If they are non-aggressive animals they usually flee instead.&lt;br /&gt;
&lt;br /&gt;
Hunting may take longer during bad weather since there's a shooting modifier while it's raining or snowing that makes it more likely for shots to miss.&lt;br /&gt;
* Fog (with or without rain): hit chance multiplier is 50%.&lt;br /&gt;
* Rain or snow: hit chance multiplier is 80%.&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
To mark animals to be hunted use one of the following methods: &lt;br /&gt;
*Click Wildlife, Click the first red X to the right of the animal you want to hunt and change it to a green check mark&lt;br /&gt;
*Click Orders, Hunt, then click one or more individual animals.&lt;br /&gt;
*Click Orders, Hunt, then click and drag a box to surround and select multiple animals.&lt;br /&gt;
*Select one or more animals, click Hunt.&lt;br /&gt;
&lt;br /&gt;
=== Hunting tips ===&lt;br /&gt;
&lt;br /&gt;
* Animals can be hunted manually instead of just using the hunt order by drafting a colonist and right clicking to fire at animals.  This allows the killing of multiple animals in one session, or hunting from close range.  Closer range reduces the chance of missing shots or unintended friendly fire, but raises the chance of provoking animal revenge.&lt;br /&gt;
&lt;br /&gt;
* Wounded animals (either hit with arrows/bullets or cut in particular) tend to bleed. Heavily bleeding animals die after a certain period of time if left untended. Thus it is possible to wound a target and wait until it bleeds to death or drops unconscious due to blood loss. This way you can avoid unnecessary damage to the corpse (and avoid being caught in the explosion left by boomalopes and boomrats). Keep in mind that a wounded but mobile animal can wander away. Unconscious animals can be &amp;quot;saved&amp;quot; - essentially transported to sleeping spots assigned as medical - but without medical treatment they will still die. A valid, if hardly humane, way to hunt.&lt;br /&gt;
&lt;br /&gt;
* In the occasion of a full horde revenge, early-stage colonies may easily become overrun, leaving all colonists downed. But down is not out. Eventually, one or more of your colonists may recover. With luck, this miracle may take place at nightfall, when wildlife sleep (except for the most enraged beasts among those), or they have wandered far enough, opening a chance to rescue everybody else. The manhunter status of the horde will disappear overnight.&lt;br /&gt;
**[[Defense tactics#Melee blocking|Melee blocking]] could be a valuable tactic to defeat the rampaging animals. In addition to making it easier to defeat the animals even when outnumbered, it also keeps your downed colonists near your base for easy rescue.&lt;br /&gt;
&lt;br /&gt;
== Life stages ==&lt;br /&gt;
Animals all have three different life stages - baby, juvenile and adult. The growth at which they enter the juvenile and adult life stages is determined by each species' '''growth time''' stat. Animals may have different graphics for different life stages (e.g. [[deer]]) or may simply appear smaller. Some animals have a specific name for this stage (e.g. chick or puppy). Animals have different sounds (call, anger, wounded, death) for different life stages, too. Babies may simply make a higher pitched sound or have a different sound altogether (such as chicks).&lt;br /&gt;
&lt;br /&gt;
Eventually, they reach their final body size and fertility in the final life stage, adulthood.  Only upon reaching adulthood can animals produce wool or milk. Eggs may be layer by juveniles.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! Baby Bird !! Baby !! Juvenile !! Adult&lt;br /&gt;
|-&lt;br /&gt;
| '''Body Size''' || 10% || 20% || 50% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Hunger''' || 40% || 40% || 75% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Max Food''' || 60% || 60% || 75% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Health Scale''' || 25% || 25% || 60% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Market Value''' || 40% || 40% || 75% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Move Speed''' || 50% || 50% || 90% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Melee Damage''' || 50% || 50% || 75% || 100%&lt;br /&gt;
|}&lt;br /&gt;
The reduction in Body Size of babies and juveniles also affects several other stats, such as [[Meat Amount|Meat]] and [[Leather Amount]]&lt;br /&gt;
&lt;br /&gt;
== Needs ==&lt;br /&gt;
Animals require food and sleep and will fulfil their needs on their own.&lt;br /&gt;
&lt;br /&gt;
'''Food:''' Animals will eat any available food according to their diet. Herbivorous animals of the colony can be left to eat grass on their own. Note that animals require different amounts of food compared to humans, as represented by their [[Hunger Rate]].&lt;br /&gt;
&lt;br /&gt;
'''Rest:''' Animals will sleep as needed. Tamed animals will sleep in [[animal sleeping spot]]s, [[animal sleeping box]]es, or [[animal bed]]s. If none of which are available, the animal will crash out on the ground inside its allowed zone. A tamed animal will not sleep as long as its master is drafted.&lt;br /&gt;
&lt;br /&gt;
== Animal husbandry ==&lt;br /&gt;
&lt;br /&gt;
Animals can be tamed and put to use in the colony, providing several benefits.  Some species can be trained to perform one or possibly more tasks (Guard, Attack, Rescue, Haul), and will wander about your colony freely. Other species, which can loosely be considered &amp;quot;farm animals&amp;quot;, can only be tamed and then put in a [[pen]]. This second category can never be trained.&lt;br /&gt;
&lt;br /&gt;
=== Taming ===&lt;br /&gt;
Wild animals can be tamed by a [[Work#Handle|animal handler]] with sufficient Animal skill and available food. Tamed animals may be bred, trained, traded, slaughtered, or farmed.&lt;br /&gt;
&lt;br /&gt;
Wild animals may be marked for taming using the Tame order. &lt;br /&gt;
[[File:TameButton.png|52px|left|link=]]{{clear}}&lt;br /&gt;
&lt;br /&gt;
An [[Work#Handle|animal handler]] will attempt to tame marked animals using food fitting that animal's diet. The chance to tame an animal depends on the animal's wildness (displayed on the info window) and the handler's 'Tame animal chance' stat. This stat is determined by the colonist's [[Skills#Animals|animals skill]], [[Health#Manipulation|manipulation]], [[Health#Talking|talking]], and [[Health#Hearing|hearing]]. When a handler fails to tame an animal there is a cooldown period of {{ticks|30000}}, or {{#expr:30000/2500}} in-game [[Time|hours]], before another attempt can be made. There is also a chance it will turn [[manhunter]] and start attacking the handler and others. The revenge chance is shown on the [[Menu#Wildlife|Wildlife]] menu. After a while the handler may drop unused food. &amp;lt;br&amp;gt;&lt;br /&gt;
Tamed animals will wander around the map until they are lead to a pen with a [[pen marker]], for pen animals, or restricted to a designated [[area]], for all other animals. Restricting non-pen animal movement using areas is usually necessary to prevent unwanted food consumption and animal [[filth]].&lt;br /&gt;
&lt;br /&gt;
==== Tame chances ====&lt;br /&gt;
Besides the animal handler's own skill, the wildness of the animals also counts.&lt;br /&gt;
&lt;br /&gt;
Tame chances undergo a post-processing curve.&lt;br /&gt;
*An animal with 0% wildness has a x2 taming chance.&lt;br /&gt;
*An animal with 50% wildness has normal taming chance.&lt;br /&gt;
*An animal with 100% wildness cannot be tamed at all.&lt;br /&gt;
&lt;br /&gt;
Currently, the hardest to tame animal is the [[Thrumbo]] with a post-processed taming chance of 3%.{{Check Tag|Fact Check}}&lt;br /&gt;
&lt;br /&gt;
[[List of animals|Animals]] with 0% wildness remain tame forever. An animal with a wildness above 0% (shown on the wildlife tab) needs to have maintenance training in Tameness. If it loses all Tameness it will go back to being wild.&lt;br /&gt;
&lt;br /&gt;
==== Minimum skill ====&lt;br /&gt;
Most animal species have a '''Minimum handling skill''' stat which determines the Animal [[skill]] necessary of a handler pawn. The game will briefly produce a warning message if no colonist has enough skill to handle the animal.&lt;br /&gt;
&lt;br /&gt;
* Animals that can be handled with 0 skill include: Alpaca, Cat, Chicken, Cow, Dromedary, Husky, Labrador retriever, Pig and Yorkshire terrier.&lt;br /&gt;
&lt;br /&gt;
An animal's minimum handling skill is calculated as follows:&lt;br /&gt;
&lt;br /&gt;
'''Skill = 9 * (wildness - 0.3) / 0.7'''{{Check Tag|Fact Check|[[Template:Infobox main]] uses a different formula and both don't match the in game values.}}&lt;br /&gt;
&lt;br /&gt;
So animals with a wildness of 30% or less won't require any handling skill whatsoever.&lt;br /&gt;
&lt;br /&gt;
=== Starting pets ===&lt;br /&gt;
&lt;br /&gt;
For most [[Scenario system|scenarios]], new colonies will include a random pet that is already tamed. These pets will have a random name and have a chance to be bonded with a pawn. The animals available are determined by the handling skills of the starting pawn(s), as the game will not provide a pet that cannot be handled by the colony. This rule is broken when all colonists have animal handling disabled, as the game will still provide animals that require periodic taming.&lt;br /&gt;
&lt;br /&gt;
The chance of getting an animal is influenced by the &amp;quot;petness&amp;quot; stat, with a higher value resulting in a higher chance.  The selection of animals also influences the chances, as a Husky has a 26% chance of being selected with the highest handling skill at 0, while at level 8+ the chance is only 12%.  Hares, snowhares, capybaras and cobras are all under 1% chance due to the petness being so low and the animal handling being so high.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+ '''Animals that can be starting pets'''&lt;br /&gt;
! Animal !! Handling skill required !! Petness !! Chance (with 8+ handling)&lt;br /&gt;
|-&lt;br /&gt;
| [[Yorkshire terrier]] || 0 || 1 || 12.06%&lt;br /&gt;
|-&lt;br /&gt;
| [[Husky]] || 0 || 1 || 12.06%&lt;br /&gt;
|-&lt;br /&gt;
| [[Labrador retriever]] || 0 || 1 || 12.06%&lt;br /&gt;
|-&lt;br /&gt;
| [[Donkey]] || 0 || 0.6 || 7.24%&lt;br /&gt;
|-&lt;br /&gt;
| [[Yak]] || 0 || 0.3 || 3.62%&lt;br /&gt;
|-&lt;br /&gt;
| [[Cat]] || 1 || 1 || 12.06%&lt;br /&gt;
|-&lt;br /&gt;
| [[Horse]] || 4 || 0.6 || 7.24%&lt;br /&gt;
|-&lt;br /&gt;
| [[Iguana]] || 4 || 0.15 || 1.81%&lt;br /&gt;
|-&lt;br /&gt;
| [[Rat]] || 4 || 0.15 || 1.81%&lt;br /&gt;
|-&lt;br /&gt;
| [[Monkey]] || 5 || 0.5 || 6.03%&lt;br /&gt;
|-&lt;br /&gt;
| [[Warg]] || 5 || 0.5 || 6.03%&lt;br /&gt;
|-&lt;br /&gt;
| [[Guinea pig]] || 5 || 0.3 || 3.62%&lt;br /&gt;
|-&lt;br /&gt;
| [[Chinchilla]] || 5 || 0.2 || 2.41%&lt;br /&gt;
|-&lt;br /&gt;
| [[Boomrat]] || 7 || 0.2 || 2.41%&lt;br /&gt;
|-&lt;br /&gt;
| [[Fennec fox]] || 7 || 0.1 || 1.21%&lt;br /&gt;
|-&lt;br /&gt;
| [[Red fox]] || 7 || 0.1 || 1.21%&lt;br /&gt;
|-&lt;br /&gt;
| [[Arctic fox]] || 7 || 0.1 || 1.21%&lt;br /&gt;
|-&lt;br /&gt;
| [[Hare]] || 7 || 0.08 || 0.97%&lt;br /&gt;
|-&lt;br /&gt;
| [[Snowhare]] || 7 || 0.08 || 0.97%&lt;br /&gt;
|-&lt;br /&gt;
| [[Capybara]] || 7 || 0.08 || 0.97%&lt;br /&gt;
|-&lt;br /&gt;
| [[Cobra]] || 7 || 0.05 || 0.60%&lt;br /&gt;
|-&lt;br /&gt;
| [[Timber wolf]] || 8 || 0.1 || 1.21%&lt;br /&gt;
|-&lt;br /&gt;
| [[Arctic wolf]] || 8 || 0.1 || 1.21%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Bonding ===&lt;br /&gt;
Animals may '''bond''' with their handlers or doctors, and starting &amp;quot;pets&amp;quot; (see previous) have a chance to start the game bonded with a random starting colonist.  A bond gives a [[mood]] effects to non-[[psychopath]]ic pawns. These include:&lt;br /&gt;
* A {{+|5}} mood bonus while assigned as a bonded animal's [[#Training|master]]. Note that this does not scale with the number of bonded animals.&lt;br /&gt;
* A {{--|3}} mood malus while not assigned as a bonded animal's [[#Training|master]]. Note that this does not scale with the number of bonded animals.&lt;br /&gt;
* A {{--|10}} mood malus for 60 days for a bonded animal being sold, stacking up to 10 times. This will also inflict an [[opinion]] malus on the pawn that performed the action.&lt;br /&gt;
* A {{--|8}} mood malus for 20 days for a bonded animal being lost, stacking up to 5 times for 5 unique animals.&lt;br /&gt;
* A {{--|8}} mood malus for 20 days for a bonded animal being killed, stacking up to 5 times for 5 unique animals. This will also inflict an [[opinion]] malus on the pawn that performed the action.&lt;br /&gt;
* A {{--|5}} mood malus for 15 days for a bonded animal being released into the wild, stacking up to 5 times for 5 unique animals.&lt;br /&gt;
All moodlets stack with each other.&lt;br /&gt;
&lt;br /&gt;
Bonds can occur when:&lt;br /&gt;
* When an animal has its wounds tended by a colonist, there is a constant 0.4% chance that the animal will bond with the colonist, regardless of Animals skill. If the animal is wild, the animal will instantly self-tame, disregarding wildness.&lt;br /&gt;
* When tamed, an animal also has a 1% chance to bond with the tamer.&lt;br /&gt;
* For starting animals, the % to start bonded with an owner appears to be related to the innate [[Property:Wildness|wildness]] (i.e. horses and camels will start bonded more often than cobras or wargs).  Domestic animals (wildness 0 - dogs, cats, some farm animals) will always start bonded.&lt;br /&gt;
Pawns with the [[Ideoligion#Animal connection|Animal connection: Strong]] precept in their [[ideoligion]]{{IdeologyIcon}} have a ×2 multiplier on bonding chance. &lt;br /&gt;
Pawns with the [[Ideoligion#Bonding|Bonding: Disapproved]] precept in their [[ideoligion]]{{IdeologyIcon}} cannot be bonded with, but they will not lose existing bonds, nor their mood effects, if the the precept is added via a fluid ideoligion's reformation.{{Check Tag|Conversion?|What about converting a bonded pawn into a no bonding ideoligion}}&lt;br /&gt;
&lt;br /&gt;
Bonded animals are also easier to train (5x multiplier on chance).{{Check Tag|By Master or by all?}} Animals are given a unique name upon bonding.&lt;br /&gt;
&lt;br /&gt;
On the death of the pawn an animal is bonded with, it can go into one of two animal mental breaks; [[Mental break#Manhunter|manhunter]], in which it will attack all nearby entities, or [[Mental break#Confusion|confusion]], in which it will wander around, uncontrollably, similar to dazed humans.&lt;br /&gt;
&lt;br /&gt;
=== Interaction ===&lt;br /&gt;
Some animal species can be trained by colonists. With Guard trained, they will follow their master around if designated to do so. &lt;br /&gt;
&lt;br /&gt;
Some species may be harvested to produce [[milk]], [[chemfuel]], or [[wool]]. Still others passively lay frequent eggs.&lt;br /&gt;
&lt;br /&gt;
Occasionally, some animals can nuzzle colonists, giving the colonist a mood buff. Animals can nuzzle anyone regardless of handling skill.&lt;br /&gt;
&lt;br /&gt;
When injured, they will go to animal sleeping spots/ beds for rest and treatment.&lt;br /&gt;
&lt;br /&gt;
=== Naming ===&lt;br /&gt;
Newly tamed or purchased animals are distinguished by numerical designations(“Muffalo 1”, “Muffalo 2”, etc.). When an animal forms a bond with a colonist, it is given a unique name. Names can be changed by the player from the &amp;quot;Training&amp;quot; tab in the inspect pawn pane. Names of tamed animals are not shown on the map unless the option is turned on, via Menu, Options, 'Show animal names'.&lt;br /&gt;
&lt;br /&gt;
Animals may have a gender-specific name (i.e. hen, rooster, buck, doe), or a lifestage-specific name (piglet, puppy), or even a gender/lifestage-specific name (cockerel).&lt;br /&gt;
&lt;br /&gt;
It is possible for animals which have been lost or sold to reappear later as part of a wild herd. This will only happen with animals which occur naturally on your colony's biome. They will still have the name you gave them (including automatic names like &amp;quot;Muffalo 2&amp;quot;), but will need to be tamed and trained again.&lt;br /&gt;
&lt;br /&gt;
=== Training ===&lt;br /&gt;
Tamed animals may be trained depending on their trainable intelligence. Click the animal's training tab to specify training targets and view progress.&lt;br /&gt;
&lt;br /&gt;
The stats of the training pawn, including Animals skill or [[Global Work Speed]], have no effect on how fast each training session is completed. Instead, increased skill improves a pawn's [[Train Animal Chance]], resulting in the animal requiring fewer training attempts in the first place. After a training attempt on a tamed animal, there is a 6 in-game hour waiting period before that same animal can be trained again.&lt;br /&gt;
&lt;br /&gt;
Once Guard is trained, they can be assigned a master which they will follow. You can configure when the animal will follow their master, by toggling whether or not the animal will follow while doing field work (hunting/taming), or while drafted, from the Animals menu.&lt;br /&gt;
&lt;br /&gt;
Many skills require multiple steps to fully train. Guard has three steps, rescue and attack have two, and haul has 5. An animal also has five stages of tameness to maintain.&lt;br /&gt;
&lt;br /&gt;
Animal skills decay over time. The speed at which skills decay is dependent on wildness of the animal. For many species, their wildness is high enough such that their tameness decreases over time and they may eventually return to the wild. For this reason, if you do not have handlers meeting the animal's minimum handling skill, it is best to sell or slaughter before your animal returns to the wild. Animals requiring a [[pen]] will never lose tameness.&lt;br /&gt;
&lt;br /&gt;
==== Guard ====&lt;br /&gt;
&lt;br /&gt;
[[File:Obedience.png|link=]] '''Guard:''' (Training intelligence required: Simple, Steps: 3)&lt;br /&gt;
: An animal trained in guard will follow its master and attack nearby aggressors. An animal's master is listed on the Training tab and on the Animals menu. Multiple animals may be assigned to a single master. Note that assigning an animal to the pawn it is bonded with will give that pawn a permanent +5 moodlet, and if a bonded animal is ''not'' assigned to its bonded pawn, that pawn gets a permanent -3 moodlet. Mood effects stack with multiple bonded animals, and one pawn can have both the positive and negative moodlets from two bonded animals.&lt;br /&gt;
&lt;br /&gt;
==== Attack ====&lt;br /&gt;
&lt;br /&gt;
[[File:Release.png|link=]] '''Attack:''' (Training intelligence required: Intermediate, Steps: 5)&lt;br /&gt;
: Using the 'attack' command, animals may leave their master's immediate area to attack enemies. When the 'Animals Attack' command is turned off, animals will guard their master and only attack enemies nearby.&lt;br /&gt;
&lt;br /&gt;
==== Rescue ====&lt;br /&gt;
&lt;br /&gt;
[[File:Rescue.png|link=]] '''Rescue:''' (Training intelligence required: Advanced, Steps: 2)&lt;br /&gt;
: Animals trained in rescue will rescue its master as well as nearby colonists in a radius of 75. Only species of sufficient size can rescue.&lt;br /&gt;
&lt;br /&gt;
==== Haul ====&lt;br /&gt;
&lt;br /&gt;
[[File:Haul_animal.png|link=]] '''Haul:''' (Training intelligence required: Advanced, Steps: 7)&lt;br /&gt;
: Animals trained in hauling will haul just as colonists do, although each species has a specific carrying capacity according to its size. Only species of sufficient size can haul, but the size required is less than it is for rescuing, meaning some animals can haul items but cannot rescue. Animals will perform hauling intermittently with an &amp;lt;abbr title=&amp;quot;mean time between&amp;quot;&amp;gt;MTB&amp;lt;/abbr&amp;gt; of 1.5 hours. Apart from being able to move, animals also need an intact jaw in order to haul.  Animals will only haul within their allowed area if they are assigned to one.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Animal !! &amp;lt;abbr title=c/s&amp;gt;Move Speed&amp;lt;/abbr&amp;gt; !! Carrying Capacity !! &amp;lt;abbr title=c*i/s&amp;gt;Haul Throughput&amp;lt;/abbr&amp;gt; !! Wildness !! &amp;lt;abbr title=Nutrition lost per day&amp;gt;Hunger Rate&amp;lt;/abbr&amp;gt; !! Filth Rate !! data-sort-type=number|&amp;lt;abbr title=days&amp;gt;Juvenile Age&amp;lt;/abbr&amp;gt; !! data-sort-type=number|&amp;lt;abbr title=days&amp;gt;Maturity Age&amp;lt;/abbr&amp;gt; !! &amp;lt;abbr title=°C&amp;gt;Min Temperature&amp;lt;/abbr&amp;gt; !! &amp;lt;abbr title=°C&amp;gt;Max Temperature&amp;lt;/abbr&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
{{#ask:[[Category:Animals]] [[Can Train Haul::True]] [[Carrying Capacity::+]]&lt;br /&gt;
| named args=yes&lt;br /&gt;
| ?Name=?Name&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Animals/Haul Row&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
Once Guard is trained, animals will gather around their master upon drafting, and will attack nearby threats, or (unintentionally) block ranged attacks for their master. This is configurable and can be disabled by disabling follow during drafted.&lt;br /&gt;
&lt;br /&gt;
With Attack trained, animals can be released to attack threats from a distance.  Even colonists incapable of Violence can send their assigned animals into battle.&lt;br /&gt;
&lt;br /&gt;
Animals can be downed during combat, and can be rescued by colonists or other animals capable of Rescue.&lt;br /&gt;
&lt;br /&gt;
=== Products ===&lt;br /&gt;
Certain tame animals produce milk, wool, or eggs. Milking and shearing sometimes fail, indicated with a brief &amp;quot;product wasted&amp;quot; message.&lt;br /&gt;
&lt;br /&gt;
==== [[Eggs]] ====&lt;br /&gt;
[[File:Egg small b.png|32px|left|link=Eggs]]&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Animal !! Lays&amp;lt;br&amp;gt;Unfert.!! Nutrition&amp;lt;br&amp;gt;per Egg !! Avg Eggs&amp;lt;br&amp;gt;per Clutch !! Laying&amp;lt;br&amp;gt;Interval !! Avg Eggs&amp;lt;br&amp;gt;per Day !! Egg Nutrition&amp;lt;br&amp;gt;per Day !! Daily Hunger&amp;lt;br&amp;gt;Rate !! Daily Egg Nutrition&amp;lt;br&amp;gt;per Hunger{{ref label|Males|A}}&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Egg Laying Interval::+]]&lt;br /&gt;
| named args=yes&lt;br /&gt;
| ?Name = ?Name&lt;br /&gt;
| ?Eggs Per Clutch Average = ?Eggs Per Clutch Average&lt;br /&gt;
| ?Egg Laying Interval = ?Egg Laying Interval&lt;br /&gt;
| ?Eggs Per Season Average = ?Eggs Per Season Average&lt;br /&gt;
| ?Can Lay Unfertilized Eggs = ?Can Lay Unfertilized Eggs&lt;br /&gt;
| ?Real Hunger Rate = ?Real Hunger Rate&lt;br /&gt;
| format = Template&lt;br /&gt;
| template = Egg Table Row&lt;br /&gt;
| link = none&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
:{{note|Males|A}} '''Note:''' This value only accounts for the female - any males required to fertilize the egg are not considered.&lt;br /&gt;
&lt;br /&gt;
==== [[Milk]] ====&lt;br /&gt;
[[File:Milk.png|32px|left|link=Milk]]&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 = Ask Table Formatter&lt;br /&gt;
| link = none}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== [[Wool]] ====&lt;br /&gt;
[[File:Wool.png|32px|left|link=Wool]]&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Animal !! Wool Amount !! Shearing Interval !! Daily Wool Average&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Concept:Production Animals]] [[Wool Amount::+]]&lt;br /&gt;
| ?Wool Amount&lt;br /&gt;
| ?Shearing Interval Days&lt;br /&gt;
| ?Daily Wool Average&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== [[Chemfuel]] ====&lt;br /&gt;
[[File:Chemfuel.png|32px|left|link=Chemfuel]]&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Animal !! Chemfuel Amount !! Milking Interval !! Daily Chemfuel Average&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Concept:Production Animals]] [[Milk Name::Chemfuel]]&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 = Ask Table Formatter&lt;br /&gt;
| link = none}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Slaughtering ===&lt;br /&gt;
{{Stub|section=1|reason=This section is included in the [[RimWorld_Wiki:To-do#Butchery project|Butchery project]] - there are a number of factors that are in need of verification and potentially addition to this section. See that page for details}}&lt;br /&gt;
[[File:SlaughterButton.png|52px|left]] Tamed animals may be slaughtered selecting the animal and clicking the Slaughter button, or by using the Slaughter tool from the Orders menu. An animal marked in this way will be slaughtered by an animal handler. The handler need not be equipped with a weapon. You can also set up an auto-slaughter order in the animals tab, configurable to limit the amount of male, female, and pregnant animals in a pen.&lt;br /&gt;
&lt;br /&gt;
Animals killed through means other than slaughtering (hunting, combat, etc) suffer a 66% multiplier to [[Meat Amount]] and [[Leather Amount]].  &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;euthanize by cut&amp;quot; [[operation]], performed by a [[Doctoring|surgeon]], and the [[Rituals#Animal sacrifice|Animal Sacrifice]] ritual{{IdeologyIcon}} will also result in a careful slaughter and avoid the 66% modifier.&lt;br /&gt;
&lt;br /&gt;
If you try to slaughter a bonded animal, the game will warn you about it due to the mood impact this has on the animal's master.&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
&lt;br /&gt;
=== Caravans ===&lt;br /&gt;
{{Main|Pack animal}}&lt;br /&gt;
These animals can graze, meaning they don't usually require food during a [[caravan]]. (This may not be true when traveling across cold or inhospitable [[biome]]s, like tundra or deserts, or in winter in general.) When carrying items in their inventory, they will appear to have packs on, which disappear when unloaded.&lt;br /&gt;
&lt;br /&gt;
=== Release to Wild ===&lt;br /&gt;
Unwanted animals can be released to the wild using a command next to the slaughter button. Releasing bonded animals also causes a mood debuff to master of the animal.&lt;br /&gt;
&lt;br /&gt;
=== Social ===&lt;br /&gt;
Each animal has a Social tab that lists that animal's bonds and relations. Clicking an entry jumps to that bond's counterpart. Bonded humans have a persistent mood bonus, unless they have the psychopath trait, while set as that animal's master. Animals do not have such thoughts or bonuses.&lt;br /&gt;
&lt;br /&gt;
Certain tame animals, will nuzzle your colonists. Animals can nuzzle patients in bed. A colonist who is nuzzled receives a +4 mood buff for 1 day.&lt;br /&gt;
&lt;br /&gt;
The following animals can nuzzle: [[cat]], [[guinea pig]], [[husky]], [[labrador retriever]], [[monkey]], and [[yorkshire terrier]].&lt;br /&gt;
&lt;br /&gt;
=== Trade goods ===&lt;br /&gt;
&lt;br /&gt;
Tamed animals may be sold to [[trade]]rs. Animals purchased from traders will be already tamed. Bulk goods traders offer pets and farm animals while exotic goods traders carry most of the wild species. Traders offering animals will attempt to at least carry a breeding pair of a core farm animal.&lt;br /&gt;
&lt;br /&gt;
=== Raising animals ===&lt;br /&gt;
==== Feeding animals ====&lt;br /&gt;
The simplest way to feed non-strictly-carnivorous animals is to create a large [[Pens|pen]] where animals can graze on the wild grass and brambles. The [[pen marker]] will show the number of animals the wild plants can sustain (measured in [[cow]]s, [[goat]]s, and [[chicken]]s. When the weather is too cold or too hot though, plants grow slower or even stop growing. Furthermore, plants become totally inedible when the temperature drops below {{Temperature|-10}}, because they all are considered leafless, grass as well as trees. This unrealistic mechanic is not explained in-game, and is quite puzzling to unaware players. It looks like animals starve on top of good-looking grass. See [[Plants#Temperature]] for more info.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2 | Animal&lt;br /&gt;
! rowspan=2 | Diet&lt;br /&gt;
! rowspan=2 data-sort-type=number | Tameness Decay Interval&lt;br /&gt;
! rowspan=2 | Produces&lt;br /&gt;
! rowspan=2 data-sort-type=number | Produce per day&lt;br /&gt;
! rowspan=2 data-sort-type=number| Produced Nutrition per day&lt;br /&gt;
! colspan=3 | Baby Slaughter&lt;br /&gt;
! colspan=3 | Adult Slaughter&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Units of nutrition of meat produced per female per day when babies are slaughtered, assuming constant pregnancy.&amp;quot;&amp;gt;Meat Per Day&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Units of nutrition consumed by a single adult per day. Note that this does not include the nutrition consumption of the father.&amp;quot;&amp;gt;Consumption Per Day&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;(Milk + Meat)/Consumption&amp;quot;&amp;gt;Overall Efficiency&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Units of nutrition of meat produced per female per day when adults are slaughtered, assuming constant pregnancy.&amp;quot;&amp;gt;Meat Per Day&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Units of nutrition consumed per female per day, including the offspring's consumption up to adulthood. Note that this does not include the nutrition consumption the father.&amp;gt;Consumption Per Day&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;(Milk + Meat)/Consumption&amp;quot;&amp;gt;Overall Efficiency&amp;lt;/abbr&amp;gt;&lt;br /&gt;
|- {{Animal Rearing Row|Alpaca}} &lt;br /&gt;
|- {{Animal Rearing Row|Alphabeaver}} &lt;br /&gt;
|- {{Animal Rearing Row|Arctic fox}} &lt;br /&gt;
|- {{Animal Rearing Row|Arctic wolf}} &lt;br /&gt;
|- {{Animal Rearing Row|Bison}} &lt;br /&gt;
|- {{Animal Rearing Row|Boomalope}} &lt;br /&gt;
|- {{Animal Rearing Row|Boomrat}} &lt;br /&gt;
|- {{Animal Rearing Row|Capybara}} &lt;br /&gt;
|- {{Animal Rearing Row|Caribou}} &lt;br /&gt;
|- {{Animal Rearing Row|Cassowary}} &lt;br /&gt;
|- {{Animal Rearing Row|Cat}} &lt;br /&gt;
|- {{Animal Rearing Row|Chicken}} &lt;br /&gt;
|- {{Animal Rearing Row|Chinchilla}} &lt;br /&gt;
|- {{Animal Rearing Row|Cobra}} &lt;br /&gt;
|- {{Animal Rearing Row|Cougar}} &lt;br /&gt;
|- {{Animal Rearing Row|Cow}} &lt;br /&gt;
|- {{Animal Rearing Row|Deer}} &lt;br /&gt;
|- {{Animal Rearing Row|Donkey}} &lt;br /&gt;
|- {{Animal Rearing Row|Dromedary}} &lt;br /&gt;
|- {{Animal Rearing Row|Duck}} &lt;br /&gt;
|- {{Animal Rearing Row|Elephant}} &lt;br /&gt;
|- {{Animal Rearing Row|Elk}} &lt;br /&gt;
|- {{Animal Rearing Row|Emu}} &lt;br /&gt;
|- {{Animal Rearing Row|Fennec fox}} &lt;br /&gt;
|- {{Animal Rearing Row|Gazelle}} &lt;br /&gt;
|- {{Animal Rearing Row|Goat}} &lt;br /&gt;
|- {{Animal Rearing Row|Goose}} &lt;br /&gt;
|- {{Animal Rearing Row|Grizzly bear}} &lt;br /&gt;
|- {{Animal Rearing Row|Guinea pig}} &lt;br /&gt;
|- {{Animal Rearing Row|Hare}} &lt;br /&gt;
|- {{Animal Rearing Row|Horse}} &lt;br /&gt;
|- {{Animal Rearing Row|Husky}} &lt;br /&gt;
|- {{Animal Rearing Row|Ibex}} &lt;br /&gt;
|- {{Animal Rearing Row|Iguana}} &lt;br /&gt;
|- {{Animal Rearing Row|Labrador retriever}} &lt;br /&gt;
|- {{Animal Rearing Row|Lynx}} &lt;br /&gt;
|- {{Animal Rearing Row|Megascarab}} &lt;br /&gt;
|- {{Animal Rearing Row|Megaspider}} &lt;br /&gt;
|- {{Animal Rearing Row|Megasloth}} &lt;br /&gt;
|- {{Animal Rearing Row|Monkey}} &lt;br /&gt;
|- {{Animal Rearing Row|Muffalo}} &lt;br /&gt;
|- {{Animal Rearing Row|Ostrich}} &lt;br /&gt;
|- {{Animal Rearing Row|Panther}} &lt;br /&gt;
|- {{Animal Rearing Row|Pig}} &lt;br /&gt;
|- {{Animal Rearing Row|Polar bear}} &lt;br /&gt;
|- {{Animal Rearing Row|Raccoon}} &lt;br /&gt;
|- {{Animal Rearing Row|Rat}} &lt;br /&gt;
|- {{Animal Rearing Row|Red fox}} &lt;br /&gt;
|- {{Animal Rearing Row|Rhinoceros}} &lt;br /&gt;
|- {{Animal Rearing Row|Sheep}} &lt;br /&gt;
|- {{Animal Rearing Row|Snowhare}} &lt;br /&gt;
|- {{Animal Rearing Row|Spelopede}} &lt;br /&gt;
|- {{Animal Rearing Row|Squirrel}} &lt;br /&gt;
|- {{Animal Rearing Row|Thrumbo}} &lt;br /&gt;
|- {{Animal Rearing Row|Timber wolf}} &lt;br /&gt;
|- {{Animal Rearing Row|Tortoise}} &lt;br /&gt;
|- {{Animal Rearing Row|Turkey}} &lt;br /&gt;
|- {{Animal Rearing Row|Warg}} &lt;br /&gt;
|- {{Animal Rearing Row|Wild boar}} &lt;br /&gt;
|- {{Animal Rearing Row|Yak}} &lt;br /&gt;
|- {{Animal Rearing Row|Yorkshire terrier}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Growing haygrass ====&lt;br /&gt;
While the land can sustain a sizable population of animals grazing on it, it doesn't have an infinite supply and can still be depleted. Winter can also stop grass growth, leaving nothing for your grazing animals to eat. &lt;br /&gt;
&lt;br /&gt;
If you need to raise a lot of animals, e.g. an exponentially growing flock of [[chicken]]s, you will need to grow haygrass to sustain them all. You also need to have a stock of haygrass to keep animals fed through the winter.&lt;br /&gt;
&lt;br /&gt;
Haygrass gives a total of 0.9 nutrition (18 units of [[hay]]) when fully grown and harvested, compared to 0.5 of grass. However, you have to keep your hungry animals from getting to it otherwise they'll only get a max of 0.2 nutrition from eating the plant.&lt;br /&gt;
&lt;br /&gt;
==== Making kibble ====&lt;br /&gt;
[[Kibble]] is a kind of animal feed made with both plant and animal sources. It can be made using haygrass and any kind of meat, including human or insect meat. Producing kibble at a [[butcher table]] costs 1 nutrition of vegetables or hay and 1 nutrition of meat or animal products, and produces 2.5 nutrition of kibble. &lt;br /&gt;
&lt;br /&gt;
All animals except [[warg]]s can eat it, so it makes a good way to feed your animals using mixed sources of nutrition, including those that animals won't normally eat. Kibble also lasts forever under a roof so you can store it and use it to feed animals when in need, such as in winter when there is nothing to eat.&lt;br /&gt;
&lt;br /&gt;
When you feed a population of herbivorous or omnivorous animals kibble made from their own meat or milk, the formula for their nutrition efficiency can be calculated as:&lt;br /&gt;
&lt;br /&gt;
{{math|''nutritionEfficiency(kibble)'' {{=}} 2.5&amp;amp;times;''nutritionEfficiency(raw vegetables)'' - 1}}&lt;br /&gt;
If effect, this means that for any animal population that has a nutrition efficiency of at least 0.667, it is more efficient to feed them kibble rather than hay. It is worth noting, however, that this will increase the amount of butchering and cooking labour needed to support the higher animal population required.&lt;br /&gt;
&lt;br /&gt;
==== Pens ====&lt;br /&gt;
{{main|pens}}&lt;br /&gt;
Pens are areas which farm animals are assigned to. These [[pen animals]] will be passive, meaning that hostiles will not attack these animals, and vice versa. Tamed pen animals must be put in a pen, or they will occasionally attempt to leave the map, meaning they disappear forever. Colonists will automatically rope roaming farm animals and place them in the pen. The borders of pens can be marked with: solid [[wall]]s, [[door]]s, [[fence]]s, [[fence gate]]s, and [[animal flap]]s. To mark an enclosed area as a pen, place a pen marker inside. The pen marker also tells you the amount of animals that can be sustained in a pen with wild plants, measured in [[cow]]s, [[goat]]s, and [[chicken]]s. An attached, roofed, and heated/cooled coop can be built with an [[animal flap]] as a door instead of a regular [[door]] for animals to stay warm or cool down during extreme temperatures.&lt;br /&gt;
&lt;br /&gt;
==== Corpse freezer ====&lt;br /&gt;
&lt;br /&gt;
In typical RimWorlder fashion, you can use a freezer to preserve the corpses of raiders (or dead colonists if you're desperate) so you can feed omnivorous and carnivorous animals. This allows you to make use of corpses while avoiding heavy mood penalties from butchering humans or eating their flesh.&lt;br /&gt;
&lt;br /&gt;
==== Pet care ====&lt;br /&gt;
&lt;br /&gt;
Tamed animals that have a social bond to a person will affect the master's mood positively while living and negatively if killed (-8 for 20 days). This bond will either improve resistance against mental breaks or cause them. Because of the effect they cause on feelings, these creatures should be given special treatment, or any animal worth keeping alive.&lt;br /&gt;
&lt;br /&gt;
These are a few tips to keep them safe:&lt;br /&gt;
&lt;br /&gt;
* Keep them indoors by creating a new animal zone within a room. &lt;br /&gt;
* Keep them at the Home area after building a base wall.&lt;br /&gt;
* Prey pets should not be left wandering around in unrestricted area.&lt;br /&gt;
* Hunt their predators to prevent surprise attacks (or just wall the base in to prevent predators from coming in).&lt;br /&gt;
* Patrol your perimeter by zooming your view out to a larger scale but not to full, just enough to spot their sleeping animation of flying ZZZs while they rest at night. Sweeping your surroundings once every night shall keep you aware of threat presence.&lt;br /&gt;
&lt;br /&gt;
Note: The first three of these tips only apply to pet animals. Farm animals are passive while in pens, though if the pen is built with [[fence]]s, predators can still pass through.&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Animals can now be tamed and trained. Animals now sleep. Animals can be pregnant and give birth. Animals can be named when tamed or when nuzzling. Animals produce animal filth. Animals have “life stages” related to their ages. Eggs, Milk and Wool production added. Nuzzling added. Animals have life expectancies.&lt;br /&gt;
* [[Version/0.12.910|0.12.910]] - Rebalanced animal hunger rate and animal hauling.&lt;br /&gt;
* [[Version/0.13.1135|0.13.1135]] - Added new animals, some of which will hunt people. Some animals are now predators, including colony pets (e.g. cats catch squirrels). Animals can gnaw corpses apart directly now. Animal bonding added.&lt;br /&gt;
* Beta 19/1.0 Update - Obedience training steps 1 -&amp;gt; 3. Nuzzle target search distance 15 -&amp;gt; 40. Nuzzled memory duration 0.5 days-&amp;gt;1 day, stacked effect multiplier 0.95-&amp;gt;0.5, stack limit 10&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Changed animal rescue radius from 30 to 75. Fix: Jawless animals can still haul.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Removed naming animals through nuzzling. Animals only get names by bonding, or if given names by the player (so you can implicitly tell which animals are bonded by seeing which have names).&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Major overhaul to animals: added multiple animal-related buildings, added pens, decreased trainability of [[boomalope]] to none, added sterilization, added release to wild.&lt;br /&gt;
&lt;br /&gt;
{{nav|animal}}&lt;br /&gt;
[[Category:Creatures]]&lt;/div&gt;</summary>
		<author><name>Volatile depressive</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Animals&amp;diff=134517</id>
		<title>Animals</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Animals&amp;diff=134517"/>
		<updated>2023-05-06T01:44:08Z</updated>

		<summary type="html">&lt;p&gt;Volatile depressive: Details&lt;/p&gt;
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{{Move|reason=Suggest split entire [[Animals#Animal_husbandry|Animal Husbandry]] subsection to its own article, to reduce the WoT factor on this page. See [[Talk:Animals|Discussion page]].}}&lt;br /&gt;
{{Stub|reason=Missing information on the autoslaughter system added in 1.3.3066}}&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{for|the skill of the same name|Skills#Animals{{!}}Skills}}&lt;br /&gt;
{{for|a complete search|List of animals|}}&lt;br /&gt;
{{imagemargin|[[File:animals_preview.png|190px|right]]|30px}} &lt;br /&gt;
&lt;br /&gt;
'''Animals''' are a type of nonplayable, nonhuman pawn in Rimworld with their own [[needs]], [[stats]], [[capacities]], and actions. They come in dozens of species, all of which can be wild or [[Taming|tamed]]. Wild animals occasionally spawn at the map edges according to the [[biomes|biome]] and sometimes from random events. &lt;br /&gt;
&lt;br /&gt;
Animals usually wander the map aimlessly and feed when hungry, even eating player-grown [[plants]]. Like humans, animals don't require water and generate [[filth]] on Rimworld. All animals on RimWorld will fight back if melee combat is initiated. With just a little luck, even a small [[rat]] or [[squirrel]] can [[downed|take down]] and even kill a casually armored colonist. The most dangerous species regularly hunt humans or can immediately turn [[manhunter]] out of revenge. Some animals can be trained to Guard your colonists and Attack enemies.&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
Animals are an important source of [[food]] by the meat they provide once [[Orders#Hunt|hunted]] and [[butcher table|butchered]].&lt;br /&gt;
&lt;br /&gt;
Colonists assigned to [[Work#Tame]] receive 90 XP towards their [[Skills#Animals]] per training or taming attempt. When tamed &amp;quot;[[cute]]&amp;quot; animals nuzzle a colonist, the colonist receives a +3 mood [[thought]] for 16 hours. Animals can also form bonds with colonists, providing a permanent &lt;br /&gt;
&lt;br /&gt;
[[Combat#Friendly_fire|Friendly fire]] can happen with domesticated animals.&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Animals tab ==&lt;br /&gt;
&lt;br /&gt;
The Animals tab is in the menu bar at the bottom of the screen. The default hotkey is {{key|F4}}. The Animals tab lists all the colony animals. From left to right, displayed information is as follows:&lt;br /&gt;
* Double-clicking an animal's name will center the map to that animal. &lt;br /&gt;
*Gender, Age, and Life Stage are displayed&lt;br /&gt;
*Pregnant or Sterilized&lt;br /&gt;
* A button lists the animal's master, if it has one. Click the button to assign a new master. Bonded status is also displayed.&lt;br /&gt;
*If the animal is designated to follow its master when drafted or doing field work.&lt;br /&gt;
* A &amp;quot;Slaughter&amp;quot; checkbox column allows easy slaughtering of multiple tamed animals at once.&lt;br /&gt;
* Checkbox columns for each trainable skill: '''Tame, Guard, Rescue, Attack,''' and '''Haul''' for the management of animal training.&lt;br /&gt;
* [[Zone/Area#Allowed area|Allowed areas]] are listed here. Animals stay in their assigned areas unless designated to follow their master.&lt;br /&gt;
&lt;br /&gt;
Most of the above information is also displayed in the animal's inspect pane.&lt;br /&gt;
&lt;br /&gt;
=== Allowed areas ===&lt;br /&gt;
One of the best ways to control animals is to assign them an [[allowed area]]. Allowed areas are created via the Expand allowed area function in the Architect&amp;gt;Zone menu.&lt;br /&gt;
Zoning prevents animals from wandering into danger and eating things they shouldn't be.  Be certain to designate them an [[animal sleeping spot]] and ensure they have access to a [[food]] source. Some species (most ungulates) cannot be assigned an area and must instead be roped by a colonist into a [[pen]].&lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
Most animals appear to have no limbs, just as colonists do. Some animals have different appearances between males and females. Some animals have a different sprite for infant and adult life stages, like the [[chicken]].&lt;br /&gt;
&lt;br /&gt;
== Behavior ==&lt;br /&gt;
*'''Wandering:''' Animals will wander the area when their needs are satisfied, e.g. hunger and sleep. When wandering, some species of animals will tend to stay together in a herd. Others will spread out alone across the map. &lt;br /&gt;
*'''Roaming:''' Tame pen animals will occasionally attempt to leave the map if not in a pen or if a pen door is left open, with escape frequency determined by the animal's roam interval [[stat]].&lt;br /&gt;
*'''Filth:''' While walking on constructed floors they can produce animal filth. The rate of producing filth is proportional to body size and wildness. Farm animals tend to produce massive amounts of filth. This can be mitigated by the [[straw matting]] floors or by simply keeping them on dirt.&lt;br /&gt;
*'''Moving''': the animal is moving into its assigned area.&lt;br /&gt;
*Feeding: animals attempt to eat the nearest food source when hungry. Herbivores move to find mature plants and carnivores hunt. &lt;br /&gt;
*Mating: male and female adults of the same species occasionally mate.&lt;br /&gt;
*'''Sleeping''': when tired or wounded, tamed animals prefer to sleep in an [[animal bed]] or animal sleeping spot.&lt;br /&gt;
*Combat: All animals can only melee attack.&lt;br /&gt;
&lt;br /&gt;
=== Mating ===&lt;br /&gt;
For each non-[[sterilized]], tamed, awake male, once per hour, there is either a 1/12 or 1/8 (depending on species) chance that the male will search for a non-pregnant/non-fertilized, non-sterilized, tamed, awake female of the same species within 30 tiles to initiate mating. Female animals do not ever attempt to initiate mating themselves. In rare cases, more than one male can mate with the same female at once. The female will stand there, allowing the male to mate with her. The female then has a 50% chance to become [[pregnant]] in the case of gestational animals, or a 100% chance to become fertilized in the case of egg-laying animals.&lt;br /&gt;
&lt;br /&gt;
In order to maximize the rate of offspring for a given population size of adults, the ideal is that the moment one female becomes pregnant or fertilized, another gives birth or lays an egg and becomes available to be mated. If there was no randomness involved in mating, the female:male ratio that would achieve this is given by &amp;lt;code&amp;gt;awake_proportion×gestation_time/(2×mate_mtb)&amp;lt;/code&amp;gt; for gestational animals, or &amp;lt;code&amp;gt;awake_proportion×egg_interval/mate_mtb&amp;lt;/code&amp;gt; for egg-laying animals. As the proportion of [[Rest|time spent awake]] can be approximated to be about &amp;lt;code&amp;gt;2/3&amp;lt;/code&amp;gt; for a rest effectiveness of 0.8, and &amp;lt;code&amp;gt;mate_mtb&amp;lt;/code&amp;gt; is usually 12 hours, this can be simplified to &amp;lt;code&amp;gt;2/3×gestation_time&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;4/3×egg_interval&amp;lt;/code&amp;gt; in most cases. &lt;br /&gt;
&lt;br /&gt;
However, as the randomness involved with mating becomes more significant with smaller population sizes, slightly more males will be desired for smaller populations. On the contrary, animals that can be milked will want more females than this ratio suggests, as the gains from milk will offset the losses from time spent not pregnant. Animals that can lay unfertilized eggs can similarly afford a higher female ratio.&lt;br /&gt;
&lt;br /&gt;
Wild animals do not mate. Incest is common and has no effect on animal health.&lt;br /&gt;
&lt;br /&gt;
=== Fleeing ===&lt;br /&gt;
Passive animals will mostly flee when harmed. They will not flee if they are engaging in melee combat with an adversary. &amp;lt;br&amp;gt;&lt;br /&gt;
More aggressive animals have a '''revenge chance on tame fail''' stat and may retaliate instead of fleeing.&lt;br /&gt;
Be aware that packs of animals may seek revenge together, quickly overpowering a single colonist.&lt;br /&gt;
&lt;br /&gt;
Animals that have not turned manhunter will flee from gunfire, and will leave their herd and even the map if their path intersects with the map edge.{{Check Tag|Detail needed}}&lt;br /&gt;
&lt;br /&gt;
=== Aggression ===&lt;br /&gt;
Sometimes a single animal may go mad, or every animal of the same species be driven mad by a psychic wave [[event]], and attack any humans not behind closed doors. &lt;br /&gt;
&lt;br /&gt;
If injured by a colonist or tamed pet, certain species of animals will become maddened into a [[Mental break#Manhunter|manhunter]] state and will relentlessly seek out humans to attack. Sometimes nearby animals of the same species will be simultaneously enraged. Unless otherwise neutralized, a maddened animal will eventually return to a normal mood after sleeping. Animals in manhunter state will attack doors if colonists try to go in and out of them.&lt;br /&gt;
&lt;br /&gt;
Manhunter chances are listed in the Wildlife tab of the map screen with a red lightning bolt next to their name, and also on the Info tab of each individual animal's information window.&lt;br /&gt;
&lt;br /&gt;
[[File:Manhunter due to pet hunting.png|400px]]&lt;br /&gt;
&lt;br /&gt;
=== Predation ===&lt;br /&gt;
Most carnivores are predators. When hungry, a predator will prefer an easy meal. They'll first go for meals or food types within their diet. They may go for a downed or dead animal or a fresh human corpse. &lt;br /&gt;
&lt;br /&gt;
When a hungry predator has no other food nearby, they will hunt, kill and consume almost any animal smaller than them, including your tamed animals and your colonists. This can especially be a problem on maps with little wildlife, like on [[Biomes#Ice sheet|Ice sheets]] when a polar bear wanders in. Still, predators tend to prefer more vulnerable and weaker animals, and wisely avoid boomrats and boomalopes.&lt;br /&gt;
&lt;br /&gt;
Predator attacks usually '''stun''' their prey, leaving the victim unable to fight back. A predator will focus all attacks on their prey, so if they do down your colonist or livestock, immediately order the nearest comrade to rescue the downed pawn. It's the difference between life and death.&lt;br /&gt;
 &lt;br /&gt;
Predators include the {{#ask: [[Category:Animals]] [[Is Predator::true]]}}.&lt;br /&gt;
&lt;br /&gt;
If you successfully hide all colonists and tamed animals away from a predator's reach, it will hunt any other available wildlife.&lt;br /&gt;
&lt;br /&gt;
It is not possible to view the Needs tab of a wild animal, so you may have to deduce whether or not a predator is hungry based on its behavior. They sometimes remain near the area where they last killed and ate an animal for about a day. Bloodstains or partially-consumed animal corpses on the ground are a fairly reliable guide, as well as a source of free leather and delicious leftovers. Be careful not to let a hauler take away a predator's food before it has finished eating. It will still be hungry and will hunt your colonist instead.&lt;br /&gt;
&lt;br /&gt;
Remember that [[fence]]s and [[fence gate]]s do not count as impassable for all pawns except for farm animals, meaning that predators can leap over.&lt;br /&gt;
&lt;br /&gt;
=== Body heat ===&lt;br /&gt;
{{Stub|section=1|reason=How much heat, how is calculated, does it vary etc? Anecdotal reports of it scaling with [[body size]]}}&lt;br /&gt;
Animals will give out body heat, slightly heating up their surroundings. This is insignificant most of the time. In enclosed barns with many animals packed, the heat can become a problem in warm weather or hot biomes, and a benefit in cold biomes or during winter.&lt;br /&gt;
&lt;br /&gt;
== Reproduction ==&lt;br /&gt;
Animals are born by live birth or by hatching from a fertilized egg.&lt;br /&gt;
&lt;br /&gt;
=== Live birth ===&lt;br /&gt;
{{See also|Pregnancy}}&lt;br /&gt;
&lt;br /&gt;
Female Animals which give live birth (e.g. mammals) have a chance of becoming [[pregnant]] after mating with a male. The '''gestation time''' stat specifies how many days a species' pregnancy will last. A pregnant animal suffering from [[malnutrition]] or injuries may miscarry, but spontaneous abortions are not possible in game. Miscarriages are noted by an in-game message and loss of the baby, but the mother is otherwise unharmed and may reproduce normally again. Pregnancies may also be aborted through [[surgery]].&lt;br /&gt;
&lt;br /&gt;
For the first {{ticks|600}} the pregnancy condition will be invisible, after which point a message will come up mentioning the pregnancy and the following hediffs become visible.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Early-stage''' || &amp;gt;0 Severity ||&lt;br /&gt;
* Vomiting (''MTB of 2.5 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Middle-stage''' || &amp;gt;0.333 Severity ||&lt;br /&gt;
* -15% [[Moving]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Late-stage''' || &amp;gt;0.666 Severity||&lt;br /&gt;
* Vomiting (''MTB of 5 days'')&lt;br /&gt;
* -30% [[Moving]]&lt;br /&gt;
|-&lt;br /&gt;
| '''''Birth''''' || 1.0 Severity||&lt;br /&gt;
* Symptoms end&lt;br /&gt;
* Offspring is born&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Live births occur at the end of the gestation time. They produce [[filth]] in the form of amniotic fluid, but no blood loss or damage occurs to the mother or baby. A species' '''litter size''' is a probability curve of the number of offspring possible from one pregnancy&lt;br /&gt;
&lt;br /&gt;
=== Eggs ===&lt;br /&gt;
Egg-laying animals include the {{#ask: [[Category:Animals]] [[Egg Laying Interval::+]]}} as of 1.1. Females become fertilized after mating with males, causing them to lay fertilized eggs. Most animals will not lay unfertilized eggs, with the exception of [[chicken]]s, [[duck]]s, and [[goose|geese]].&lt;br /&gt;
&lt;br /&gt;
Fertilized eggs display their progress on the inspect pane and hatch when ready.&lt;br /&gt;
&lt;br /&gt;
Fertilized eggs can be ruined by temperature if not kept within their safe temperature range of {{Temperature|{{Q|Chicken egg (fert.)|Min Safe Temperature}}|{{Q|Chicken egg (fert.)|Max Safe Temperature}}}}.&amp;lt;!-- These temperatures are the same for all eggs. I just picked the most common one --&amp;gt;&lt;br /&gt;
: Eggs start to freeze below {{Temperature|{{Q|Chicken egg (fert.)|Min Safe Temperature}}}}.&lt;br /&gt;
: Eggs start to overheat above {{Temperature|{{Q|Chicken egg (fert.)|Max Safe Temperature}}}}.&lt;br /&gt;
&lt;br /&gt;
The inspect pane will indicate 'Overheating' or 'Freezing' followed by a percentage rising up to 100%. It increases by {{#expr:{{Q|Chicken egg (fert.)|Spoiling Rate}}*100}}% per {{Temperature|1||delta}} outside the safe temperature range each [[tick]]. This status is halted when safe temperate is restored, but it is not reset - if the temperature is unsafe again, it will pick up where it left off. If it reaches 100% the egg is 'ruined by temperature' and will not hatch even if returned to a suitable area. A ruined egg still has full nutritional value and can be used to make a meal (or eaten raw, with a mood debuff).&lt;br /&gt;
&lt;br /&gt;
=== Sterilization ===&lt;br /&gt;
{{Main|Sterilization}}&lt;br /&gt;
&lt;br /&gt;
Animals can be sterilized by way of an operation to prevent them even attempting to breed with another animal. As such they will never reproduce.&lt;br /&gt;
&lt;br /&gt;
== Diet ==&lt;br /&gt;
While most carnivorous and omnivorous animals (such as pigs and boars) can eat raw meat, corpses, kibble, and meals, [[Warg]]s can ''only'' eat raw meat and corpses. &lt;br /&gt;
&lt;br /&gt;
All herbivorous and omnivorous animals can eat live plants (except trees and agave), vegetables, liquor, drugs, meals, and haygrass. &amp;lt;br&amp;gt;&lt;br /&gt;
Dendrovorous animals such as the [[alphabeaver]] and [[thrumbo]] can eat trees, in addition to other herbivorous foods.&lt;br /&gt;
&lt;br /&gt;
Because all animals except wargs can eat meals, [[kibble]], and [[pemmican]], it is possible to feed meat to herbivores and plants to carnivores if it is prepared first.&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
Animals have the same set-up as humans when it comes to health, minus the ability to operate on them (except euthanasia)(The option to amputate an infected limb can become available once infection sets in, at least on Thrumbos—assuming other animals as well). They feel pain, and have all of the different health stats that human pawns possess. Animals can become addicted to beer, and they suffer the same negative health alcohol effects as humans. Keep them away from alcohol.&lt;br /&gt;
Animals need to have an animal bed (or sleeping spot) in order to be healed.&lt;br /&gt;
&lt;br /&gt;
Like humans, they have a life expectancy, and are affected by [[Ailments|chronic diseases]]. There is no way to cure them in the base game other than [[Healer mech serum]], which would be incredibly expensive.&lt;br /&gt;
&lt;br /&gt;
A tamed animal that requires tending will find the nearest animal bed or animal sleeping spot in their [[allowed area]] and rest there until it is either fully healed or dead. Pawns assigned to doctoring will tend its wounds or illnesses and feed it, just as they would do for a humanlike pawn. If all human colonists are absent or unable to care for a sick animal, it can die of starvation even if there is food nearby and it is capable of walking.&lt;br /&gt;
&lt;br /&gt;
Animals have a [[Toxic Resistance]] of 50% by default, compared to the [[human]] default of 0%.&lt;br /&gt;
&lt;br /&gt;
== Hunting ==&lt;br /&gt;
[[File:Hunt.png|42px]]&lt;br /&gt;
&lt;br /&gt;
Wild animals may be marked for hunting, done by [[Work#Hunt|hunters]] with ranged weapons, who will proceed to shoot them at maximum range, before executing them with a neck cut when they are downed (except explosive animals). After killing their target, they will haul the carcass to a [[stockpile zone]] even if they are naturally incapable of hauling, but will not start hauling it again if they're interrupted.&lt;br /&gt;
&lt;br /&gt;
Animals harmed by hunting that were not killed yet may become enraged and if its a pack type, its full horde may turn hostile against the entire colony. If they are non-aggressive animals they usually flee instead.&lt;br /&gt;
&lt;br /&gt;
Hunting may take longer during bad weather since there's a shooting modifier while it's raining or snowing that makes it more likely for shots to miss.&lt;br /&gt;
* Fog (with or without rain): hit chance multiplier is 50%.&lt;br /&gt;
* Rain or snow: hit chance multiplier is 80%.&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
To mark animals to be hunted use one of the following methods: &lt;br /&gt;
*Click Wildlife, Click the first red X to the right of the animal you want to hunt and change it to a green check mark&lt;br /&gt;
*Click Orders, Hunt, then click one or more individual animals.&lt;br /&gt;
*Click Orders, Hunt, then click and drag a box to surround and select multiple animals.&lt;br /&gt;
*Select one or more animals, click Hunt.&lt;br /&gt;
&lt;br /&gt;
=== Hunting tips ===&lt;br /&gt;
&lt;br /&gt;
* Animals can be hunted manually instead of just using the hunt order by drafting a colonist and right clicking to fire at animals.  This allows the killing of multiple animals in one session, or hunting from close range.  Closer range reduces the chance of missing shots or unintended friendly fire, but raises the chance of provoking animal revenge.&lt;br /&gt;
&lt;br /&gt;
* Wounded animals (either hit with arrows/bullets or cut in particular) tend to bleed. Heavily bleeding animals die after a certain period of time if left untended. Thus it is possible to wound a target and wait until it bleeds to death or drops unconscious due to blood loss. This way you can avoid unnecessary damage to the corpse (and avoid being caught in the explosion left by boomalopes and boomrats). Keep in mind that a wounded but mobile animal can wander away. Unconscious animals can be &amp;quot;saved&amp;quot; - essentially transported to sleeping spots assigned as medical - but without medical treatment they will still die. A valid, if hardly humane, way to hunt.&lt;br /&gt;
&lt;br /&gt;
* In the occasion of a full horde revenge, early-stage colonies may easily become overrun, leaving all colonists downed. But down is not out. Eventually, one or more of your colonists may recover. With luck, this miracle may take place at nightfall, when wildlife sleep (except for the most enraged beasts among those), or they have wandered far enough, opening a chance to rescue everybody else. The manhunter status of the horde will disappear overnight.&lt;br /&gt;
**[[Defense tactics#Melee blocking|Melee blocking]] could be a valuable tactic to defeat the rampaging animals. In addition to making it easier to defeat the animals even when outnumbered, it also keeps your downed colonists near your base for easy rescue.&lt;br /&gt;
&lt;br /&gt;
== Life stages ==&lt;br /&gt;
Animals all have three different life stages - baby, juvenile and adult. The growth at which they enter the juvenile and adult life stages is determined by each species' '''growth time''' stat. Animals may have different graphics for different life stages (e.g. [[deer]]) or may simply appear smaller. Some animals have a specific name for this stage (e.g. chick or puppy). Animals have different sounds (call, anger, wounded, death) for different life stages, too. Babies may simply make a higher pitched sound or have a different sound altogether (such as chicks).&lt;br /&gt;
&lt;br /&gt;
Eventually, they reach their final body size and fertility in the final life stage, adulthood.  Only upon reaching adulthood can animals produce wool or milk. Eggs may be layer by juveniles.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! Baby Bird !! Baby !! Juvenile !! Adult&lt;br /&gt;
|-&lt;br /&gt;
| '''Body Size''' || 10% || 20% || 50% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Hunger''' || 40% || 40% || 75% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Max Food''' || 60% || 60% || 75% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Health Scale''' || 25% || 25% || 60% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Market Value''' || 40% || 40% || 75% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Move Speed''' || 50% || 50% || 90% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Melee Damage''' || 50% || 50% || 75% || 100%&lt;br /&gt;
|}&lt;br /&gt;
The reduction in Body Size of babies and juveniles also affects several other stats, such as [[Meat Amount|Meat]] and [[Leather Amount]]&lt;br /&gt;
&lt;br /&gt;
== Needs ==&lt;br /&gt;
Animals require food and sleep and will fulfil their needs on their own.&lt;br /&gt;
&lt;br /&gt;
'''Food:''' Animals will eat any available food according to their diet. Herbivorous animals of the colony can be left to eat grass on their own. Note that animals require different amounts of food compared to humans, as represented by their [[Hunger Rate]].&lt;br /&gt;
&lt;br /&gt;
'''Rest:''' Animals will sleep as needed. Tamed animals will sleep in [[animal sleeping spot]]s, [[animal sleeping box]]es, or [[animal bed]]s. If none of which are available, the animal will crash out on the ground inside its allowed zone. A tamed animal will not sleep as long as its master is drafted.&lt;br /&gt;
&lt;br /&gt;
== Animal husbandry ==&lt;br /&gt;
&lt;br /&gt;
Animals can be tamed and put to use in the colony, providing several benefits.  Some species can be trained to perform one or possibly more tasks (Guard, Attack, Rescue, Haul), and will wander about your colony freely. Other species, which can loosely be considered &amp;quot;farm animals&amp;quot;, can only be tamed and then put in a [[pen]]. This second category can never be trained.&lt;br /&gt;
&lt;br /&gt;
=== Taming ===&lt;br /&gt;
Wild animals can be tamed by a [[Work#Handle|animal handler]] with sufficient Animal skill and available food. Tamed animals may be bred, trained, traded, slaughtered, or farmed.&lt;br /&gt;
&lt;br /&gt;
Wild animals may be marked for taming using the Tame order. &lt;br /&gt;
[[File:TameButton.png|52px|left|link=]]{{clear}}&lt;br /&gt;
&lt;br /&gt;
An [[Work#Handle|animal handler]] will attempt to tame marked animals using food fitting that animal's diet. The chance to tame an animal depends on the animal's wildness (displayed on the info window) and the handler's 'Tame animal chance' stat. This stat is determined by the colonist's [[Skills#Animals|animals skill]], [[Health#Manipulation|manipulation]], [[Health#Talking|talking]], and [[Health#Hearing|hearing]]. When a handler fails to tame an animal there is a cooldown period of {{ticks|30000}}, or {{#expr:30000/2500}} in-game [[Time|hours]], before another attempt can be made. There is also a chance it will turn [[manhunter]] and start attacking the handler and others. The revenge chance is shown on the [[Menu#Wildlife|Wildlife]] menu. After a while the handler may drop unused food. &amp;lt;br&amp;gt;&lt;br /&gt;
Tamed animals will wander around the map until they are lead to a pen with a [[pen marker]], for pen animals, or restricted to a designated [[area]], for all other animals. Restricting non-pen animal movement using areas is usually necessary to prevent unwanted food consumption and animal [[filth]].&lt;br /&gt;
&lt;br /&gt;
==== Tame chances ====&lt;br /&gt;
Besides the animal handler's own skill, the wildness of the animals also counts.&lt;br /&gt;
&lt;br /&gt;
Tame chances undergo a post-processing curve.&lt;br /&gt;
*An animal with 0% wildness has a x2 taming chance.&lt;br /&gt;
*An animal with 50% wildness has normal taming chance.&lt;br /&gt;
*An animal with 100% wildness cannot be tamed at all.&lt;br /&gt;
&lt;br /&gt;
Currently, the hardest to tame animal is the [[Thrumbo]] with a post-processed taming chance of 3%.{{Check Tag|Fact Check}}&lt;br /&gt;
&lt;br /&gt;
[[List of animals|Animals]] with 0% wildness remain tame forever. An animal with a wildness above 0% (shown on the wildlife tab) needs to have maintenance training in Tameness. If it loses all Tameness it will go back to being wild.&lt;br /&gt;
&lt;br /&gt;
==== Minimum skill ====&lt;br /&gt;
Most animal species have a '''Minimum handling skill''' stat which determines the Animal [[skill]] necessary of a handler pawn. The game will briefly produce a warning message if no colonist has enough skill to handle the animal.&lt;br /&gt;
&lt;br /&gt;
* Animals that can be handled with 0 skill include: Alpaca, Cat, Chicken, Cow, Dromedary, Husky, Labrador retriever, Pig and Yorkshire terrier.&lt;br /&gt;
&lt;br /&gt;
An animal's minimum handling skill is calculated as follows:&lt;br /&gt;
&lt;br /&gt;
'''Skill = 9 * (wildness - 0.3) / 0.7'''{{Check Tag|Fact Check|[[Template:Infobox main]] uses a different formula and both don't match the in game values.}}&lt;br /&gt;
&lt;br /&gt;
So animals with a wildness of 30% or less won't require any handling skill whatsoever.&lt;br /&gt;
&lt;br /&gt;
=== Starting pets ===&lt;br /&gt;
&lt;br /&gt;
For most [[Scenario system|scenarios]], new colonies will include a random pet that is already tamed. These pets will have a random name and have a chance to be bonded with a pawn. The animals available are determined by the handling skills of the starting pawn(s), as the game will not provide a pet that cannot be handled by the colony. This rule is broken when all colonists have animal handling disabled, as the game will still provide animals that require periodic taming.&lt;br /&gt;
&lt;br /&gt;
The chance of getting an animal is influenced by the &amp;quot;petness&amp;quot; stat, with a higher value resulting in a higher chance.  The selection of animals also influences the chances, as a Husky has a 26% chance of being selected with the highest handling skill at 0, while at level 8+ the chance is only 12%.  Hares, snowhares, capybaras and cobras are all under 1% chance due to the petness being so low and the animal handling being so high.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+ '''Animals that can be starting pets'''&lt;br /&gt;
! Animal !! Handling skill required !! Petness !! Chance (with 8+ handling)&lt;br /&gt;
|-&lt;br /&gt;
| [[Yorkshire terrier]] || 0 || 1 || 12.06%&lt;br /&gt;
|-&lt;br /&gt;
| [[Husky]] || 0 || 1 || 12.06%&lt;br /&gt;
|-&lt;br /&gt;
| [[Labrador retriever]] || 0 || 1 || 12.06%&lt;br /&gt;
|-&lt;br /&gt;
| [[Donkey]] || 0 || 0.6 || 7.24%&lt;br /&gt;
|-&lt;br /&gt;
| [[Yak]] || 0 || 0.3 || 3.62%&lt;br /&gt;
|-&lt;br /&gt;
| [[Cat]] || 1 || 1 || 12.06%&lt;br /&gt;
|-&lt;br /&gt;
| [[Horse]] || 4 || 0.6 || 7.24%&lt;br /&gt;
|-&lt;br /&gt;
| [[Iguana]] || 4 || 0.15 || 1.81%&lt;br /&gt;
|-&lt;br /&gt;
| [[Rat]] || 4 || 0.15 || 1.81%&lt;br /&gt;
|-&lt;br /&gt;
| [[Monkey]] || 5 || 0.5 || 6.03%&lt;br /&gt;
|-&lt;br /&gt;
| [[Warg]] || 5 || 0.5 || 6.03%&lt;br /&gt;
|-&lt;br /&gt;
| [[Guinea pig]] || 5 || 0.3 || 3.62%&lt;br /&gt;
|-&lt;br /&gt;
| [[Chinchilla]] || 5 || 0.2 || 2.41%&lt;br /&gt;
|-&lt;br /&gt;
| [[Boomrat]] || 7 || 0.2 || 2.41%&lt;br /&gt;
|-&lt;br /&gt;
| [[Fennec fox]] || 7 || 0.1 || 1.21%&lt;br /&gt;
|-&lt;br /&gt;
| [[Red fox]] || 7 || 0.1 || 1.21%&lt;br /&gt;
|-&lt;br /&gt;
| [[Arctic fox]] || 7 || 0.1 || 1.21%&lt;br /&gt;
|-&lt;br /&gt;
| [[Hare]] || 7 || 0.08 || 0.97%&lt;br /&gt;
|-&lt;br /&gt;
| [[Snowhare]] || 7 || 0.08 || 0.97%&lt;br /&gt;
|-&lt;br /&gt;
| [[Capybara]] || 7 || 0.08 || 0.97%&lt;br /&gt;
|-&lt;br /&gt;
| [[Cobra]] || 7 || 0.05 || 0.60%&lt;br /&gt;
|-&lt;br /&gt;
| [[Timber wolf]] || 8 || 0.1 || 1.21%&lt;br /&gt;
|-&lt;br /&gt;
| [[Arctic wolf]] || 8 || 0.1 || 1.21%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Bonding ===&lt;br /&gt;
Animals may '''bond''' with their handlers or doctors, and starting &amp;quot;pets&amp;quot; (see previous) have a chance to start the game bonded with a random starting colonist.  A bond gives a [[mood]] effects to non-[[psychopath]]ic pawns. These include:&lt;br /&gt;
* A {{+|5}} mood bonus while assigned as a bonded animal's [[#Training|master]]. Note that this does not scale with the number of bonded animals.&lt;br /&gt;
* A {{--|3}} mood malus while not assigned as a bonded animal's [[#Training|master]]. Note that this does not scale with the number of bonded animals.&lt;br /&gt;
* A {{--|10}} mood malus for 60 days for a bonded animal being sold, stacking up to 10 times. This will also inflict an [[opinion]] malus on the pawn that performed the action.&lt;br /&gt;
* A {{--|8}} mood malus for 20 days for a bonded animal being lost, stacking up to 5 times for 5 unique animals.&lt;br /&gt;
* A {{--|8}} mood malus for 20 days for a bonded animal being killed, stacking up to 5 times for 5 unique animals. This will also inflict an [[opinion]] malus on the pawn that performed the action.&lt;br /&gt;
* A {{--|5}} mood malus for 15 days for a bonded animal being released into the wild, stacking up to 5 times for 5 unique animals.&lt;br /&gt;
All moodlets stack with each other.&lt;br /&gt;
&lt;br /&gt;
Bonds can occur when:&lt;br /&gt;
* When an animal has its wounds tended by a colonist, there is a constant 0.4% chance that the animal will bond with the colonist, regardless of Animals skill. If the animal is wild, the animal will instantly self-tame, disregarding wildness.&lt;br /&gt;
* When tamed, an animal also has a 1% chance to bond with the tamer.&lt;br /&gt;
* For starting animals, the % to start bonded with an owner appears to be related to the innate [[Property:Wildness|wildness]] (i.e. horses and camels will start bonded more often than cobras or wargs).  Domestic animals (wildness 0 - dogs, cats, some farm animals) will always start bonded.&lt;br /&gt;
Pawns with the [[Ideoligion#Animal connection|Animal connection: Strong]] precept in their [[ideoligion]]{{IdeologyIcon}} have a ×2 multiplier on bonding chance. &lt;br /&gt;
Pawns with the [[Ideoligion#Bonding|Bonding: Disapproved]] precept in their [[ideoligion]]{{IdeologyIcon}} cannot be bonded with, but they will not lose existing bonds, nor their mood effects, if the the precept is added via a fluid ideoligion's reformation.{{Check Tag|Conversion?|What about converting a bonded pawn into a no bonding ideoligion}}&lt;br /&gt;
&lt;br /&gt;
Bonded animals are also easier to train (5x multiplier on chance).{{Check Tag|By Master or by all?}} Animals are given a unique name upon bonding.&lt;br /&gt;
&lt;br /&gt;
On the death of the pawn an animal is bonded with, it can go into one of two animal mental breaks; [[Mental break#Manhunter|manhunter]], in which it will attack all nearby entities, or [[Mental break#Confusion|confusion]], in which it will wander around, uncontrollably, similar to dazed humans.&lt;br /&gt;
&lt;br /&gt;
=== Interaction ===&lt;br /&gt;
Some animal species can be trained by colonists. With Guard trained, they will follow their master around if designated to do so. &lt;br /&gt;
&lt;br /&gt;
Some species may be harvested to produce [[milk]], [[chemfuel]], or [[wool]]. Still others passively lay frequent eggs.&lt;br /&gt;
&lt;br /&gt;
Occasionally, some animals can nuzzle colonists, giving the colonist a mood buff. Animals can nuzzle anyone regardless of handling skill.&lt;br /&gt;
&lt;br /&gt;
When injured, they will go to animal sleeping spots/ beds for rest and treatment.&lt;br /&gt;
&lt;br /&gt;
=== Naming ===&lt;br /&gt;
Newly tamed or purchased animals are distinguished by numerical designations(“Muffalo 1”, “Muffalo 2”, etc.). When an animal forms a bond with a colonist, it is given a unique name. Names can be changed by the player from the &amp;quot;Training&amp;quot; tab in the inspect pawn pane. Names of tamed animals are not shown on the map unless the option is turned on, via Menu, Options, 'Show animal names'.&lt;br /&gt;
&lt;br /&gt;
Animals may have a gender-specific name (i.e. hen, rooster, buck, doe), or a lifestage-specific name (piglet, puppy), or even a gender/lifestage-specific name (cockerel).&lt;br /&gt;
&lt;br /&gt;
It is possible for animals which have been lost or sold to reappear later as part of a wild herd. This will only happen with animals which occur naturally on your colony's biome. They will still have the name you gave them (including automatic names like &amp;quot;Muffalo 2&amp;quot;), but will need to be tamed and trained again.&lt;br /&gt;
&lt;br /&gt;
=== Training ===&lt;br /&gt;
Tamed animals may be trained depending on their trainable intelligence. Click the animal's training tab to specify training targets and view progress.&lt;br /&gt;
&lt;br /&gt;
The stats of the training pawn, including Animals skill or [[Global Work Speed]], have no effect on how fast each training session is completed. Instead, increased skill improves a pawn's [[Train Animal Chance]], resulting in the animal requiring fewer training attempts in the first place. After a training attempt on a tamed animal, there is a 6 in-game hour waiting period before that same animal can be trained again.&lt;br /&gt;
&lt;br /&gt;
Once Guard is trained, they can be assigned a master which they will follow. You can configure when the animal will follow their master, by toggling whether or not the animal will follow while doing field work (hunting/taming), or while drafted, from the Animals menu.&lt;br /&gt;
&lt;br /&gt;
Many skills require multiple steps to fully train. Guard has three steps, rescue and attack have two, and haul has 5. An animal also has five stages of tameness to maintain.&lt;br /&gt;
&lt;br /&gt;
Animal skills decay over time. The speed at which skills decay is dependent on wildness of the animal. For many species, their wildness is high enough such that their tameness decreases over time and they may eventually return to the wild. For this reason, if you do not have handlers meeting the animal's minimum handling skill, it is best to sell or slaughter before your animal returns to the wild. Animals requiring a [[pen]] will never lose tameness.&lt;br /&gt;
&lt;br /&gt;
==== Guard ====&lt;br /&gt;
&lt;br /&gt;
[[File:Obedience.png|link=]] '''Guard:''' (Training intelligence required: Simple, Steps: 3)&lt;br /&gt;
: An animal trained in guard will follow its master and attack nearby aggressors. An animal's master is listed on the Training tab and on the Animals menu. Multiple animals may be assigned to a single master. Note that assigning an animal to the pawn it is bonded with will give that pawn a permanent +5 moodlet, and if a bonded animal is ''not'' assigned to its bonded pawn, that pawn gets a permanent -3 moodlet. Mood effects stack with multiple bonded animals, and one pawn can have both the positive and negative moodlets from two bonded animals.&lt;br /&gt;
&lt;br /&gt;
==== Attack ====&lt;br /&gt;
&lt;br /&gt;
[[File:Release.png|link=]] '''Attack:''' (Training intelligence required: Intermediate, Steps: 5)&lt;br /&gt;
: Using the 'attack' command, animals may leave their master's immediate area to attack enemies. When the 'Animals Attack' command is turned off, animals will guard their master and only attack enemies nearby.&lt;br /&gt;
&lt;br /&gt;
==== Rescue ====&lt;br /&gt;
&lt;br /&gt;
[[File:Rescue.png|link=]] '''Rescue:''' (Training intelligence required: Advanced, Steps: 2)&lt;br /&gt;
: Animals trained in rescue will rescue its master as well as nearby colonists in a radius of 75. Only species of sufficient size can rescue.&lt;br /&gt;
&lt;br /&gt;
==== Haul ====&lt;br /&gt;
&lt;br /&gt;
[[File:Haul_animal.png|link=]] '''Haul:''' (Training intelligence required: Advanced, Steps: 7)&lt;br /&gt;
: Animals trained in hauling will haul just as colonists do, although each species has a specific carrying capacity according to its size. Only species of sufficient size can haul, but the size required is less than it is for rescuing, meaning some animals can haul items but cannot rescue. Animals will perform hauling intermittently with an &amp;lt;abbr title=&amp;quot;mean time between&amp;quot;&amp;gt;MTB&amp;lt;/abbr&amp;gt; of 1.5 hours. Apart from being able to move, animals also need an intact jaw in order to haul.  Animals will only haul within their allowed area if they are assigned to one.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Animal !! &amp;lt;abbr title=c/s&amp;gt;Move Speed&amp;lt;/abbr&amp;gt; !! Carrying Capacity !! &amp;lt;abbr title=c*i/s&amp;gt;Haul Throughput&amp;lt;/abbr&amp;gt; !! Wildness !! &amp;lt;abbr title=Nutrition lost per day&amp;gt;Hunger Rate&amp;lt;/abbr&amp;gt; !! Filth Rate !! data-sort-type=number|&amp;lt;abbr title=days&amp;gt;Juvenile Age&amp;lt;/abbr&amp;gt; !! data-sort-type=number|&amp;lt;abbr title=days&amp;gt;Maturity Age&amp;lt;/abbr&amp;gt; !! &amp;lt;abbr title=°C&amp;gt;Min Temperature&amp;lt;/abbr&amp;gt; !! &amp;lt;abbr title=°C&amp;gt;Max Temperature&amp;lt;/abbr&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
{{#ask:[[Category:Animals]] [[Can Train Haul::True]] [[Carrying Capacity::+]]&lt;br /&gt;
| named args=yes&lt;br /&gt;
| ?Name=?Name&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Animals/Haul Row&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
Once Guard is trained, animals will gather around their master upon drafting, and will attack nearby threats, or (unintentionally) block ranged attacks for their master. This is configurable and can be disabled by disabling follow during drafted.&lt;br /&gt;
&lt;br /&gt;
With Attack trained, animals can be released to attack threats from a distance.  Even colonists incapable of Violence can send their assigned animals into battle.&lt;br /&gt;
&lt;br /&gt;
Animals can be downed during combat, and can be rescued by colonists or other animals capable of Rescue.&lt;br /&gt;
&lt;br /&gt;
=== Products ===&lt;br /&gt;
Certain tame animals produce milk, wool, or eggs. Milking and shearing sometimes fail, indicated with a brief &amp;quot;product wasted&amp;quot; message.&lt;br /&gt;
&lt;br /&gt;
==== [[Eggs]] ====&lt;br /&gt;
[[File:Egg small b.png|32px|left|link=Eggs]]&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Animal !! Lays&amp;lt;br&amp;gt;Unfert.!! Nutrition&amp;lt;br&amp;gt;per Egg !! Avg Eggs&amp;lt;br&amp;gt;per Clutch !! Laying&amp;lt;br&amp;gt;Interval !! Avg Eggs&amp;lt;br&amp;gt;per Day !! Egg Nutrition&amp;lt;br&amp;gt;per Day !! Daily Hunger&amp;lt;br&amp;gt;Rate !! Daily Egg Nutrition&amp;lt;br&amp;gt;per Hunger{{ref label|Males|A}}&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Egg Laying Interval::+]]&lt;br /&gt;
| named args=yes&lt;br /&gt;
| ?Name = ?Name&lt;br /&gt;
| ?Eggs Per Clutch Average = ?Eggs Per Clutch Average&lt;br /&gt;
| ?Egg Laying Interval = ?Egg Laying Interval&lt;br /&gt;
| ?Eggs Per Season Average = ?Eggs Per Season Average&lt;br /&gt;
| ?Can Lay Unfertilized Eggs = ?Can Lay Unfertilized Eggs&lt;br /&gt;
| ?Real Hunger Rate = ?Real Hunger Rate&lt;br /&gt;
| format = Template&lt;br /&gt;
| template = Egg Table Row&lt;br /&gt;
| link = none&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
:{{note|Males|A}} '''Note:''' This value only accounts for the female - any males required to fertilize the egg are not considered.&lt;br /&gt;
&lt;br /&gt;
==== [[Milk]] ====&lt;br /&gt;
[[File:Milk.png|32px|left|link=Milk]]&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 = Ask Table Formatter&lt;br /&gt;
| link = none}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== [[Wool]] ====&lt;br /&gt;
[[File:Wool.png|32px|left|link=Wool]]&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Animal !! Wool Amount !! Shearing Interval !! Daily Wool Average&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Concept:Production Animals]] [[Wool Amount::+]]&lt;br /&gt;
| ?Wool Amount&lt;br /&gt;
| ?Shearing Interval Days&lt;br /&gt;
| ?Daily Wool Average&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== [[Chemfuel]] ====&lt;br /&gt;
[[File:Chemfuel.png|32px|left|link=Chemfuel]]&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Animal !! Chemfuel Amount !! Milking Interval !! Daily Chemfuel Average&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Concept:Production Animals]] [[Milk Name::Chemfuel]]&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 = Ask Table Formatter&lt;br /&gt;
| link = none}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Slaughtering ===&lt;br /&gt;
{{Stub|section=1|reason=This section is included in the [[RimWorld_Wiki:To-do#Butchery project|Butchery project]] - there are a number of factors that are in need of verification and potentially addition to this section. See that page for details}}&lt;br /&gt;
[[File:SlaughterButton.png|52px|left]] Tamed animals may be slaughtered selecting the animal and clicking the Slaughter button, or by using the Slaughter tool from the Orders menu. An animal marked in this way will be slaughtered by an animal handler. The handler need not be equipped with a weapon. You can also set up an auto-slaughter order in the animals tab, configurable to limit the amount of male, female, and pregnant animals in a pen.&lt;br /&gt;
&lt;br /&gt;
Animals killed through means other than slaughtering (hunting, combat, etc) suffer a 66% multiplier to [[Meat Amount]] and [[Leather Amount]].  &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;euthanize by cut&amp;quot; [[operation]], performed by a [[Doctoring|surgeon]], and the [[Rituals#Animal sacrifice|Animal Sacrifice]] ritual{{IdeologyIcon}} will also result in a careful slaughter and avoid the 66% modifier.&lt;br /&gt;
&lt;br /&gt;
If you try to slaughter a bonded animal, the game will warn you about it due to the mood impact this has on the animal's master.&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
&lt;br /&gt;
=== Caravans ===&lt;br /&gt;
{{Main|Pack animal}}&lt;br /&gt;
These animals can graze, meaning they don't usually require food during a [[caravan]]. (This may not be true when traveling across cold or inhospitable [[biome]]s, like tundra or deserts, or in winter in general.) When carrying items in their inventory, they will appear to have packs on, which disappear when unloaded.&lt;br /&gt;
&lt;br /&gt;
=== Release to Wild ===&lt;br /&gt;
Unwanted animals can be released to the wild using a command next to the slaughter button. Releasing bonded animals also causes a mood debuff to master of the animal.&lt;br /&gt;
&lt;br /&gt;
=== Social ===&lt;br /&gt;
Each animal has a Social tab that lists that animal's bonds and relations. Clicking an entry jumps to that bond's counterpart. Bonded humans have a persistent mood bonus, unless they have the psychopath trait, while set as that animal's master. Animals do not have such thoughts or bonuses.&lt;br /&gt;
&lt;br /&gt;
Certain tame animals, will nuzzle your colonists. Animals can nuzzle patients in bed. A colonist who is nuzzled receives a +4 mood buff for 1 day.&lt;br /&gt;
&lt;br /&gt;
The following animals can nuzzle: [[cat]], [[guinea pig]], [[husky]], [[labrador retriever]], [[monkey]], and [[yorkshire terrier]].&lt;br /&gt;
&lt;br /&gt;
=== Trade goods ===&lt;br /&gt;
&lt;br /&gt;
Tamed animals may be sold to [[trade]]rs. Animals purchased from traders will be already tamed. Bulk goods traders offer pets and farm animals while exotic goods traders carry most of the wild species. Traders offering animals will attempt to at least carry a breeding pair of a core farm animal.&lt;br /&gt;
&lt;br /&gt;
=== Raising animals ===&lt;br /&gt;
==== Feeding animals ====&lt;br /&gt;
The simplest way to feed non-strictly-carnivorous animals is to create a large [[Pens|pen]] where animals can graze on the wild grass and brambles. The [[pen marker]] will show the number of animals the wild plants can sustain (measured in [[cow]]s, [[goat]]s, and [[chicken]]s. When the weather is too cold or too hot though, plants grow slower or even stop growing. Furthermore, plants become totally inedible when the temperature drops below {{Temperature|-10}}, because they all are considered leafless, grass as well as trees. This unrealistic mechanic is not explained in-game, and is quite puzzling to unaware players. It looks like animals starve on top of good-looking grass. See [[Plants#Temperature]] for more info.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2 | Animal&lt;br /&gt;
! rowspan=2 | Diet&lt;br /&gt;
! rowspan=2 data-sort-type=number | Tameness Decay Interval&lt;br /&gt;
! rowspan=2 | Produces&lt;br /&gt;
! rowspan=2 data-sort-type=number | Produce per day&lt;br /&gt;
! rowspan=2 data-sort-type=number| Produced Nutrition per day&lt;br /&gt;
! colspan=3 | Baby Slaughter&lt;br /&gt;
! colspan=3 | Adult Slaughter&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Units of nutrition of meat produced per female per day when babies are slaughtered, assuming constant pregnancy.&amp;quot;&amp;gt;Meat Per Day&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Units of nutrition consumed by a single adult per day. Note that this does not include the nutrition consumption of the father.&amp;quot;&amp;gt;Consumption Per Day&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;(Milk + Meat)/Consumption&amp;quot;&amp;gt;Overall Efficiency&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Units of nutrition of meat produced per female per day when adults are slaughtered, assuming constant pregnancy.&amp;quot;&amp;gt;Meat Per Day&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Units of nutrition consumed per female per day, including the offspring's consumption up to adulthood. Note that this does not include the nutrition consumption the father.&amp;gt;Consumption Per Day&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;(Milk + Meat)/Consumption&amp;quot;&amp;gt;Overall Efficiency&amp;lt;/abbr&amp;gt;&lt;br /&gt;
|- {{Animal Rearing Row|Alpaca}} &lt;br /&gt;
|- {{Animal Rearing Row|Alphabeaver}} &lt;br /&gt;
|- {{Animal Rearing Row|Arctic fox}} &lt;br /&gt;
|- {{Animal Rearing Row|Arctic wolf}} &lt;br /&gt;
|- {{Animal Rearing Row|Bison}} &lt;br /&gt;
|- {{Animal Rearing Row|Boomalope}} &lt;br /&gt;
|- {{Animal Rearing Row|Boomrat}} &lt;br /&gt;
|- {{Animal Rearing Row|Capybara}} &lt;br /&gt;
|- {{Animal Rearing Row|Caribou}} &lt;br /&gt;
|- {{Animal Rearing Row|Cassowary}} &lt;br /&gt;
|- {{Animal Rearing Row|Cat}} &lt;br /&gt;
|- {{Animal Rearing Row|Chicken}} &lt;br /&gt;
|- {{Animal Rearing Row|Chinchilla}} &lt;br /&gt;
|- {{Animal Rearing Row|Cobra}} &lt;br /&gt;
|- {{Animal Rearing Row|Cougar}} &lt;br /&gt;
|- {{Animal Rearing Row|Cow}} &lt;br /&gt;
|- {{Animal Rearing Row|Deer}} &lt;br /&gt;
|- {{Animal Rearing Row|Donkey}} &lt;br /&gt;
|- {{Animal Rearing Row|Dromedary}} &lt;br /&gt;
|- {{Animal Rearing Row|Duck}} &lt;br /&gt;
|- {{Animal Rearing Row|Elephant}} &lt;br /&gt;
|- {{Animal Rearing Row|Elk}} &lt;br /&gt;
|- {{Animal Rearing Row|Emu}} &lt;br /&gt;
|- {{Animal Rearing Row|Fennec fox}} &lt;br /&gt;
|- {{Animal Rearing Row|Gazelle}} &lt;br /&gt;
|- {{Animal Rearing Row|Goat}} &lt;br /&gt;
|- {{Animal Rearing Row|Goose}} &lt;br /&gt;
|- {{Animal Rearing Row|Grizzly bear}} &lt;br /&gt;
|- {{Animal Rearing Row|Guinea pig}} &lt;br /&gt;
|- {{Animal Rearing Row|Hare}} &lt;br /&gt;
|- {{Animal Rearing Row|Horse}} &lt;br /&gt;
|- {{Animal Rearing Row|Husky}} &lt;br /&gt;
|- {{Animal Rearing Row|Ibex}} &lt;br /&gt;
|- {{Animal Rearing Row|Iguana}} &lt;br /&gt;
|- {{Animal Rearing Row|Labrador retriever}} &lt;br /&gt;
|- {{Animal Rearing Row|Lynx}} &lt;br /&gt;
|- {{Animal Rearing Row|Megascarab}} &lt;br /&gt;
|- {{Animal Rearing Row|Megaspider}} &lt;br /&gt;
|- {{Animal Rearing Row|Megasloth}} &lt;br /&gt;
|- {{Animal Rearing Row|Monkey}} &lt;br /&gt;
|- {{Animal Rearing Row|Muffalo}} &lt;br /&gt;
|- {{Animal Rearing Row|Ostrich}} &lt;br /&gt;
|- {{Animal Rearing Row|Panther}} &lt;br /&gt;
|- {{Animal Rearing Row|Pig}} &lt;br /&gt;
|- {{Animal Rearing Row|Polar bear}} &lt;br /&gt;
|- {{Animal Rearing Row|Raccoon}} &lt;br /&gt;
|- {{Animal Rearing Row|Rat}} &lt;br /&gt;
|- {{Animal Rearing Row|Red fox}} &lt;br /&gt;
|- {{Animal Rearing Row|Rhinoceros}} &lt;br /&gt;
|- {{Animal Rearing Row|Sheep}} &lt;br /&gt;
|- {{Animal Rearing Row|Snowhare}} &lt;br /&gt;
|- {{Animal Rearing Row|Spelopede}} &lt;br /&gt;
|- {{Animal Rearing Row|Squirrel}} &lt;br /&gt;
|- {{Animal Rearing Row|Thrumbo}} &lt;br /&gt;
|- {{Animal Rearing Row|Timber wolf}} &lt;br /&gt;
|- {{Animal Rearing Row|Tortoise}} &lt;br /&gt;
|- {{Animal Rearing Row|Turkey}} &lt;br /&gt;
|- {{Animal Rearing Row|Warg}} &lt;br /&gt;
|- {{Animal Rearing Row|Wild boar}} &lt;br /&gt;
|- {{Animal Rearing Row|Yak}} &lt;br /&gt;
|- {{Animal Rearing Row|Yorkshire terrier}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Growing haygrass ====&lt;br /&gt;
While the land can sustain a sizable population of animals grazing on it, it doesn't have an infinite supply and can still be depleted. Winter can also stop grass growth, leaving nothing for your grazing animals to eat. &lt;br /&gt;
&lt;br /&gt;
If you need to raise a lot of animals, e.g. an exponentially growing flock of [[chicken]]s, you will need to grow haygrass to sustain them all. You also need to have a stock of haygrass to keep animals fed through the winter.&lt;br /&gt;
&lt;br /&gt;
Haygrass gives a total of 0.9 nutrition (18 units of [[hay]]) when fully grown and harvested, compared to 0.5 of grass. However, you have to keep your hungry animals from getting to it otherwise they'll only get a max of 0.2 nutrition from eating the plant.&lt;br /&gt;
&lt;br /&gt;
==== Making kibble ====&lt;br /&gt;
[[Kibble]] is a kind of animal feed made with both plant and animal sources. It can be made using haygrass and any kind of meat, including human or insect meat. Producing kibble at a [[butcher table]] costs 1 nutrition of vegetables or hay and 1 nutrition of meat or animal products, and produces 2.5 nutrition of kibble. &lt;br /&gt;
&lt;br /&gt;
All animals except [[warg]]s can eat it, so it makes a good way to feed your animals using mixed sources of nutrition, including those that animals won't normally eat. Kibble also lasts forever under a roof so you can store it and use it to feed animals when in need, such as in winter when there is nothing to eat.&lt;br /&gt;
&lt;br /&gt;
When you feed a population of herbivorous or omnivorous animals kibble made from their own meat or milk, the formula for their nutrition efficiency can be calculated as:&lt;br /&gt;
&lt;br /&gt;
{{math|''nutritionEfficiency(kibble)'' {{=}} 2.5&amp;amp;times;''nutritionEfficiency(raw vegetables)'' - 1}}&lt;br /&gt;
If effect, this means that for any animal population that has a nutrition efficiency of at least 0.667, it is more efficient to feed them kibble rather than hay. It is worth noting, however, that this will increase the amount of butchering and cooking labour needed to support the higher animal population required.&lt;br /&gt;
&lt;br /&gt;
==== Pens ====&lt;br /&gt;
{{main|pens}}&lt;br /&gt;
Pens are areas which farm animals are assigned to. These [[pen animals]] will be passive, meaning that hostiles will not attack these animals, and vice versa. Tamed pen animals must be put in a pen, or they will occasionally attempt to leave the map, meaning they disappear forever. Colonists will automatically rope roaming farm animals and place them in the pen. The borders of pens can be marked with: solid [[wall]]s, [[door]]s, [[fence]]s, [[fence gate]]s, and [[animal flap]]s. To mark an enclosed area as a pen, place a pen marker inside. The pen marker also tells you the amount of animals that can be sustained in a pen with wild plants, measured in [[cow]]s, [[goat]]s, and [[chicken]]s. An attached, roofed, and heated/cooled coop can be built with an [[animal flap]] as a door instead of a regular [[door]] for animals to stay warm or cool down during extreme temperatures.&lt;br /&gt;
&lt;br /&gt;
==== Corpse freezer ====&lt;br /&gt;
&lt;br /&gt;
In typical RimWorlder fashion, you can use a freezer to preserve the corpses of raiders (or dead colonists if you're desperate) so you can feed omnivorous and carnivorous animals. This allows you to make use of corpses while avoiding heavy mood penalties from butchering humans or eating their flesh.&lt;br /&gt;
&lt;br /&gt;
==== Pet care ====&lt;br /&gt;
&lt;br /&gt;
Tamed animals that have a social bond to a person will affect the master's mood positively while living and negatively if killed (-8 for 20 days). This bond will either improve resistance against mental breaks or cause them. Because of the effect they cause on feelings, these creatures should be given special treatment, or any animal worth keeping alive.&lt;br /&gt;
&lt;br /&gt;
These are a few tips to keep them safe:&lt;br /&gt;
&lt;br /&gt;
* Keep them indoors by creating a new animal zone within a room. &lt;br /&gt;
* Keep them at the Home area after building a base wall.&lt;br /&gt;
* Prey pets should not be left wandering around in unrestricted area.&lt;br /&gt;
* Hunt their predators to prevent surprise attacks (or just wall the base in to prevent predators from coming in).&lt;br /&gt;
* Patrol your perimeter by zooming your view out to a larger scale but not to full, just enough to spot their sleeping animation of flying ZZZs while they rest at night. Sweeping your surroundings once every night shall keep you aware of threat presence.&lt;br /&gt;
&lt;br /&gt;
Note: The first three of these tips only apply to pet animals. Farm animals are passive while in pens, though if the pen is built with [[fence]]s, predators can still pass through.&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Animals can now be tamed and trained. Animals now sleep. Animals can be pregnant and give birth. Animals can be named when tamed or when nuzzling. Animals produce animal filth. Animals have “life stages” related to their ages. Eggs, Milk and Wool production added. Nuzzling added. Animals have life expectancies.&lt;br /&gt;
* [[Version/0.12.910|0.12.910]] - Rebalanced animal hunger rate and animal hauling.&lt;br /&gt;
* [[Version/0.13.1135|0.13.1135]] - Added new animals, some of which will hunt people. Some animals are now predators, including colony pets (e.g. cats catch squirrels). Animals can gnaw corpses apart directly now. Animal bonding added.&lt;br /&gt;
* Beta 19/1.0 Update - Obedience training steps 1 -&amp;gt; 3. Nuzzle target search distance 15 -&amp;gt; 40. Nuzzled memory duration 0.5 days-&amp;gt;1 day, stacked effect multiplier 0.95-&amp;gt;0.5, stack limit 10&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Changed animal rescue radius from 30 to 75. Fix: Jawless animals can still haul.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Removed naming animals through nuzzling. Animals only get names by bonding, or if given names by the player (so you can implicitly tell which animals are bonded by seeing which have names).&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Major overhaul to animals: added multiple animal-related buildings, added pens, decreased trainability of [[boomalope]] to none, added sterilization, added release to wild.&lt;br /&gt;
&lt;br /&gt;
{{nav|animal}}&lt;br /&gt;
[[Category:Creatures]]&lt;/div&gt;</summary>
		<author><name>Volatile depressive</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Animals&amp;diff=134516</id>
		<title>Animals</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Animals&amp;diff=134516"/>
		<updated>2023-05-06T01:00:39Z</updated>

		<summary type="html">&lt;p&gt;Volatile depressive: Added a bunch of cross-references to the intro paragraph&lt;/p&gt;
&lt;hr /&gt;
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{| align=center&lt;br /&gt;
| {{Characters_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
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&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
{{Move|reason=Suggest split entire [[Animals#Animal_husbandry|Animal Husbandry]] subsection to its own article, to reduce the WoT factor on this page. See [[Talk:Animals|Discussion page]].}}&lt;br /&gt;
{{Stub|reason=Missing information on the autoslaughter system added in 1.3.3066}}&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{for|the skill of the same name|Skills#Animals{{!}}Skills}}&lt;br /&gt;
{{for|a complete search|List of animals|}}&lt;br /&gt;
{{imagemargin|[[File:animals_preview.png|190px|right]]|30px}} '''Animals''' are a type of nonplayable, nonhuman pawn in Rimworld with their own needs, stats,[[capacities]], and actions. They come in dozens of species, all of which can be wild or [[Taming|tamed]]. Wild animals&lt;br /&gt;
spawn at the map edges according to the [[biomes|biome]] and sometimes from random events. All animals on RimWorld will fight back if melee combat is initiated. With just a little luck, even a small [[rat]] or [[squirrel]] can [[downed|take down]] and even kill a casually armored colonist. The most dangerous species regularly hunt humans or can immediately turn [[manhunter]] out of revenge.&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
Wild animals and their tamed counterparts will wander the map aimlessly and feed when hungry, even eating player-grown [[crops]]. Animals are an important source of [[food]] by the meat they provide once [[Orders#Hunt|hunted]] and [[butcher table|butchered]].&lt;br /&gt;
&lt;br /&gt;
Raiders will target tamed animals as often as colonists.&lt;br /&gt;
&lt;br /&gt;
Colonists assigned to [[Work#Tame]] receive 90 XP towards their [[Skills#Animals]] per training or taming attempt. When tamed &amp;quot;[[cute]]&amp;quot; animals nuzzle a colonist, the colonist receives a +3 mood [[thought]] for 16 hours.&lt;br /&gt;
&lt;br /&gt;
[[Combat#Friendly_fire|Friendly fire]] can happen with domesticated animals.&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Animals tab ==&lt;br /&gt;
&lt;br /&gt;
The Animals tab is in the menu bar at the bottom of the screen. The default hotkey is {{key|F4}}.&lt;br /&gt;
* The Animals tab 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.&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. &lt;br /&gt;
* Gender and life stage informational columns&lt;br /&gt;
* A &amp;quot;Slaughter&amp;quot; checkbox column to allow easy slaughtering of multiple tamed animals at once&lt;br /&gt;
* Checkbox columns for each trainable skill to allow easy training of many animals&lt;br /&gt;
=== Allowed area ===&lt;br /&gt;
One of the best ways to control animals is to assign them an [[allowed area]].  This prevents them from wandering into danger.  Be certain to include their [[sleeping spot]] and their [[food]].  Livestock cannot be assigned an area and must instead be assigned to a [[pen]].  You can use these to rescue animal(s) with high [[Ailments#Toxic_buildup|toxic buildup]] to stop from going outside during toxic fallout.&lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
Most animals appear to have no limbs, just as colonists do. Some animals have different appearances between males and females.&lt;br /&gt;
&lt;br /&gt;
== Behavior ==&lt;br /&gt;
*'''Wandering:''' Animals will wander the area when they have nothing else to do, e.g. eating or hunting. When wandering, some species of animals will tend to stay together in a herd. Others will spread out alone across the map.&lt;br /&gt;
*'''Roaming:''' Tame farm animals will occasionally attempt to leave the map if not in a pen or if a door is obstructed, with its frequency determined by the animal's roam interval [[stat]].&lt;br /&gt;
*'''Filth:''' While walking on constructed floors they can leave animal filth. The rate of producing filth is proportional to body size and wildness. Farm animals tend to produce massive amounts of filth. This can be mitigated by the [[straw matting]] floor type, reducing filth by 95%, or by simply keeping them outside.&lt;br /&gt;
*'''Forbidden food:''' Hungry tame animals will eat forbidden food and non-farm animals may even leave their allowed area to eat food. &lt;br /&gt;
&lt;br /&gt;
=== Mating ===&lt;br /&gt;
For each non-[[sterilized]], tamed, awake male, once per hour, there is either a 1/12 or 1/8 (depending on species) chance that the male will search for a non-pregnant/non-fertilized, non-sterilized, tamed, awake female of the same species within 30 tiles to initiate mating. Female animals do not ever attempt to initiate mating themselves. In rare cases, more than one male can mate with the same female at once. The female will stand there, allowing the male to mate with her. The female then has a 50% chance to become [[pregnant]] in the case of gestational animals, or a 100% chance to become fertilized in the case of egg-laying animals.&lt;br /&gt;
&lt;br /&gt;
In order to maximize the rate of offspring for a given population size of adults, the ideal is that the moment one female becomes pregnant or fertilized, another gives birth or lays an egg and becomes available to be mated. If there was no randomness involved in mating, the female:male ratio that would achieve this is given by &amp;lt;code&amp;gt;awake_proportion×gestation_time/(2×mate_mtb)&amp;lt;/code&amp;gt; for gestational animals, or &amp;lt;code&amp;gt;awake_proportion×egg_interval/mate_mtb&amp;lt;/code&amp;gt; for egg-laying animals. As the proportion of [[Rest|time spent awake]] can be approximated to be about &amp;lt;code&amp;gt;2/3&amp;lt;/code&amp;gt; for a rest effectiveness of 0.8, and &amp;lt;code&amp;gt;mate_mtb&amp;lt;/code&amp;gt; is usually 12 hours, this can be simplified to &amp;lt;code&amp;gt;2/3×gestation_time&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;4/3×egg_interval&amp;lt;/code&amp;gt; in most cases. &lt;br /&gt;
&lt;br /&gt;
However, as the randomness involved with mating becomes more significant with smaller population sizes, slightly more males will be desired for smaller populations. On the contrary, animals that can be milked will want more females than this ratio suggests, as the gains from milk will offset the losses from time spent not pregnant. Animals that can lay unfertilized eggs can similarly afford a higher female ratio.&lt;br /&gt;
&lt;br /&gt;
Wild animals do not mate. Incest is common and has no effect on animal health.&lt;br /&gt;
&lt;br /&gt;
=== Fleeing ===&lt;br /&gt;
Passive animals will mostly flee when harmed. They will not flee if they are engaging in melee combat with an adversary. &amp;lt;br&amp;gt;&lt;br /&gt;
More aggressive animals have a '''revenge chance on tame fail''' stat and may retaliate instead of fleeing.&lt;br /&gt;
Be aware that packs of animals may seek revenge together, quickly overpowering a single colonist.&lt;br /&gt;
&lt;br /&gt;
Animals that have not turned manhunter will flee from gunfire, and will leave their herd and even the map if their path intersects with the map edge.{{Check Tag|Detail needed}}&lt;br /&gt;
&lt;br /&gt;
=== Aggression ===&lt;br /&gt;
Sometimes a single animal may go mad, or every animal of the same species be driven mad by a psychic wave [[event]], and attack any humans not behind closed doors. &lt;br /&gt;
&lt;br /&gt;
If injured by a colonist or tamed pet, certain species of animals will become maddened into a [[Mental break#Manhunter|manhunter]] state and will relentlessly seek out humans to attack. Sometimes nearby animals of the same species will be simultaneously enraged. Unless otherwise neutralized, a maddened animal will eventually return to a normal mood after sleeping. Animals in manhunter state will attack doors if colonists try to go in and out of them.&lt;br /&gt;
&lt;br /&gt;
Manhunter chances are listed in the Wildlife tab of the map screen with a red lightning bolt next to their name, and also on the Info tab of each individual animal's information window.&lt;br /&gt;
&lt;br /&gt;
[[File:Manhunter due to pet hunting.png|400px]]&lt;br /&gt;
&lt;br /&gt;
=== Predation ===&lt;br /&gt;
Most carnivores are predators. When hungry, a predator will prefer an easy meal. They'll first go for meals or food types within their diet. They may go for a downed or dead animal or a fresh human corpse. &lt;br /&gt;
&lt;br /&gt;
When a hungry predator has no other food nearby, they will hunt, kill and consume almost any animal smaller than them, including your tamed animals and your colonists. This can especially be a problem on maps with little wildlife, like on [[Biomes#Ice sheet|Ice sheets]] when a polar bear wanders in. Still, predators tend to prefer more vulnerable and weaker animals, and wisely avoid boomrats and boomalopes.&lt;br /&gt;
&lt;br /&gt;
Predator attacks usually '''stun''' their prey, leaving the victim unable to fight back. A predator will focus all attacks on their prey, so if they do down your colonist or livestock, immediately order the nearest comrade to rescue the downed pawn. It's the difference between life and death.&lt;br /&gt;
 &lt;br /&gt;
Predators include the {{#ask: [[Category:Animals]] [[Is Predator::true]]}}.&lt;br /&gt;
&lt;br /&gt;
If you successfully hide all colonists and tamed animals away from a predator's reach, it will hunt any other available wildlife.&lt;br /&gt;
&lt;br /&gt;
It is not possible to view the Needs tab of a wild animal, so you may have to deduce whether or not a predator is hungry based on its behavior. They sometimes remain near the area where they last killed and ate an animal for about a day. Bloodstains or partially-consumed animal corpses on the ground are a fairly reliable guide, as well as a source of free leather and delicious leftovers. Be careful not to let a hauler take away a predator's food before it has finished eating. It will still be hungry and will hunt your colonist instead.&lt;br /&gt;
&lt;br /&gt;
Remember that [[fence]]s and [[fence gate]]s do not count as impassable for all pawns except for farm animals, meaning that predators can leap over.&lt;br /&gt;
&lt;br /&gt;
=== Body heat ===&lt;br /&gt;
{{Stub|section=1|reason=How much heat, how is calculated, does it vary etc? Anecdotal reports of it scaling with [[body size]]}}&lt;br /&gt;
Animals will give out body heat, slightly heating up their surroundings. This is insignificant most of the time. In enclosed barns with many animals packed, the heat can become a problem in warm weather or hot biomes, and a benefit in cold biomes or during winter.&lt;br /&gt;
&lt;br /&gt;
== Reproduction ==&lt;br /&gt;
Animals are born by live birth or by hatching from a fertilized egg.&lt;br /&gt;
&lt;br /&gt;
=== Live birth ===&lt;br /&gt;
{{See also|Pregnancy}}&lt;br /&gt;
&lt;br /&gt;
Female Animals which give live birth (e.g. mammals) have a chance of becoming [[pregnant]] after mating with a male. The '''gestation time''' stat specifies how many days a species' pregnancy will last. A pregnant animal suffering from [[malnutrition]] or injuries may miscarry, but spontaneous abortions are not possible in game. Miscarriages are noted by an in-game message and loss of the baby, but the mother is otherwise unharmed and may reproduce normally again. Pregnancies may also be aborted through [[surgery]].&lt;br /&gt;
&lt;br /&gt;
For the first {{ticks|600}} the pregnancy condition will be invisible, after which point a message will come up mentioning the pregnancy and the following hediffs become visible.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Early-stage''' || &amp;gt;0 Severity ||&lt;br /&gt;
* Vomiting (''MTB of 2.5 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Middle-stage''' || &amp;gt;0.333 Severity ||&lt;br /&gt;
* -15% [[Moving]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Late-stage''' || &amp;gt;0.666 Severity||&lt;br /&gt;
* Vomiting (''MTB of 5 days'')&lt;br /&gt;
* -30% [[Moving]]&lt;br /&gt;
|-&lt;br /&gt;
| '''''Birth''''' || 1.0 Severity||&lt;br /&gt;
* Symptoms end&lt;br /&gt;
* Offspring is born&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Live births occur at the end of the gestation time. They produce [[filth]] in the form of amniotic fluid, but no blood loss or damage occurs to the mother or baby. A species' '''litter size''' is a probability curve of the number of offspring possible from one pregnancy&lt;br /&gt;
&lt;br /&gt;
=== Eggs ===&lt;br /&gt;
Egg-laying animals include the {{#ask: [[Category:Animals]] [[Egg Laying Interval::+]]}} as of 1.1. Females become fertilized after mating with males, causing them to lay fertilized eggs. Most animals will not lay unfertilized eggs, with the exception of [[chicken]]s, [[duck]]s, and [[goose|geese]].&lt;br /&gt;
&lt;br /&gt;
Fertilized eggs display their progress on the inspect pane and hatch when ready.&lt;br /&gt;
&lt;br /&gt;
Fertilized eggs can be ruined by temperature if not kept within their safe temperature range of {{Temperature|{{Q|Chicken egg (fert.)|Min Safe Temperature}}|{{Q|Chicken egg (fert.)|Max Safe Temperature}}}}.&amp;lt;!-- These temperatures are the same for all eggs. I just picked the most common one --&amp;gt;&lt;br /&gt;
: Eggs start to freeze below {{Temperature|{{Q|Chicken egg (fert.)|Min Safe Temperature}}}}.&lt;br /&gt;
: Eggs start to overheat above {{Temperature|{{Q|Chicken egg (fert.)|Max Safe Temperature}}}}.&lt;br /&gt;
&lt;br /&gt;
The inspect pane will indicate 'Overheating' or 'Freezing' followed by a percentage rising up to 100%. It increases by {{#expr:{{Q|Chicken egg (fert.)|Spoiling Rate}}*100}}% per {{Temperature|1||delta}} outside the safe temperature range each [[tick]]. This status is halted when safe temperate is restored, but it is not reset - if the temperature is unsafe again, it will pick up where it left off. If it reaches 100% the egg is 'ruined by temperature' and will not hatch even if returned to a suitable area. A ruined egg still has full nutritional value and can be used to make a meal (or eaten raw, with a mood debuff).&lt;br /&gt;
&lt;br /&gt;
=== Sterilization ===&lt;br /&gt;
{{Main|Sterilization}}&lt;br /&gt;
&lt;br /&gt;
Animals can be sterilized by way of an operation to prevent them even attempting to breed with another animal. As such they will never reproduce.&lt;br /&gt;
&lt;br /&gt;
== Diet ==&lt;br /&gt;
While most carnivorous and omnivorous animals (such as pigs and boars) can eat raw meat, corpses, kibble, and meals, [[Warg]]s can ''only'' eat raw meat and corpses. &lt;br /&gt;
&lt;br /&gt;
All herbivorous and omnivorous animals can eat live plants (except trees and agave), vegetables, liquor, drugs, meals, and haygrass. &amp;lt;br&amp;gt;&lt;br /&gt;
Dendrovorous animals such as the [[alphabeaver]] and [[thrumbo]] can eat trees, in addition to other herbivorous foods.&lt;br /&gt;
&lt;br /&gt;
Because all animals except wargs can eat meals, [[kibble]], and [[pemmican]], it is possible to feed meat to herbivores and plants to carnivores if it is prepared first.&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
Animals have the same set-up as humans when it comes to health, minus the ability to operate on them (except euthanasia)(The option to amputate an infected limb can become available once infection sets in, at least on Thrumbos—assuming other animals as well). They feel pain, and have all of the different health stats that human pawns possess. Animals can become addicted to beer, and they suffer the same negative health alcohol effects as humans. Keep them away from alcohol.&lt;br /&gt;
Animals need to have an animal bed (or sleeping spot) in order to be healed.&lt;br /&gt;
&lt;br /&gt;
Like humans, they have a life expectancy, and are affected by [[Ailments|chronic diseases]]. There is no way to cure them in the base game other than [[Healer mech serum]], which would be incredibly expensive.&lt;br /&gt;
&lt;br /&gt;
A tamed animal that requires tending will find the nearest animal bed or animal sleeping spot in their [[allowed area]] and rest there until it is either fully healed or dead. Pawns assigned to doctoring will tend its wounds or illnesses and feed it, just as they would do for a humanlike pawn. If all human colonists are absent or unable to care for a sick animal, it can die of starvation even if there is food nearby and it is capable of walking.&lt;br /&gt;
&lt;br /&gt;
Animals have a [[Toxic Resistance]] of 50% by default, compared to the [[human]] default of 0%.&lt;br /&gt;
&lt;br /&gt;
== Hunting ==&lt;br /&gt;
[[File:Hunt.png|42px]]&lt;br /&gt;
&lt;br /&gt;
Wild animals may be marked for hunting, done by [[Work#Hunt|hunters]] with ranged weapons, who will proceed to shoot them at maximum range, before executing them with a neck cut when they are downed (except explosive animals). After killing their target, they will haul the carcass to a [[stockpile zone]] even if they are naturally incapable of hauling, but will not start hauling it again if they're interrupted.&lt;br /&gt;
&lt;br /&gt;
Animals harmed by hunting that were not killed yet may become enraged and if its a pack type, its full horde may turn hostile against the entire colony. If they are non-aggressive animals they usually flee instead.&lt;br /&gt;
&lt;br /&gt;
Hunting may take longer during bad weather since there's a shooting modifier while it's raining or snowing that makes it more likely for shots to miss.&lt;br /&gt;
* Fog (with or without rain): hit chance multiplier is 50%.&lt;br /&gt;
* Rain or snow: hit chance multiplier is 80%.&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
To mark animals to be hunted use one of the following methods: &lt;br /&gt;
*Click Wildlife, Click the first red X to the right of the animal you want to hunt and change it to a green check mark&lt;br /&gt;
*Click Orders, Hunt, then click one or more individual animals.&lt;br /&gt;
*Click Orders, Hunt, then click and drag a box to surround and select multiple animals.&lt;br /&gt;
*Select one or more animals, click Hunt.&lt;br /&gt;
&lt;br /&gt;
=== Hunting tips ===&lt;br /&gt;
&lt;br /&gt;
* Animals can be hunted manually instead of just using the hunt order by drafting a colonist and right clicking to fire at animals.  This allows the killing of multiple animals in one session, or hunting from close range.  Closer range reduces the chance of missing shots or unintended friendly fire, but raises the chance of provoking animal revenge.&lt;br /&gt;
&lt;br /&gt;
* Wounded animals (either hit with arrows/bullets or cut in particular) tend to bleed. Heavily bleeding animals die after a certain period of time if left untended. Thus it is possible to wound a target and wait until it bleeds to death or drops unconscious due to blood loss. This way you can avoid unnecessary damage to the corpse (and avoid being caught in the explosion left by boomalopes and boomrats). Keep in mind that a wounded but mobile animal can wander away. Unconscious animals can be &amp;quot;saved&amp;quot; - essentially transported to sleeping spots assigned as medical - but without medical treatment they will still die. A valid, if hardly humane, way to hunt.&lt;br /&gt;
&lt;br /&gt;
* In the occasion of a full horde revenge, early-stage colonies may easily become overrun, leaving all colonists downed. But down is not out. Eventually, one or more of your colonists may recover. With luck, this miracle may take place at nightfall, when wildlife sleep (except for the most enraged beasts among those), or they have wandered far enough, opening a chance to rescue everybody else. The manhunter status of the horde will disappear overnight.&lt;br /&gt;
**[[Defense tactics#Melee blocking|Melee blocking]] could be a valuable tactic to defeat the rampaging animals. In addition to making it easier to defeat the animals even when outnumbered, it also keeps your downed colonists near your base for easy rescue.&lt;br /&gt;
&lt;br /&gt;
== Life stages ==&lt;br /&gt;
Animals all have three different life stages - baby, juvenile and adult. The growth at which they enter the juvenile and adult life stages is determined by each species' '''growth time''' stat. Animals may have different graphics for different life stages (e.g. [[deer]]) or may simply appear smaller. Some animals have a specific name for this stage (e.g. chick or puppy). Animals have different sounds (call, anger, wounded, death) for different life stages, too. Babies may simply make a higher pitched sound or have a different sound altogether (such as chicks).&lt;br /&gt;
&lt;br /&gt;
Eventually, they reach their final body size and fertility in the final life stage, adulthood.  Only upon reaching adulthood can animals produce wool or milk. Eggs may be layer by juveniles.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! Baby Bird !! Baby !! Juvenile !! Adult&lt;br /&gt;
|-&lt;br /&gt;
| '''Body Size''' || 10% || 20% || 50% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Hunger''' || 40% || 40% || 75% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Max Food''' || 60% || 60% || 75% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Health Scale''' || 25% || 25% || 60% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Market Value''' || 40% || 40% || 75% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Move Speed''' || 50% || 50% || 90% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Melee Damage''' || 50% || 50% || 75% || 100%&lt;br /&gt;
|}&lt;br /&gt;
The reduction in Body Size of babies and juveniles also affects several other stats, such as [[Meat Amount|Meat]] and [[Leather Amount]]&lt;br /&gt;
&lt;br /&gt;
== Needs ==&lt;br /&gt;
Animals require food and sleep and will fulfil their needs on their own.&lt;br /&gt;
&lt;br /&gt;
'''Food:''' Animals will eat any available food according to their diet. Herbivorous animals of the colony can be left to eat grass on their own. Note that animals require different amounts of food compared to humans, as represented by their [[Hunger Rate]].&lt;br /&gt;
&lt;br /&gt;
'''Rest:''' Animals will sleep as needed. Tamed animals will sleep in [[animal sleeping spot]]s, [[animal sleeping box]]es, or [[animal bed]]s. If none of which are available, the animal will crash out on the ground inside its allowed zone. A tamed animal will not sleep as long as its master is drafted.&lt;br /&gt;
&lt;br /&gt;
== Animal husbandry ==&lt;br /&gt;
&lt;br /&gt;
Animals can be tamed and put to use in the colony, providing several benefits.  Some species can be trained to perform one or possibly more tasks (Guard, Attack, Rescue, Haul), and will wander about your colony freely. Other species, which can loosely be considered &amp;quot;farm animals&amp;quot;, can only be tamed and then put in a [[pen]]. This second category can never be trained.&lt;br /&gt;
&lt;br /&gt;
=== Taming ===&lt;br /&gt;
Wild animals can be tamed by a [[Work#Handle|animal handler]] with sufficient Animal skill and available food. Tamed animals may be bred, trained, traded, slaughtered, or farmed.&lt;br /&gt;
&lt;br /&gt;
Wild animals may be marked for taming using the Tame order. &lt;br /&gt;
[[File:TameButton.png|52px|left|link=]]{{clear}}&lt;br /&gt;
&lt;br /&gt;
An [[Work#Handle|animal handler]] will attempt to tame marked animals using food fitting that animal's diet. The chance to tame an animal depends on the animal's wildness (displayed on the info window) and the handler's 'Tame animal chance' stat. This stat is determined by the colonist's [[Skills#Animals|animals skill]], [[Health#Manipulation|manipulation]], [[Health#Talking|talking]], and [[Health#Hearing|hearing]]. When a handler fails to tame an animal there is a cooldown period of {{ticks|30000}}, or {{#expr:30000/2500}} in-game [[Time|hours]], before another attempt can be made. There is also a chance it will turn [[manhunter]] and start attacking the handler and others. The revenge chance is shown on the [[Menu#Wildlife|Wildlife]] menu. After a while the handler may drop unused food. &amp;lt;br&amp;gt;&lt;br /&gt;
Tamed animals will wander around the map until they are lead to a pen with a [[pen marker]], for pen animals, or restricted to a designated [[area]], for all other animals. Restricting non-pen animal movement using areas is usually necessary to prevent unwanted food consumption and animal [[filth]].&lt;br /&gt;
&lt;br /&gt;
==== Tame chances ====&lt;br /&gt;
Besides the animal handler's own skill, the wildness of the animals also counts.&lt;br /&gt;
&lt;br /&gt;
Tame chances undergo a post-processing curve.&lt;br /&gt;
*An animal with 0% wildness has a x2 taming chance.&lt;br /&gt;
*An animal with 50% wildness has normal taming chance.&lt;br /&gt;
*An animal with 100% wildness cannot be tamed at all.&lt;br /&gt;
&lt;br /&gt;
Currently, the hardest to tame animal is the [[Thrumbo]] with a post-processed taming chance of 3%.{{Check Tag|Fact Check}}&lt;br /&gt;
&lt;br /&gt;
[[List of animals|Animals]] with 0% wildness remain tame forever. An animal with a wildness above 0% (shown on the wildlife tab) needs to have maintenance training in Tameness. If it loses all Tameness it will go back to being wild.&lt;br /&gt;
&lt;br /&gt;
==== Minimum skill ====&lt;br /&gt;
Most animal species have a '''Minimum handling skill''' stat which determines the Animal [[skill]] necessary of a handler pawn. The game will briefly produce a warning message if no colonist has enough skill to handle the animal.&lt;br /&gt;
&lt;br /&gt;
* Animals that can be handled with 0 skill include: Alpaca, Cat, Chicken, Cow, Dromedary, Husky, Labrador retriever, Pig and Yorkshire terrier.&lt;br /&gt;
&lt;br /&gt;
An animal's minimum handling skill is calculated as follows:&lt;br /&gt;
&lt;br /&gt;
'''Skill = 9 * (wildness - 0.3) / 0.7'''{{Check Tag|Fact Check|[[Template:Infobox main]] uses a different formula and both don't match the in game values.}}&lt;br /&gt;
&lt;br /&gt;
So animals with a wildness of 30% or less won't require any handling skill whatsoever.&lt;br /&gt;
&lt;br /&gt;
=== Starting pets ===&lt;br /&gt;
&lt;br /&gt;
For most [[Scenario system|scenarios]], new colonies will include a random pet that is already tamed. These pets will have a random name and have a chance to be bonded with a pawn. The animals available are determined by the handling skills of the starting pawn(s), as the game will not provide a pet that cannot be handled by the colony. This rule is broken when all colonists have animal handling disabled, as the game will still provide animals that require periodic taming.&lt;br /&gt;
&lt;br /&gt;
The chance of getting an animal is influenced by the &amp;quot;petness&amp;quot; stat, with a higher value resulting in a higher chance.  The selection of animals also influences the chances, as a Husky has a 26% chance of being selected with the highest handling skill at 0, while at level 8+ the chance is only 12%.  Hares, snowhares, capybaras and cobras are all under 1% chance due to the petness being so low and the animal handling being so high.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+ '''Animals that can be starting pets'''&lt;br /&gt;
! Animal !! Handling skill required !! Petness !! Chance (with 8+ handling)&lt;br /&gt;
|-&lt;br /&gt;
| [[Yorkshire terrier]] || 0 || 1 || 12.06%&lt;br /&gt;
|-&lt;br /&gt;
| [[Husky]] || 0 || 1 || 12.06%&lt;br /&gt;
|-&lt;br /&gt;
| [[Labrador retriever]] || 0 || 1 || 12.06%&lt;br /&gt;
|-&lt;br /&gt;
| [[Donkey]] || 0 || 0.6 || 7.24%&lt;br /&gt;
|-&lt;br /&gt;
| [[Yak]] || 0 || 0.3 || 3.62%&lt;br /&gt;
|-&lt;br /&gt;
| [[Cat]] || 1 || 1 || 12.06%&lt;br /&gt;
|-&lt;br /&gt;
| [[Horse]] || 4 || 0.6 || 7.24%&lt;br /&gt;
|-&lt;br /&gt;
| [[Iguana]] || 4 || 0.15 || 1.81%&lt;br /&gt;
|-&lt;br /&gt;
| [[Rat]] || 4 || 0.15 || 1.81%&lt;br /&gt;
|-&lt;br /&gt;
| [[Monkey]] || 5 || 0.5 || 6.03%&lt;br /&gt;
|-&lt;br /&gt;
| [[Warg]] || 5 || 0.5 || 6.03%&lt;br /&gt;
|-&lt;br /&gt;
| [[Guinea pig]] || 5 || 0.3 || 3.62%&lt;br /&gt;
|-&lt;br /&gt;
| [[Chinchilla]] || 5 || 0.2 || 2.41%&lt;br /&gt;
|-&lt;br /&gt;
| [[Boomrat]] || 7 || 0.2 || 2.41%&lt;br /&gt;
|-&lt;br /&gt;
| [[Fennec fox]] || 7 || 0.1 || 1.21%&lt;br /&gt;
|-&lt;br /&gt;
| [[Red fox]] || 7 || 0.1 || 1.21%&lt;br /&gt;
|-&lt;br /&gt;
| [[Arctic fox]] || 7 || 0.1 || 1.21%&lt;br /&gt;
|-&lt;br /&gt;
| [[Hare]] || 7 || 0.08 || 0.97%&lt;br /&gt;
|-&lt;br /&gt;
| [[Snowhare]] || 7 || 0.08 || 0.97%&lt;br /&gt;
|-&lt;br /&gt;
| [[Capybara]] || 7 || 0.08 || 0.97%&lt;br /&gt;
|-&lt;br /&gt;
| [[Cobra]] || 7 || 0.05 || 0.60%&lt;br /&gt;
|-&lt;br /&gt;
| [[Timber wolf]] || 8 || 0.1 || 1.21%&lt;br /&gt;
|-&lt;br /&gt;
| [[Arctic wolf]] || 8 || 0.1 || 1.21%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Bonding ===&lt;br /&gt;
Animals may '''bond''' with their handlers or doctors, and starting &amp;quot;pets&amp;quot; (see previous) have a chance to start the game bonded with a random starting colonist.  A bond gives a [[mood]] effects to non-[[psychopath]]ic pawns. These include:&lt;br /&gt;
* A {{+|5}} mood bonus while assigned as a bonded animal's [[#Training|master]]. Note that this does not scale with the number of bonded animals.&lt;br /&gt;
* A {{--|3}} mood malus while not assigned as a bonded animal's [[#Training|master]]. Note that this does not scale with the number of bonded animals.&lt;br /&gt;
* A {{--|10}} mood malus for 60 days for a bonded animal being sold, stacking up to 10 times. This will also inflict an [[opinion]] malus on the pawn that performed the action.&lt;br /&gt;
* A {{--|8}} mood malus for 20 days for a bonded animal being lost, stacking up to 5 times for 5 unique animals.&lt;br /&gt;
* A {{--|8}} mood malus for 20 days for a bonded animal being killed, stacking up to 5 times for 5 unique animals. This will also inflict an [[opinion]] malus on the pawn that performed the action.&lt;br /&gt;
* A {{--|5}} mood malus for 15 days for a bonded animal being released into the wild, stacking up to 5 times for 5 unique animals.&lt;br /&gt;
All moodlets stack with each other.&lt;br /&gt;
&lt;br /&gt;
Bonds can occur when:&lt;br /&gt;
* When an animal has its wounds tended by a colonist, there is a constant 0.4% chance that the animal will bond with the colonist, regardless of Animals skill. If the animal is wild, the animal will instantly self-tame, disregarding wildness.&lt;br /&gt;
* When tamed, an animal also has a 1% chance to bond with the tamer.&lt;br /&gt;
* For starting animals, the % to start bonded with an owner appears to be related to the innate [[Property:Wildness|wildness]] (i.e. horses and camels will start bonded more often than cobras or wargs).  Domestic animals (wildness 0 - dogs, cats, some farm animals) will always start bonded.&lt;br /&gt;
Pawns with the [[Ideoligion#Animal connection|Animal connection: Strong]] precept in their [[ideoligion]]{{IdeologyIcon}} have a ×2 multiplier on bonding chance. &lt;br /&gt;
Pawns with the [[Ideoligion#Bonding|Bonding: Disapproved]] precept in their [[ideoligion]]{{IdeologyIcon}} cannot be bonded with, but they will not lose existing bonds, nor their mood effects, if the the precept is added via a fluid ideoligion's reformation.{{Check Tag|Conversion?|What about converting a bonded pawn into a no bonding ideoligion}}&lt;br /&gt;
&lt;br /&gt;
Bonded animals are also easier to train (5x multiplier on chance).{{Check Tag|By Master or by all?}} Animals are given a unique name upon bonding.&lt;br /&gt;
&lt;br /&gt;
On the death of the pawn an animal is bonded with, it can go into one of two animal mental breaks; [[Mental break#Manhunter|manhunter]], in which it will attack all nearby entities, or [[Mental break#Confusion|confusion]], in which it will wander around, uncontrollably, similar to dazed humans.&lt;br /&gt;
&lt;br /&gt;
=== Interaction ===&lt;br /&gt;
Some animal species can be trained by colonists. With Guard trained, they will follow their master around if designated to do so. &lt;br /&gt;
&lt;br /&gt;
Some species may be harvested to produce [[milk]], [[chemfuel]], or [[wool]]. Still others passively lay frequent eggs.&lt;br /&gt;
&lt;br /&gt;
Occasionally, some animals can nuzzle colonists, giving the colonist a mood buff. Animals can nuzzle anyone regardless of handling skill.&lt;br /&gt;
&lt;br /&gt;
When injured, they will go to animal sleeping spots/ beds for rest and treatment.&lt;br /&gt;
&lt;br /&gt;
=== Naming ===&lt;br /&gt;
Newly tamed or purchased animals are distinguished by numerical designations(“Muffalo 1”, “Muffalo 2”, etc.). When an animal forms a bond with a colonist, it is given a unique name. Names can be changed by the player from the &amp;quot;Training&amp;quot; tab in the inspect pawn pane. Names of tamed animals are not shown on the map unless the option is turned on, via Menu, Options, 'Show animal names'.&lt;br /&gt;
&lt;br /&gt;
Animals may have a gender-specific name (i.e. hen, rooster, buck, doe), or a lifestage-specific name (piglet, puppy), or even a gender/lifestage-specific name (cockerel).&lt;br /&gt;
&lt;br /&gt;
It is possible for animals which have been lost or sold to reappear later as part of a wild herd. This will only happen with animals which occur naturally on your colony's biome. They will still have the name you gave them (including automatic names like &amp;quot;Muffalo 2&amp;quot;), but will need to be tamed and trained again.&lt;br /&gt;
&lt;br /&gt;
=== Training ===&lt;br /&gt;
Tamed animals may be trained depending on their trainable intelligence. Click the animal's training tab to specify training targets and view progress.&lt;br /&gt;
&lt;br /&gt;
The stats of the training pawn, including Animals skill or [[Global Work Speed]], have no effect on how fast each training session is completed. Instead, increased skill improves a pawn's [[Train Animal Chance]], resulting in the animal requiring fewer training attempts in the first place. After a training attempt on a tamed animal, there is a 6 in-game hour waiting period before that same animal can be trained again.&lt;br /&gt;
&lt;br /&gt;
Once Guard is trained, they can be assigned a master which they will follow. You can configure when the animal will follow their master, by toggling whether or not the animal will follow while doing field work (hunting/taming), or while drafted, from the Animals menu.&lt;br /&gt;
&lt;br /&gt;
Many skills require multiple steps to fully train. Guard has three steps, rescue and attack have two, and haul has 5. An animal also has five stages of tameness to maintain.&lt;br /&gt;
&lt;br /&gt;
Animal skills decay over time. The speed at which skills decay is dependent on wildness of the animal. For many species, their wildness is high enough such that their tameness decreases over time and they may eventually return to the wild. For this reason, if you do not have handlers meeting the animal's minimum handling skill, it is best to sell or slaughter before your animal returns to the wild. Animals requiring a [[pen]] will never lose tameness.&lt;br /&gt;
&lt;br /&gt;
==== Guard ====&lt;br /&gt;
&lt;br /&gt;
[[File:Obedience.png|link=]] '''Guard:''' (Training intelligence required: Simple, Steps: 3)&lt;br /&gt;
: An animal trained in guard will follow its master and attack nearby aggressors. An animal's master is listed on the Training tab and on the Animals menu. Multiple animals may be assigned to a single master. Note that assigning an animal to the pawn it is bonded with will give that pawn a permanent +5 moodlet, and if a bonded animal is ''not'' assigned to its bonded pawn, that pawn gets a permanent -3 moodlet. Mood effects stack with multiple bonded animals, and one pawn can have both the positive and negative moodlets from two bonded animals.&lt;br /&gt;
&lt;br /&gt;
==== Attack ====&lt;br /&gt;
&lt;br /&gt;
[[File:Release.png|link=]] '''Attack:''' (Training intelligence required: Intermediate, Steps: 5)&lt;br /&gt;
: Using the 'attack' command, animals may leave their master's immediate area to attack enemies. When the 'Animals Attack' command is turned off, animals will guard their master and only attack enemies nearby.&lt;br /&gt;
&lt;br /&gt;
==== Rescue ====&lt;br /&gt;
&lt;br /&gt;
[[File:Rescue.png|link=]] '''Rescue:''' (Training intelligence required: Advanced, Steps: 2)&lt;br /&gt;
: Animals trained in rescue will rescue its master as well as nearby colonists in a radius of 75. Only species of sufficient size can rescue.&lt;br /&gt;
&lt;br /&gt;
==== Haul ====&lt;br /&gt;
&lt;br /&gt;
[[File:Haul_animal.png|link=]] '''Haul:''' (Training intelligence required: Advanced, Steps: 7)&lt;br /&gt;
: Animals trained in hauling will haul just as colonists do, although each species has a specific carrying capacity according to its size. Only species of sufficient size can haul, but the size required is less than it is for rescuing, meaning some animals can haul items but cannot rescue. Animals will perform hauling intermittently with an &amp;lt;abbr title=&amp;quot;mean time between&amp;quot;&amp;gt;MTB&amp;lt;/abbr&amp;gt; of 1.5 hours. Apart from being able to move, animals also need an intact jaw in order to haul.  Animals will only haul within their allowed area if they are assigned to one.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Animal !! &amp;lt;abbr title=c/s&amp;gt;Move Speed&amp;lt;/abbr&amp;gt; !! Carrying Capacity !! &amp;lt;abbr title=c*i/s&amp;gt;Haul Throughput&amp;lt;/abbr&amp;gt; !! Wildness !! &amp;lt;abbr title=Nutrition lost per day&amp;gt;Hunger Rate&amp;lt;/abbr&amp;gt; !! Filth Rate !! data-sort-type=number|&amp;lt;abbr title=days&amp;gt;Juvenile Age&amp;lt;/abbr&amp;gt; !! data-sort-type=number|&amp;lt;abbr title=days&amp;gt;Maturity Age&amp;lt;/abbr&amp;gt; !! &amp;lt;abbr title=°C&amp;gt;Min Temperature&amp;lt;/abbr&amp;gt; !! &amp;lt;abbr title=°C&amp;gt;Max Temperature&amp;lt;/abbr&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
{{#ask:[[Category:Animals]] [[Can Train Haul::True]] [[Carrying Capacity::+]]&lt;br /&gt;
| named args=yes&lt;br /&gt;
| ?Name=?Name&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Animals/Haul Row&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
Once Guard is trained, animals will gather around their master upon drafting, and will attack nearby threats, or (unintentionally) block ranged attacks for their master. This is configurable and can be disabled by disabling follow during drafted.&lt;br /&gt;
&lt;br /&gt;
With Attack trained, animals can be released to attack threats from a distance.  Even colonists incapable of Violence can send their assigned animals into battle.&lt;br /&gt;
&lt;br /&gt;
Animals can be downed during combat, and can be rescued by colonists or other animals capable of Rescue.&lt;br /&gt;
&lt;br /&gt;
=== Products ===&lt;br /&gt;
Certain tame animals produce milk, wool, or eggs. Milking and shearing sometimes fail, indicated with a brief &amp;quot;product wasted&amp;quot; message.&lt;br /&gt;
&lt;br /&gt;
==== [[Eggs]] ====&lt;br /&gt;
[[File:Egg small b.png|32px|left|link=Eggs]]&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Animal !! Lays&amp;lt;br&amp;gt;Unfert.!! Nutrition&amp;lt;br&amp;gt;per Egg !! Avg Eggs&amp;lt;br&amp;gt;per Clutch !! Laying&amp;lt;br&amp;gt;Interval !! Avg Eggs&amp;lt;br&amp;gt;per Day !! Egg Nutrition&amp;lt;br&amp;gt;per Day !! Daily Hunger&amp;lt;br&amp;gt;Rate !! Daily Egg Nutrition&amp;lt;br&amp;gt;per Hunger{{ref label|Males|A}}&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Egg Laying Interval::+]]&lt;br /&gt;
| named args=yes&lt;br /&gt;
| ?Name = ?Name&lt;br /&gt;
| ?Eggs Per Clutch Average = ?Eggs Per Clutch Average&lt;br /&gt;
| ?Egg Laying Interval = ?Egg Laying Interval&lt;br /&gt;
| ?Eggs Per Season Average = ?Eggs Per Season Average&lt;br /&gt;
| ?Can Lay Unfertilized Eggs = ?Can Lay Unfertilized Eggs&lt;br /&gt;
| ?Real Hunger Rate = ?Real Hunger Rate&lt;br /&gt;
| format = Template&lt;br /&gt;
| template = Egg Table Row&lt;br /&gt;
| link = none&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
:{{note|Males|A}} '''Note:''' This value only accounts for the female - any males required to fertilize the egg are not considered.&lt;br /&gt;
&lt;br /&gt;
==== [[Milk]] ====&lt;br /&gt;
[[File:Milk.png|32px|left|link=Milk]]&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 = Ask Table Formatter&lt;br /&gt;
| link = none}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== [[Wool]] ====&lt;br /&gt;
[[File:Wool.png|32px|left|link=Wool]]&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Animal !! Wool Amount !! Shearing Interval !! Daily Wool Average&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Concept:Production Animals]] [[Wool Amount::+]]&lt;br /&gt;
| ?Wool Amount&lt;br /&gt;
| ?Shearing Interval Days&lt;br /&gt;
| ?Daily Wool Average&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== [[Chemfuel]] ====&lt;br /&gt;
[[File:Chemfuel.png|32px|left|link=Chemfuel]]&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Animal !! Chemfuel Amount !! Milking Interval !! Daily Chemfuel Average&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Concept:Production Animals]] [[Milk Name::Chemfuel]]&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 = Ask Table Formatter&lt;br /&gt;
| link = none}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Slaughtering ===&lt;br /&gt;
{{Stub|section=1|reason=This section is included in the [[RimWorld_Wiki:To-do#Butchery project|Butchery project]] - there are a number of factors that are in need of verification and potentially addition to this section. See that page for details}}&lt;br /&gt;
[[File:SlaughterButton.png|52px|left]] Tamed animals may be slaughtered selecting the animal and clicking the Slaughter button, or by using the Slaughter tool from the Orders menu. An animal marked in this way will be slaughtered by an animal handler. The handler need not be equipped with a weapon. You can also set up an auto-slaughter order in the animals tab, configurable to limit the amount of male, female, and pregnant animals in a pen.&lt;br /&gt;
&lt;br /&gt;
Animals killed through means other than slaughtering (hunting, combat, etc) suffer a 66% multiplier to [[Meat Amount]] and [[Leather Amount]].  &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;euthanize by cut&amp;quot; [[operation]], performed by a [[Doctoring|surgeon]], and the [[Rituals#Animal sacrifice|Animal Sacrifice]] ritual{{IdeologyIcon}} will also result in a careful slaughter and avoid the 66% modifier.&lt;br /&gt;
&lt;br /&gt;
If you try to slaughter a bonded animal, the game will warn you about it due to the mood impact this has on the animal's master.&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
&lt;br /&gt;
=== Caravans ===&lt;br /&gt;
{{Main|Pack animal}}&lt;br /&gt;
These animals can graze, meaning they don't usually require food during a [[caravan]]. (This may not be true when traveling across cold or inhospitable [[biome]]s, like tundra or deserts, or in winter in general.) When carrying items in their inventory, they will appear to have packs on, which disappear when unloaded.&lt;br /&gt;
&lt;br /&gt;
=== Release to Wild ===&lt;br /&gt;
Unwanted animals can be released to the wild using a command next to the slaughter button. Releasing bonded animals also causes a mood debuff to master of the animal.&lt;br /&gt;
&lt;br /&gt;
=== Social ===&lt;br /&gt;
Each animal has a Social tab that lists that animal's bonds and relations. Clicking an entry jumps to that bond's counterpart. Bonded humans have a persistent mood bonus, unless they have the psychopath trait, while set as that animal's master. Animals do not have such thoughts or bonuses.&lt;br /&gt;
&lt;br /&gt;
Certain tame animals, will nuzzle your colonists. Animals can nuzzle patients in bed. A colonist who is nuzzled receives a +4 mood buff for 1 day.&lt;br /&gt;
&lt;br /&gt;
The following animals can nuzzle: [[cat]], [[guinea pig]], [[husky]], [[labrador retriever]], [[monkey]], and [[yorkshire terrier]].&lt;br /&gt;
&lt;br /&gt;
=== Trade goods ===&lt;br /&gt;
&lt;br /&gt;
Tamed animals may be sold to [[trade]]rs. Animals purchased from traders will be already tamed. Bulk goods traders offer pets and farm animals while exotic goods traders carry most of the wild species. Traders offering animals will attempt to at least carry a breeding pair of a core farm animal.&lt;br /&gt;
&lt;br /&gt;
=== Raising animals ===&lt;br /&gt;
==== Feeding animals ====&lt;br /&gt;
The simplest way to feed non-strictly-carnivorous animals is to create a large [[Pens|pen]] where animals can graze on the wild grass and brambles. The [[pen marker]] will show the number of animals the wild plants can sustain (measured in [[cow]]s, [[goat]]s, and [[chicken]]s. When the weather is too cold or too hot though, plants grow slower or even stop growing. Furthermore, plants become totally inedible when the temperature drops below {{Temperature|-10}}, because they all are considered leafless, grass as well as trees. This unrealistic mechanic is not explained in-game, and is quite puzzling to unaware players. It looks like animals starve on top of good-looking grass. See [[Plants#Temperature]] for more info.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2 | Animal&lt;br /&gt;
! rowspan=2 | Diet&lt;br /&gt;
! rowspan=2 data-sort-type=number | Tameness Decay Interval&lt;br /&gt;
! rowspan=2 | Produces&lt;br /&gt;
! rowspan=2 data-sort-type=number | Produce per day&lt;br /&gt;
! rowspan=2 data-sort-type=number| Produced Nutrition per day&lt;br /&gt;
! colspan=3 | Baby Slaughter&lt;br /&gt;
! colspan=3 | Adult Slaughter&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Units of nutrition of meat produced per female per day when babies are slaughtered, assuming constant pregnancy.&amp;quot;&amp;gt;Meat Per Day&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Units of nutrition consumed by a single adult per day. Note that this does not include the nutrition consumption of the father.&amp;quot;&amp;gt;Consumption Per Day&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;(Milk + Meat)/Consumption&amp;quot;&amp;gt;Overall Efficiency&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Units of nutrition of meat produced per female per day when adults are slaughtered, assuming constant pregnancy.&amp;quot;&amp;gt;Meat Per Day&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Units of nutrition consumed per female per day, including the offspring's consumption up to adulthood. Note that this does not include the nutrition consumption the father.&amp;gt;Consumption Per Day&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;(Milk + Meat)/Consumption&amp;quot;&amp;gt;Overall Efficiency&amp;lt;/abbr&amp;gt;&lt;br /&gt;
|- {{Animal Rearing Row|Alpaca}} &lt;br /&gt;
|- {{Animal Rearing Row|Alphabeaver}} &lt;br /&gt;
|- {{Animal Rearing Row|Arctic fox}} &lt;br /&gt;
|- {{Animal Rearing Row|Arctic wolf}} &lt;br /&gt;
|- {{Animal Rearing Row|Bison}} &lt;br /&gt;
|- {{Animal Rearing Row|Boomalope}} &lt;br /&gt;
|- {{Animal Rearing Row|Boomrat}} &lt;br /&gt;
|- {{Animal Rearing Row|Capybara}} &lt;br /&gt;
|- {{Animal Rearing Row|Caribou}} &lt;br /&gt;
|- {{Animal Rearing Row|Cassowary}} &lt;br /&gt;
|- {{Animal Rearing Row|Cat}} &lt;br /&gt;
|- {{Animal Rearing Row|Chicken}} &lt;br /&gt;
|- {{Animal Rearing Row|Chinchilla}} &lt;br /&gt;
|- {{Animal Rearing Row|Cobra}} &lt;br /&gt;
|- {{Animal Rearing Row|Cougar}} &lt;br /&gt;
|- {{Animal Rearing Row|Cow}} &lt;br /&gt;
|- {{Animal Rearing Row|Deer}} &lt;br /&gt;
|- {{Animal Rearing Row|Donkey}} &lt;br /&gt;
|- {{Animal Rearing Row|Dromedary}} &lt;br /&gt;
|- {{Animal Rearing Row|Duck}} &lt;br /&gt;
|- {{Animal Rearing Row|Elephant}} &lt;br /&gt;
|- {{Animal Rearing Row|Elk}} &lt;br /&gt;
|- {{Animal Rearing Row|Emu}} &lt;br /&gt;
|- {{Animal Rearing Row|Fennec fox}} &lt;br /&gt;
|- {{Animal Rearing Row|Gazelle}} &lt;br /&gt;
|- {{Animal Rearing Row|Goat}} &lt;br /&gt;
|- {{Animal Rearing Row|Goose}} &lt;br /&gt;
|- {{Animal Rearing Row|Grizzly bear}} &lt;br /&gt;
|- {{Animal Rearing Row|Guinea pig}} &lt;br /&gt;
|- {{Animal Rearing Row|Hare}} &lt;br /&gt;
|- {{Animal Rearing Row|Horse}} &lt;br /&gt;
|- {{Animal Rearing Row|Husky}} &lt;br /&gt;
|- {{Animal Rearing Row|Ibex}} &lt;br /&gt;
|- {{Animal Rearing Row|Iguana}} &lt;br /&gt;
|- {{Animal Rearing Row|Labrador retriever}} &lt;br /&gt;
|- {{Animal Rearing Row|Lynx}} &lt;br /&gt;
|- {{Animal Rearing Row|Megascarab}} &lt;br /&gt;
|- {{Animal Rearing Row|Megaspider}} &lt;br /&gt;
|- {{Animal Rearing Row|Megasloth}} &lt;br /&gt;
|- {{Animal Rearing Row|Monkey}} &lt;br /&gt;
|- {{Animal Rearing Row|Muffalo}} &lt;br /&gt;
|- {{Animal Rearing Row|Ostrich}} &lt;br /&gt;
|- {{Animal Rearing Row|Panther}} &lt;br /&gt;
|- {{Animal Rearing Row|Pig}} &lt;br /&gt;
|- {{Animal Rearing Row|Polar bear}} &lt;br /&gt;
|- {{Animal Rearing Row|Raccoon}} &lt;br /&gt;
|- {{Animal Rearing Row|Rat}} &lt;br /&gt;
|- {{Animal Rearing Row|Red fox}} &lt;br /&gt;
|- {{Animal Rearing Row|Rhinoceros}} &lt;br /&gt;
|- {{Animal Rearing Row|Sheep}} &lt;br /&gt;
|- {{Animal Rearing Row|Snowhare}} &lt;br /&gt;
|- {{Animal Rearing Row|Spelopede}} &lt;br /&gt;
|- {{Animal Rearing Row|Squirrel}} &lt;br /&gt;
|- {{Animal Rearing Row|Thrumbo}} &lt;br /&gt;
|- {{Animal Rearing Row|Timber wolf}} &lt;br /&gt;
|- {{Animal Rearing Row|Tortoise}} &lt;br /&gt;
|- {{Animal Rearing Row|Turkey}} &lt;br /&gt;
|- {{Animal Rearing Row|Warg}} &lt;br /&gt;
|- {{Animal Rearing Row|Wild boar}} &lt;br /&gt;
|- {{Animal Rearing Row|Yak}} &lt;br /&gt;
|- {{Animal Rearing Row|Yorkshire terrier}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Growing haygrass ====&lt;br /&gt;
While the land can sustain a sizable population of animals grazing on it, it doesn't have an infinite supply and can still be depleted. Winter can also stop grass growth, leaving nothing for your grazing animals to eat. &lt;br /&gt;
&lt;br /&gt;
If you need to raise a lot of animals, e.g. an exponentially growing flock of [[chicken]]s, you will need to grow haygrass to sustain them all. You also need to have a stock of haygrass to keep animals fed through the winter.&lt;br /&gt;
&lt;br /&gt;
Haygrass gives a total of 0.9 nutrition (18 units of [[hay]]) when fully grown and harvested, compared to 0.5 of grass. However, you have to keep your hungry animals from getting to it otherwise they'll only get a max of 0.2 nutrition from eating the plant.&lt;br /&gt;
&lt;br /&gt;
==== Making kibble ====&lt;br /&gt;
[[Kibble]] is a kind of animal feed made with both plant and animal sources. It can be made using haygrass and any kind of meat, including human or insect meat. Producing kibble at a [[butcher table]] costs 1 nutrition of vegetables or hay and 1 nutrition of meat or animal products, and produces 2.5 nutrition of kibble. &lt;br /&gt;
&lt;br /&gt;
All animals except [[warg]]s can eat it, so it makes a good way to feed your animals using mixed sources of nutrition, including those that animals won't normally eat. Kibble also lasts forever under a roof so you can store it and use it to feed animals when in need, such as in winter when there is nothing to eat.&lt;br /&gt;
&lt;br /&gt;
When you feed a population of herbivorous or omnivorous animals kibble made from their own meat or milk, the formula for their nutrition efficiency can be calculated as:&lt;br /&gt;
&lt;br /&gt;
{{math|''nutritionEfficiency(kibble)'' {{=}} 2.5&amp;amp;times;''nutritionEfficiency(raw vegetables)'' - 1}}&lt;br /&gt;
If effect, this means that for any animal population that has a nutrition efficiency of at least 0.667, it is more efficient to feed them kibble rather than hay. It is worth noting, however, that this will increase the amount of butchering and cooking labour needed to support the higher animal population required.&lt;br /&gt;
&lt;br /&gt;
==== Pens ====&lt;br /&gt;
{{main|pens}}&lt;br /&gt;
Pens are areas which farm animals are assigned to. These [[pen animals]] will be passive, meaning that hostiles will not attack these animals, and vice versa. Tamed pen animals must be put in a pen, or they will occasionally attempt to leave the map, meaning they disappear forever. Colonists will automatically rope roaming farm animals and place them in the pen. The borders of pens can be marked with: solid [[wall]]s, [[door]]s, [[fence]]s, [[fence gate]]s, and [[animal flap]]s. To mark an enclosed area as a pen, place a pen marker inside. The pen marker also tells you the amount of animals that can be sustained in a pen with wild plants, measured in [[cow]]s, [[goat]]s, and [[chicken]]s. An attached, roofed, and heated/cooled coop can be built with an [[animal flap]] as a door instead of a regular [[door]] for animals to stay warm or cool down during extreme temperatures.&lt;br /&gt;
&lt;br /&gt;
==== Corpse freezer ====&lt;br /&gt;
&lt;br /&gt;
In typical RimWorlder fashion, you can use a freezer to preserve the corpses of raiders (or dead colonists if you're desperate) so you can feed omnivorous and carnivorous animals. This allows you to make use of corpses while avoiding heavy mood penalties from butchering humans or eating their flesh.&lt;br /&gt;
&lt;br /&gt;
==== Pet care ====&lt;br /&gt;
&lt;br /&gt;
Tamed animals that have a social bond to a person will affect the master's mood positively while living and negatively if killed (-8 for 20 days). This bond will either improve resistance against mental breaks or cause them. Because of the effect they cause on feelings, these creatures should be given special treatment, or any animal worth keeping alive.&lt;br /&gt;
&lt;br /&gt;
These are a few tips to keep them safe:&lt;br /&gt;
&lt;br /&gt;
* Keep them indoors by creating a new animal zone within a room. &lt;br /&gt;
* Keep them at the Home area after building a base wall.&lt;br /&gt;
* Prey pets should not be left wandering around in unrestricted area.&lt;br /&gt;
* Hunt their predators to prevent surprise attacks (or just wall the base in to prevent predators from coming in).&lt;br /&gt;
* Patrol your perimeter by zooming your view out to a larger scale but not to full, just enough to spot their sleeping animation of flying ZZZs while they rest at night. Sweeping your surroundings once every night shall keep you aware of threat presence.&lt;br /&gt;
&lt;br /&gt;
Note: The first three of these tips only apply to pet animals. Farm animals are passive while in pens, though if the pen is built with [[fence]]s, predators can still pass through.&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Animals can now be tamed and trained. Animals now sleep. Animals can be pregnant and give birth. Animals can be named when tamed or when nuzzling. Animals produce animal filth. Animals have “life stages” related to their ages. Eggs, Milk and Wool production added. Nuzzling added. Animals have life expectancies.&lt;br /&gt;
* [[Version/0.12.910|0.12.910]] - Rebalanced animal hunger rate and animal hauling.&lt;br /&gt;
* [[Version/0.13.1135|0.13.1135]] - Added new animals, some of which will hunt people. Some animals are now predators, including colony pets (e.g. cats catch squirrels). Animals can gnaw corpses apart directly now. Animal bonding added.&lt;br /&gt;
* Beta 19/1.0 Update - Obedience training steps 1 -&amp;gt; 3. Nuzzle target search distance 15 -&amp;gt; 40. Nuzzled memory duration 0.5 days-&amp;gt;1 day, stacked effect multiplier 0.95-&amp;gt;0.5, stack limit 10&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Changed animal rescue radius from 30 to 75. Fix: Jawless animals can still haul.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Removed naming animals through nuzzling. Animals only get names by bonding, or if given names by the player (so you can implicitly tell which animals are bonded by seeing which have names).&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Major overhaul to animals: added multiple animal-related buildings, added pens, decreased trainability of [[boomalope]] to none, added sterilization, added release to wild.&lt;br /&gt;
&lt;br /&gt;
{{nav|animal}}&lt;br /&gt;
[[Category:Creatures]]&lt;/div&gt;</summary>
		<author><name>Volatile depressive</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Caravan&amp;diff=134514</id>
		<title>Caravan</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Caravan&amp;diff=134514"/>
		<updated>2023-05-05T20:01:34Z</updated>

		<summary type="html">&lt;p&gt;Volatile depressive: /* Status box */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
{{Stub|reason=Bedroll mechanics inc. rest efficiency, couples, etc}}&lt;br /&gt;
{{For|caravans visiting you from other factions|Trader}}&lt;br /&gt;
&lt;br /&gt;
'''Caravans''' are a group of one or more colonists who gather together for different purposes and leave the current map tile. Goods can be carried by animals, colonists, or prisoners to facilitate trading on your own schedule; a caravan can also act as a raid squad to attack other establishments. Each caravan is represented on the [[Menus#World|world map]] by a yellow icon. Double-clicking a caravan will select all caravans on the screen, allowing them all to be ordered to a single destination.&lt;br /&gt;
&lt;br /&gt;
Sending caravans out from your home, instead of just waiting for other tribes to come to you, creates trade opportunities at your pace, rather than wait for random traders to show at your location. It also provides a wider selection of goods since friendly outposts have much more inventory than the limited selection traders (who are restricted by carrying capacity) show up with. Also, you get a 2% price bonus for direct trading. It also avoids the cost for requesting traders at the [[comms console]].&lt;br /&gt;
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== Creation ==&lt;br /&gt;
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[[File:Form caravan icon.png|right]]&lt;br /&gt;
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In the World map, select the colony icon and click &amp;lt;tt&amp;gt;'Form caravan'&amp;lt;/tt&amp;gt;.  A dialog is shown to assign pawns, animals, and items.  You can create multiple caravans.&lt;br /&gt;
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: &amp;lt;p&amp;gt;'''''Caution:''''' Clicking &amp;lt;tt&amp;gt;'Abandon'&amp;lt;/tt&amp;gt; on an unoccupied colony will not prompt for any confirmation before making it an [[:File:Abandoned faction base.png|inaccessible ruins and lost forever]].&amp;lt;/p&amp;gt;&lt;br /&gt;
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=== People and Animals ===&lt;br /&gt;
When forming a caravan, the first pop-up menu has the player choose which pawns will join the caravan, including colonists, [[animal]]s, any [[prisoner]]s you want to transport, and, if you have [[Biotech]], any [[Mechanoid]]s your Mechanitor{{BiotechIcon}} possesses. At least one colonist must be chosen. Make sure to select those whose health is in optimal condition, as wounded or sick pawns slow the caravan down.&lt;br /&gt;
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There are three different ways that caravans are formed:&lt;br /&gt;
*A caravan ''without'' pack animals forms the quickest. Colonists only need to pack items to their personal inventory and can exit the map rather quickly.&lt;br /&gt;
*A caravan ''with'' pack animals suffers from a loading phase where colonists must load selected items into the animal's inventory. This can take a long time if there are lots of items to pack or there aren't many [[work#haul|haulers]] available.&lt;br /&gt;
*A caravans already traveling in the World Map will reform instantly and not require a loading phase, regardless of pack animals.&lt;br /&gt;
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Incapacitated pawns cannot be chosen to join the initial caravan. Once your caravan is traveling, though, colonists can carry incapacitated humans and animals, at a reduced speed.&lt;br /&gt;
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The caravan will take the name of the best negotiator in the caravan (highest social skill.)&lt;br /&gt;
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Mechanoids{{BiotechIcon}} inside a caravan without their overseer Mechanitor cannot be commanded to do anything when drafted as there is no signal for them to move or command to move towards, but can still be brought over as a caravan as long as the Mechanitor in question still has enough bandwidth to maintain their control in anywhere.&lt;br /&gt;
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[[File:Caravan party.png|300px]]&lt;br /&gt;
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=== Items ===&lt;br /&gt;
Use the Items tab to select supplies.  Only items located in your Stockpiles or Home Area are shown while initially packing; when reforming the caravan you can select any item on the map.&lt;br /&gt;
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The carrying capacity of humans and [[Pack animal|pack animals]] in a caravan is separate from their [[Carrying Capacity]] for hauling, and is given by their Body Size multiplied by 35. For humans, this includes the clothing, gear, and inventory that they already have.&lt;br /&gt;
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Caravan carrying capacity:&lt;br /&gt;
* [[Human]]: {{#expr:35*{{Q|Human|Body Size}} round 0}} kg&lt;br /&gt;
* [[Elephant]]: {{#expr:35*{{Q|Elephant|Body Size}} round 0}} kg&lt;br /&gt;
* [[Bison]]: {{#expr:35*{{Q|Bison|Body Size}} round 0}} kg&lt;br /&gt;
* [[Muffalo]]: {{#expr:35*{{Q|Muffalo|Body Size}} round 0}} kg&lt;br /&gt;
* [[Horse]]: {{#expr:35*{{Q|Horse|Body Size}} round 0}} kg&lt;br /&gt;
* [[Dromedary]]: {{#expr:35*{{Q|Dromedary|Body Size}} round 0}} kg&lt;br /&gt;
* [[Yak]]: {{#expr:35*{{Q|Yak|Body Size}} round 0}} kg&lt;br /&gt;
* [[Donkey]]: {{#expr:35*{{Q|Donkey|Body Size}} round 0}} kg&lt;br /&gt;
* [[Alpaca]]: {{#expr:35*{{Q|Alpaca|Body Size}} round 0}} kg&lt;br /&gt;
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Baby or juvenile animals have a reduced carrying capacity.&lt;br /&gt;
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If the colonist or animal is already carrying something (such as clothes worn), they will appear to have a reduced carry weight.&lt;br /&gt;
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The combined carrying capacity and mass of selected items is listed at the top. Buttons are used to select items/amounts. A double arrow [&amp;gt;&amp;gt;] will take the full quantity of an item. The arrow [&amp;gt;M] indicates you cannot carry the full quantity, but it will automatically take the maximum amount. When over capacity, the arrow [M&amp;lt;] will return some or all of those items so that the mass total does not exceed the caravan's carrying capacity.&lt;br /&gt;
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Modifier keys can be used to change the [&amp;gt;] arrow from +1 to adding more as follows:&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Key|CTRL}}: +10 &amp;lt;br/&amp;gt;{{Key|SHIFT}}: +100 &amp;lt;br/&amp;gt;{{Key|CTRL}}+{{Key|SHIFT}}: +1000. &amp;lt;br/&amp;gt;These keys work similarly for the [&amp;lt;] arrow to subtract.&lt;br /&gt;
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If a caravan member dies in the close-up view, they will drop their items which must be picked up. If they die on the global map (such as from blood loss), their gear will be lost. If all party members die, the entire caravan disappears and everything is lost.&lt;br /&gt;
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[[File:Caravan inventory.png|300px]]&lt;br /&gt;
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==== Food ====&lt;br /&gt;
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Caravan members will feed as needed while traveling or resting, so long as there's allowed food in the caravan inventory. Colonists who are part of a caravan will automatically forage for raw food, with yield depending on the environment and the colonist's Growing [[skill]]. Foraging is not recommended as the caravan's primary food source, however, as it may result in food poisoning like all raw food consumption. &lt;br /&gt;
&lt;br /&gt;
Herbivorous animals can generally graze on their environment for nutrition while traveling, except in extreme biomes like ice sheets and deserts. However, carnivorous and omnivorous animals cannot hunt nor scavenge while traveling in a caravan. Extra food must be brought for them or they will starve. &lt;br /&gt;
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A caravan's '''time to destination''' is displayed in the inspect pane when a caravan is selected on the World Map screen. This allows for careful coordination of trip length and food stores when planning a caravan. &lt;br /&gt;
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Most food spoils without refrigeration rather quickly. Supplies with the soonest expiration date are automatically consumed first.&lt;br /&gt;
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* [[Simple meal]]s will suffice for short journeys (spoils in 4 days).&lt;br /&gt;
* [[Berries]] can last through mid-length journeys, despite being less weight-efficient and causing food poisoning. (14 days).&lt;br /&gt;
* [[Pemmican]] is useful for long-distance travel (lasts over 1 year).&lt;br /&gt;
* [[Packaged survival meal]]s are best for long journeys (never expire).&lt;br /&gt;
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While traveling, [[caravan#events|caravan events]] may trigger such as [[manhunter pack]]s or pirate raids, all of which generate ''mini-maps''. After threats have been eliminated, it's possible to scavenge a mini-map for food, game, herbal medicine, and other resources. All animals will automatically feed in a mini-map.&lt;br /&gt;
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After lingering on a mini-map for over several days, the storyteller will spawn a raid as a way of forcing you to ''reform the caravan''.&lt;br /&gt;
Upon reforming a caravan, all items, animals, and pawns must be manually selected to be included with your reformed caravan, or they'll be lost forever.&lt;br /&gt;
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=== Formation process ===&lt;br /&gt;
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Once the order to form the caravan is given, colonists and animals will gather around a [[caravan hitching spot]] or a random place within your home area and wait for all members to assemble.&lt;br /&gt;
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It's recommended to put the caravan hitching spot inside your warehouse to reduce loading time.&lt;br /&gt;
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After assembly, they will gather any needed supplies, putting them on pack animals if available. When they finish, they will head out to the map edges and wait for the other members to arrive, then exit the colony map and enter the world map.&lt;br /&gt;
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Haulers not part of the caravan will also help in gathering the supplies.&lt;br /&gt;
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[[File:Caravan loading.png|500px|thumb|none|Notice the loading process as colonist start to take items towards the animals of burden.]]&lt;br /&gt;
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Colonists will ignore any needs during the formation, except food (once they're starving they'll take a break to eat if food is available). Should they feel exhausted during the process, they won't rest in their bedrooms but collapse near the caravan hitching spot.&lt;br /&gt;
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They will also override the 'Forbid' command, taking forbidden items. If there is less of an item than ordered (e.g. meals which other colonists ate during the process), members will take what they can and then carry on without stopping.&lt;br /&gt;
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A pawn can be temporarily interrupted by manually assigning them to do another task. They will resume caravan loading once the task is complete.&lt;br /&gt;
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Any mental break of its members will pause the process until that member recovers. Downing or killing that member will interrupt the process, causing it to be cancelled.&lt;br /&gt;
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[[File:The caravan formation process will continue when everyone recovers from a mental break.png|500px|thumb|none|Ufff...]]&lt;br /&gt;
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If the formation was successful, the character roster on top of the screen will split, showing those who stayed at home and those who left with the caravan by greying them on a different &amp;quot;box&amp;quot;.&lt;br /&gt;
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[[File:Colonist roster of those at home and at caravan.png|500px]]&lt;br /&gt;
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=== Caravan route &amp;amp; pathing ===&lt;br /&gt;
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The 'Choose Route' button allows the player to set destinations for a caravan. Right-clicking a tile on the World Map will create a float menu with travel options. The quickest route to a destination is automatically calculated, taking terrain types and roads into account. &lt;br /&gt;
Once a destination tile and inventory are chosen, traveling colonists will collect items to their inventories and then exit the map.&lt;br /&gt;
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&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;300px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Caravan pathing.png| '''Caravan clear division between colonist path and muffalos' path.'''&lt;br /&gt;
File:Caravan pathing 2.png| '''The apparent reason behind the animal area drawn is to prevent them from eating your plantations.'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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=== Tricks ===&lt;br /&gt;
* If a caravan includes a lot of animals or items, the process of gathering those can be ''very'' time consuming. Starting a larger caravan at 0400, it's not unusual to leave (well) after 1200, 8+ hours of &amp;quot;Forming Caravan&amp;quot;. To reduce this time, you can add additional pawns to the Caravan roster, dedicating them to the loading process, either when you create the Caravan or after (by selecting a pawn and clicking &amp;quot;Add to Caravan&amp;quot;). You can remove them prior to exiting the map in the same way. You can even create the caravan with one set of pawns, add others, and remove the original set; this is handy to start the process as soon as possible if your desired travelers are busy early in the morning, or you just want them to get as much sleep as possible before the journey.&lt;br /&gt;
:* If you remove colonists from the caravan ''before'' leaving, their animals are released to wander and must be re-gathered by the (fewer) remaining caravaners, which might take another hour or more. It may be a better idea to let all colonists leave the map together, then immediately pause the game and jump to the World Map, select the caravan and click &amp;quot;Split Caravan&amp;quot;, sending whichever colonists you wish instantly right back to the base map while the main caravan body continues on. Be sure the carrying capacity of the remaining pawns is enough to carry all the intended items.&lt;br /&gt;
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* Sometimes you start forming a caravan late in the day, or realize you won't make the 2200 cut-off for traveling that day. If you wait until ''after'' 2200 (when domestic animals sleep), you can create un-owned [[animal sleeping spot]]s around the [[caravan hitching spot]], un-form the caravan, and the (still-packed) animals will bed down there for the night. If you then start early the next morning (''well'' before they start to wake around 0600), the animals are near to the hitching spot and easy to round up when you re-create the caravan. There may be some unpacking/repacking of items, but your colonists won't have to chase the same animals all over the map again.&lt;br /&gt;
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* The act of gathering supplies allows a colonist to carry huge stacks of lightweight materials like cloth or food. This can be exploited to perform ''Super Hauling'' by having a colonist pick up all the goods on the map, drafting them into the storage room, and cancelling the caravan to unload. They will have hauled a massive number of supplies in one trip.&lt;br /&gt;
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== Traveling ==&lt;br /&gt;
Once your caravan enters the world map, you can give it orders.&lt;br /&gt;
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A caravan can:&lt;br /&gt;
* Move - Right-click to select destination. A line indicates the optimal route (accounting for terrain speed and elevation changes).&lt;br /&gt;
* Settle - Click Settle to create a new colony.&lt;br /&gt;
** You may not settle a new colony when already at maximum. The default maximum is one. This can increased to up to five in Menu - Options. &lt;br /&gt;
** Settling directly adjacent to your own colony or any other settlement is not allowed.&lt;br /&gt;
* Enter back into the colony - Right-click the colony.&lt;br /&gt;
* Split - Click the Split button. Each caravan must consist of at least one colonist.&lt;br /&gt;
* Merge - Select two or more caravans in the same tile (by dragging a square zone) and click Merge to form a single caravan.&lt;br /&gt;
* Trade - When a caravan has reached a friendly faction outpost, click the trade button to open the trade dialog window. &lt;br /&gt;
* Attack - A caravan can attack any faction outpost, regardless of relations status, though attacking will worsen relations.&lt;br /&gt;
* Offer gifts - If your relations with a faction are not high enough to trade, you can offer them gifts in an attempt to improve relations.&lt;br /&gt;
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[[File:Caravan optimal route.png|300px]]&lt;br /&gt;
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=== Status box ===&lt;br /&gt;
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Several items are displayed in the status box.&lt;br /&gt;
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#Movement status:&lt;br /&gt;
#* Traveling - moving to destination.&lt;br /&gt;
#* Resting - caravan automatically stops between hours 22 and 6 to sleep.&lt;br /&gt;
#* Waiting - no destination selected.&lt;br /&gt;
#* Stopped - stopped moving with reason given.&lt;br /&gt;
#Estimated time to destination - time to destination based on the current tile movement time.&lt;br /&gt;
#Days of food - number of days before your caravan runs out of available food. If your caravan is low on food, the player receives a text note on the side of the screen. Caravans with low food are also warned before exiting the map. Compare the days of food to 'estimated time to destination' to determine if your caravan has enough food for the journey.&lt;br /&gt;
#Base movement time: Movement speed based on the average speed of all the pawns in the caravan.&lt;br /&gt;
#Current tile movement time: Current movement speed based on the terrain, biome, weather (only affected during autumn-winter) or roads. (See table on this page for details.)&lt;br /&gt;
#Visibility: How vulnerable your caravan is to ambush attacks. Visibility is affected by the ratio of inventory mass to caravan carrying capacity.&lt;br /&gt;
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A caravan may stop for various reasons, such as:&lt;br /&gt;
*Between hours 2200 and 0600 while the members sleep and rest.&lt;br /&gt;
**They will still rest even if all members are fully rested.&lt;br /&gt;
**Caravans sleep during those hours regardless of what the colonists are assigned in the Schedules menu.&lt;br /&gt;
*When all colonists are downed or having a minor/major mental break.&lt;br /&gt;
*When any member is having an extreme mental break.&lt;br /&gt;
**Nobody will be harmed even if the colonist is going berserk.&lt;br /&gt;
**Minor or major mental breaks won't stop the caravan as long as at least one person is still functional. If a colonist is in the midst of a mental break when you settle or get ambushed, they will still be having it when they appear on the map.&lt;br /&gt;
*If the player manually pauses the caravan.&lt;br /&gt;
**Paused caravans forage faster, members can socialize, and the caravan is less likely to be attacked.&lt;br /&gt;
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=== Sustenance ===&lt;br /&gt;
Pawns traveling in a caravan will eat automatically when necessary. Grazing animals, when hungry in a place with grazable plants, will instantly have their hunger bar refilled without any cost. If not, they will proceed to eat food carried in the caravan. Pawns will prioritize food that spoils earlier.&lt;br /&gt;
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If a colonist has an injury or disease that requires tending, doctors will tend to them as necessary, using medicine if available to them. If self-tend is on they will also tend to themselves.&lt;br /&gt;
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If you bring [[Beer]], [[Chocolate]], or [[Insect jelly]] along with you, colonists may consume them during their journey. The mood bonus they provide can help keep colonists sane when away from the colony for long stretches of time.&lt;br /&gt;
==== Foraging ====&lt;br /&gt;
{{rewrite|section=1|reason=Cleanup, verification, integration with [[Foraged Food Amount]]}}&lt;br /&gt;
Every colonist in a caravan can forage for raw food.&lt;br /&gt;
Each colonist can forage 0.09 nutrition per day per level of [[Skills#Plants|Plants]] at a baseline, i.e. in temperate forests or swamps. Given that each colonist consumes 1.6 nutrition per day, this means that a level 9 Plants colonist can break even with food consumption when the caravan is resting, and a level 18 Plants colonist can constantly forage more than he eats while traveling.&lt;br /&gt;
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Foraging is also affected by manipulation (50% importance, 100% max) and sight (90% importance), so giving caravanners [[bionic eye]]s or [[archotech eye]]s increases foraging.&lt;br /&gt;
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Having a tribal start grants a 170% multiplier to foraging, as shown by a &amp;quot;Faction Type: 170%&amp;quot; line in the tooltip. This means that in temperate forests or swamps, a level 6 Plants colonist will break even with food consumption when the caravan is resting, and a level 11 Plants colonist can constantly forge more than he eats while traveling. If Tribal colonists with good Plants skills have enough meals or other food to eat during a trip through terrain with good forage, they may return with a nontrivial quantity of berries.&lt;br /&gt;
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==== Energy ====&lt;br /&gt;
{{Biotech|No Category}}&lt;br /&gt;
When on the world map, [[mechanoid creation|friendly mechanoids]] consume no power. However, if a mechanoid does run out of power during the caravan, such as during an ambush, it will go under a permanent Dormant Self-charge state until someone brings it to a nearby mech recharger.&lt;br /&gt;
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=== Recreation ===&lt;br /&gt;
Colonists on caravan gain [[recreation]] while stopped at a rate of 10% per hour, of the Solitary type if they are alone, or a mix of Solitary and Social if two or more colonists are on the same caravan. Tolerance is gained at an equivalent rate to Extremely Low Expectations, regardless of the expectations at the colony or the amount of wealth taken on the caravan.&lt;br /&gt;
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=== Psyfocus ===&lt;br /&gt;
{{Royalty|No category}}&lt;br /&gt;
Pawns in a caravan will also regenerate [[psyfocus]] while remaining stationary or waiting.{{Check Tag|Rate?|How much psyfocus per hour? Add to both Psycasts and Caravan}} This however, does not apply when the caravan is resting due to sleep. This allows for usage of psycasts even while on long caravan journeys, provided some time is taken off to recharge.&lt;br /&gt;
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=== Caravan Schedule ===&lt;br /&gt;
{{Stub|section=1|reason=This section and its subsidiaries are rough outline only - it needs verification, expansion and clean up. Additionally: confirm [[Genes#Never sleep|Never sleep gene]] allows 24/7 caravaning. If yes, confirm whether [[circadian half-cycler]] does the same.}}&lt;br /&gt;
All caravans start moving at 0600 hours and stop at 2200 hours, and they rest while not moving. This travel routine is adhered to regardless of pawn traits or [[Assign|schedule]], i.e. a [[night owl]] pawn scheduled to sleep during the day will still caravan from 0600 to 2200 hours. If a newly formed caravan leaves the colony map after 2200 hours, it will enter the world map and rest until 0600 the next morning. Similarly, if they don't reach their destination tile by 2200, they will stop to rest, even if they are just moments away.&lt;br /&gt;
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===Caravan Movement Speed===&lt;br /&gt;
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Caravan movement speed follows the following equation:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Caravan movement speed''' = (13.6 * Multiplier from Ridden Animals * Multiplier from Carried Mass)/Terrain movement difficulty&lt;br /&gt;
|}&lt;br /&gt;
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Rideable animals, carried mass, mass capacity, and terrain all directly impact caravan movement speed. Wounded or sick pawns also slow down caravans. &lt;br /&gt;
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==== Mounts ====&lt;br /&gt;
{{See also|Pack animals}}&lt;br /&gt;
{{Stub|section=1|reason=How do the inbetween ones work? If I have 1 at 1.6 and 1 at 1.3 do I get 1.45? Wb 1 at 1.6 and 10 without any mount? etc}}&lt;br /&gt;
Adding animals to a caravan may impose a multiplier on caravan speed based on the '''Caravan riding speed''' stat of the animal. The riding speed acts as a multiplier if there is one mount for every human pawn - for example, the caravan speed is multiplied by ×{{Q|Horse|Riding Speed}} if there is at least one [[horse]] for every human.&lt;br /&gt;
&lt;br /&gt;
You get the full multiplier if you have enough mounts for everybody. You get something in between if you don't bring enough or have a mix of speeds.&lt;br /&gt;
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{{#ask: [[Riding Speed::+]] &lt;br /&gt;
 | ?Riding Speed&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Carried mass ratio ====&lt;br /&gt;
Caravan speed also receives a multiplier based on the ratio of Mass Carrier/ Mass Capacity. This is between 200% speed for zero mass and 50% (?) for maximum mass.&lt;br /&gt;
&lt;br /&gt;
There is no distinction between carried and equipped mass - an equipped weapon weighs the same as it does when carried in a muffalo's inventory. However, some furniture like [[chair]]s have a lower mass than the materials they yield upon deconstruction.&lt;br /&gt;
&lt;br /&gt;
Caravan speed can be increased by lowering carried mass (dropping items) or adding more pack animals, ultimately decreasing the Mass Carried/Capacity ratio. The speed multiplier will asymptotically approach 200%, thus number of pack animals used has diminishing returns.&lt;br /&gt;
&lt;br /&gt;
==== Terrain ====&lt;br /&gt;
{{Rewrite|reason=Missing biomes and existing ones, and the effect of temperature and/or winter need to be verified.}}&lt;br /&gt;
The game will automatically plot the fastest route to your selected destination, so you will rarely have to pick and choose specific terrain. &lt;br /&gt;
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The following table lists the movement difficulty of individual world tiles. Flat terrain is naturally the easiest to travel, hills and mountains are slower, and roads will speed it up though any terrain. Average temperatures under {{Temperature|-17.1}} will start to cause movement difficulty to increase. Winter penalty maxes out at +2 movement difficulty at {{Temperature|-22.5}}.&lt;br /&gt;
&lt;br /&gt;
Note that 1 movement difficulty roughly equates to 0.06 days or roughly 1.44 hours at base human movement speed.&lt;br /&gt;
{{#vardefine: color1 | 66FF33}}{{#vardefine: color2 | 55DD33}}&amp;lt;!--E3D933--&amp;gt;{{#vardefine: color3 | BBCC22}}{{#vardefine: color4 | EE9900}}&lt;br /&gt;
:{| {{STDT| wikitable sortable text-center}}&lt;br /&gt;
! Terrain !! Biome !! Flat !! Small Hills !! Large Hills !! Mountains&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color1}}&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; | '''Easy'''&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Temperate Forest    ||  1  || 1.5 || 2.5 || 4&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Desert              ||  1  || 1.5 || 2.5 || 4&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Extreme Desert      ||  1  || 1.5 || 2.5 || 4&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Tundra              ||  1  || 1.5 || 2.5 || 4&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Boreal Forest       ||  1  || 1.5 || 2.5 || 4&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Arid Shrubland      ||  1  || 1.5 || 2.5 || 4&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color2}}&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | '''Moderate'''&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Sea Ice             || 1.5 ||  -  ||  -  ||  -&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color2}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Ice Sheet           || 1.5 ||  2  ||  3  || 4.5 &lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color2}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Tropical Forest     ||  2  || 2.5 || 3.5 ||  5&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color4}}&amp;quot;&lt;br /&gt;
| '''Difficult'''&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Temperate Swamp     ||  4  ||  -  ||  -  ||  -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Tabs ===&lt;br /&gt;
The inspection pane has tabs to manage the caravan and view details.&lt;br /&gt;
&lt;br /&gt;
In the 'Gear' tab, by clicking the red X you can drop items and lose them forever. Dropping items may be necessary if the caravan becomes overburdened and unable to move. &lt;br /&gt;
&lt;br /&gt;
You can also abandon colonists and prisoners in the 'Social' tab. Items carried by a dismissed pawn will be lost. Abandoning a caravan member will cause their friends and family to have sad thoughts, and if the colonist is unlikely to survive (such as low temperatures) there will be a more severe penalty. Colonists who survive may eventually make their way back to your colony, or return as part of an enemy raid or friendly caravan.&lt;br /&gt;
&lt;br /&gt;
In the 'Gear' tab you can swap gear by dragging and dropping gear onto different colonists, or to and from the caravan inventory.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Caravan gear and inventory from world view.png|Gear &amp;amp; Inventory&lt;br /&gt;
File:Caravan mass carried.png|Mass carried&lt;br /&gt;
File:Caravan needs.png|Status&lt;br /&gt;
File:Caravan health.png|Health&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once you arrive to the destination, just click the Trade icon to start negotiations.&lt;br /&gt;
[[File:Trade icon.png]]&lt;br /&gt;
&lt;br /&gt;
=== Route planner ===&lt;br /&gt;
[[File:Caravan_planner.png|600px|thumb|rifht|Caravan planner having planned a route based a caravan's speed.]]&lt;br /&gt;
&lt;br /&gt;
There is a route planner that allows you to roughly check the amount of time it takes to reach a destination, allowing you to plan ahead.&lt;br /&gt;
&lt;br /&gt;
When it is opened, you can drop various waypoints around the world map. The game will calculate the time it takes for a 1 tile/h caravan to travel through the planned route. You can also place the starting point on an existing caravan to determine the time taken for a journey based on that caravan's speed.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Returning home ===&lt;br /&gt;
&lt;br /&gt;
After you arrive back at your colony, you will notice two details must be addressed before continuing the game.&lt;br /&gt;
&lt;br /&gt;
* Pack animals may go straight to their animal bed or just wander around still with all your items inside their packing gear. If you happen to need something at the moment, you will have to make them drop it. You may want to restrict them to a roofed zone and wait for them to go there before doing this, so the dropped belongings won't deteriorate due to exposure, or you can wait until night when they are sleeping inside a room. Pack animals who have been trained for Obedience can be assigned to follow their master, who can be drafted to storage areas and wait until the animals follow him/her too to drop the items as well.&lt;br /&gt;
* Prisoners will still be carrying your caravan items too, even armor and weaponry (as odd as it may be). They will not unload their inventory after returning to base unless directed to through the gear tab, and will start to unload only after being recruited.&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;300px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Prisoners keep your caravan items too.png|'''Prisoners keep your caravan items'''&lt;br /&gt;
File:Caravan prisoner unloading inventory.png|'''Prisoner unloading inventory after recruitment'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Long distance journeys ===&lt;br /&gt;
&lt;br /&gt;
Many basic technology options prove to be very helpful for long distance travel. Make frequent use of [[Campfire]]s, [[Pemmican]], [[Passive cooler]]s and [[Crafting spot]]s to resupply your caravans and keep healthy on the road, instead of one large ride. Take advantage by building settlements whenever you run low on food or resources. Generated maps can have forageable food and animals to hunt or even tame into the convoy. Colonists will also need time off to relax and restore their joy.&lt;br /&gt;
&lt;br /&gt;
=== Multiple colonies and pitstops ===&lt;br /&gt;
&lt;br /&gt;
The game options let you choose how many colonies (up to 5) you can have active on the globe at once. Temporary maps from events do not count towards this limit. In order to build beyond the game menu limits, you must abandon an existing colony. &lt;br /&gt;
&lt;br /&gt;
Should you choose to make multiple settlements, it is not necessary to carry all your raw materials all the way from your home base to a new spot. Lighten the load by carrying valuables such as silver, gold, [[drugs]] and then trading them with your new neighbors, or if you settled close enough, use [[transport pod]]s to launch everything over.&lt;br /&gt;
&lt;br /&gt;
While traveling long distances consider bringing valuable items, then bartering for necessary supplies instead of bringing them.&lt;br /&gt;
&lt;br /&gt;
If you know certain resources will be scarce in your new map's biome, or if you want to save time mining, some resources can be [[Advanced_Endgame_Guide#Resource_compression|compressed]] -- that is, built into items with a lower mass than their raw materials.&lt;br /&gt;
&lt;br /&gt;
== Events ==&lt;br /&gt;
&lt;br /&gt;
Caravan events take place on the road, which means that neither side will be engaging with the benefit of a base. The action takes place in the open and the player must take advantage on terrain features to defend themselves. Those who survive will have a 24 hours window to perform vital needs such as doctoring, resting and feeding as well as re-packing. [[:File:Pirate fed to animal.png|Eliminated hostiles can be fed to your animals]].&lt;br /&gt;
&lt;br /&gt;
There are two different ways of re-packing: manually giving cargo animals the selected item to be carried or re-forming the caravan. The first alternative lets you make the most out of the area which may include mining, harvesting, and cooking, while the last option will instantly leave the place. Either way, before the countdown timer ends, all items must be put to be carried or they will be '''lost''' once the time runs out.&lt;br /&gt;
&lt;br /&gt;
==== Visibility ====&lt;br /&gt;
{{Stub|section=1|reason=Needs actual equation defining visibility based on total body size}}&lt;br /&gt;
Visibility is how easy your Caravan is to notice. It multiplies the chance that your caravan will be waylaid by enemies. Visibility does not affect your ability to find things you want. Visibility is based on the total body size of all people and animals in the caravan. The default visibility for 1 person in a caravan is 20%, it does not scale linearly for additional people, as two people is 36%. You can see the visibility in the upper right while forming a caravan.&lt;br /&gt;
&lt;br /&gt;
=== Ambush ===&lt;br /&gt;
Your caravan has been ambushed by an enemy faction. Colonists cannot exit the generated map until the attackers are defeated (killed, downed, or fled). If all are killed, the caravan is considered destroyed and will disappear along with any carried items.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Caravan ambushed right after leaving colony.png|1.- Red envelope alert zooms in to the battle tile.&lt;br /&gt;
File:Caravan ambushed by pirates.png|2.- You can see the incoming attackers from a distance.&lt;br /&gt;
File:Caravan ambushed in World view.png|3.- World view is a red dot.&lt;br /&gt;
File:Caravan ambushed victory.png|4.- Once victorious, you have 24 hours before the caravan automatically reforms to leave.&lt;br /&gt;
File:Capturing prisoners after ambush.png|5.- Make a tiny room enough to capture downed enemies with a sleeping spot each.&lt;br /&gt;
File:Prisoners brought to colony.png|Prisoners arrive to your colony, wandering around.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# The game notifies you that an ambush is taking place, prompting you to check on your caravan.&lt;br /&gt;
# Pause the game to survey the enemy and position yourself by taking cover behind terrain features.&lt;br /&gt;
# Check where it's happening. As it is, in this case, right next to the colony, it's possible to quickly send reinforcements. However, you cannot send the back-up caravan right into the battle, but must first move to an adjacent tile before joining your comrades.&lt;br /&gt;
# After an encounter ends, a 24-hour countdown begins so you can recover, pick up items, strip the dead/downed, and take care of any other need.&lt;br /&gt;
# To take prisoners, you should build the smallest room possible (remember you are on a countdown) which can just fit the same amount of sleeping spots for each downed enemy. Treat their wounds so they don't die while carrying them to your colony. Finally, reforming the caravan makes captives come with you (you will see them listed).&lt;br /&gt;
# Your prisoners are finally brought to your colony, but you see them wandering around (!!!). Don't worry as they won't attempt to escape. Your characters will proceed to unload their items. Eventually, wardens will come to pick them up and escort them to designated prison cells. Any incapacitated prisoners will remain downed and need to be carried.&lt;br /&gt;
&lt;br /&gt;
==== Manhunter Ambush ====&lt;br /&gt;
&lt;br /&gt;
Same as Ambush except with a manhunter pack of animals. Manhunters won't attempt to flee, and colonists can't either.&lt;br /&gt;
&lt;br /&gt;
=== Demand ===&lt;br /&gt;
&lt;br /&gt;
A number of pirates approach your caravan and demand that you give them items and/or hand over members as slaves. If you don't comply, they will proceed to assault the caravan. It's nearly always a better choice to fight back as pirates usually come in poor numbers.&lt;br /&gt;
&lt;br /&gt;
=== Encounter ===&lt;br /&gt;
Another friendly caravan crosses paths with you, opening an opportunity to trade. &lt;br /&gt;
&lt;br /&gt;
You can attack them if you wish, damaging faction relations. Your pawns may exit the map while engaging the caravan. Since you will be informed of their party composition but cannot clearly see who is in the caravan, you can decide if they're worth robbing.&lt;br /&gt;
&lt;br /&gt;
Sometimes when attacking them, they may decide to do a 'bloody exit', that is to exit as aggressively as possible.&lt;br /&gt;
&lt;br /&gt;
[[File:Caravan met peacefully.png|400px]]&lt;br /&gt;
&lt;br /&gt;
=== Reform caravan ===&lt;br /&gt;
You can only reform caravans if there are no hostile pawns on the map or they are all either downed or asleep.&lt;br /&gt;
&lt;br /&gt;
===Caravan Lost===&lt;br /&gt;
If a caravan is lost, all items, animals, and prisoners become unrecoverable. A caravan is lost if all colonists die or suffer an irreversible [[mental break]] like Gone Wild or Give Up. Milder mental breaks which can be spontaneously snapped out of, like Sad Wandering, will not lose a caravan.&lt;br /&gt;
&lt;br /&gt;
Colonists, animals, and prisoners can be banished via the 'Social' tab. Items carried by an adandoned pawn will be lost. Abandoning a caravan member will cause their friends and family to have sad thoughts, and if the colonist is unlikely to survive (such as in low temperatures), there will be a more severe penalty. Colonists who survive abandonment may eventually make their way back to your colony or return as part of an enemy raid or friendly caravan.&lt;br /&gt;
0&lt;br /&gt;
&lt;br /&gt;
== Attacking other settlements ==&lt;br /&gt;
{{Rewrite|section=1|reason=Cleanup, potential size reduction, updating from A16 -&amp;gt; Present}}&lt;br /&gt;
{{Image wanted|section=1|reason=Shows bases from A16, they have significantly changed since.}}&lt;br /&gt;
You may raid other settlements on the world map, much like other factions do to your colony. To do this, all you need is to send a caravan to a site, and select the &amp;quot;Attack&amp;quot; interaction option. Attacking settlements gives you an opportunity to steal valuable goods such as [[glitterworld medicine]], [[luciferium]], [[component]]s, as well as weapons and armor.&lt;br /&gt;
&lt;br /&gt;
* See [[Offense_tactics|offense tactics]] for specific tips on how to assault outposts and bases.&lt;br /&gt;
&lt;br /&gt;
=== Walkthrough ===&lt;br /&gt;
: The below shows bases from the Alpha 16 version of the game.  Settlement defenders of later updates are ''significantly strengthened'' and are harder to defeat and are not scaled down by easier difficulty as other raids are.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Caravan raiding another settlement.png|1.- Moving towards target settlement for raid&lt;br /&gt;
File:Generating map for new encounter.png|2.- Generating map for new encounter&lt;br /&gt;
File:Attack begun.png|3.- Attack begun&lt;br /&gt;
File:Studying enemies.png|4.- Studying enemies&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
: 1) Right click to select destination gives approximate travel time and distance.&amp;lt;p&amp;gt;&lt;br /&gt;
: 2) Once your caravan arrives, the game generates a map with an enemy base.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 3) The &amp;quot;Attack begun&amp;quot; blue envelope opens a message which allows you to see the targeted area.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 4) You can click on individual enemy members to see their character skills, gear, and health. Use this to prioritize your targets.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Enemy base layout.png|5.- Enemy base layout&lt;br /&gt;
File:Enemy base zoomed out.png|6.- Enemy base zoomed out&lt;br /&gt;
File:Enemy positioning and loot.png|7.- Enemy positioning and loot&lt;br /&gt;
File:Stampede 1.png|8.- First stampede&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
: 5) Base layout, nothing tricky.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 6) Terrain around enemy base is very simple, nothing too complicated.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 7) Approaching from the front will make enemies line up facing you right away automatically.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 8) [[Offense_tactics#Stampede|Stampede]] offense tactic to weaken their defenses. Train your offensive animals to be capable of &amp;quot;Release&amp;quot;, leaving pack animals behind&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Stampede casualty.png|9.- Stampede casualty&lt;br /&gt;
File:Using their base as your own.png|10.- Using their base as your own&lt;br /&gt;
File:Outpost destroyed 24h countdown.png|11.- Outpost destroyed, 24h countdown before leaving&lt;br /&gt;
File:Resting at enemy base.png|12.- Resting at enemy base&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
: 9) Stampede casualty with animal wounds.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 10) Tactics split and kite allows you to enter their base and use choke points, with friendly fire safety ensured. Melee with ranged shooting on his/her shoulder.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 11) After 8 of 11 enemies were killed, the remaining 3 start to flee and the game considers the outpost destroyed, and a 24-hour countdown timer begins for treating your wounded, looting and resting. You don't need to destroy the base once captured, just claim their doors and they will open as if they were yours from the beginning.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 12) Since they had three rooms, one can be used as an infirmary and another as a prison to handle your prisoners.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Looting.png|13.- Looting&lt;br /&gt;
File:Caravan back to home.png|14.- Caravan back to home&lt;br /&gt;
File:Unloading inventory.png|15.- Unloading inventory&lt;br /&gt;
File:Work tab order shift.png|16.- Work tab order shift&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
: 13) You can strip all your killed or downed enemies to take their weapons and armor. Be careful with the tainted apparel mood penalty if you took them off the dead, though.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 14) Once those 24 hours had passed, the game automatically kicks you back to the world map at which point you can return home and/or visit friendly outposts as well. If you want you can also choose 'Reform Caravan' which allows you to choose what you want to bring, and leave early.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 15) Once you arrive back home, characters will start unloading their inventory and sorting items properly.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 16) The work tab order will shift to a different sequence than the original before leaving. May be a problem, or not.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Changed caravan reform to be allowed with sleeping hostiles on site.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Volatile depressive</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Caravan&amp;diff=134513</id>
		<title>Caravan</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Caravan&amp;diff=134513"/>
		<updated>2023-05-05T19:45:00Z</updated>

		<summary type="html">&lt;p&gt;Volatile depressive: /* Tricks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
{{Stub|reason=Bedroll mechanics inc. rest efficiency, couples, etc}}&lt;br /&gt;
{{For|caravans visiting you from other factions|Trader}}&lt;br /&gt;
&lt;br /&gt;
'''Caravans''' are a group of one or more colonists who gather together for different purposes and leave the current map tile. Goods can be carried by animals, colonists, or prisoners to facilitate trading on your own schedule; a caravan can also act as a raid squad to attack other establishments. Each caravan is represented on the [[Menus#World|world map]] by a yellow icon. Double-clicking a caravan will select all caravans on the screen, allowing them all to be ordered to a single destination.&lt;br /&gt;
&lt;br /&gt;
Sending caravans out from your home, instead of just waiting for other tribes to come to you, creates trade opportunities at your pace, rather than wait for random traders to show at your location. It also provides a wider selection of goods since friendly outposts have much more inventory than the limited selection traders (who are restricted by carrying capacity) show up with. Also, you get a 2% price bonus for direct trading. It also avoids the cost for requesting traders at the [[comms console]].&lt;br /&gt;
&lt;br /&gt;
== Creation ==&lt;br /&gt;
&lt;br /&gt;
[[File:Form caravan icon.png|right]]&lt;br /&gt;
&lt;br /&gt;
In the World map, select the colony icon and click &amp;lt;tt&amp;gt;'Form caravan'&amp;lt;/tt&amp;gt;.  A dialog is shown to assign pawns, animals, and items.  You can create multiple caravans.&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;p&amp;gt;'''''Caution:''''' Clicking &amp;lt;tt&amp;gt;'Abandon'&amp;lt;/tt&amp;gt; on an unoccupied colony will not prompt for any confirmation before making it an [[:File:Abandoned faction base.png|inaccessible ruins and lost forever]].&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== People and Animals ===&lt;br /&gt;
When forming a caravan, the first pop-up menu has the player choose which pawns will join the caravan, including colonists, [[animal]]s, any [[prisoner]]s you want to transport, and, if you have [[Biotech]], any [[Mechanoid]]s your Mechanitor{{BiotechIcon}} possesses. At least one colonist must be chosen. Make sure to select those whose health is in optimal condition, as wounded or sick pawns slow the caravan down.&lt;br /&gt;
&lt;br /&gt;
There are three different ways that caravans are formed:&lt;br /&gt;
*A caravan ''without'' pack animals forms the quickest. Colonists only need to pack items to their personal inventory and can exit the map rather quickly.&lt;br /&gt;
*A caravan ''with'' pack animals suffers from a loading phase where colonists must load selected items into the animal's inventory. This can take a long time if there are lots of items to pack or there aren't many [[work#haul|haulers]] available.&lt;br /&gt;
*A caravans already traveling in the World Map will reform instantly and not require a loading phase, regardless of pack animals.&lt;br /&gt;
&lt;br /&gt;
Incapacitated pawns cannot be chosen to join the initial caravan. Once your caravan is traveling, though, colonists can carry incapacitated humans and animals, at a reduced speed.&lt;br /&gt;
&lt;br /&gt;
The caravan will take the name of the best negotiator in the caravan (highest social skill.)&lt;br /&gt;
&lt;br /&gt;
Mechanoids{{BiotechIcon}} inside a caravan without their overseer Mechanitor cannot be commanded to do anything when drafted as there is no signal for them to move or command to move towards, but can still be brought over as a caravan as long as the Mechanitor in question still has enough bandwidth to maintain their control in anywhere.&lt;br /&gt;
&lt;br /&gt;
[[File:Caravan party.png|300px]]&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
Use the Items tab to select supplies.  Only items located in your Stockpiles or Home Area are shown while initially packing; when reforming the caravan you can select any item on the map.&lt;br /&gt;
&lt;br /&gt;
The carrying capacity of humans and [[Pack animal|pack animals]] in a caravan is separate from their [[Carrying Capacity]] for hauling, and is given by their Body Size multiplied by 35. For humans, this includes the clothing, gear, and inventory that they already have.&lt;br /&gt;
&lt;br /&gt;
Caravan carrying capacity:&lt;br /&gt;
* [[Human]]: {{#expr:35*{{Q|Human|Body Size}} round 0}} kg&lt;br /&gt;
* [[Elephant]]: {{#expr:35*{{Q|Elephant|Body Size}} round 0}} kg&lt;br /&gt;
* [[Bison]]: {{#expr:35*{{Q|Bison|Body Size}} round 0}} kg&lt;br /&gt;
* [[Muffalo]]: {{#expr:35*{{Q|Muffalo|Body Size}} round 0}} kg&lt;br /&gt;
* [[Horse]]: {{#expr:35*{{Q|Horse|Body Size}} round 0}} kg&lt;br /&gt;
* [[Dromedary]]: {{#expr:35*{{Q|Dromedary|Body Size}} round 0}} kg&lt;br /&gt;
* [[Yak]]: {{#expr:35*{{Q|Yak|Body Size}} round 0}} kg&lt;br /&gt;
* [[Donkey]]: {{#expr:35*{{Q|Donkey|Body Size}} round 0}} kg&lt;br /&gt;
* [[Alpaca]]: {{#expr:35*{{Q|Alpaca|Body Size}} round 0}} kg&lt;br /&gt;
&lt;br /&gt;
Baby or juvenile animals have a reduced carrying capacity.&lt;br /&gt;
&lt;br /&gt;
If the colonist or animal is already carrying something (such as clothes worn), they will appear to have a reduced carry weight.&lt;br /&gt;
&lt;br /&gt;
The combined carrying capacity and mass of selected items is listed at the top. Buttons are used to select items/amounts. A double arrow [&amp;gt;&amp;gt;] will take the full quantity of an item. The arrow [&amp;gt;M] indicates you cannot carry the full quantity, but it will automatically take the maximum amount. When over capacity, the arrow [M&amp;lt;] will return some or all of those items so that the mass total does not exceed the caravan's carrying capacity.&lt;br /&gt;
&lt;br /&gt;
Modifier keys can be used to change the [&amp;gt;] arrow from +1 to adding more as follows:&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Key|CTRL}}: +10 &amp;lt;br/&amp;gt;{{Key|SHIFT}}: +100 &amp;lt;br/&amp;gt;{{Key|CTRL}}+{{Key|SHIFT}}: +1000. &amp;lt;br/&amp;gt;These keys work similarly for the [&amp;lt;] arrow to subtract.&lt;br /&gt;
&lt;br /&gt;
If a caravan member dies in the close-up view, they will drop their items which must be picked up. If they die on the global map (such as from blood loss), their gear will be lost. If all party members die, the entire caravan disappears and everything is lost.&lt;br /&gt;
&lt;br /&gt;
[[File:Caravan inventory.png|300px]]&lt;br /&gt;
&lt;br /&gt;
==== Food ====&lt;br /&gt;
&lt;br /&gt;
Caravan members will feed as needed while traveling or resting, so long as there's allowed food in the caravan inventory. Colonists who are part of a caravan will automatically forage for raw food, with yield depending on the environment and the colonist's Growing [[skill]]. Foraging is not recommended as the caravan's primary food source, however, as it may result in food poisoning like all raw food consumption. &lt;br /&gt;
&lt;br /&gt;
Herbivorous animals can generally graze on their environment for nutrition while traveling, except in extreme biomes like ice sheets and deserts. However, carnivorous and omnivorous animals cannot hunt nor scavenge while traveling in a caravan. Extra food must be brought for them or they will starve. &lt;br /&gt;
&lt;br /&gt;
A caravan's '''time to destination''' is displayed in the inspect pane when a caravan is selected on the World Map screen. This allows for careful coordination of trip length and food stores when planning a caravan. &lt;br /&gt;
&lt;br /&gt;
Most food spoils without refrigeration rather quickly. Supplies with the soonest expiration date are automatically consumed first.&lt;br /&gt;
&lt;br /&gt;
* [[Simple meal]]s will suffice for short journeys (spoils in 4 days).&lt;br /&gt;
* [[Berries]] can last through mid-length journeys, despite being less weight-efficient and causing food poisoning. (14 days).&lt;br /&gt;
* [[Pemmican]] is useful for long-distance travel (lasts over 1 year).&lt;br /&gt;
* [[Packaged survival meal]]s are best for long journeys (never expire).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While traveling, [[caravan#events|caravan events]] may trigger such as [[manhunter pack]]s or pirate raids, all of which generate ''mini-maps''. After threats have been eliminated, it's possible to scavenge a mini-map for food, game, herbal medicine, and other resources. All animals will automatically feed in a mini-map.&lt;br /&gt;
&lt;br /&gt;
After lingering on a mini-map for over several days, the storyteller will spawn a raid as a way of forcing you to ''reform the caravan''.&lt;br /&gt;
Upon reforming a caravan, all items, animals, and pawns must be manually selected to be included with your reformed caravan, or they'll be lost forever.&lt;br /&gt;
&lt;br /&gt;
=== Formation process ===&lt;br /&gt;
&lt;br /&gt;
Once the order to form the caravan is given, colonists and animals will gather around a [[caravan hitching spot]] or a random place within your home area and wait for all members to assemble.&lt;br /&gt;
&lt;br /&gt;
It's recommended to put the caravan hitching spot inside your warehouse to reduce loading time.&lt;br /&gt;
&lt;br /&gt;
After assembly, they will gather any needed supplies, putting them on pack animals if available. When they finish, they will head out to the map edges and wait for the other members to arrive, then exit the colony map and enter the world map.&lt;br /&gt;
&lt;br /&gt;
Haulers not part of the caravan will also help in gathering the supplies.&lt;br /&gt;
&lt;br /&gt;
[[File:Caravan loading.png|500px|thumb|none|Notice the loading process as colonist start to take items towards the animals of burden.]]&lt;br /&gt;
&lt;br /&gt;
Colonists will ignore any needs during the formation, except food (once they're starving they'll take a break to eat if food is available). Should they feel exhausted during the process, they won't rest in their bedrooms but collapse near the caravan hitching spot.&lt;br /&gt;
&lt;br /&gt;
They will also override the 'Forbid' command, taking forbidden items. If there is less of an item than ordered (e.g. meals which other colonists ate during the process), members will take what they can and then carry on without stopping.&lt;br /&gt;
&lt;br /&gt;
A pawn can be temporarily interrupted by manually assigning them to do another task. They will resume caravan loading once the task is complete.&lt;br /&gt;
&lt;br /&gt;
Any mental break of its members will pause the process until that member recovers. Downing or killing that member will interrupt the process, causing it to be cancelled.&lt;br /&gt;
&lt;br /&gt;
[[File:The caravan formation process will continue when everyone recovers from a mental break.png|500px|thumb|none|Ufff...]]&lt;br /&gt;
&lt;br /&gt;
If the formation was successful, the character roster on top of the screen will split, showing those who stayed at home and those who left with the caravan by greying them on a different &amp;quot;box&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:Colonist roster of those at home and at caravan.png|500px]]&lt;br /&gt;
&lt;br /&gt;
=== Caravan route &amp;amp; pathing ===&lt;br /&gt;
&lt;br /&gt;
The 'Choose Route' button allows the player to set destinations for a caravan. Right-clicking a tile on the World Map will create a float menu with travel options. The quickest route to a destination is automatically calculated, taking terrain types and roads into account. &lt;br /&gt;
Once a destination tile and inventory are chosen, traveling colonists will collect items to their inventories and then exit the map.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;300px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Caravan pathing.png| '''Caravan clear division between colonist path and muffalos' path.'''&lt;br /&gt;
File:Caravan pathing 2.png| '''The apparent reason behind the animal area drawn is to prevent them from eating your plantations.'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Tricks ===&lt;br /&gt;
* If a caravan includes a lot of animals or items, the process of gathering those can be ''very'' time consuming. Starting a larger caravan at 0400, it's not unusual to leave (well) after 1200, 8+ hours of &amp;quot;Forming Caravan&amp;quot;. To reduce this time, you can add additional pawns to the Caravan roster, dedicating them to the loading process, either when you create the Caravan or after (by selecting a pawn and clicking &amp;quot;Add to Caravan&amp;quot;). You can remove them prior to exiting the map in the same way. You can even create the caravan with one set of pawns, add others, and remove the original set; this is handy to start the process as soon as possible if your desired travelers are busy early in the morning, or you just want them to get as much sleep as possible before the journey.&lt;br /&gt;
:* If you remove colonists from the caravan ''before'' leaving, their animals are released to wander and must be re-gathered by the (fewer) remaining caravaners, which might take another hour or more. It may be a better idea to let all colonists leave the map together, then immediately pause the game and jump to the World Map, select the caravan and click &amp;quot;Split Caravan&amp;quot;, sending whichever colonists you wish instantly right back to the base map while the main caravan body continues on. Be sure the carrying capacity of the remaining pawns is enough to carry all the intended items.&lt;br /&gt;
&lt;br /&gt;
* Sometimes you start forming a caravan late in the day, or realize you won't make the 2200 cut-off for traveling that day. If you wait until ''after'' 2200 (when domestic animals sleep), you can create un-owned [[animal sleeping spot]]s around the [[caravan hitching spot]], un-form the caravan, and the (still-packed) animals will bed down there for the night. If you then start early the next morning (''well'' before they start to wake around 0600), the animals are near to the hitching spot and easy to round up when you re-create the caravan. There may be some unpacking/repacking of items, but your colonists won't have to chase the same animals all over the map again.&lt;br /&gt;
&lt;br /&gt;
* The act of gathering supplies allows a colonist to carry huge stacks of lightweight materials like cloth or food. This can be exploited to perform ''Super Hauling'' by having a colonist pick up all the goods on the map, drafting them into the storage room, and cancelling the caravan to unload. They will have hauled a massive number of supplies in one trip.&lt;br /&gt;
&lt;br /&gt;
== Traveling ==&lt;br /&gt;
Once your caravan enters the world map, you can give it orders.&lt;br /&gt;
&lt;br /&gt;
A caravan can:&lt;br /&gt;
* Move - Right-click to select destination. A line indicates the optimal route (accounting for terrain speed and elevation changes).&lt;br /&gt;
* Settle - Click Settle to create a new colony.&lt;br /&gt;
** You may not settle a new colony when already at maximum. The default maximum is one. This can increased to up to five in Menu - Options. &lt;br /&gt;
** Settling directly adjacent to your own colony or any other settlement is not allowed.&lt;br /&gt;
* Enter back into the colony - Right-click the colony.&lt;br /&gt;
* Split - Click the Split button. Each caravan must consist of at least one colonist.&lt;br /&gt;
* Merge - Select two or more caravans in the same tile (by dragging a square zone) and click Merge to form a single caravan.&lt;br /&gt;
* Trade - When a caravan has reached a friendly faction outpost, click the trade button to open the trade dialog window. &lt;br /&gt;
* Attack - A caravan can attack any faction outpost, regardless of relations status, though attacking will worsen relations.&lt;br /&gt;
* Offer gifts - If your relations with a faction are not high enough to trade, you can offer them gifts in an attempt to improve relations.&lt;br /&gt;
&lt;br /&gt;
[[File:Caravan optimal route.png|300px]]&lt;br /&gt;
&lt;br /&gt;
=== Status box ===&lt;br /&gt;
&lt;br /&gt;
Several items are displayed in the status box.&lt;br /&gt;
&lt;br /&gt;
#Movement status:&lt;br /&gt;
#* Traveling - moving to destination.&lt;br /&gt;
#* Resting - caravan automatically stops between hours 22 and 6 to sleep.&lt;br /&gt;
#* Waiting - no destination selected.&lt;br /&gt;
#* Stopped - stopped moving with reason given.&lt;br /&gt;
#Estimated time to destination - time to destination based on the current tile movement time.&lt;br /&gt;
#Days of food - compare this to 'estimated time to destination' to determine if your caravan has enough food for the journey.&lt;br /&gt;
#Base movement time: Movement speed based on the average speed of all the pawns in the caravan.&lt;br /&gt;
#Current tile movement time: Current movement speed based on the terrain, biome, weather (only affected during autumn-winter) or roads. (See table on this page for details.)&lt;br /&gt;
#Stealthiness: How stealthy your caravan is. Stealthier caravans are less prone to being ambushed.&lt;br /&gt;
&lt;br /&gt;
A caravan may stop for various reasons, such as when;&lt;br /&gt;
*Between hours 22 and 6 while the members sleep and rest.&lt;br /&gt;
**They still continue to rest even if all members are fully rested.&lt;br /&gt;
**Colonists who had been assigned to the night shift in the Restrict tab will still follow this schedule.&lt;br /&gt;
*All colonists are downed or having a minor/major mental break.&lt;br /&gt;
*Any member is having an extreme mental break.&lt;br /&gt;
**Nobody will be harmed even if the colonist is going berserk.&lt;br /&gt;
**Minor or major mental breaks won't stop the caravan as long as at least one person is still functional. If a colonist is in the midst of a mental break when you settle or get ambushed, they will still be having it when they appear on the map.&lt;br /&gt;
*The player manually pauses the caravan.&lt;br /&gt;
**While paused caravans forage faster, members can socialize and the caravan is less likely to be attacked.&lt;br /&gt;
&lt;br /&gt;
=== Sustenance ===&lt;br /&gt;
Pawns traveling in a caravan will eat automatically when necessary. Grazing animals, when hungry in a place with grazable plants, will instantly have their hunger bar refilled without any cost. If not, they will proceed to eat food carried in the caravan. Pawns will prioritize food that spoils earlier.&lt;br /&gt;
&lt;br /&gt;
If a colonist has an injury or disease that requires tending, doctors will tend to them as necessary, using medicine if available to them. If self-tend is on they will also tend to themselves.&lt;br /&gt;
&lt;br /&gt;
If you bring [[Beer]], [[Chocolate]], or [[Insect jelly]] along with you, colonists may consume them during their journey. The mood bonus they provide can help keep colonists sane when away from the colony for long stretches of time.&lt;br /&gt;
==== Foraging ====&lt;br /&gt;
{{rewrite|section=1|reason=Cleanup, verification, integration with [[Foraged Food Amount]]}}&lt;br /&gt;
Every colonist in a caravan can forage for raw food.&lt;br /&gt;
Each colonist can forage 0.09 nutrition per day per level of [[Skills#Plants|Plants]] at a baseline, i.e. in temperate forests or swamps. Given that each colonist consumes 1.6 nutrition per day, this means that a level 9 Plants colonist can break even with food consumption when the caravan is resting, and a level 18 Plants colonist can constantly forage more than he eats while traveling.&lt;br /&gt;
&lt;br /&gt;
Foraging is also affected by manipulation (50% importance, 100% max) and sight (90% importance), so giving caravanners [[bionic eye]]s or [[archotech eye]]s increases foraging.&lt;br /&gt;
&lt;br /&gt;
Having a tribal start grants a 170% multiplier to foraging, as shown by a &amp;quot;Faction Type: 170%&amp;quot; line in the tooltip. This means that in temperate forests or swamps, a level 6 Plants colonist will break even with food consumption when the caravan is resting, and a level 11 Plants colonist can constantly forge more than he eats while traveling. If Tribal colonists with good Plants skills have enough meals or other food to eat during a trip through terrain with good forage, they may return with a nontrivial quantity of berries.&lt;br /&gt;
&lt;br /&gt;
==== Energy ====&lt;br /&gt;
{{Biotech|No Category}}&lt;br /&gt;
When on the world map, [[mechanoid creation|friendly mechanoids]] consume no power. However, if a mechanoid does run out of power during the caravan, such as during an ambush, it will go under a permanent Dormant Self-charge state until someone brings it to a nearby mech recharger.&lt;br /&gt;
&lt;br /&gt;
=== Recreation ===&lt;br /&gt;
Colonists on caravan gain [[recreation]] while stopped at a rate of 10% per hour, of the Solitary type if they are alone, or a mix of Solitary and Social if two or more colonists are on the same caravan. Tolerance is gained at an equivalent rate to Extremely Low Expectations, regardless of the expectations at the colony or the amount of wealth taken on the caravan.&lt;br /&gt;
&lt;br /&gt;
=== Psyfocus ===&lt;br /&gt;
{{Royalty|No category}}&lt;br /&gt;
Pawns in a caravan will also regenerate [[psyfocus]] while remaining stationary or waiting.{{Check Tag|Rate?|How much psyfocus per hour? Add to both Psycasts and Caravan}} This however, does not apply when the caravan is resting due to sleep. This allows for usage of psycasts even while on long caravan journeys, provided some time is taken off to recharge.&lt;br /&gt;
&lt;br /&gt;
=== Caravan Schedule ===&lt;br /&gt;
{{Stub|section=1|reason=This section and its subsidiaries are rough outline only - it needs verification, expansion and clean up. Additionally: confirm [[Genes#Never sleep|Never sleep gene]] allows 24/7 caravaning. If yes, confirm whether [[circadian half-cycler]] does the same.}}&lt;br /&gt;
All caravans start moving at 0600 hours and stop at 2200 hours, and they rest while not moving. This travel routine is adhered to regardless of pawn traits or [[Assign|schedule]], i.e. a [[night owl]] pawn scheduled to sleep during the day will still caravan from 0600 to 2200 hours. If a newly formed caravan leaves the colony map after 2200 hours, it will enter the world map and rest until 0600 the next morning. Similarly, if they don't reach their destination tile by 2200, they will stop to rest, even if they are just moments away.&lt;br /&gt;
&lt;br /&gt;
===Caravan Movement Speed===&lt;br /&gt;
&lt;br /&gt;
Caravan movement speed follows the following equation:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Caravan movement speed''' = (13.6 * Multiplier from Ridden Animals * Multiplier from Carried Mass)/Terrain movement difficulty&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Rideable animals, carried mass, mass capacity, and terrain all directly impact caravan movement speed. Wounded or sick pawns also slow down caravans. &lt;br /&gt;
&lt;br /&gt;
==== Mounts ====&lt;br /&gt;
{{See also|Pack animals}}&lt;br /&gt;
{{Stub|section=1|reason=How do the inbetween ones work? If I have 1 at 1.6 and 1 at 1.3 do I get 1.45? Wb 1 at 1.6 and 10 without any mount? etc}}&lt;br /&gt;
Adding animals to a caravan may impose a multiplier on caravan speed based on the '''Caravan riding speed''' stat of the animal. The riding speed acts as a multiplier if there is one mount for every human pawn - for example, the caravan speed is multiplied by ×{{Q|Horse|Riding Speed}} if there is at least one [[horse]] for every human.&lt;br /&gt;
&lt;br /&gt;
You get the full multiplier if you have enough mounts for everybody. You get something in between if you don't bring enough or have a mix of speeds.&lt;br /&gt;
&lt;br /&gt;
{{#ask: [[Riding Speed::+]] &lt;br /&gt;
 | ?Riding Speed&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Carried mass ratio ====&lt;br /&gt;
Caravan speed also receives a multiplier based on the ratio of Mass Carrier/ Mass Capacity. This is between 200% speed for zero mass and 50% (?) for maximum mass.&lt;br /&gt;
&lt;br /&gt;
There is no distinction between carried and equipped mass - an equipped weapon weighs the same as it does when carried in a muffalo's inventory. However, some furniture like [[chair]]s have a lower mass than the materials they yield upon deconstruction.&lt;br /&gt;
&lt;br /&gt;
Caravan speed can be increased by lowering carried mass (dropping items) or adding more pack animals, ultimately decreasing the Mass Carried/Capacity ratio. The speed multiplier will asymptotically approach 200%, thus number of pack animals used has diminishing returns.&lt;br /&gt;
&lt;br /&gt;
==== Terrain ====&lt;br /&gt;
{{Rewrite|reason=Missing biomes and existing ones, and the effect of temperature and/or winter need to be verified.}}&lt;br /&gt;
The game will automatically plot the fastest route to your selected destination, so you will rarely have to pick and choose specific terrain. &lt;br /&gt;
&lt;br /&gt;
The following table lists the movement difficulty of individual world tiles. Flat terrain is naturally the easiest to travel, hills and mountains are slower, and roads will speed it up though any terrain. Average temperatures under {{Temperature|-17.1}} will start to cause movement difficulty to increase. Winter penalty maxes out at +2 movement difficulty at {{Temperature|-22.5}}.&lt;br /&gt;
&lt;br /&gt;
Note that 1 movement difficulty roughly equates to 0.06 days or roughly 1.44 hours at base human movement speed.&lt;br /&gt;
{{#vardefine: color1 | 66FF33}}{{#vardefine: color2 | 55DD33}}&amp;lt;!--E3D933--&amp;gt;{{#vardefine: color3 | BBCC22}}{{#vardefine: color4 | EE9900}}&lt;br /&gt;
:{| {{STDT| wikitable sortable text-center}}&lt;br /&gt;
! Terrain !! Biome !! Flat !! Small Hills !! Large Hills !! Mountains&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color1}}&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; | '''Easy'''&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Temperate Forest    ||  1  || 1.5 || 2.5 || 4&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Desert              ||  1  || 1.5 || 2.5 || 4&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Extreme Desert      ||  1  || 1.5 || 2.5 || 4&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Tundra              ||  1  || 1.5 || 2.5 || 4&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Boreal Forest       ||  1  || 1.5 || 2.5 || 4&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Arid Shrubland      ||  1  || 1.5 || 2.5 || 4&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color2}}&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | '''Moderate'''&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Sea Ice             || 1.5 ||  -  ||  -  ||  -&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color2}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Ice Sheet           || 1.5 ||  2  ||  3  || 4.5 &lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color2}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Tropical Forest     ||  2  || 2.5 || 3.5 ||  5&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color4}}&amp;quot;&lt;br /&gt;
| '''Difficult'''&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Temperate Swamp     ||  4  ||  -  ||  -  ||  -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Tabs ===&lt;br /&gt;
The inspection pane has tabs to manage the caravan and view details.&lt;br /&gt;
&lt;br /&gt;
In the 'Gear' tab, by clicking the red X you can drop items and lose them forever. Dropping items may be necessary if the caravan becomes overburdened and unable to move. &lt;br /&gt;
&lt;br /&gt;
You can also abandon colonists and prisoners in the 'Social' tab. Items carried by a dismissed pawn will be lost. Abandoning a caravan member will cause their friends and family to have sad thoughts, and if the colonist is unlikely to survive (such as low temperatures) there will be a more severe penalty. Colonists who survive may eventually make their way back to your colony, or return as part of an enemy raid or friendly caravan.&lt;br /&gt;
&lt;br /&gt;
In the 'Gear' tab you can swap gear by dragging and dropping gear onto different colonists, or to and from the caravan inventory.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Caravan gear and inventory from world view.png|Gear &amp;amp; Inventory&lt;br /&gt;
File:Caravan mass carried.png|Mass carried&lt;br /&gt;
File:Caravan needs.png|Status&lt;br /&gt;
File:Caravan health.png|Health&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once you arrive to the destination, just click the Trade icon to start negotiations.&lt;br /&gt;
[[File:Trade icon.png]]&lt;br /&gt;
&lt;br /&gt;
=== Route planner ===&lt;br /&gt;
[[File:Caravan_planner.png|600px|thumb|rifht|Caravan planner having planned a route based a caravan's speed.]]&lt;br /&gt;
&lt;br /&gt;
There is a route planner that allows you to roughly check the amount of time it takes to reach a destination, allowing you to plan ahead.&lt;br /&gt;
&lt;br /&gt;
When it is opened, you can drop various waypoints around the world map. The game will calculate the time it takes for a 1 tile/h caravan to travel through the planned route. You can also place the starting point on an existing caravan to determine the time taken for a journey based on that caravan's speed.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Returning home ===&lt;br /&gt;
&lt;br /&gt;
After you arrive back at your colony, you will notice two details must be addressed before continuing the game.&lt;br /&gt;
&lt;br /&gt;
* Pack animals may go straight to their animal bed or just wander around still with all your items inside their packing gear. If you happen to need something at the moment, you will have to make them drop it. You may want to restrict them to a roofed zone and wait for them to go there before doing this, so the dropped belongings won't deteriorate due to exposure, or you can wait until night when they are sleeping inside a room. Pack animals who have been trained for Obedience can be assigned to follow their master, who can be drafted to storage areas and wait until the animals follow him/her too to drop the items as well.&lt;br /&gt;
* Prisoners will still be carrying your caravan items too, even armor and weaponry (as odd as it may be). They will not unload their inventory after returning to base unless directed to through the gear tab, and will start to unload only after being recruited.&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;300px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Prisoners keep your caravan items too.png|'''Prisoners keep your caravan items'''&lt;br /&gt;
File:Caravan prisoner unloading inventory.png|'''Prisoner unloading inventory after recruitment'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Long distance journeys ===&lt;br /&gt;
&lt;br /&gt;
Many basic technology options prove to be very helpful for long distance travel. Make frequent use of [[Campfire]]s, [[Pemmican]], [[Passive cooler]]s and [[Crafting spot]]s to resupply your caravans and keep healthy on the road, instead of one large ride. Take advantage by building settlements whenever you run low on food or resources. Generated maps can have forageable food and animals to hunt or even tame into the convoy. Colonists will also need time off to relax and restore their joy.&lt;br /&gt;
&lt;br /&gt;
=== Multiple colonies and pitstops ===&lt;br /&gt;
&lt;br /&gt;
The game options let you choose how many colonies (up to 5) you can have active on the globe at once. Temporary maps from events do not count towards this limit. In order to build beyond the game menu limits, you must abandon an existing colony. &lt;br /&gt;
&lt;br /&gt;
Should you choose to make multiple settlements, it is not necessary to carry all your raw materials all the way from your home base to a new spot. Lighten the load by carrying valuables such as silver, gold, [[drugs]] and then trading them with your new neighbors, or if you settled close enough, use [[transport pod]]s to launch everything over.&lt;br /&gt;
&lt;br /&gt;
While traveling long distances consider bringing valuable items, then bartering for necessary supplies instead of bringing them.&lt;br /&gt;
&lt;br /&gt;
If you know certain resources will be scarce in your new map's biome, or if you want to save time mining, some resources can be [[Advanced_Endgame_Guide#Resource_compression|compressed]] -- that is, built into items with a lower mass than their raw materials.&lt;br /&gt;
&lt;br /&gt;
== Events ==&lt;br /&gt;
&lt;br /&gt;
Caravan events take place on the road, which means that neither side will be engaging with the benefit of a base. The action takes place in the open and the player must take advantage on terrain features to defend themselves. Those who survive will have a 24 hours window to perform vital needs such as doctoring, resting and feeding as well as re-packing. [[:File:Pirate fed to animal.png|Eliminated hostiles can be fed to your animals]].&lt;br /&gt;
&lt;br /&gt;
There are two different ways of re-packing: manually giving cargo animals the selected item to be carried or re-forming the caravan. The first alternative lets you make the most out of the area which may include mining, harvesting, and cooking, while the last option will instantly leave the place. Either way, before the countdown timer ends, all items must be put to be carried or they will be '''lost''' once the time runs out.&lt;br /&gt;
&lt;br /&gt;
==== Visibility ====&lt;br /&gt;
{{Stub|section=1|reason=Needs actual equation defining visibility based on total body size}}&lt;br /&gt;
Visibility is how easy your Caravan is to notice. It multiplies the chance that your caravan will be waylaid by enemies. Visibility does not affect your ability to find things you want. Visibility is based on the total body size of all people and animals in the caravan. The default visibility for 1 person in a caravan is 20%, it does not scale linearly for additional people, as two people is 36%. You can see the visibility in the upper right while forming a caravan.&lt;br /&gt;
&lt;br /&gt;
=== Ambush ===&lt;br /&gt;
Your caravan has been ambushed by an enemy faction. Colonists cannot exit the generated map until the attackers are defeated (killed, downed, or fled). If all are killed, the caravan is considered destroyed and will disappear along with any carried items.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Caravan ambushed right after leaving colony.png|1.- Red envelope alert zooms in to the battle tile.&lt;br /&gt;
File:Caravan ambushed by pirates.png|2.- You can see the incoming attackers from a distance.&lt;br /&gt;
File:Caravan ambushed in World view.png|3.- World view is a red dot.&lt;br /&gt;
File:Caravan ambushed victory.png|4.- Once victorious, you have 24 hours before the caravan automatically reforms to leave.&lt;br /&gt;
File:Capturing prisoners after ambush.png|5.- Make a tiny room enough to capture downed enemies with a sleeping spot each.&lt;br /&gt;
File:Prisoners brought to colony.png|Prisoners arrive to your colony, wandering around.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# The game notifies you that an ambush is taking place, prompting you to check on your caravan.&lt;br /&gt;
# Pause the game to survey the enemy and position yourself by taking cover behind terrain features.&lt;br /&gt;
# Check where it's happening. As it is, in this case, right next to the colony, it's possible to quickly send reinforcements. However, you cannot send the back-up caravan right into the battle, but must first move to an adjacent tile before joining your comrades.&lt;br /&gt;
# After an encounter ends, a 24-hour countdown begins so you can recover, pick up items, strip the dead/downed, and take care of any other need.&lt;br /&gt;
# To take prisoners, you should build the smallest room possible (remember you are on a countdown) which can just fit the same amount of sleeping spots for each downed enemy. Treat their wounds so they don't die while carrying them to your colony. Finally, reforming the caravan makes captives come with you (you will see them listed).&lt;br /&gt;
# Your prisoners are finally brought to your colony, but you see them wandering around (!!!). Don't worry as they won't attempt to escape. Your characters will proceed to unload their items. Eventually, wardens will come to pick them up and escort them to designated prison cells. Any incapacitated prisoners will remain downed and need to be carried.&lt;br /&gt;
&lt;br /&gt;
==== Manhunter Ambush ====&lt;br /&gt;
&lt;br /&gt;
Same as Ambush except with a manhunter pack of animals. Manhunters won't attempt to flee, and colonists can't either.&lt;br /&gt;
&lt;br /&gt;
=== Demand ===&lt;br /&gt;
&lt;br /&gt;
A number of pirates approach your caravan and demand that you give them items and/or hand over members as slaves. If you don't comply, they will proceed to assault the caravan. It's nearly always a better choice to fight back as pirates usually come in poor numbers.&lt;br /&gt;
&lt;br /&gt;
=== Encounter ===&lt;br /&gt;
Another friendly caravan crosses paths with you, opening an opportunity to trade. &lt;br /&gt;
&lt;br /&gt;
You can attack them if you wish, damaging faction relations. Your pawns may exit the map while engaging the caravan. Since you will be informed of their party composition but cannot clearly see who is in the caravan, you can decide if they're worth robbing.&lt;br /&gt;
&lt;br /&gt;
Sometimes when attacking them, they may decide to do a 'bloody exit', that is to exit as aggressively as possible.&lt;br /&gt;
&lt;br /&gt;
[[File:Caravan met peacefully.png|400px]]&lt;br /&gt;
&lt;br /&gt;
=== Reform caravan ===&lt;br /&gt;
You can only reform caravans if there are no hostile pawns on the map or they are all either downed or asleep.&lt;br /&gt;
&lt;br /&gt;
===Caravan Lost===&lt;br /&gt;
If a caravan is lost, all items, animals, and prisoners become unrecoverable. A caravan is lost if all colonists die or suffer an irreversible [[mental break]] like Gone Wild or Give Up. Milder mental breaks which can be spontaneously snapped out of, like Sad Wandering, will not lose a caravan.&lt;br /&gt;
&lt;br /&gt;
Colonists, animals, and prisoners can be banished via the 'Social' tab. Items carried by an adandoned pawn will be lost. Abandoning a caravan member will cause their friends and family to have sad thoughts, and if the colonist is unlikely to survive (such as in low temperatures), there will be a more severe penalty. Colonists who survive abandonment may eventually make their way back to your colony or return as part of an enemy raid or friendly caravan.&lt;br /&gt;
0&lt;br /&gt;
&lt;br /&gt;
== Attacking other settlements ==&lt;br /&gt;
{{Rewrite|section=1|reason=Cleanup, potential size reduction, updating from A16 -&amp;gt; Present}}&lt;br /&gt;
{{Image wanted|section=1|reason=Shows bases from A16, they have significantly changed since.}}&lt;br /&gt;
You may raid other settlements on the world map, much like other factions do to your colony. To do this, all you need is to send a caravan to a site, and select the &amp;quot;Attack&amp;quot; interaction option. Attacking settlements gives you an opportunity to steal valuable goods such as [[glitterworld medicine]], [[luciferium]], [[component]]s, as well as weapons and armor.&lt;br /&gt;
&lt;br /&gt;
* See [[Offense_tactics|offense tactics]] for specific tips on how to assault outposts and bases.&lt;br /&gt;
&lt;br /&gt;
=== Walkthrough ===&lt;br /&gt;
: The below shows bases from the Alpha 16 version of the game.  Settlement defenders of later updates are ''significantly strengthened'' and are harder to defeat and are not scaled down by easier difficulty as other raids are.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Caravan raiding another settlement.png|1.- Moving towards target settlement for raid&lt;br /&gt;
File:Generating map for new encounter.png|2.- Generating map for new encounter&lt;br /&gt;
File:Attack begun.png|3.- Attack begun&lt;br /&gt;
File:Studying enemies.png|4.- Studying enemies&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
: 1) Right click to select destination gives approximate travel time and distance.&amp;lt;p&amp;gt;&lt;br /&gt;
: 2) Once your caravan arrives, the game generates a map with an enemy base.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 3) The &amp;quot;Attack begun&amp;quot; blue envelope opens a message which allows you to see the targeted area.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 4) You can click on individual enemy members to see their character skills, gear, and health. Use this to prioritize your targets.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Enemy base layout.png|5.- Enemy base layout&lt;br /&gt;
File:Enemy base zoomed out.png|6.- Enemy base zoomed out&lt;br /&gt;
File:Enemy positioning and loot.png|7.- Enemy positioning and loot&lt;br /&gt;
File:Stampede 1.png|8.- First stampede&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
: 5) Base layout, nothing tricky.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 6) Terrain around enemy base is very simple, nothing too complicated.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 7) Approaching from the front will make enemies line up facing you right away automatically.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 8) [[Offense_tactics#Stampede|Stampede]] offense tactic to weaken their defenses. Train your offensive animals to be capable of &amp;quot;Release&amp;quot;, leaving pack animals behind&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Stampede casualty.png|9.- Stampede casualty&lt;br /&gt;
File:Using their base as your own.png|10.- Using their base as your own&lt;br /&gt;
File:Outpost destroyed 24h countdown.png|11.- Outpost destroyed, 24h countdown before leaving&lt;br /&gt;
File:Resting at enemy base.png|12.- Resting at enemy base&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
: 9) Stampede casualty with animal wounds.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 10) Tactics split and kite allows you to enter their base and use choke points, with friendly fire safety ensured. Melee with ranged shooting on his/her shoulder.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 11) After 8 of 11 enemies were killed, the remaining 3 start to flee and the game considers the outpost destroyed, and a 24-hour countdown timer begins for treating your wounded, looting and resting. You don't need to destroy the base once captured, just claim their doors and they will open as if they were yours from the beginning.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 12) Since they had three rooms, one can be used as an infirmary and another as a prison to handle your prisoners.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Looting.png|13.- Looting&lt;br /&gt;
File:Caravan back to home.png|14.- Caravan back to home&lt;br /&gt;
File:Unloading inventory.png|15.- Unloading inventory&lt;br /&gt;
File:Work tab order shift.png|16.- Work tab order shift&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
: 13) You can strip all your killed or downed enemies to take their weapons and armor. Be careful with the tainted apparel mood penalty if you took them off the dead, though.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 14) Once those 24 hours had passed, the game automatically kicks you back to the world map at which point you can return home and/or visit friendly outposts as well. If you want you can also choose 'Reform Caravan' which allows you to choose what you want to bring, and leave early.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 15) Once you arrive back home, characters will start unloading their inventory and sorting items properly.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 16) The work tab order will shift to a different sequence than the original before leaving. May be a problem, or not.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Changed caravan reform to be allowed with sleeping hostiles on site.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Volatile depressive</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Caravan&amp;diff=134512</id>
		<title>Caravan</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Caravan&amp;diff=134512"/>
		<updated>2023-05-05T19:37:18Z</updated>

		<summary type="html">&lt;p&gt;Volatile depressive: /* Caravan route &amp;amp; pathing */  added detail&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
{{Stub|reason=Bedroll mechanics inc. rest efficiency, couples, etc}}&lt;br /&gt;
{{For|caravans visiting you from other factions|Trader}}&lt;br /&gt;
&lt;br /&gt;
'''Caravans''' are a group of one or more colonists who gather together for different purposes and leave the current map tile. Goods can be carried by animals, colonists, or prisoners to facilitate trading on your own schedule; a caravan can also act as a raid squad to attack other establishments. Each caravan is represented on the [[Menus#World|world map]] by a yellow icon. Double-clicking a caravan will select all caravans on the screen, allowing them all to be ordered to a single destination.&lt;br /&gt;
&lt;br /&gt;
Sending caravans out from your home, instead of just waiting for other tribes to come to you, creates trade opportunities at your pace, rather than wait for random traders to show at your location. It also provides a wider selection of goods since friendly outposts have much more inventory than the limited selection traders (who are restricted by carrying capacity) show up with. Also, you get a 2% price bonus for direct trading. It also avoids the cost for requesting traders at the [[comms console]].&lt;br /&gt;
&lt;br /&gt;
== Creation ==&lt;br /&gt;
&lt;br /&gt;
[[File:Form caravan icon.png|right]]&lt;br /&gt;
&lt;br /&gt;
In the World map, select the colony icon and click &amp;lt;tt&amp;gt;'Form caravan'&amp;lt;/tt&amp;gt;.  A dialog is shown to assign pawns, animals, and items.  You can create multiple caravans.&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;p&amp;gt;'''''Caution:''''' Clicking &amp;lt;tt&amp;gt;'Abandon'&amp;lt;/tt&amp;gt; on an unoccupied colony will not prompt for any confirmation before making it an [[:File:Abandoned faction base.png|inaccessible ruins and lost forever]].&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== People and Animals ===&lt;br /&gt;
When forming a caravan, the first pop-up menu has the player choose which pawns will join the caravan, including colonists, [[animal]]s, any [[prisoner]]s you want to transport, and, if you have [[Biotech]], any [[Mechanoid]]s your Mechanitor{{BiotechIcon}} possesses. At least one colonist must be chosen. Make sure to select those whose health is in optimal condition, as wounded or sick pawns slow the caravan down.&lt;br /&gt;
&lt;br /&gt;
There are three different ways that caravans are formed:&lt;br /&gt;
*A caravan ''without'' pack animals forms the quickest. Colonists only need to pack items to their personal inventory and can exit the map rather quickly.&lt;br /&gt;
*A caravan ''with'' pack animals suffers from a loading phase where colonists must load selected items into the animal's inventory. This can take a long time if there are lots of items to pack or there aren't many [[work#haul|haulers]] available.&lt;br /&gt;
*A caravans already traveling in the World Map will reform instantly and not require a loading phase, regardless of pack animals.&lt;br /&gt;
&lt;br /&gt;
Incapacitated pawns cannot be chosen to join the initial caravan. Once your caravan is traveling, though, colonists can carry incapacitated humans and animals, at a reduced speed.&lt;br /&gt;
&lt;br /&gt;
The caravan will take the name of the best negotiator in the caravan (highest social skill.)&lt;br /&gt;
&lt;br /&gt;
Mechanoids{{BiotechIcon}} inside a caravan without their overseer Mechanitor cannot be commanded to do anything when drafted as there is no signal for them to move or command to move towards, but can still be brought over as a caravan as long as the Mechanitor in question still has enough bandwidth to maintain their control in anywhere.&lt;br /&gt;
&lt;br /&gt;
[[File:Caravan party.png|300px]]&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
Use the Items tab to select supplies.  Only items located in your Stockpiles or Home Area are shown while initially packing; when reforming the caravan you can select any item on the map.&lt;br /&gt;
&lt;br /&gt;
The carrying capacity of humans and [[Pack animal|pack animals]] in a caravan is separate from their [[Carrying Capacity]] for hauling, and is given by their Body Size multiplied by 35. For humans, this includes the clothing, gear, and inventory that they already have.&lt;br /&gt;
&lt;br /&gt;
Caravan carrying capacity:&lt;br /&gt;
* [[Human]]: {{#expr:35*{{Q|Human|Body Size}} round 0}} kg&lt;br /&gt;
* [[Elephant]]: {{#expr:35*{{Q|Elephant|Body Size}} round 0}} kg&lt;br /&gt;
* [[Bison]]: {{#expr:35*{{Q|Bison|Body Size}} round 0}} kg&lt;br /&gt;
* [[Muffalo]]: {{#expr:35*{{Q|Muffalo|Body Size}} round 0}} kg&lt;br /&gt;
* [[Horse]]: {{#expr:35*{{Q|Horse|Body Size}} round 0}} kg&lt;br /&gt;
* [[Dromedary]]: {{#expr:35*{{Q|Dromedary|Body Size}} round 0}} kg&lt;br /&gt;
* [[Yak]]: {{#expr:35*{{Q|Yak|Body Size}} round 0}} kg&lt;br /&gt;
* [[Donkey]]: {{#expr:35*{{Q|Donkey|Body Size}} round 0}} kg&lt;br /&gt;
* [[Alpaca]]: {{#expr:35*{{Q|Alpaca|Body Size}} round 0}} kg&lt;br /&gt;
&lt;br /&gt;
Baby or juvenile animals have a reduced carrying capacity.&lt;br /&gt;
&lt;br /&gt;
If the colonist or animal is already carrying something (such as clothes worn), they will appear to have a reduced carry weight.&lt;br /&gt;
&lt;br /&gt;
The combined carrying capacity and mass of selected items is listed at the top. Buttons are used to select items/amounts. A double arrow [&amp;gt;&amp;gt;] will take the full quantity of an item. The arrow [&amp;gt;M] indicates you cannot carry the full quantity, but it will automatically take the maximum amount. When over capacity, the arrow [M&amp;lt;] will return some or all of those items so that the mass total does not exceed the caravan's carrying capacity.&lt;br /&gt;
&lt;br /&gt;
Modifier keys can be used to change the [&amp;gt;] arrow from +1 to adding more as follows:&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Key|CTRL}}: +10 &amp;lt;br/&amp;gt;{{Key|SHIFT}}: +100 &amp;lt;br/&amp;gt;{{Key|CTRL}}+{{Key|SHIFT}}: +1000. &amp;lt;br/&amp;gt;These keys work similarly for the [&amp;lt;] arrow to subtract.&lt;br /&gt;
&lt;br /&gt;
If a caravan member dies in the close-up view, they will drop their items which must be picked up. If they die on the global map (such as from blood loss), their gear will be lost. If all party members die, the entire caravan disappears and everything is lost.&lt;br /&gt;
&lt;br /&gt;
[[File:Caravan inventory.png|300px]]&lt;br /&gt;
&lt;br /&gt;
==== Food ====&lt;br /&gt;
&lt;br /&gt;
Caravan members will feed as needed while traveling or resting, so long as there's allowed food in the caravan inventory. Colonists who are part of a caravan will automatically forage for raw food, with yield depending on the environment and the colonist's Growing [[skill]]. Foraging is not recommended as the caravan's primary food source, however, as it may result in food poisoning like all raw food consumption. &lt;br /&gt;
&lt;br /&gt;
Herbivorous animals can generally graze on their environment for nutrition while traveling, except in extreme biomes like ice sheets and deserts. However, carnivorous and omnivorous animals cannot hunt nor scavenge while traveling in a caravan. Extra food must be brought for them or they will starve. &lt;br /&gt;
&lt;br /&gt;
A caravan's '''time to destination''' is displayed in the inspect pane when a caravan is selected on the World Map screen. This allows for careful coordination of trip length and food stores when planning a caravan. &lt;br /&gt;
&lt;br /&gt;
Most food spoils without refrigeration rather quickly. Supplies with the soonest expiration date are automatically consumed first.&lt;br /&gt;
&lt;br /&gt;
* [[Simple meal]]s will suffice for short journeys (spoils in 4 days).&lt;br /&gt;
* [[Berries]] can last through mid-length journeys, despite being less weight-efficient and causing food poisoning. (14 days).&lt;br /&gt;
* [[Pemmican]] is useful for long-distance travel (lasts over 1 year).&lt;br /&gt;
* [[Packaged survival meal]]s are best for long journeys (never expire).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While traveling, [[caravan#events|caravan events]] may trigger such as [[manhunter pack]]s or pirate raids, all of which generate ''mini-maps''. After threats have been eliminated, it's possible to scavenge a mini-map for food, game, herbal medicine, and other resources. All animals will automatically feed in a mini-map.&lt;br /&gt;
&lt;br /&gt;
After lingering on a mini-map for over several days, the storyteller will spawn a raid as a way of forcing you to ''reform the caravan''.&lt;br /&gt;
Upon reforming a caravan, all items, animals, and pawns must be manually selected to be included with your reformed caravan, or they'll be lost forever.&lt;br /&gt;
&lt;br /&gt;
=== Formation process ===&lt;br /&gt;
&lt;br /&gt;
Once the order to form the caravan is given, colonists and animals will gather around a [[caravan hitching spot]] or a random place within your home area and wait for all members to assemble.&lt;br /&gt;
&lt;br /&gt;
It's recommended to put the caravan hitching spot inside your warehouse to reduce loading time.&lt;br /&gt;
&lt;br /&gt;
After assembly, they will gather any needed supplies, putting them on pack animals if available. When they finish, they will head out to the map edges and wait for the other members to arrive, then exit the colony map and enter the world map.&lt;br /&gt;
&lt;br /&gt;
Haulers not part of the caravan will also help in gathering the supplies.&lt;br /&gt;
&lt;br /&gt;
[[File:Caravan loading.png|500px|thumb|none|Notice the loading process as colonist start to take items towards the animals of burden.]]&lt;br /&gt;
&lt;br /&gt;
Colonists will ignore any needs during the formation, except food (once they're starving they'll take a break to eat if food is available). Should they feel exhausted during the process, they won't rest in their bedrooms but collapse near the caravan hitching spot.&lt;br /&gt;
&lt;br /&gt;
They will also override the 'Forbid' command, taking forbidden items. If there is less of an item than ordered (e.g. meals which other colonists ate during the process), members will take what they can and then carry on without stopping.&lt;br /&gt;
&lt;br /&gt;
A pawn can be temporarily interrupted by manually assigning them to do another task. They will resume caravan loading once the task is complete.&lt;br /&gt;
&lt;br /&gt;
Any mental break of its members will pause the process until that member recovers. Downing or killing that member will interrupt the process, causing it to be cancelled.&lt;br /&gt;
&lt;br /&gt;
[[File:The caravan formation process will continue when everyone recovers from a mental break.png|500px|thumb|none|Ufff...]]&lt;br /&gt;
&lt;br /&gt;
If the formation was successful, the character roster on top of the screen will split, showing those who stayed at home and those who left with the caravan by greying them on a different &amp;quot;box&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:Colonist roster of those at home and at caravan.png|500px]]&lt;br /&gt;
&lt;br /&gt;
=== Caravan route &amp;amp; pathing ===&lt;br /&gt;
&lt;br /&gt;
The 'Choose Route' button allows the player to set destinations for a caravan. Right-clicking a tile on the World Map will create a float menu with travel options. The quickest route to a destination is automatically calculated, taking terrain types and roads into account. &lt;br /&gt;
Once a destination tile and inventory are chosen, traveling colonists will collect items to their inventories and then exit the map.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;300px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Caravan pathing.png| '''Caravan clear division between colonist path and muffalos' path.'''&lt;br /&gt;
File:Caravan pathing 2.png| '''The apparent reason behind the animal area drawn is to prevent them from eating your plantations.'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Tricks ===&lt;br /&gt;
* If a caravan includes a lot of animals and/or items, the process of gathering those can be ''very'' time consuming - starting a larger caravan at 0400, it's not unusual to leave (well) after 1200, 8+ hours of &amp;quot;Forming Caravan&amp;quot;.   To reduce this time, you can add additional pawns to the Caravan roster, dedicating them to the loading process, either when you create the Caravan or after (by selecting a pawn and clicking &amp;quot;Add to Caravan&amp;quot;).  You can remove them later the same way. You can even create the caravan with one set of pawns, add others, and remove the original set; this is handy to start the process as soon as possible if your desired travelers are busy early in the morning, or you just want them to get as much sleep as possible before the journey.&lt;br /&gt;
:* Once everything is gathered, colonists will lead all the animals to the edge of the map and then wait for everyone to get there, then disappear off to the World Map (with a small note to that effect in the top-left of the screen).  If you remove colonists from the caravan ''before'' leaving, their animals are released to wander and must be re-gathered by the (fewer) remaining caravaners, which might take another hour or more. It may be a good idea to let ''everyone'' keep their animals and leave the map together, then ''immediately'' pause the game and jump to the World Map, select the caravan and click &amp;quot;Split Caravan&amp;quot;, sending whichever colonists you wish instantly right back to the base map while the main body continues on. Be sure the &amp;quot;lift&amp;quot; ability of the remaining pawns is enough to carry all the intended items.&lt;br /&gt;
&lt;br /&gt;
* Sometimes you start forming a caravan late in the day, or realize you won't make the 2200 cut-off for traveling that day.  If you wait until ''after'' 2200 (when domestic animals sleep), you can create un-owned [[animal sleeping spot]]s around the [[caravan hitching spot]], un-form the caravan, and the (still-packed) animals will bed down there for the night. If you then start early the next morning (''well'' before they start to wake around 0600), they are all still right there and easy to round up when you re-create the caravan. There may be some unpacking/repacking of items, but your colonists won't have to chase the same animals all over the map again.&lt;br /&gt;
&lt;br /&gt;
* The act of gathering supplies allows a colonist to carry huge stacks of lightweight materials like cloth or food. This can be exploited to perform ''Super Hauling'' by having a colonist pick up all the goods on the map, drafting them into the storage room, and cancelling the caravan to unload. They will have hauled a massive number of supplies in one trip.&lt;br /&gt;
&lt;br /&gt;
== Traveling ==&lt;br /&gt;
Once your caravan enters the world map, you can give it orders.&lt;br /&gt;
&lt;br /&gt;
A caravan can:&lt;br /&gt;
* Move - Right-click to select destination. A line indicates the optimal route (accounting for terrain speed and elevation changes).&lt;br /&gt;
* Settle - Click Settle to create a new colony.&lt;br /&gt;
** You may not settle a new colony when already at maximum. The default maximum is one. This can increased to up to five in Menu - Options. &lt;br /&gt;
** Settling directly adjacent to your own colony or any other settlement is not allowed.&lt;br /&gt;
* Enter back into the colony - Right-click the colony.&lt;br /&gt;
* Split - Click the Split button. Each caravan must consist of at least one colonist.&lt;br /&gt;
* Merge - Select two or more caravans in the same tile (by dragging a square zone) and click Merge to form a single caravan.&lt;br /&gt;
* Trade - When a caravan has reached a friendly faction outpost, click the trade button to open the trade dialog window. &lt;br /&gt;
* Attack - A caravan can attack any faction outpost, regardless of relations status, though attacking will worsen relations.&lt;br /&gt;
* Offer gifts - If your relations with a faction are not high enough to trade, you can offer them gifts in an attempt to improve relations.&lt;br /&gt;
&lt;br /&gt;
[[File:Caravan optimal route.png|300px]]&lt;br /&gt;
&lt;br /&gt;
=== Status box ===&lt;br /&gt;
&lt;br /&gt;
Several items are displayed in the status box.&lt;br /&gt;
&lt;br /&gt;
#Movement status:&lt;br /&gt;
#* Traveling - moving to destination.&lt;br /&gt;
#* Resting - caravan automatically stops between hours 22 and 6 to sleep.&lt;br /&gt;
#* Waiting - no destination selected.&lt;br /&gt;
#* Stopped - stopped moving with reason given.&lt;br /&gt;
#Estimated time to destination - time to destination based on the current tile movement time.&lt;br /&gt;
#Days of food - compare this to 'estimated time to destination' to determine if your caravan has enough food for the journey.&lt;br /&gt;
#Base movement time: Movement speed based on the average speed of all the pawns in the caravan.&lt;br /&gt;
#Current tile movement time: Current movement speed based on the terrain, biome, weather (only affected during autumn-winter) or roads. (See table on this page for details.)&lt;br /&gt;
#Stealthiness: How stealthy your caravan is. Stealthier caravans are less prone to being ambushed.&lt;br /&gt;
&lt;br /&gt;
A caravan may stop for various reasons, such as when;&lt;br /&gt;
*Between hours 22 and 6 while the members sleep and rest.&lt;br /&gt;
**They still continue to rest even if all members are fully rested.&lt;br /&gt;
**Colonists who had been assigned to the night shift in the Restrict tab will still follow this schedule.&lt;br /&gt;
*All colonists are downed or having a minor/major mental break.&lt;br /&gt;
*Any member is having an extreme mental break.&lt;br /&gt;
**Nobody will be harmed even if the colonist is going berserk.&lt;br /&gt;
**Minor or major mental breaks won't stop the caravan as long as at least one person is still functional. If a colonist is in the midst of a mental break when you settle or get ambushed, they will still be having it when they appear on the map.&lt;br /&gt;
*The player manually pauses the caravan.&lt;br /&gt;
**While paused caravans forage faster, members can socialize and the caravan is less likely to be attacked.&lt;br /&gt;
&lt;br /&gt;
=== Sustenance ===&lt;br /&gt;
Pawns traveling in a caravan will eat automatically when necessary. Grazing animals, when hungry in a place with grazable plants, will instantly have their hunger bar refilled without any cost. If not, they will proceed to eat food carried in the caravan. Pawns will prioritize food that spoils earlier.&lt;br /&gt;
&lt;br /&gt;
If a colonist has an injury or disease that requires tending, doctors will tend to them as necessary, using medicine if available to them. If self-tend is on they will also tend to themselves.&lt;br /&gt;
&lt;br /&gt;
If you bring [[Beer]], [[Chocolate]], or [[Insect jelly]] along with you, colonists may consume them during their journey. The mood bonus they provide can help keep colonists sane when away from the colony for long stretches of time.&lt;br /&gt;
==== Foraging ====&lt;br /&gt;
{{rewrite|section=1|reason=Cleanup, verification, integration with [[Foraged Food Amount]]}}&lt;br /&gt;
Every colonist in a caravan can forage for raw food.&lt;br /&gt;
Each colonist can forage 0.09 nutrition per day per level of [[Skills#Plants|Plants]] at a baseline, i.e. in temperate forests or swamps. Given that each colonist consumes 1.6 nutrition per day, this means that a level 9 Plants colonist can break even with food consumption when the caravan is resting, and a level 18 Plants colonist can constantly forage more than he eats while traveling.&lt;br /&gt;
&lt;br /&gt;
Foraging is also affected by manipulation (50% importance, 100% max) and sight (90% importance), so giving caravanners [[bionic eye]]s or [[archotech eye]]s increases foraging.&lt;br /&gt;
&lt;br /&gt;
Having a tribal start grants a 170% multiplier to foraging, as shown by a &amp;quot;Faction Type: 170%&amp;quot; line in the tooltip. This means that in temperate forests or swamps, a level 6 Plants colonist will break even with food consumption when the caravan is resting, and a level 11 Plants colonist can constantly forge more than he eats while traveling. If Tribal colonists with good Plants skills have enough meals or other food to eat during a trip through terrain with good forage, they may return with a nontrivial quantity of berries.&lt;br /&gt;
&lt;br /&gt;
==== Energy ====&lt;br /&gt;
{{Biotech|No Category}}&lt;br /&gt;
When on the world map, [[mechanoid creation|friendly mechanoids]] consume no power. However, if a mechanoid does run out of power during the caravan, such as during an ambush, it will go under a permanent Dormant Self-charge state until someone brings it to a nearby mech recharger.&lt;br /&gt;
&lt;br /&gt;
=== Recreation ===&lt;br /&gt;
Colonists on caravan gain [[recreation]] while stopped at a rate of 10% per hour, of the Solitary type if they are alone, or a mix of Solitary and Social if two or more colonists are on the same caravan. Tolerance is gained at an equivalent rate to Extremely Low Expectations, regardless of the expectations at the colony or the amount of wealth taken on the caravan.&lt;br /&gt;
&lt;br /&gt;
=== Psyfocus ===&lt;br /&gt;
{{Royalty|No category}}&lt;br /&gt;
Pawns in a caravan will also regenerate [[psyfocus]] while remaining stationary or waiting.{{Check Tag|Rate?|How much psyfocus per hour? Add to both Psycasts and Caravan}} This however, does not apply when the caravan is resting due to sleep. This allows for usage of psycasts even while on long caravan journeys, provided some time is taken off to recharge.&lt;br /&gt;
&lt;br /&gt;
=== Caravan Schedule ===&lt;br /&gt;
{{Stub|section=1|reason=This section and its subsidiaries are rough outline only - it needs verification, expansion and clean up. Additionally: confirm [[Genes#Never sleep|Never sleep gene]] allows 24/7 caravaning. If yes, confirm whether [[circadian half-cycler]] does the same.}}&lt;br /&gt;
All caravans start moving at 0600 hours and stop at 2200 hours, and they rest while not moving. This travel routine is adhered to regardless of pawn traits or [[Assign|schedule]], i.e. a [[night owl]] pawn scheduled to sleep during the day will still caravan from 0600 to 2200 hours. If a newly formed caravan leaves the colony map after 2200 hours, it will enter the world map and rest until 0600 the next morning. Similarly, if they don't reach their destination tile by 2200, they will stop to rest, even if they are just moments away.&lt;br /&gt;
&lt;br /&gt;
===Caravan Movement Speed===&lt;br /&gt;
&lt;br /&gt;
Caravan movement speed follows the following equation:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Caravan movement speed''' = (13.6 * Multiplier from Ridden Animals * Multiplier from Carried Mass)/Terrain movement difficulty&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Rideable animals, carried mass, mass capacity, and terrain all directly impact caravan movement speed. Wounded or sick pawns also slow down caravans. &lt;br /&gt;
&lt;br /&gt;
==== Mounts ====&lt;br /&gt;
{{See also|Pack animals}}&lt;br /&gt;
{{Stub|section=1|reason=How do the inbetween ones work? If I have 1 at 1.6 and 1 at 1.3 do I get 1.45? Wb 1 at 1.6 and 10 without any mount? etc}}&lt;br /&gt;
Adding animals to a caravan may impose a multiplier on caravan speed based on the '''Caravan riding speed''' stat of the animal. The riding speed acts as a multiplier if there is one mount for every human pawn - for example, the caravan speed is multiplied by ×{{Q|Horse|Riding Speed}} if there is at least one [[horse]] for every human.&lt;br /&gt;
&lt;br /&gt;
You get the full multiplier if you have enough mounts for everybody. You get something in between if you don't bring enough or have a mix of speeds.&lt;br /&gt;
&lt;br /&gt;
{{#ask: [[Riding Speed::+]] &lt;br /&gt;
 | ?Riding Speed&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Carried mass ratio ====&lt;br /&gt;
Caravan speed also receives a multiplier based on the ratio of Mass Carrier/ Mass Capacity. This is between 200% speed for zero mass and 50% (?) for maximum mass.&lt;br /&gt;
&lt;br /&gt;
There is no distinction between carried and equipped mass - an equipped weapon weighs the same as it does when carried in a muffalo's inventory. However, some furniture like [[chair]]s have a lower mass than the materials they yield upon deconstruction.&lt;br /&gt;
&lt;br /&gt;
Caravan speed can be increased by lowering carried mass (dropping items) or adding more pack animals, ultimately decreasing the Mass Carried/Capacity ratio. The speed multiplier will asymptotically approach 200%, thus number of pack animals used has diminishing returns.&lt;br /&gt;
&lt;br /&gt;
==== Terrain ====&lt;br /&gt;
{{Rewrite|reason=Missing biomes and existing ones, and the effect of temperature and/or winter need to be verified.}}&lt;br /&gt;
The game will automatically plot the fastest route to your selected destination, so you will rarely have to pick and choose specific terrain. &lt;br /&gt;
&lt;br /&gt;
The following table lists the movement difficulty of individual world tiles. Flat terrain is naturally the easiest to travel, hills and mountains are slower, and roads will speed it up though any terrain. Average temperatures under {{Temperature|-17.1}} will start to cause movement difficulty to increase. Winter penalty maxes out at +2 movement difficulty at {{Temperature|-22.5}}.&lt;br /&gt;
&lt;br /&gt;
Note that 1 movement difficulty roughly equates to 0.06 days or roughly 1.44 hours at base human movement speed.&lt;br /&gt;
{{#vardefine: color1 | 66FF33}}{{#vardefine: color2 | 55DD33}}&amp;lt;!--E3D933--&amp;gt;{{#vardefine: color3 | BBCC22}}{{#vardefine: color4 | EE9900}}&lt;br /&gt;
:{| {{STDT| wikitable sortable text-center}}&lt;br /&gt;
! Terrain !! Biome !! Flat !! Small Hills !! Large Hills !! Mountains&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color1}}&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; | '''Easy'''&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Temperate Forest    ||  1  || 1.5 || 2.5 || 4&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Desert              ||  1  || 1.5 || 2.5 || 4&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Extreme Desert      ||  1  || 1.5 || 2.5 || 4&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Tundra              ||  1  || 1.5 || 2.5 || 4&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Boreal Forest       ||  1  || 1.5 || 2.5 || 4&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Arid Shrubland      ||  1  || 1.5 || 2.5 || 4&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color2}}&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | '''Moderate'''&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Sea Ice             || 1.5 ||  -  ||  -  ||  -&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color2}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Ice Sheet           || 1.5 ||  2  ||  3  || 4.5 &lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color2}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Tropical Forest     ||  2  || 2.5 || 3.5 ||  5&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color4}}&amp;quot;&lt;br /&gt;
| '''Difficult'''&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Temperate Swamp     ||  4  ||  -  ||  -  ||  -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Tabs ===&lt;br /&gt;
The inspection pane has tabs to manage the caravan and view details.&lt;br /&gt;
&lt;br /&gt;
In the 'Gear' tab, by clicking the red X you can drop items and lose them forever. Dropping items may be necessary if the caravan becomes overburdened and unable to move. &lt;br /&gt;
&lt;br /&gt;
You can also abandon colonists and prisoners in the 'Social' tab. Items carried by a dismissed pawn will be lost. Abandoning a caravan member will cause their friends and family to have sad thoughts, and if the colonist is unlikely to survive (such as low temperatures) there will be a more severe penalty. Colonists who survive may eventually make their way back to your colony, or return as part of an enemy raid or friendly caravan.&lt;br /&gt;
&lt;br /&gt;
In the 'Gear' tab you can swap gear by dragging and dropping gear onto different colonists, or to and from the caravan inventory.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Caravan gear and inventory from world view.png|Gear &amp;amp; Inventory&lt;br /&gt;
File:Caravan mass carried.png|Mass carried&lt;br /&gt;
File:Caravan needs.png|Status&lt;br /&gt;
File:Caravan health.png|Health&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once you arrive to the destination, just click the Trade icon to start negotiations.&lt;br /&gt;
[[File:Trade icon.png]]&lt;br /&gt;
&lt;br /&gt;
=== Route planner ===&lt;br /&gt;
[[File:Caravan_planner.png|600px|thumb|rifht|Caravan planner having planned a route based a caravan's speed.]]&lt;br /&gt;
&lt;br /&gt;
There is a route planner that allows you to roughly check the amount of time it takes to reach a destination, allowing you to plan ahead.&lt;br /&gt;
&lt;br /&gt;
When it is opened, you can drop various waypoints around the world map. The game will calculate the time it takes for a 1 tile/h caravan to travel through the planned route. You can also place the starting point on an existing caravan to determine the time taken for a journey based on that caravan's speed.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Returning home ===&lt;br /&gt;
&lt;br /&gt;
After you arrive back at your colony, you will notice two details must be addressed before continuing the game.&lt;br /&gt;
&lt;br /&gt;
* Pack animals may go straight to their animal bed or just wander around still with all your items inside their packing gear. If you happen to need something at the moment, you will have to make them drop it. You may want to restrict them to a roofed zone and wait for them to go there before doing this, so the dropped belongings won't deteriorate due to exposure, or you can wait until night when they are sleeping inside a room. Pack animals who have been trained for Obedience can be assigned to follow their master, who can be drafted to storage areas and wait until the animals follow him/her too to drop the items as well.&lt;br /&gt;
* Prisoners will still be carrying your caravan items too, even armor and weaponry (as odd as it may be). They will not unload their inventory after returning to base unless directed to through the gear tab, and will start to unload only after being recruited.&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;300px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Prisoners keep your caravan items too.png|'''Prisoners keep your caravan items'''&lt;br /&gt;
File:Caravan prisoner unloading inventory.png|'''Prisoner unloading inventory after recruitment'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Long distance journeys ===&lt;br /&gt;
&lt;br /&gt;
Many basic technology options prove to be very helpful for long distance travel. Make frequent use of [[Campfire]]s, [[Pemmican]], [[Passive cooler]]s and [[Crafting spot]]s to resupply your caravans and keep healthy on the road, instead of one large ride. Take advantage by building settlements whenever you run low on food or resources. Generated maps can have forageable food and animals to hunt or even tame into the convoy. Colonists will also need time off to relax and restore their joy.&lt;br /&gt;
&lt;br /&gt;
=== Multiple colonies and pitstops ===&lt;br /&gt;
&lt;br /&gt;
The game options let you choose how many colonies (up to 5) you can have active on the globe at once. Temporary maps from events do not count towards this limit. In order to build beyond the game menu limits, you must abandon an existing colony. &lt;br /&gt;
&lt;br /&gt;
Should you choose to make multiple settlements, it is not necessary to carry all your raw materials all the way from your home base to a new spot. Lighten the load by carrying valuables such as silver, gold, [[drugs]] and then trading them with your new neighbors, or if you settled close enough, use [[transport pod]]s to launch everything over.&lt;br /&gt;
&lt;br /&gt;
While traveling long distances consider bringing valuable items, then bartering for necessary supplies instead of bringing them.&lt;br /&gt;
&lt;br /&gt;
If you know certain resources will be scarce in your new map's biome, or if you want to save time mining, some resources can be [[Advanced_Endgame_Guide#Resource_compression|compressed]] -- that is, built into items with a lower mass than their raw materials.&lt;br /&gt;
&lt;br /&gt;
== Events ==&lt;br /&gt;
&lt;br /&gt;
Caravan events take place on the road, which means that neither side will be engaging with the benefit of a base. The action takes place in the open and the player must take advantage on terrain features to defend themselves. Those who survive will have a 24 hours window to perform vital needs such as doctoring, resting and feeding as well as re-packing. [[:File:Pirate fed to animal.png|Eliminated hostiles can be fed to your animals]].&lt;br /&gt;
&lt;br /&gt;
There are two different ways of re-packing: manually giving cargo animals the selected item to be carried or re-forming the caravan. The first alternative lets you make the most out of the area which may include mining, harvesting, and cooking, while the last option will instantly leave the place. Either way, before the countdown timer ends, all items must be put to be carried or they will be '''lost''' once the time runs out.&lt;br /&gt;
&lt;br /&gt;
==== Visibility ====&lt;br /&gt;
{{Stub|section=1|reason=Needs actual equation defining visibility based on total body size}}&lt;br /&gt;
Visibility is how easy your Caravan is to notice. It multiplies the chance that your caravan will be waylaid by enemies. Visibility does not affect your ability to find things you want. Visibility is based on the total body size of all people and animals in the caravan. The default visibility for 1 person in a caravan is 20%, it does not scale linearly for additional people, as two people is 36%. You can see the visibility in the upper right while forming a caravan.&lt;br /&gt;
&lt;br /&gt;
=== Ambush ===&lt;br /&gt;
Your caravan has been ambushed by an enemy faction. Colonists cannot exit the generated map until the attackers are defeated (killed, downed, or fled). If all are killed, the caravan is considered destroyed and will disappear along with any carried items.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Caravan ambushed right after leaving colony.png|1.- Red envelope alert zooms in to the battle tile.&lt;br /&gt;
File:Caravan ambushed by pirates.png|2.- You can see the incoming attackers from a distance.&lt;br /&gt;
File:Caravan ambushed in World view.png|3.- World view is a red dot.&lt;br /&gt;
File:Caravan ambushed victory.png|4.- Once victorious, you have 24 hours before the caravan automatically reforms to leave.&lt;br /&gt;
File:Capturing prisoners after ambush.png|5.- Make a tiny room enough to capture downed enemies with a sleeping spot each.&lt;br /&gt;
File:Prisoners brought to colony.png|Prisoners arrive to your colony, wandering around.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# The game notifies you that an ambush is taking place, prompting you to check on your caravan.&lt;br /&gt;
# Pause the game to survey the enemy and position yourself by taking cover behind terrain features.&lt;br /&gt;
# Check where it's happening. As it is, in this case, right next to the colony, it's possible to quickly send reinforcements. However, you cannot send the back-up caravan right into the battle, but must first move to an adjacent tile before joining your comrades.&lt;br /&gt;
# After an encounter ends, a 24-hour countdown begins so you can recover, pick up items, strip the dead/downed, and take care of any other need.&lt;br /&gt;
# To take prisoners, you should build the smallest room possible (remember you are on a countdown) which can just fit the same amount of sleeping spots for each downed enemy. Treat their wounds so they don't die while carrying them to your colony. Finally, reforming the caravan makes captives come with you (you will see them listed).&lt;br /&gt;
# Your prisoners are finally brought to your colony, but you see them wandering around (!!!). Don't worry as they won't attempt to escape. Your characters will proceed to unload their items. Eventually, wardens will come to pick them up and escort them to designated prison cells. Any incapacitated prisoners will remain downed and need to be carried.&lt;br /&gt;
&lt;br /&gt;
==== Manhunter Ambush ====&lt;br /&gt;
&lt;br /&gt;
Same as Ambush except with a manhunter pack of animals. Manhunters won't attempt to flee, and colonists can't either.&lt;br /&gt;
&lt;br /&gt;
=== Demand ===&lt;br /&gt;
&lt;br /&gt;
A number of pirates approach your caravan and demand that you give them items and/or hand over members as slaves. If you don't comply, they will proceed to assault the caravan. It's nearly always a better choice to fight back as pirates usually come in poor numbers.&lt;br /&gt;
&lt;br /&gt;
=== Encounter ===&lt;br /&gt;
Another friendly caravan crosses paths with you, opening an opportunity to trade. &lt;br /&gt;
&lt;br /&gt;
You can attack them if you wish, damaging faction relations. Your pawns may exit the map while engaging the caravan. Since you will be informed of their party composition but cannot clearly see who is in the caravan, you can decide if they're worth robbing.&lt;br /&gt;
&lt;br /&gt;
Sometimes when attacking them, they may decide to do a 'bloody exit', that is to exit as aggressively as possible.&lt;br /&gt;
&lt;br /&gt;
[[File:Caravan met peacefully.png|400px]]&lt;br /&gt;
&lt;br /&gt;
=== Reform caravan ===&lt;br /&gt;
You can only reform caravans if there are no hostile pawns on the map or they are all either downed or asleep.&lt;br /&gt;
&lt;br /&gt;
===Caravan Lost===&lt;br /&gt;
If a caravan is lost, all items, animals, and prisoners become unrecoverable. A caravan is lost if all colonists die or suffer an irreversible [[mental break]] like Gone Wild or Give Up. Milder mental breaks which can be spontaneously snapped out of, like Sad Wandering, will not lose a caravan.&lt;br /&gt;
&lt;br /&gt;
Colonists, animals, and prisoners can be banished via the 'Social' tab. Items carried by an adandoned pawn will be lost. Abandoning a caravan member will cause their friends and family to have sad thoughts, and if the colonist is unlikely to survive (such as in low temperatures), there will be a more severe penalty. Colonists who survive abandonment may eventually make their way back to your colony or return as part of an enemy raid or friendly caravan.&lt;br /&gt;
0&lt;br /&gt;
&lt;br /&gt;
== Attacking other settlements ==&lt;br /&gt;
{{Rewrite|section=1|reason=Cleanup, potential size reduction, updating from A16 -&amp;gt; Present}}&lt;br /&gt;
{{Image wanted|section=1|reason=Shows bases from A16, they have significantly changed since.}}&lt;br /&gt;
You may raid other settlements on the world map, much like other factions do to your colony. To do this, all you need is to send a caravan to a site, and select the &amp;quot;Attack&amp;quot; interaction option. Attacking settlements gives you an opportunity to steal valuable goods such as [[glitterworld medicine]], [[luciferium]], [[component]]s, as well as weapons and armor.&lt;br /&gt;
&lt;br /&gt;
* See [[Offense_tactics|offense tactics]] for specific tips on how to assault outposts and bases.&lt;br /&gt;
&lt;br /&gt;
=== Walkthrough ===&lt;br /&gt;
: The below shows bases from the Alpha 16 version of the game.  Settlement defenders of later updates are ''significantly strengthened'' and are harder to defeat and are not scaled down by easier difficulty as other raids are.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Caravan raiding another settlement.png|1.- Moving towards target settlement for raid&lt;br /&gt;
File:Generating map for new encounter.png|2.- Generating map for new encounter&lt;br /&gt;
File:Attack begun.png|3.- Attack begun&lt;br /&gt;
File:Studying enemies.png|4.- Studying enemies&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
: 1) Right click to select destination gives approximate travel time and distance.&amp;lt;p&amp;gt;&lt;br /&gt;
: 2) Once your caravan arrives, the game generates a map with an enemy base.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 3) The &amp;quot;Attack begun&amp;quot; blue envelope opens a message which allows you to see the targeted area.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 4) You can click on individual enemy members to see their character skills, gear, and health. Use this to prioritize your targets.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Enemy base layout.png|5.- Enemy base layout&lt;br /&gt;
File:Enemy base zoomed out.png|6.- Enemy base zoomed out&lt;br /&gt;
File:Enemy positioning and loot.png|7.- Enemy positioning and loot&lt;br /&gt;
File:Stampede 1.png|8.- First stampede&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
: 5) Base layout, nothing tricky.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 6) Terrain around enemy base is very simple, nothing too complicated.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 7) Approaching from the front will make enemies line up facing you right away automatically.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 8) [[Offense_tactics#Stampede|Stampede]] offense tactic to weaken their defenses. Train your offensive animals to be capable of &amp;quot;Release&amp;quot;, leaving pack animals behind&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Stampede casualty.png|9.- Stampede casualty&lt;br /&gt;
File:Using their base as your own.png|10.- Using their base as your own&lt;br /&gt;
File:Outpost destroyed 24h countdown.png|11.- Outpost destroyed, 24h countdown before leaving&lt;br /&gt;
File:Resting at enemy base.png|12.- Resting at enemy base&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
: 9) Stampede casualty with animal wounds.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 10) Tactics split and kite allows you to enter their base and use choke points, with friendly fire safety ensured. Melee with ranged shooting on his/her shoulder.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 11) After 8 of 11 enemies were killed, the remaining 3 start to flee and the game considers the outpost destroyed, and a 24-hour countdown timer begins for treating your wounded, looting and resting. You don't need to destroy the base once captured, just claim their doors and they will open as if they were yours from the beginning.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 12) Since they had three rooms, one can be used as an infirmary and another as a prison to handle your prisoners.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Looting.png|13.- Looting&lt;br /&gt;
File:Caravan back to home.png|14.- Caravan back to home&lt;br /&gt;
File:Unloading inventory.png|15.- Unloading inventory&lt;br /&gt;
File:Work tab order shift.png|16.- Work tab order shift&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
: 13) You can strip all your killed or downed enemies to take their weapons and armor. Be careful with the tainted apparel mood penalty if you took them off the dead, though.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 14) Once those 24 hours had passed, the game automatically kicks you back to the world map at which point you can return home and/or visit friendly outposts as well. If you want you can also choose 'Reform Caravan' which allows you to choose what you want to bring, and leave early.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 15) Once you arrive back home, characters will start unloading their inventory and sorting items properly.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 16) The work tab order will shift to a different sequence than the original before leaving. May be a problem, or not.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Changed caravan reform to be allowed with sleeping hostiles on site.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Volatile depressive</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Caravan&amp;diff=134511</id>
		<title>Caravan</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Caravan&amp;diff=134511"/>
		<updated>2023-05-05T19:26:42Z</updated>

		<summary type="html">&lt;p&gt;Volatile depressive: /* Food */  minor, fixed link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
{{Stub|reason=Bedroll mechanics inc. rest efficiency, couples, etc}}&lt;br /&gt;
{{For|caravans visiting you from other factions|Trader}}&lt;br /&gt;
&lt;br /&gt;
'''Caravans''' are a group of one or more colonists who gather together for different purposes and leave the current map tile. Goods can be carried by animals, colonists, or prisoners to facilitate trading on your own schedule; a caravan can also act as a raid squad to attack other establishments. Each caravan is represented on the [[Menus#World|world map]] by a yellow icon. Double-clicking a caravan will select all caravans on the screen, allowing them all to be ordered to a single destination.&lt;br /&gt;
&lt;br /&gt;
Sending caravans out from your home, instead of just waiting for other tribes to come to you, creates trade opportunities at your pace, rather than wait for random traders to show at your location. It also provides a wider selection of goods since friendly outposts have much more inventory than the limited selection traders (who are restricted by carrying capacity) show up with. Also, you get a 2% price bonus for direct trading. It also avoids the cost for requesting traders at the [[comms console]].&lt;br /&gt;
&lt;br /&gt;
== Creation ==&lt;br /&gt;
&lt;br /&gt;
[[File:Form caravan icon.png|right]]&lt;br /&gt;
&lt;br /&gt;
In the World map, select the colony icon and click &amp;lt;tt&amp;gt;'Form caravan'&amp;lt;/tt&amp;gt;.  A dialog is shown to assign pawns, animals, and items.  You can create multiple caravans.&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;p&amp;gt;'''''Caution:''''' Clicking &amp;lt;tt&amp;gt;'Abandon'&amp;lt;/tt&amp;gt; on an unoccupied colony will not prompt for any confirmation before making it an [[:File:Abandoned faction base.png|inaccessible ruins and lost forever]].&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== People and Animals ===&lt;br /&gt;
When forming a caravan, the first pop-up menu has the player choose which pawns will join the caravan, including colonists, [[animal]]s, any [[prisoner]]s you want to transport, and, if you have [[Biotech]], any [[Mechanoid]]s your Mechanitor{{BiotechIcon}} possesses. At least one colonist must be chosen. Make sure to select those whose health is in optimal condition, as wounded or sick pawns slow the caravan down.&lt;br /&gt;
&lt;br /&gt;
There are three different ways that caravans are formed:&lt;br /&gt;
*A caravan ''without'' pack animals forms the quickest. Colonists only need to pack items to their personal inventory and can exit the map rather quickly.&lt;br /&gt;
*A caravan ''with'' pack animals suffers from a loading phase where colonists must load selected items into the animal's inventory. This can take a long time if there are lots of items to pack or there aren't many [[work#haul|haulers]] available.&lt;br /&gt;
*A caravans already traveling in the World Map will reform instantly and not require a loading phase, regardless of pack animals.&lt;br /&gt;
&lt;br /&gt;
Incapacitated pawns cannot be chosen to join the initial caravan. Once your caravan is traveling, though, colonists can carry incapacitated humans and animals, at a reduced speed.&lt;br /&gt;
&lt;br /&gt;
The caravan will take the name of the best negotiator in the caravan (highest social skill.)&lt;br /&gt;
&lt;br /&gt;
Mechanoids{{BiotechIcon}} inside a caravan without their overseer Mechanitor cannot be commanded to do anything when drafted as there is no signal for them to move or command to move towards, but can still be brought over as a caravan as long as the Mechanitor in question still has enough bandwidth to maintain their control in anywhere.&lt;br /&gt;
&lt;br /&gt;
[[File:Caravan party.png|300px]]&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
Use the Items tab to select supplies.  Only items located in your Stockpiles or Home Area are shown while initially packing; when reforming the caravan you can select any item on the map.&lt;br /&gt;
&lt;br /&gt;
The carrying capacity of humans and [[Pack animal|pack animals]] in a caravan is separate from their [[Carrying Capacity]] for hauling, and is given by their Body Size multiplied by 35. For humans, this includes the clothing, gear, and inventory that they already have.&lt;br /&gt;
&lt;br /&gt;
Caravan carrying capacity:&lt;br /&gt;
* [[Human]]: {{#expr:35*{{Q|Human|Body Size}} round 0}} kg&lt;br /&gt;
* [[Elephant]]: {{#expr:35*{{Q|Elephant|Body Size}} round 0}} kg&lt;br /&gt;
* [[Bison]]: {{#expr:35*{{Q|Bison|Body Size}} round 0}} kg&lt;br /&gt;
* [[Muffalo]]: {{#expr:35*{{Q|Muffalo|Body Size}} round 0}} kg&lt;br /&gt;
* [[Horse]]: {{#expr:35*{{Q|Horse|Body Size}} round 0}} kg&lt;br /&gt;
* [[Dromedary]]: {{#expr:35*{{Q|Dromedary|Body Size}} round 0}} kg&lt;br /&gt;
* [[Yak]]: {{#expr:35*{{Q|Yak|Body Size}} round 0}} kg&lt;br /&gt;
* [[Donkey]]: {{#expr:35*{{Q|Donkey|Body Size}} round 0}} kg&lt;br /&gt;
* [[Alpaca]]: {{#expr:35*{{Q|Alpaca|Body Size}} round 0}} kg&lt;br /&gt;
&lt;br /&gt;
Baby or juvenile animals have a reduced carrying capacity.&lt;br /&gt;
&lt;br /&gt;
If the colonist or animal is already carrying something (such as clothes worn), they will appear to have a reduced carry weight.&lt;br /&gt;
&lt;br /&gt;
The combined carrying capacity and mass of selected items is listed at the top. Buttons are used to select items/amounts. A double arrow [&amp;gt;&amp;gt;] will take the full quantity of an item. The arrow [&amp;gt;M] indicates you cannot carry the full quantity, but it will automatically take the maximum amount. When over capacity, the arrow [M&amp;lt;] will return some or all of those items so that the mass total does not exceed the caravan's carrying capacity.&lt;br /&gt;
&lt;br /&gt;
Modifier keys can be used to change the [&amp;gt;] arrow from +1 to adding more as follows:&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Key|CTRL}}: +10 &amp;lt;br/&amp;gt;{{Key|SHIFT}}: +100 &amp;lt;br/&amp;gt;{{Key|CTRL}}+{{Key|SHIFT}}: +1000. &amp;lt;br/&amp;gt;These keys work similarly for the [&amp;lt;] arrow to subtract.&lt;br /&gt;
&lt;br /&gt;
If a caravan member dies in the close-up view, they will drop their items which must be picked up. If they die on the global map (such as from blood loss), their gear will be lost. If all party members die, the entire caravan disappears and everything is lost.&lt;br /&gt;
&lt;br /&gt;
[[File:Caravan inventory.png|300px]]&lt;br /&gt;
&lt;br /&gt;
==== Food ====&lt;br /&gt;
&lt;br /&gt;
Caravan members will feed as needed while traveling or resting, so long as there's allowed food in the caravan inventory. Colonists who are part of a caravan will automatically forage for raw food, with yield depending on the environment and the colonist's Growing [[skill]]. Foraging is not recommended as the caravan's primary food source, however, as it may result in food poisoning like all raw food consumption. &lt;br /&gt;
&lt;br /&gt;
Herbivorous animals can generally graze on their environment for nutrition while traveling, except in extreme biomes like ice sheets and deserts. However, carnivorous and omnivorous animals cannot hunt nor scavenge while traveling in a caravan. Extra food must be brought for them or they will starve. &lt;br /&gt;
&lt;br /&gt;
A caravan's '''time to destination''' is displayed in the inspect pane when a caravan is selected on the World Map screen. This allows for careful coordination of trip length and food stores when planning a caravan. &lt;br /&gt;
&lt;br /&gt;
Most food spoils without refrigeration rather quickly. Supplies with the soonest expiration date are automatically consumed first.&lt;br /&gt;
&lt;br /&gt;
* [[Simple meal]]s will suffice for short journeys (spoils in 4 days).&lt;br /&gt;
* [[Berries]] can last through mid-length journeys, despite being less weight-efficient and causing food poisoning. (14 days).&lt;br /&gt;
* [[Pemmican]] is useful for long-distance travel (lasts over 1 year).&lt;br /&gt;
* [[Packaged survival meal]]s are best for long journeys (never expire).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While traveling, [[caravan#events|caravan events]] may trigger such as [[manhunter pack]]s or pirate raids, all of which generate ''mini-maps''. After threats have been eliminated, it's possible to scavenge a mini-map for food, game, herbal medicine, and other resources. All animals will automatically feed in a mini-map.&lt;br /&gt;
&lt;br /&gt;
After lingering on a mini-map for over several days, the storyteller will spawn a raid as a way of forcing you to ''reform the caravan''.&lt;br /&gt;
Upon reforming a caravan, all items, animals, and pawns must be manually selected to be included with your reformed caravan, or they'll be lost forever.&lt;br /&gt;
&lt;br /&gt;
=== Formation process ===&lt;br /&gt;
&lt;br /&gt;
Once the order to form the caravan is given, colonists and animals will gather around a [[caravan hitching spot]] or a random place within your home area and wait for all members to assemble.&lt;br /&gt;
&lt;br /&gt;
It's recommended to put the caravan hitching spot inside your warehouse to reduce loading time.&lt;br /&gt;
&lt;br /&gt;
After assembly, they will gather any needed supplies, putting them on pack animals if available. When they finish, they will head out to the map edges and wait for the other members to arrive, then exit the colony map and enter the world map.&lt;br /&gt;
&lt;br /&gt;
Haulers not part of the caravan will also help in gathering the supplies.&lt;br /&gt;
&lt;br /&gt;
[[File:Caravan loading.png|500px|thumb|none|Notice the loading process as colonist start to take items towards the animals of burden.]]&lt;br /&gt;
&lt;br /&gt;
Colonists will ignore any needs during the formation, except food (once they're starving they'll take a break to eat if food is available). Should they feel exhausted during the process, they won't rest in their bedrooms but collapse near the caravan hitching spot.&lt;br /&gt;
&lt;br /&gt;
They will also override the 'Forbid' command, taking forbidden items. If there is less of an item than ordered (e.g. meals which other colonists ate during the process), members will take what they can and then carry on without stopping.&lt;br /&gt;
&lt;br /&gt;
A pawn can be temporarily interrupted by manually assigning them to do another task. They will resume caravan loading once the task is complete.&lt;br /&gt;
&lt;br /&gt;
Any mental break of its members will pause the process until that member recovers. Downing or killing that member will interrupt the process, causing it to be cancelled.&lt;br /&gt;
&lt;br /&gt;
[[File:The caravan formation process will continue when everyone recovers from a mental break.png|500px|thumb|none|Ufff...]]&lt;br /&gt;
&lt;br /&gt;
If the formation was successful, the character roster on top of the screen will split, showing those who stayed at home and those who left with the caravan by greying them on a different &amp;quot;box&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:Colonist roster of those at home and at caravan.png|500px]]&lt;br /&gt;
&lt;br /&gt;
=== Caravan route &amp;amp; pathing ===&lt;br /&gt;
&lt;br /&gt;
The 'Choose Route' button allows you to decide destinations for your colonists' caravan. Once a path is chosen, colonists will choose an exit direction that can best reduce travel time.&lt;br /&gt;
&lt;br /&gt;
Once items have been loaded, party members will proceed separate ways according to their own classifications made by the player.&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;300px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Caravan pathing.png| '''Caravan clear division between colonist path and muffalos' path.'''&lt;br /&gt;
File:Caravan pathing 2.png| '''The apparent reason behind the animal area drawn is to prevent them from eating your plantations.'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Tricks ===&lt;br /&gt;
* If a caravan includes a lot of animals and/or items, the process of gathering those can be ''very'' time consuming - starting a larger caravan at 0400, it's not unusual to leave (well) after 1200, 8+ hours of &amp;quot;Forming Caravan&amp;quot;.   To reduce this time, you can add additional pawns to the Caravan roster, dedicating them to the loading process, either when you create the Caravan or after (by selecting a pawn and clicking &amp;quot;Add to Caravan&amp;quot;).  You can remove them later the same way. You can even create the caravan with one set of pawns, add others, and remove the original set; this is handy to start the process as soon as possible if your desired travelers are busy early in the morning, or you just want them to get as much sleep as possible before the journey.&lt;br /&gt;
:* Once everything is gathered, colonists will lead all the animals to the edge of the map and then wait for everyone to get there, then disappear off to the World Map (with a small note to that effect in the top-left of the screen).  If you remove colonists from the caravan ''before'' leaving, their animals are released to wander and must be re-gathered by the (fewer) remaining caravaners, which might take another hour or more. It may be a good idea to let ''everyone'' keep their animals and leave the map together, then ''immediately'' pause the game and jump to the World Map, select the caravan and click &amp;quot;Split Caravan&amp;quot;, sending whichever colonists you wish instantly right back to the base map while the main body continues on. Be sure the &amp;quot;lift&amp;quot; ability of the remaining pawns is enough to carry all the intended items.&lt;br /&gt;
&lt;br /&gt;
* Sometimes you start forming a caravan late in the day, or realize you won't make the 2200 cut-off for traveling that day.  If you wait until ''after'' 2200 (when domestic animals sleep), you can create un-owned [[animal sleeping spot]]s around the [[caravan hitching spot]], un-form the caravan, and the (still-packed) animals will bed down there for the night. If you then start early the next morning (''well'' before they start to wake around 0600), they are all still right there and easy to round up when you re-create the caravan. There may be some unpacking/repacking of items, but your colonists won't have to chase the same animals all over the map again.&lt;br /&gt;
&lt;br /&gt;
* The act of gathering supplies allows a colonist to carry huge stacks of lightweight materials like cloth or food. This can be exploited to perform ''Super Hauling'' by having a colonist pick up all the goods on the map, drafting them into the storage room, and cancelling the caravan to unload. They will have hauled a massive number of supplies in one trip.&lt;br /&gt;
&lt;br /&gt;
== Traveling ==&lt;br /&gt;
Once your caravan enters the world map, you can give it orders.&lt;br /&gt;
&lt;br /&gt;
A caravan can:&lt;br /&gt;
* Move - Right-click to select destination. A line indicates the optimal route (accounting for terrain speed and elevation changes).&lt;br /&gt;
* Settle - Click Settle to create a new colony.&lt;br /&gt;
** You may not settle a new colony when already at maximum. The default maximum is one. This can increased to up to five in Menu - Options. &lt;br /&gt;
** Settling directly adjacent to your own colony or any other settlement is not allowed.&lt;br /&gt;
* Enter back into the colony - Right-click the colony.&lt;br /&gt;
* Split - Click the Split button. Each caravan must consist of at least one colonist.&lt;br /&gt;
* Merge - Select two or more caravans in the same tile (by dragging a square zone) and click Merge to form a single caravan.&lt;br /&gt;
* Trade - When a caravan has reached a friendly faction outpost, click the trade button to open the trade dialog window. &lt;br /&gt;
* Attack - A caravan can attack any faction outpost, regardless of relations status, though attacking will worsen relations.&lt;br /&gt;
* Offer gifts - If your relations with a faction are not high enough to trade, you can offer them gifts in an attempt to improve relations.&lt;br /&gt;
&lt;br /&gt;
[[File:Caravan optimal route.png|300px]]&lt;br /&gt;
&lt;br /&gt;
=== Status box ===&lt;br /&gt;
&lt;br /&gt;
Several items are displayed in the status box.&lt;br /&gt;
&lt;br /&gt;
#Movement status:&lt;br /&gt;
#* Traveling - moving to destination.&lt;br /&gt;
#* Resting - caravan automatically stops between hours 22 and 6 to sleep.&lt;br /&gt;
#* Waiting - no destination selected.&lt;br /&gt;
#* Stopped - stopped moving with reason given.&lt;br /&gt;
#Estimated time to destination - time to destination based on the current tile movement time.&lt;br /&gt;
#Days of food - compare this to 'estimated time to destination' to determine if your caravan has enough food for the journey.&lt;br /&gt;
#Base movement time: Movement speed based on the average speed of all the pawns in the caravan.&lt;br /&gt;
#Current tile movement time: Current movement speed based on the terrain, biome, weather (only affected during autumn-winter) or roads. (See table on this page for details.)&lt;br /&gt;
#Stealthiness: How stealthy your caravan is. Stealthier caravans are less prone to being ambushed.&lt;br /&gt;
&lt;br /&gt;
A caravan may stop for various reasons, such as when;&lt;br /&gt;
*Between hours 22 and 6 while the members sleep and rest.&lt;br /&gt;
**They still continue to rest even if all members are fully rested.&lt;br /&gt;
**Colonists who had been assigned to the night shift in the Restrict tab will still follow this schedule.&lt;br /&gt;
*All colonists are downed or having a minor/major mental break.&lt;br /&gt;
*Any member is having an extreme mental break.&lt;br /&gt;
**Nobody will be harmed even if the colonist is going berserk.&lt;br /&gt;
**Minor or major mental breaks won't stop the caravan as long as at least one person is still functional. If a colonist is in the midst of a mental break when you settle or get ambushed, they will still be having it when they appear on the map.&lt;br /&gt;
*The player manually pauses the caravan.&lt;br /&gt;
**While paused caravans forage faster, members can socialize and the caravan is less likely to be attacked.&lt;br /&gt;
&lt;br /&gt;
=== Sustenance ===&lt;br /&gt;
Pawns traveling in a caravan will eat automatically when necessary. Grazing animals, when hungry in a place with grazable plants, will instantly have their hunger bar refilled without any cost. If not, they will proceed to eat food carried in the caravan. Pawns will prioritize food that spoils earlier.&lt;br /&gt;
&lt;br /&gt;
If a colonist has an injury or disease that requires tending, doctors will tend to them as necessary, using medicine if available to them. If self-tend is on they will also tend to themselves.&lt;br /&gt;
&lt;br /&gt;
If you bring [[Beer]], [[Chocolate]], or [[Insect jelly]] along with you, colonists may consume them during their journey. The mood bonus they provide can help keep colonists sane when away from the colony for long stretches of time.&lt;br /&gt;
==== Foraging ====&lt;br /&gt;
{{rewrite|section=1|reason=Cleanup, verification, integration with [[Foraged Food Amount]]}}&lt;br /&gt;
Every colonist in a caravan can forage for raw food.&lt;br /&gt;
Each colonist can forage 0.09 nutrition per day per level of [[Skills#Plants|Plants]] at a baseline, i.e. in temperate forests or swamps. Given that each colonist consumes 1.6 nutrition per day, this means that a level 9 Plants colonist can break even with food consumption when the caravan is resting, and a level 18 Plants colonist can constantly forage more than he eats while traveling.&lt;br /&gt;
&lt;br /&gt;
Foraging is also affected by manipulation (50% importance, 100% max) and sight (90% importance), so giving caravanners [[bionic eye]]s or [[archotech eye]]s increases foraging.&lt;br /&gt;
&lt;br /&gt;
Having a tribal start grants a 170% multiplier to foraging, as shown by a &amp;quot;Faction Type: 170%&amp;quot; line in the tooltip. This means that in temperate forests or swamps, a level 6 Plants colonist will break even with food consumption when the caravan is resting, and a level 11 Plants colonist can constantly forge more than he eats while traveling. If Tribal colonists with good Plants skills have enough meals or other food to eat during a trip through terrain with good forage, they may return with a nontrivial quantity of berries.&lt;br /&gt;
&lt;br /&gt;
==== Energy ====&lt;br /&gt;
{{Biotech|No Category}}&lt;br /&gt;
When on the world map, [[mechanoid creation|friendly mechanoids]] consume no power. However, if a mechanoid does run out of power during the caravan, such as during an ambush, it will go under a permanent Dormant Self-charge state until someone brings it to a nearby mech recharger.&lt;br /&gt;
&lt;br /&gt;
=== Recreation ===&lt;br /&gt;
Colonists on caravan gain [[recreation]] while stopped at a rate of 10% per hour, of the Solitary type if they are alone, or a mix of Solitary and Social if two or more colonists are on the same caravan. Tolerance is gained at an equivalent rate to Extremely Low Expectations, regardless of the expectations at the colony or the amount of wealth taken on the caravan.&lt;br /&gt;
&lt;br /&gt;
=== Psyfocus ===&lt;br /&gt;
{{Royalty|No category}}&lt;br /&gt;
Pawns in a caravan will also regenerate [[psyfocus]] while remaining stationary or waiting.{{Check Tag|Rate?|How much psyfocus per hour? Add to both Psycasts and Caravan}} This however, does not apply when the caravan is resting due to sleep. This allows for usage of psycasts even while on long caravan journeys, provided some time is taken off to recharge.&lt;br /&gt;
&lt;br /&gt;
=== Caravan Schedule ===&lt;br /&gt;
{{Stub|section=1|reason=This section and its subsidiaries are rough outline only - it needs verification, expansion and clean up. Additionally: confirm [[Genes#Never sleep|Never sleep gene]] allows 24/7 caravaning. If yes, confirm whether [[circadian half-cycler]] does the same.}}&lt;br /&gt;
All caravans start moving at 0600 hours and stop at 2200 hours, and they rest while not moving. This travel routine is adhered to regardless of pawn traits or [[Assign|schedule]], i.e. a [[night owl]] pawn scheduled to sleep during the day will still caravan from 0600 to 2200 hours. If a newly formed caravan leaves the colony map after 2200 hours, it will enter the world map and rest until 0600 the next morning. Similarly, if they don't reach their destination tile by 2200, they will stop to rest, even if they are just moments away.&lt;br /&gt;
&lt;br /&gt;
===Caravan Movement Speed===&lt;br /&gt;
&lt;br /&gt;
Caravan movement speed follows the following equation:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Caravan movement speed''' = (13.6 * Multiplier from Ridden Animals * Multiplier from Carried Mass)/Terrain movement difficulty&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Rideable animals, carried mass, mass capacity, and terrain all directly impact caravan movement speed. Wounded or sick pawns also slow down caravans. &lt;br /&gt;
&lt;br /&gt;
==== Mounts ====&lt;br /&gt;
{{See also|Pack animals}}&lt;br /&gt;
{{Stub|section=1|reason=How do the inbetween ones work? If I have 1 at 1.6 and 1 at 1.3 do I get 1.45? Wb 1 at 1.6 and 10 without any mount? etc}}&lt;br /&gt;
Adding animals to a caravan may impose a multiplier on caravan speed based on the '''Caravan riding speed''' stat of the animal. The riding speed acts as a multiplier if there is one mount for every human pawn - for example, the caravan speed is multiplied by ×{{Q|Horse|Riding Speed}} if there is at least one [[horse]] for every human.&lt;br /&gt;
&lt;br /&gt;
You get the full multiplier if you have enough mounts for everybody. You get something in between if you don't bring enough or have a mix of speeds.&lt;br /&gt;
&lt;br /&gt;
{{#ask: [[Riding Speed::+]] &lt;br /&gt;
 | ?Riding Speed&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Carried mass ratio ====&lt;br /&gt;
Caravan speed also receives a multiplier based on the ratio of Mass Carrier/ Mass Capacity. This is between 200% speed for zero mass and 50% (?) for maximum mass.&lt;br /&gt;
&lt;br /&gt;
There is no distinction between carried and equipped mass - an equipped weapon weighs the same as it does when carried in a muffalo's inventory. However, some furniture like [[chair]]s have a lower mass than the materials they yield upon deconstruction.&lt;br /&gt;
&lt;br /&gt;
Caravan speed can be increased by lowering carried mass (dropping items) or adding more pack animals, ultimately decreasing the Mass Carried/Capacity ratio. The speed multiplier will asymptotically approach 200%, thus number of pack animals used has diminishing returns.&lt;br /&gt;
&lt;br /&gt;
==== Terrain ====&lt;br /&gt;
{{Rewrite|reason=Missing biomes and existing ones, and the effect of temperature and/or winter need to be verified.}}&lt;br /&gt;
The game will automatically plot the fastest route to your selected destination, so you will rarely have to pick and choose specific terrain. &lt;br /&gt;
&lt;br /&gt;
The following table lists the movement difficulty of individual world tiles. Flat terrain is naturally the easiest to travel, hills and mountains are slower, and roads will speed it up though any terrain. Average temperatures under {{Temperature|-17.1}} will start to cause movement difficulty to increase. Winter penalty maxes out at +2 movement difficulty at {{Temperature|-22.5}}.&lt;br /&gt;
&lt;br /&gt;
Note that 1 movement difficulty roughly equates to 0.06 days or roughly 1.44 hours at base human movement speed.&lt;br /&gt;
{{#vardefine: color1 | 66FF33}}{{#vardefine: color2 | 55DD33}}&amp;lt;!--E3D933--&amp;gt;{{#vardefine: color3 | BBCC22}}{{#vardefine: color4 | EE9900}}&lt;br /&gt;
:{| {{STDT| wikitable sortable text-center}}&lt;br /&gt;
! Terrain !! Biome !! Flat !! Small Hills !! Large Hills !! Mountains&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color1}}&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; | '''Easy'''&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Temperate Forest    ||  1  || 1.5 || 2.5 || 4&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Desert              ||  1  || 1.5 || 2.5 || 4&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Extreme Desert      ||  1  || 1.5 || 2.5 || 4&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Tundra              ||  1  || 1.5 || 2.5 || 4&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Boreal Forest       ||  1  || 1.5 || 2.5 || 4&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Arid Shrubland      ||  1  || 1.5 || 2.5 || 4&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color2}}&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | '''Moderate'''&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Sea Ice             || 1.5 ||  -  ||  -  ||  -&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color2}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Ice Sheet           || 1.5 ||  2  ||  3  || 4.5 &lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color2}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Tropical Forest     ||  2  || 2.5 || 3.5 ||  5&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color4}}&amp;quot;&lt;br /&gt;
| '''Difficult'''&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Temperate Swamp     ||  4  ||  -  ||  -  ||  -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Tabs ===&lt;br /&gt;
The inspection pane has tabs to manage the caravan and view details.&lt;br /&gt;
&lt;br /&gt;
In the 'Gear' tab, by clicking the red X you can drop items and lose them forever. Dropping items may be necessary if the caravan becomes overburdened and unable to move. &lt;br /&gt;
&lt;br /&gt;
You can also abandon colonists and prisoners in the 'Social' tab. Items carried by a dismissed pawn will be lost. Abandoning a caravan member will cause their friends and family to have sad thoughts, and if the colonist is unlikely to survive (such as low temperatures) there will be a more severe penalty. Colonists who survive may eventually make their way back to your colony, or return as part of an enemy raid or friendly caravan.&lt;br /&gt;
&lt;br /&gt;
In the 'Gear' tab you can swap gear by dragging and dropping gear onto different colonists, or to and from the caravan inventory.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Caravan gear and inventory from world view.png|Gear &amp;amp; Inventory&lt;br /&gt;
File:Caravan mass carried.png|Mass carried&lt;br /&gt;
File:Caravan needs.png|Status&lt;br /&gt;
File:Caravan health.png|Health&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once you arrive to the destination, just click the Trade icon to start negotiations.&lt;br /&gt;
[[File:Trade icon.png]]&lt;br /&gt;
&lt;br /&gt;
=== Route planner ===&lt;br /&gt;
[[File:Caravan_planner.png|600px|thumb|rifht|Caravan planner having planned a route based a caravan's speed.]]&lt;br /&gt;
&lt;br /&gt;
There is a route planner that allows you to roughly check the amount of time it takes to reach a destination, allowing you to plan ahead.&lt;br /&gt;
&lt;br /&gt;
When it is opened, you can drop various waypoints around the world map. The game will calculate the time it takes for a 1 tile/h caravan to travel through the planned route. You can also place the starting point on an existing caravan to determine the time taken for a journey based on that caravan's speed.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Returning home ===&lt;br /&gt;
&lt;br /&gt;
After you arrive back at your colony, you will notice two details must be addressed before continuing the game.&lt;br /&gt;
&lt;br /&gt;
* Pack animals may go straight to their animal bed or just wander around still with all your items inside their packing gear. If you happen to need something at the moment, you will have to make them drop it. You may want to restrict them to a roofed zone and wait for them to go there before doing this, so the dropped belongings won't deteriorate due to exposure, or you can wait until night when they are sleeping inside a room. Pack animals who have been trained for Obedience can be assigned to follow their master, who can be drafted to storage areas and wait until the animals follow him/her too to drop the items as well.&lt;br /&gt;
* Prisoners will still be carrying your caravan items too, even armor and weaponry (as odd as it may be). They will not unload their inventory after returning to base unless directed to through the gear tab, and will start to unload only after being recruited.&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;300px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Prisoners keep your caravan items too.png|'''Prisoners keep your caravan items'''&lt;br /&gt;
File:Caravan prisoner unloading inventory.png|'''Prisoner unloading inventory after recruitment'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Long distance journeys ===&lt;br /&gt;
&lt;br /&gt;
Many basic technology options prove to be very helpful for long distance travel. Make frequent use of [[Campfire]]s, [[Pemmican]], [[Passive cooler]]s and [[Crafting spot]]s to resupply your caravans and keep healthy on the road, instead of one large ride. Take advantage by building settlements whenever you run low on food or resources. Generated maps can have forageable food and animals to hunt or even tame into the convoy. Colonists will also need time off to relax and restore their joy.&lt;br /&gt;
&lt;br /&gt;
=== Multiple colonies and pitstops ===&lt;br /&gt;
&lt;br /&gt;
The game options let you choose how many colonies (up to 5) you can have active on the globe at once. Temporary maps from events do not count towards this limit. In order to build beyond the game menu limits, you must abandon an existing colony. &lt;br /&gt;
&lt;br /&gt;
Should you choose to make multiple settlements, it is not necessary to carry all your raw materials all the way from your home base to a new spot. Lighten the load by carrying valuables such as silver, gold, [[drugs]] and then trading them with your new neighbors, or if you settled close enough, use [[transport pod]]s to launch everything over.&lt;br /&gt;
&lt;br /&gt;
While traveling long distances consider bringing valuable items, then bartering for necessary supplies instead of bringing them.&lt;br /&gt;
&lt;br /&gt;
If you know certain resources will be scarce in your new map's biome, or if you want to save time mining, some resources can be [[Advanced_Endgame_Guide#Resource_compression|compressed]] -- that is, built into items with a lower mass than their raw materials.&lt;br /&gt;
&lt;br /&gt;
== Events ==&lt;br /&gt;
&lt;br /&gt;
Caravan events take place on the road, which means that neither side will be engaging with the benefit of a base. The action takes place in the open and the player must take advantage on terrain features to defend themselves. Those who survive will have a 24 hours window to perform vital needs such as doctoring, resting and feeding as well as re-packing. [[:File:Pirate fed to animal.png|Eliminated hostiles can be fed to your animals]].&lt;br /&gt;
&lt;br /&gt;
There are two different ways of re-packing: manually giving cargo animals the selected item to be carried or re-forming the caravan. The first alternative lets you make the most out of the area which may include mining, harvesting, and cooking, while the last option will instantly leave the place. Either way, before the countdown timer ends, all items must be put to be carried or they will be '''lost''' once the time runs out.&lt;br /&gt;
&lt;br /&gt;
==== Visibility ====&lt;br /&gt;
{{Stub|section=1|reason=Needs actual equation defining visibility based on total body size}}&lt;br /&gt;
Visibility is how easy your Caravan is to notice. It multiplies the chance that your caravan will be waylaid by enemies. Visibility does not affect your ability to find things you want. Visibility is based on the total body size of all people and animals in the caravan. The default visibility for 1 person in a caravan is 20%, it does not scale linearly for additional people, as two people is 36%. You can see the visibility in the upper right while forming a caravan.&lt;br /&gt;
&lt;br /&gt;
=== Ambush ===&lt;br /&gt;
Your caravan has been ambushed by an enemy faction. Colonists cannot exit the generated map until the attackers are defeated (killed, downed, or fled). If all are killed, the caravan is considered destroyed and will disappear along with any carried items.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Caravan ambushed right after leaving colony.png|1.- Red envelope alert zooms in to the battle tile.&lt;br /&gt;
File:Caravan ambushed by pirates.png|2.- You can see the incoming attackers from a distance.&lt;br /&gt;
File:Caravan ambushed in World view.png|3.- World view is a red dot.&lt;br /&gt;
File:Caravan ambushed victory.png|4.- Once victorious, you have 24 hours before the caravan automatically reforms to leave.&lt;br /&gt;
File:Capturing prisoners after ambush.png|5.- Make a tiny room enough to capture downed enemies with a sleeping spot each.&lt;br /&gt;
File:Prisoners brought to colony.png|Prisoners arrive to your colony, wandering around.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# The game notifies you that an ambush is taking place, prompting you to check on your caravan.&lt;br /&gt;
# Pause the game to survey the enemy and position yourself by taking cover behind terrain features.&lt;br /&gt;
# Check where it's happening. As it is, in this case, right next to the colony, it's possible to quickly send reinforcements. However, you cannot send the back-up caravan right into the battle, but must first move to an adjacent tile before joining your comrades.&lt;br /&gt;
# After an encounter ends, a 24-hour countdown begins so you can recover, pick up items, strip the dead/downed, and take care of any other need.&lt;br /&gt;
# To take prisoners, you should build the smallest room possible (remember you are on a countdown) which can just fit the same amount of sleeping spots for each downed enemy. Treat their wounds so they don't die while carrying them to your colony. Finally, reforming the caravan makes captives come with you (you will see them listed).&lt;br /&gt;
# Your prisoners are finally brought to your colony, but you see them wandering around (!!!). Don't worry as they won't attempt to escape. Your characters will proceed to unload their items. Eventually, wardens will come to pick them up and escort them to designated prison cells. Any incapacitated prisoners will remain downed and need to be carried.&lt;br /&gt;
&lt;br /&gt;
==== Manhunter Ambush ====&lt;br /&gt;
&lt;br /&gt;
Same as Ambush except with a manhunter pack of animals. Manhunters won't attempt to flee, and colonists can't either.&lt;br /&gt;
&lt;br /&gt;
=== Demand ===&lt;br /&gt;
&lt;br /&gt;
A number of pirates approach your caravan and demand that you give them items and/or hand over members as slaves. If you don't comply, they will proceed to assault the caravan. It's nearly always a better choice to fight back as pirates usually come in poor numbers.&lt;br /&gt;
&lt;br /&gt;
=== Encounter ===&lt;br /&gt;
Another friendly caravan crosses paths with you, opening an opportunity to trade. &lt;br /&gt;
&lt;br /&gt;
You can attack them if you wish, damaging faction relations. Your pawns may exit the map while engaging the caravan. Since you will be informed of their party composition but cannot clearly see who is in the caravan, you can decide if they're worth robbing.&lt;br /&gt;
&lt;br /&gt;
Sometimes when attacking them, they may decide to do a 'bloody exit', that is to exit as aggressively as possible.&lt;br /&gt;
&lt;br /&gt;
[[File:Caravan met peacefully.png|400px]]&lt;br /&gt;
&lt;br /&gt;
=== Reform caravan ===&lt;br /&gt;
You can only reform caravans if there are no hostile pawns on the map or they are all either downed or asleep.&lt;br /&gt;
&lt;br /&gt;
===Caravan Lost===&lt;br /&gt;
If a caravan is lost, all items, animals, and prisoners become unrecoverable. A caravan is lost if all colonists die or suffer an irreversible [[mental break]] like Gone Wild or Give Up. Milder mental breaks which can be spontaneously snapped out of, like Sad Wandering, will not lose a caravan.&lt;br /&gt;
&lt;br /&gt;
Colonists, animals, and prisoners can be banished via the 'Social' tab. Items carried by an adandoned pawn will be lost. Abandoning a caravan member will cause their friends and family to have sad thoughts, and if the colonist is unlikely to survive (such as in low temperatures), there will be a more severe penalty. Colonists who survive abandonment may eventually make their way back to your colony or return as part of an enemy raid or friendly caravan.&lt;br /&gt;
0&lt;br /&gt;
&lt;br /&gt;
== Attacking other settlements ==&lt;br /&gt;
{{Rewrite|section=1|reason=Cleanup, potential size reduction, updating from A16 -&amp;gt; Present}}&lt;br /&gt;
{{Image wanted|section=1|reason=Shows bases from A16, they have significantly changed since.}}&lt;br /&gt;
You may raid other settlements on the world map, much like other factions do to your colony. To do this, all you need is to send a caravan to a site, and select the &amp;quot;Attack&amp;quot; interaction option. Attacking settlements gives you an opportunity to steal valuable goods such as [[glitterworld medicine]], [[luciferium]], [[component]]s, as well as weapons and armor.&lt;br /&gt;
&lt;br /&gt;
* See [[Offense_tactics|offense tactics]] for specific tips on how to assault outposts and bases.&lt;br /&gt;
&lt;br /&gt;
=== Walkthrough ===&lt;br /&gt;
: The below shows bases from the Alpha 16 version of the game.  Settlement defenders of later updates are ''significantly strengthened'' and are harder to defeat and are not scaled down by easier difficulty as other raids are.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Caravan raiding another settlement.png|1.- Moving towards target settlement for raid&lt;br /&gt;
File:Generating map for new encounter.png|2.- Generating map for new encounter&lt;br /&gt;
File:Attack begun.png|3.- Attack begun&lt;br /&gt;
File:Studying enemies.png|4.- Studying enemies&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
: 1) Right click to select destination gives approximate travel time and distance.&amp;lt;p&amp;gt;&lt;br /&gt;
: 2) Once your caravan arrives, the game generates a map with an enemy base.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 3) The &amp;quot;Attack begun&amp;quot; blue envelope opens a message which allows you to see the targeted area.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 4) You can click on individual enemy members to see their character skills, gear, and health. Use this to prioritize your targets.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Enemy base layout.png|5.- Enemy base layout&lt;br /&gt;
File:Enemy base zoomed out.png|6.- Enemy base zoomed out&lt;br /&gt;
File:Enemy positioning and loot.png|7.- Enemy positioning and loot&lt;br /&gt;
File:Stampede 1.png|8.- First stampede&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
: 5) Base layout, nothing tricky.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 6) Terrain around enemy base is very simple, nothing too complicated.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 7) Approaching from the front will make enemies line up facing you right away automatically.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 8) [[Offense_tactics#Stampede|Stampede]] offense tactic to weaken their defenses. Train your offensive animals to be capable of &amp;quot;Release&amp;quot;, leaving pack animals behind&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Stampede casualty.png|9.- Stampede casualty&lt;br /&gt;
File:Using their base as your own.png|10.- Using their base as your own&lt;br /&gt;
File:Outpost destroyed 24h countdown.png|11.- Outpost destroyed, 24h countdown before leaving&lt;br /&gt;
File:Resting at enemy base.png|12.- Resting at enemy base&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
: 9) Stampede casualty with animal wounds.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 10) Tactics split and kite allows you to enter their base and use choke points, with friendly fire safety ensured. Melee with ranged shooting on his/her shoulder.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 11) After 8 of 11 enemies were killed, the remaining 3 start to flee and the game considers the outpost destroyed, and a 24-hour countdown timer begins for treating your wounded, looting and resting. You don't need to destroy the base once captured, just claim their doors and they will open as if they were yours from the beginning.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 12) Since they had three rooms, one can be used as an infirmary and another as a prison to handle your prisoners.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Looting.png|13.- Looting&lt;br /&gt;
File:Caravan back to home.png|14.- Caravan back to home&lt;br /&gt;
File:Unloading inventory.png|15.- Unloading inventory&lt;br /&gt;
File:Work tab order shift.png|16.- Work tab order shift&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
: 13) You can strip all your killed or downed enemies to take their weapons and armor. Be careful with the tainted apparel mood penalty if you took them off the dead, though.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 14) Once those 24 hours had passed, the game automatically kicks you back to the world map at which point you can return home and/or visit friendly outposts as well. If you want you can also choose 'Reform Caravan' which allows you to choose what you want to bring, and leave early.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 15) Once you arrive back home, characters will start unloading their inventory and sorting items properly.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 16) The work tab order will shift to a different sequence than the original before leaving. May be a problem, or not.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Changed caravan reform to be allowed with sleeping hostiles on site.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Volatile depressive</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Xbrptwu04cr2pgec&amp;topic_postId=xbrpzrcd5qv5sv2c&amp;topic_revId=xhigpfml6xv305z8&amp;action=single-view</id>
		<title>Topic:Xbrptwu04cr2pgec</title>
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		<updated>2023-05-04T23:45:09Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:Volatile_depressive&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:Volatile depressive (page does not exist)&quot;&gt;&lt;bdi&gt;Volatile depressive&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:Volatile_depressive&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:Volatile depressive&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Volatile_depressive&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Volatile depressive&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; hid a &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Xbrptwu04cr2pgec&amp;amp;topic_showPostId=xbrpzrcd5qv5sv2c#flow-post-xbrpzrcd5qv5sv2c&quot;&gt;post&lt;/a&gt; on &quot;Pages I&amp;#039;ve edited&quot; (&lt;em&gt;Idk&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Volatile depressive</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Xbrptwu04cr2pgec&amp;topic_postId=xbrptwu04gp4xkck&amp;topic_revId=xhigoqd6o1oy6gxw&amp;action=single-view</id>
		<title>Topic:Xbrptwu04cr2pgec</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Xbrptwu04cr2pgec&amp;topic_postId=xbrptwu04gp4xkck&amp;topic_revId=xhigoqd6o1oy6gxw&amp;action=single-view"/>
		<updated>2023-05-04T23:44:48Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:Volatile_depressive&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:Volatile depressive (page does not exist)&quot;&gt;&lt;bdi&gt;Volatile depressive&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:Volatile_depressive&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:Volatile depressive&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Volatile_depressive&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Volatile depressive&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; hid a &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Xbrptwu04cr2pgec&amp;amp;topic_showPostId=xbrptwu04gp4xkck#flow-post-xbrptwu04gp4xkck&quot;&gt;post&lt;/a&gt; on &quot;Pages I&amp;#039;ve edited&quot; (&lt;em&gt;Irrelevant&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Volatile depressive</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Electric_smelter&amp;diff=134496</id>
		<title>Electric smelter</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Electric_smelter&amp;diff=134496"/>
		<updated>2023-05-04T23:43:22Z</updated>

		<summary type="html">&lt;p&gt;Volatile depressive: /* Work */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|production&lt;br /&gt;
| name = Electric smelter&lt;br /&gt;
| image = Electric smelter.png&lt;br /&gt;
| imagesize = 192px&lt;br /&gt;
| description = Extracts usable metal from slag chunks and other mixed metal items. Consumes a lot of power.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Production&lt;br /&gt;
| placeable = true&lt;br /&gt;
| path cost = 50&lt;br /&gt;
| blockswind = false&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| cover = 0.5&lt;br /&gt;
| minifiable = true&lt;br /&gt;
| size = 3 ˣ 1&lt;br /&gt;
| mass base = 20&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| hp = 180&lt;br /&gt;
| sell price multiplier = 0.7&lt;br /&gt;
| power = -700&lt;br /&gt;
| glowradius = 6&lt;br /&gt;
| glowcolor = (217, 112, 33)&lt;br /&gt;
| heatpersecond = 9&lt;br /&gt;
| terrain affordance = heavy&lt;br /&gt;
| research = Electricity&lt;br /&gt;
| thingCategories = BuildingsProduction&lt;br /&gt;
| skill 1 = Construction&lt;br /&gt;
| skill 1 level = 4&lt;br /&gt;
| work to make = 3500&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 170&lt;br /&gt;
| resource 2 = Component&lt;br /&gt;
| resource 2 amount = 2&lt;br /&gt;
}}&lt;br /&gt;
The '''electric smelter''' is a [[production]] building used to extract [[steel]] from [[steel slag chunk]]s and metal [[weapons]] and [[armor]]. Colonists assigned to [[work#Crafting|crafting]] will make use of it.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Electric smelters can be constructed once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. They require {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}.&lt;br /&gt;
&lt;br /&gt;
== Summary==&lt;br /&gt;
Electric smelters are placed on the ground and require 700 W of [[power]]. The smelter has gizmos for Designating toggle power and Reconnecting the power supply between circuits just like many other electric appliances, to aid in managing its high power needs.&lt;br /&gt;
Powered electric smelters can convert [[steel slag chunk]]s, metal weapons, and metallic armor pieces into usable metal. [[Smelting Speed]] is not affected by skills but can be increased by [[manipulation]] and [[Global Work Speed]]. &lt;br /&gt;
&lt;br /&gt;
While powered, smelters output light in a 6 tile radius; the nearest {{P|Light Radius}} tiles are above 50% light level and considered &amp;quot;lit&amp;quot;, negating the work speed penalty from darkness. Smelters also produce heat while in ''process of smelting'' things (amount comparable to output of one [[heater]]). No heat is produced when idle, even if powered on.&lt;br /&gt;
&lt;br /&gt;
===Work===&lt;br /&gt;
Steel slag chunks are melted into {{Icon Small|steel||15}} [[steel]] after {{ticks|400}} of work via a work [[bill]].&lt;br /&gt;
&lt;br /&gt;
Most metallic weapons and armor can be smelted to return 25% of the stuff needed to craft them, minus any [[component]]s, [[advanced component]]s, or [[chemfuel]], after {{ticks|1600}} of work. Smelting will convert the same items to the same materials, regardless of [[quality]], damage, HP, [[biocoding]], or [[Apparel#Tainted_Apparel|tainting]]. &lt;br /&gt;
&lt;br /&gt;
The smelter also has bills to Destroy weapons and apparel which works even for nonmetallic items, although no materials are returned.&lt;br /&gt;
&lt;br /&gt;
== Analysis == &lt;br /&gt;
Smelters are undoubtedly useful for steel slag chunks, tainted clothes, and biocoded weapons, which are all outright unsellable. Meanwhile, damage will quickly reduce the value of an item, so you could receive more silver by smelting. When making smelting bill(s), take these factors into account.&lt;br /&gt;
&lt;br /&gt;
Destroying items is rarely worth it. The destroy bill can help get rid of unsmeltable items like cloth apparel and stone [[club]]s. However, most of them can be sold for silver, which brings a little profit (as opposed to none at all). It has some use in [[wealth management]], though you can also create a [[caravan]] and drop items on the world map, destroying them all the same.&lt;br /&gt;
&lt;br /&gt;
As smelting is unaffected by skill, the fastest smelters are those with [[bionic arm]]s (or [[archotech arm|better]]), or have work speed modifying traits like [[Industrious]].&lt;br /&gt;
&lt;br /&gt;
===Sell vs Smelt===&lt;br /&gt;
[[File:Graph1.png|thumb|left|This graph shows dependence item sell price multiplier($) from item hit points. ]]&lt;br /&gt;
For items that you can both sell and smelt, the table below describes the sale value (excluding sell/buy penalties and pawn trade skill) of the items at each quality, alongside the value of the raw resources that can be attained by smelting. Items made of different kinds of [[stuff]] do not have data. In parenthesis are the hit point percentages at which the item's value is equal to that of the raw resources. Above this percentage it is better to sell the item, where as below the percentage it is better to sell the raw resources. Note that this only considers selling each, so the cost to buy the same raw resources is not included.&lt;br /&gt;
&lt;br /&gt;
In general, very damaged items are better to smelt (under 60% health remaining, the value of an item drops rapidly after 60 percent), as the sale price is reduced while the amount of resources recovered are unaffected. Note that items with 90% or more health remaining retain full value.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
==Sell vs Smelt table==&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_06 text-center}}&lt;br /&gt;
! Name !! Material Return !! Material Value !! Awful Sale Value !! Poor Sale Value !! Normal Sale Value !! Good Sale Value !! Excellent Sale Value !! Masterwork Sale Value !! Legendary Sale Value&lt;br /&gt;
|-&lt;br /&gt;
![[Steel slag chunk]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||15}}&lt;br /&gt;
| {{#expr: {{Market Value Calculator|steel}} * 15}} {{Icon Small|silver}}&lt;br /&gt;
| 0 {{Icon Small|silver}}&lt;br /&gt;
| 0 {{Icon Small|silver}}&lt;br /&gt;
| 0 {{Icon Small|silver}}&lt;br /&gt;
| 0 {{Icon Small|silver}}&lt;br /&gt;
| 0 {{Icon Small|silver}}&lt;br /&gt;
| 0 {{Icon Small|silver}}&lt;br /&gt;
| 0 {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Gladius]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||12}} ''(125*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Longsword]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||25}} ''(250*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Knife]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||7}} ''(75*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Ikwa]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||13}} ''(125*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Spear]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||19}} ''(188*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Mace]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||13}} ''(125*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Club]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||10}} ''(100*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
![[Axe]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||13}} ''(125*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Warhammer]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||37}} ''(375*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Autopistol]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||7}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 7}}|Autopistol|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Revolver]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||7}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 7}}|Revolver|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Pump shotgun]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||15}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 15}}|Pump shotgun|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Machine pistol]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||11}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 11}}|Machine pistol|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Bolt-action rifle]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||15}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 15}}|Bolt-action rifle|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Assault rifle]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||15}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 15}}|Assault rifle|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Sniper rifle]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||15}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 15}}|Sniper rifle|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[LMG]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||19}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 19}}|LMG|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Heavy SMG]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||19}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 19}}|Heavy SMG|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[EMP grenades]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||10}}&lt;br /&gt;
| {{#expr: {{Market Value Calculator|steel}} * 10}} {{Icon Small|silver}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative|{{#expr: {{Market Value Calculator|steel}} * 10}}|EMP grenades|normal|0.2}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
![[Chain shotgun]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||18}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 18}}|Chain shotgun|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Minigun]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||40}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 40}}|Minigun|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Incendiary launcher]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||19}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 19}}|Incendiary launcher|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[EMP launcher]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||19}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 19}}|EMP launcher|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Smoke launcher]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||19}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 19}}|Smoke launcher|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Charge rifle]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||13}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 13}}|Charge rifle|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Charge lance]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||15}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 15}}|Charge lance|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Shield belt]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||12}} + {{Icon Small|plasteel||5}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 12 + {{Market Value Calculator|plasteel}} * 5}}|Revolver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Simple helmet]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||10}} ''(100*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Flak helmet]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||10}} ''(100*)'' + {{Icon Small|plasteel||2}}&lt;br /&gt;
| ? + {{#expr: {{Market Value Calculator|plasteel}} * 2}} {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Recon helmet]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||8}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 8}}|Recon helmet}}&lt;br /&gt;
|-&lt;br /&gt;
![[Marine helmet]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||10}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 10}}|Marine helmet}}&lt;br /&gt;
|-&lt;br /&gt;
![[Cataphract helmet]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||13}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 13}}|Cataphract helmet}}&lt;br /&gt;
|-&lt;br /&gt;
![[Prestige recon helmet]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||10}} + {{Icon Small|uranium||3}} + {{Icon Small|gold||1}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 10 + {{Market Value Calculator|uranium}} * 3 + {{Market Value Calculator|gold}} * 1}}|Prestige recon helmet}}&lt;br /&gt;
|-&lt;br /&gt;
![[Prestige marine helmet]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||13}} + {{Icon Small|uranium||5}} + {{Icon Small|gold||2}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 13 + {{Market Value Calculator|uranium}} * 5 + {{Market Value Calculator|gold}} * 2}}|Prestige marine helmet}}&lt;br /&gt;
|-&lt;br /&gt;
![[Prestige cataphract helmet]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||19}} + {{Icon Small|uranium||12}} + {{Icon Small|gold||2}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 19 + {{Market Value Calculator|uranium}} * 12 + {{Market Value Calculator|gold}} * 2}}|Prestige cataphract helmet}}&lt;br /&gt;
|-&lt;br /&gt;
![[Plate armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||43}} ''(425*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Flak vest]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||15}} + {{Icon Small|cloth||8}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 15 + {{Market Value Calculator|cloth}} * 8}}|Flak vest}}&lt;br /&gt;
|-&lt;br /&gt;
![[Flak pants]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||15}} + {{Icon Small|cloth||7}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 15 + {{Market Value Calculator|cloth}} * 7}}|Flak pants}}&lt;br /&gt;
|-&lt;br /&gt;
![[Flak jacket]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||17}} + {{Icon Small|cloth||13}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 17 + {{Market Value Calculator|cloth}} * 13}}|Flak jacket}}&lt;br /&gt;
|-&lt;br /&gt;
![[Recon armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||20}} + {{Icon Small|uranium||3}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 20 + {{Market Value Calculator|uranium}} * 3}}|Recon armor}}&lt;br /&gt;
|-&lt;br /&gt;
![[Marine armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||25}} + {{Icon Small|uranium||5}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 25 + {{Market Value Calculator|uranium}} * 5}}|Marine armor}}&lt;br /&gt;
|-&lt;br /&gt;
![[Cataphract armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||37}} + {{Icon Small|uranium||13}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 37 + {{Market Value Calculator|uranium}} * 13}}|Cataphract armor}}&lt;br /&gt;
|-&lt;br /&gt;
![[Prestige recon armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||25}} + {{Icon Small|uranium||3}} + {{Icon Small|gold||3}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 25 + {{Market Value Calculator|uranium}} * 3 + {{Market Value Calculator|gold}} * 3}}|Prestige recon armor}}&lt;br /&gt;
|-&lt;br /&gt;
![[Prestige marine armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||30}} + {{Icon Small|uranium||5}} + {{Icon Small|gold||3}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 39 + {{Market Value Calculator|uranium}} * 5 + {{Market Value Calculator|gold}} * 3}}|Prestige marine armor}}&lt;br /&gt;
|-&lt;br /&gt;
![[Prestige cataphract armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||48}} + {{Icon Small|uranium||12}} + {{Icon Small|gold||4}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 48 + {{Market Value Calculator|uranium}} * 12 + {{Market Value Calculator|gold}} * 4}}|Prestige cataphract armor}}&lt;br /&gt;
|-&lt;br /&gt;
![[Locust armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||30}} + {{Icon Small|uranium||3}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 30 + {{Market Value Calculator|uranium}} * 3}}|Prestige cataphract armor}}&lt;br /&gt;
|-&lt;br /&gt;
![[Grenadier armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||25}} + {{Icon Small|uranium||5}} + {{Icon Small|steel||19}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 25 + {{Market Value Calculator|uranium}} * 5 + {{Market Value Calculator|steel}} * 19}}|Grenadier armor}}&lt;br /&gt;
|-&lt;br /&gt;
![[Phoenix armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||38}} + {{Icon Small|uranium||12}} + {{Icon Small|steel||18}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 38 + {{Market Value Calculator|uranium}} * 12 + {{Market Value Calculator|steel}} * 18}}|Phoenix armor}}&lt;br /&gt;
|-&lt;br /&gt;
![[Visage mask]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||4}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;sup&amp;gt;&amp;amp;#42; return for small materials (gold, silver) &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.4.460|0.4.460]] -  Added as '''Slag Refinery'''&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] - Pawns no longer smelt [[relic]]s{{IdeologyIcon}}, to avoid accidental mishaps.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Smelted armor no longer returns chemfuel.&lt;br /&gt;
* [[Version/1.4.3641|1.4.3641]] - Fix: Apparel that can be made of any non-smeltable stuff does not show up on the smelting bill UI. (Eg plate armor) &lt;br /&gt;
&lt;br /&gt;
{{nav|production|wide}}&lt;br /&gt;
[[Category:Production]] [[Category:Resource Production]]&lt;/div&gt;</summary>
		<author><name>Volatile depressive</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Hearing&amp;diff=134435</id>
		<title>Hearing</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Hearing&amp;diff=134435"/>
		<updated>2023-05-03T00:21:42Z</updated>

		<summary type="html">&lt;p&gt;Volatile depressive: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}{{Capacity&lt;br /&gt;
| default base value = 1&lt;br /&gt;
| to string style = PercentZero&lt;br /&gt;
| description = How well a creature can detect sound waves. It improves social and trade prices.&lt;br /&gt;
}} Pawns with {{Bad|0%}} Hearing do not get the mood bonus from musical instruments. Animals also have a Hearing capacity, but it's not clear if it affects any of their stats.&lt;br /&gt;
== Affected stats ==&lt;br /&gt;
{{#ask: [[Hearing Importance::+]]&lt;br /&gt;
| ?Health Type = Type&lt;br /&gt;
| ?Hearing Importance# = Weight&lt;br /&gt;
| ?Hearing Limit# = Max&lt;br /&gt;
| ?description&lt;br /&gt;
| format = broadtable&lt;br /&gt;
| limit  = 100&lt;br /&gt;
| mainlabel = Name&lt;br /&gt;
| headers = plain&lt;br /&gt;
| sort = Hearing Importance&lt;br /&gt;
| order = desc&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Factors ==&lt;br /&gt;
The following factors affect Hearing:&lt;br /&gt;
=== Base factors ===&lt;br /&gt;
* Ear part efficiency. ?% importance for each ear, ? allowed defect. ? Max&lt;br /&gt;
** [[Hearing loss]]: part efficiency offset {{--|20%}}&lt;br /&gt;
** [[Cochlear implant]]: ??&lt;br /&gt;
** [[Bionic ear]]: ??&lt;br /&gt;
&lt;br /&gt;
{{Hearing Part Efficiency Table}}&lt;br /&gt;
&lt;br /&gt;
=== Offsets ===&lt;br /&gt;
The following offsets affect Hearing:&lt;br /&gt;
* [[Dementia]]: {{--|25%}}&lt;br /&gt;
** Note, that as dementia also inflicts a -15% Consciousness penalty, this is effectively a {{--|40%}} to Hearing.&lt;br /&gt;
* [[Sensory mechanites]]: {{+|50%}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Humans with 0% [[hearing]] no longer get thoughts from listening to instruments.&lt;br /&gt;
&lt;br /&gt;
{{nav|stats|wide}}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Capacity]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Volatile depressive</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Work&amp;diff=133665</id>
		<title>Work</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Work&amp;diff=133665"/>
		<updated>2023-04-20T00:00:17Z</updated>

		<summary type="html">&lt;p&gt;Volatile depressive: Minor editing, added a factoid&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;
{{TOCright}}&lt;br /&gt;
{{Stub|reason=Add Childcare work in the right place}}&lt;br /&gt;
'''Work''' is the various tasks that a [[colonist]] can do to keep a colony running, and perform almost all non-combat related tasks. The Work Menu allows the player to 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;
&lt;br /&gt;
By default, the Work tab can be opened with {{key|F1}}.{{PCIcon}}&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;
== 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;
Regardless of mode, ''all'' available work of one priority will be done before the next priority. If Hauling is set to 1, then a colonist will haul every single object, even those halfway across the map, before doing the rest of their tasks. They have no regards to efficiency.&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. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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). Incapabilities are 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 a pawn's Bio tab. Hovering the cursor over a listed incapability will show its source. &lt;br /&gt;
Pawns will never perform a task related to their incapability, with a few exceptions. This is distinct from characters with a skill level 0 in a [[skill]]. At level 0, a pawn is still capable of performing the task, they will just be ''extremely'' slow, ineffective, inefficient, and have an increased chance of failure. Where an exception exists, pawns incapable of a task are treated as having level 0 in the relevant skill, even if they had a higher skill before becoming incapable. For example, an exception is that characters who are incapable of plant work can still cut down trees - if it is ordered as construction work through the Architect&amp;gt;Orders menu.&lt;br /&gt;
&lt;br /&gt;
What a pawn is incapable of is determined by their [[traits]], [[backstories]], [[title]] {{RoyaltyIcon}}, status as a [[slave]],{{IdeologyIcon}} or ideoligious [[role]]{{IdeologyIcon}}. Typically, incapabilities from multiple sources stack. Though rare, it is quite possible that, given a perfectly wrong combination of backstory limitations, a pawn may be so limited that they are incapable of practically everything. [[Slavery]]{{IdeologyIcon}} is unique in this regard, in that it removes all other incapabilities and replaces them with its own. See that page for details.&lt;br /&gt;
&lt;br /&gt;
Occasionally, incapabilities have interactions with other mechancics, such as the limitation of traits; for example, a &amp;quot;non-violent&amp;quot; colonist will never have the [[brawler]] trait.&lt;br /&gt;
&lt;br /&gt;
A pawn can be &amp;quot;incapable of&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;750&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
* Animals&lt;br /&gt;
* Artistic&lt;br /&gt;
* Caring&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
* Cleaning&lt;br /&gt;
* Cooking&lt;br /&gt;
* Crafting&lt;br /&gt;
|&lt;br /&gt;
* Dumb Labor&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Firefighting&lt;br /&gt;
* Hauling&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
* Intellectual&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Mining&lt;br /&gt;
* Plants&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
* Skilled Labor&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Social&amp;lt;sup&amp;gt;7&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Violent&amp;lt;sup&amp;gt;8&amp;lt;/sup&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
Notes:&lt;br /&gt;
# '''Caring''' prohibits any medical tasks, including Doctoring, Nursing, and Surgery, on humans or animals.&lt;br /&gt;
# '''Dumb Labor''' prohibits Hauling, Cleaning, Rearming, Refueling, Loading, and Cremating.&lt;br /&gt;
# '''Hauling''' is identical to Dumb Labor, except ''allows'' Cleaning.&lt;br /&gt;
# '''Intellectual''' prohibits Research, Drug Production, Scanning, Computer Hacking, etc.&lt;br /&gt;
# '''Plants''' prohibits Growing, Sowing, Harvesting, and Plant Cutting (including cutting trees).&lt;br /&gt;
# '''Social''' prohibits Trading - including while on [[caravan]]s or at [[faction base]]s, Recruiting prisoners, and all Wardening.&lt;br /&gt;
# '''Skilled Labor''' prohibits a long list: Brewer, Butcher, Cook, Constructor ''and'' Deconstructor, Miner, Grower, Harvester, Plant Cutter, Crafter, Smith, Tailor, Repairer, Driller, Fabricator, Machinist, Refiner, Smelter, Stonecutter, and Apothecary (i.e. drug production).&amp;lt;!-- This is in not in-game order, which is listed rather randomly (and lists &amp;quot;Miner&amp;quot; twice).--&amp;gt;&lt;br /&gt;
# '''(non-)Violent''' prohibits all Ranged and Melee combat, Hunting, Wardening, and Executing prisoners. A incapable of Violent pawn cannot defend themself from attacks. This includes a prohibition against equipping even &amp;quot;non-damaging&amp;quot; weapons such as [[smoke launcher]]s or [[EMP grenades]], and weapons equipped only for their buffs, such as the [[eltex staff]] {{RoyaltyIcon}}. A &amp;quot;non-violent&amp;quot; colonist can still be [[draft]]ed, use [[Psycasts|psycasts]] {{RoyaltyIcon}}, and order combat [[mechanoid]]s as a [[mechanitor]]{{BiotechIcon}}. Pawns that are incapable of violence can provoke [[social fight]]s, but will not fight back during them. However, these pawns are in fact capable of Extreme [mental break]]s that murder animals or other colonists.&lt;br /&gt;
&lt;br /&gt;
Colonies with few colonists, with most incapable of Dumb Labor, can be a problem because of [[infection]]s. At some point, there must be a janitor in the colony.&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]] || [[Traits|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 [[art bench]]. || [[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;
|| &lt;br /&gt;
* [[Skills#Crafting|Crafting]] &lt;br /&gt;
* [[Skills#Cooking|Cooking]] ([[Drug Cooking Speed|Drug Cooking]] only)&lt;br /&gt;
* [[Skills#Intelligence|Intelligence]] ([[Drug Synthesis Speed|Drug Synthesis]] only)&lt;br /&gt;
* None (Stone Cutting and Smelting only) &lt;br /&gt;
|| Skilled labor&amp;lt;br&amp;gt;&amp;lt;Br&amp;gt;Intellectual (Drug Synthesis only)&lt;br /&gt;
|- id=&amp;quot;Haul&amp;quot;&lt;br /&gt;
| '''Haul''' || &lt;br /&gt;
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;
&lt;br /&gt;
[[Category: RimWorld game]]&lt;/div&gt;</summary>
		<author><name>Volatile depressive</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Electric_smelter&amp;diff=133181</id>
		<title>Electric smelter</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Electric_smelter&amp;diff=133181"/>
		<updated>2023-04-09T21:11:12Z</updated>

		<summary type="html">&lt;p&gt;Volatile depressive: Fixed bad link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|production&lt;br /&gt;
| name = Electric smelter&lt;br /&gt;
| image = Electric smelter.png&lt;br /&gt;
| imagesize = 192px&lt;br /&gt;
| description = Extracts usable metal from slag chunks and other mixed metal items. Consumes a lot of power.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Production&lt;br /&gt;
| placeable = true&lt;br /&gt;
| path cost = 50&lt;br /&gt;
| blockswind = false&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| cover = 0.5&lt;br /&gt;
| minifiable = true&lt;br /&gt;
| size = 3 ˣ 1&lt;br /&gt;
| mass base = 20&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| hp = 180&lt;br /&gt;
| sell price multiplier = 0.7&lt;br /&gt;
| power = -700&lt;br /&gt;
| glowradius = 6&lt;br /&gt;
| glowcolor = (217, 112, 33)&lt;br /&gt;
| heatpersecond = 9&lt;br /&gt;
| terrain affordance = heavy&lt;br /&gt;
| research = Electricity&lt;br /&gt;
| thingCategories = BuildingsProduction&lt;br /&gt;
| skill 1 = Construction&lt;br /&gt;
| skill 1 level = 4&lt;br /&gt;
| work to make = 3500&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 170&lt;br /&gt;
| resource 2 = Component&lt;br /&gt;
| resource 2 amount = 2&lt;br /&gt;
}}&lt;br /&gt;
The '''electric smelter''' is a [[production]] building used to extract [[steel]] from [[steel slag chunk]]s and metal [[weapons]] and [[armor]]. Colonists assigned to [[work#Crafting|crafting]] will make use of it.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Electric smelters can be constructed once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. They require {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}.&lt;br /&gt;
&lt;br /&gt;
== Summary==&lt;br /&gt;
Electric smelters are placed on the ground and require 700 W of [[power]]. The smelter has gizmos for Designating toggle power and Reconnecting the power supply between circuits just like many other electric appliances, to aid in managing its high power needs.&lt;br /&gt;
Powered electric smelters can convert [[steel slag chunk]]s, metal weapons, and metallic armor pieces into usable metal. [[Smelting Speed]] is not affected by skills but can be increased by [[manipulation]] and [[Global Work Speed]]. &lt;br /&gt;
&lt;br /&gt;
While powered, smelters output light in a 6 tile radius; the nearest {{P|Light Radius}} tiles are above 50% light level and considered &amp;quot;lit&amp;quot;, negating the work speed penalty from darkness. Smelters also produce heat while in ''process of smelting'' things (amount comparable to output of one [[heater]]). No heat is produced when idle, even if powered on.&lt;br /&gt;
&lt;br /&gt;
===Work===&lt;br /&gt;
Steel slag chunks are melted into {{Icon Small|steel||15}} [[steel]] after {{ticks|400}} of work via a work [[bill]].&lt;br /&gt;
&lt;br /&gt;
Most metallic weapons and armor can be smelted to return 25% of the stuff needed to craft them, minus any [[component]]s, [[advanced component]]s, or [[chemfuel]], after {{ticks|1600}} of work. Smelting will convert the same items to the same materials, regardless of [[quality]], damage, HP, [[biocoding]], or [[Apparel#Tainted_Apparel|tainting]]. &lt;br /&gt;
&lt;br /&gt;
The smelter also has the option to destroy weapons and apparel for no gain, which works even for nonmetallic items.&lt;br /&gt;
&lt;br /&gt;
== Analysis == &lt;br /&gt;
Smelters are undoubtedly useful for steel slag chunks, tainted clothes, and biocoded weapons, which are all outright unsellable. Meanwhile, damage will quickly reduce the value of an item, so you could receive more silver by smelting. When making smelting bill(s), take these factors into account.&lt;br /&gt;
&lt;br /&gt;
Destroying items is rarely worth it. The destroy bill can help get rid of unsmeltable items like cloth apparel and stone [[club]]s. However, most of them can be sold for silver, which brings a little profit (as opposed to none at all). It has some use in [[wealth management]], though you can also create a [[caravan]] and drop items on the world map, destroying them all the same.&lt;br /&gt;
&lt;br /&gt;
As smelting is unaffected by skill, the fastest smelters are those with [[bionic arm]]s (or [[archotech arm|better]]), or have work speed modifying traits like [[Industrious]].&lt;br /&gt;
&lt;br /&gt;
===Sell vs Smelt===&lt;br /&gt;
[[File:Graph1.png|thumb|left|This graph shows dependence item sell price multiplier($) from item hit points. ]]&lt;br /&gt;
For items that you can both sell and smelt, the table below describes the sale value (excluding sell/buy penalties and pawn trade skill) of the items at each quality, alongside the value of the raw resources that can be attained by smelting. Items made of different kinds of [[stuff]] do not have data. In parenthesis are the hit point percentages at which the item's value is equal to that of the raw resources. Above this percentage it is better to sell the item, where as below the percentage it is better to sell the raw resources. Note that this only considers selling each, so the cost to buy the same raw resources is not included.&lt;br /&gt;
&lt;br /&gt;
In general, very damaged items are better to smelt (under 60% health remaining, the value of an item drops rapidly after 60 percent), as the sale price is reduced while the amount of resources recovered are unaffected. Note that items with 90% or more health remaining retain full value.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
==Sell vs Smelt table==&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_06 text-center}}&lt;br /&gt;
! Name !! Material Return !! Material Value !! Awful Sale Value !! Poor Sale Value !! Normal Sale Value !! Good Sale Value !! Excellent Sale Value !! Masterwork Sale Value !! Legendary Sale Value&lt;br /&gt;
|-&lt;br /&gt;
![[Steel slag chunk]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||15}}&lt;br /&gt;
| {{#expr: {{Market Value Calculator|steel}} * 15}} {{Icon Small|silver}}&lt;br /&gt;
| 0 {{Icon Small|silver}}&lt;br /&gt;
| 0 {{Icon Small|silver}}&lt;br /&gt;
| 0 {{Icon Small|silver}}&lt;br /&gt;
| 0 {{Icon Small|silver}}&lt;br /&gt;
| 0 {{Icon Small|silver}}&lt;br /&gt;
| 0 {{Icon Small|silver}}&lt;br /&gt;
| 0 {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Gladius]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||12}} ''(125*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Longsword]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||25}} ''(250*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Knife]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||7}} ''(75*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Ikwa]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||13}} ''(125*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Spear]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||19}} ''(188*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Mace]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||13}} ''(125*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Club]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||10}} ''(100*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
![[Axe]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||13}} ''(125*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Warhammer]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||37}} ''(375*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Autopistol]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||7}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 7}}|Autopistol|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Revolver]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||7}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 7}}|Revolver|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Pump shotgun]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||15}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 15}}|Pump shotgun|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Machine pistol]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||11}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 11}}|Machine pistol|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Bolt-action rifle]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||15}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 15}}|Bolt-action rifle|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Assault rifle]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||15}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 15}}|Assault rifle|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Sniper rifle]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||15}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 15}}|Sniper rifle|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[LMG]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||19}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 19}}|LMG|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Heavy SMG]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||19}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 19}}|Heavy SMG|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[EMP grenades]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||10}}&lt;br /&gt;
| {{#expr: {{Market Value Calculator|steel}} * 10}} {{Icon Small|silver}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative|{{#expr: {{Market Value Calculator|steel}} * 10}}|EMP grenades|normal|0.2}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
![[Chain shotgun]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||18}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 18}}|Chain shotgun|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Minigun]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||40}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 40}}|Minigun|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Incendiary launcher]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||19}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 19}}|Incendiary launcher|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[EMP launcher]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||19}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 19}}|EMP launcher|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Smoke launcher]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||19}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 19}}|Smoke launcher|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Charge rifle]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||13}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 13}}|Charge rifle|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Charge lance]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||15}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 15}}|Charge lance|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Shield belt]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||12}} + {{Icon Small|plasteel||5}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 12 + {{Market Value Calculator|plasteel}} * 5}}|Revolver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Simple helmet]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||10}} ''(100*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Flak helmet]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||10}} ''(100*)'' + {{Icon Small|plasteel||2}}&lt;br /&gt;
| ? + {{#expr: {{Market Value Calculator|plasteel}} * 2}} {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Recon helmet]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||8}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 8}}|Recon helmet}}&lt;br /&gt;
|-&lt;br /&gt;
![[Marine helmet]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||10}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 10}}|Marine helmet}}&lt;br /&gt;
|-&lt;br /&gt;
![[Cataphract helmet]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||13}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 13}}|Cataphract helmet}}&lt;br /&gt;
|-&lt;br /&gt;
![[Prestige recon helmet]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||10}} + {{Icon Small|uranium||3}} + {{Icon Small|gold||1}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 10 + {{Market Value Calculator|uranium}} * 3 + {{Market Value Calculator|gold}} * 1}}|Prestige recon helmet}}&lt;br /&gt;
|-&lt;br /&gt;
![[Prestige marine helmet]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||13}} + {{Icon Small|uranium||5}} + {{Icon Small|gold||2}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 13 + {{Market Value Calculator|uranium}} * 5 + {{Market Value Calculator|gold}} * 2}}|Prestige marine helmet}}&lt;br /&gt;
|-&lt;br /&gt;
![[Prestige cataphract helmet]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||19}} + {{Icon Small|uranium||12}} + {{Icon Small|gold||2}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 19 + {{Market Value Calculator|uranium}} * 12 + {{Market Value Calculator|gold}} * 2}}|Prestige cataphract helmet}}&lt;br /&gt;
|-&lt;br /&gt;
![[Plate armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||43}} ''(425*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Flak vest]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||15}} + {{Icon Small|cloth||8}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 15 + {{Market Value Calculator|cloth}} * 8}}|Flak vest}}&lt;br /&gt;
|-&lt;br /&gt;
![[Flak pants]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||15}} + {{Icon Small|cloth||7}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 15 + {{Market Value Calculator|cloth}} * 7}}|Flak pants}}&lt;br /&gt;
|-&lt;br /&gt;
![[Flak jacket]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||17}} + {{Icon Small|cloth||13}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 17 + {{Market Value Calculator|cloth}} * 13}}|Flak jacket}}&lt;br /&gt;
|-&lt;br /&gt;
![[Recon armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||20}} + {{Icon Small|uranium||3}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 20 + {{Market Value Calculator|uranium}} * 3}}|Recon armor}}&lt;br /&gt;
|-&lt;br /&gt;
![[Marine armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||25}} + {{Icon Small|uranium||5}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 25 + {{Market Value Calculator|uranium}} * 5}}|Marine armor}}&lt;br /&gt;
|-&lt;br /&gt;
![[Cataphract armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||37}} + {{Icon Small|uranium||13}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 37 + {{Market Value Calculator|uranium}} * 13}}|Cataphract armor}}&lt;br /&gt;
|-&lt;br /&gt;
![[Prestige recon armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||25}} + {{Icon Small|uranium||3}} + {{Icon Small|gold||3}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 25 + {{Market Value Calculator|uranium}} * 3 + {{Market Value Calculator|gold}} * 3}}|Prestige recon armor}}&lt;br /&gt;
|-&lt;br /&gt;
![[Prestige marine armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||30}} + {{Icon Small|uranium||5}} + {{Icon Small|gold||3}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 39 + {{Market Value Calculator|uranium}} * 5 + {{Market Value Calculator|gold}} * 3}}|Prestige marine armor}}&lt;br /&gt;
|-&lt;br /&gt;
![[Prestige cataphract armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||48}} + {{Icon Small|uranium||12}} + {{Icon Small|gold||4}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 48 + {{Market Value Calculator|uranium}} * 12 + {{Market Value Calculator|gold}} * 4}}|Prestige cataphract armor}}&lt;br /&gt;
|-&lt;br /&gt;
![[Locust armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||30}} + {{Icon Small|uranium||3}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 30 + {{Market Value Calculator|uranium}} * 3}}|Prestige cataphract armor}}&lt;br /&gt;
|-&lt;br /&gt;
![[Grenadier armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||25}} + {{Icon Small|uranium||5}} + {{Icon Small|steel||19}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 25 + {{Market Value Calculator|uranium}} * 5 + {{Market Value Calculator|steel}} * 19}}|Grenadier armor}}&lt;br /&gt;
|-&lt;br /&gt;
![[Phoenix armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||38}} + {{Icon Small|uranium||12}} + {{Icon Small|steel||18}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 38 + {{Market Value Calculator|uranium}} * 12 + {{Market Value Calculator|steel}} * 18}}|Phoenix armor}}&lt;br /&gt;
|-&lt;br /&gt;
![[Visage mask]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||4}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;sup&amp;gt;&amp;amp;#42; return for small materials (gold, silver) &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.4.460|0.4.460]] -  Added as '''Slag Refinery'''&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] - Pawns no longer smelt [[relic]]s{{IdeologyIcon}}, to avoid accidental mishaps.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Smelted armor no longer returns chemfuel.&lt;br /&gt;
&lt;br /&gt;
{{nav|production|wide}}&lt;br /&gt;
[[Category:Production]] [[Category:Resource Production]]&lt;/div&gt;</summary>
		<author><name>Volatile depressive</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Electric_smelter&amp;diff=133180</id>
		<title>Electric smelter</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Electric_smelter&amp;diff=133180"/>
		<updated>2023-04-09T21:09:56Z</updated>

		<summary type="html">&lt;p&gt;Volatile depressive: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|production&lt;br /&gt;
| name = Electric smelter&lt;br /&gt;
| image = Electric smelter.png&lt;br /&gt;
| imagesize = 192px&lt;br /&gt;
| description = Extracts usable metal from slag chunks and other mixed metal items. Consumes a lot of power.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Production&lt;br /&gt;
| placeable = true&lt;br /&gt;
| path cost = 50&lt;br /&gt;
| blockswind = false&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| cover = 0.5&lt;br /&gt;
| minifiable = true&lt;br /&gt;
| size = 3 ˣ 1&lt;br /&gt;
| mass base = 20&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| hp = 180&lt;br /&gt;
| sell price multiplier = 0.7&lt;br /&gt;
| power = -700&lt;br /&gt;
| glowradius = 6&lt;br /&gt;
| glowcolor = (217, 112, 33)&lt;br /&gt;
| heatpersecond = 9&lt;br /&gt;
| terrain affordance = heavy&lt;br /&gt;
| research = Electricity&lt;br /&gt;
| thingCategories = BuildingsProduction&lt;br /&gt;
| skill 1 = Construction&lt;br /&gt;
| skill 1 level = 4&lt;br /&gt;
| work to make = 3500&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 170&lt;br /&gt;
| resource 2 = Component&lt;br /&gt;
| resource 2 amount = 2&lt;br /&gt;
}}&lt;br /&gt;
The '''electric smelter''' is a [[production]] building used to extract [[steel]] from [[steel slag chunk]]s and metal [[weapons]] and [[armor]]. Colonists assigned to [[Skills#Crafting|crafting]] will make use of it.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Electric smelters can be constructed once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. They require {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}.&lt;br /&gt;
&lt;br /&gt;
== Summary==&lt;br /&gt;
Electric smelters are placed on the ground and require 700 W of [[power]]. The smelter has gizmos for Designating toggle power and Reconnecting the power supply between circuits just like many other electric appliances, to aid in managing its high power needs.&lt;br /&gt;
Powered electric smelters can convert [[steel slag chunk]]s, metal weapons, and metallic armor pieces into usable metal. [[Smelting Speed]] is not affected by skills but can be increased by [[manipulation]] and [[Global Work Speed]]. &lt;br /&gt;
&lt;br /&gt;
While powered, smelters output light in a 6 tile radius; the nearest {{P|Light Radius}} tiles are above 50% light level and considered &amp;quot;lit&amp;quot;, negating the work speed penalty from darkness. Smelters also produce heat while in ''process of smelting'' things (amount comparable to output of one [[heater]]). No heat is produced when idle, even if powered on.&lt;br /&gt;
&lt;br /&gt;
===Work===&lt;br /&gt;
Steel slag chunks are melted into {{Icon Small|steel||15}} [[steel]] after {{ticks|400}} of work via a work [[bill]].&lt;br /&gt;
&lt;br /&gt;
Most metallic weapons and armor can be smelted to return 25% of the stuff needed to craft them, minus any [[component]]s, [[advanced component]]s, or [[chemfuel]], after {{ticks|1600}} of work. Smelting will convert the same items to the same materials, regardless of [[quality]], damage, HP, [[biocoding]], or [[Apparel#Tainted_Apparel|tainting]]. &lt;br /&gt;
&lt;br /&gt;
The smelter also has the option to destroy weapons and apparel for no gain, which works even for nonmetallic items.&lt;br /&gt;
&lt;br /&gt;
== Analysis == &lt;br /&gt;
Smelters are undoubtedly useful for steel slag chunks, tainted clothes, and biocoded weapons, which are all outright unsellable. Meanwhile, damage will quickly reduce the value of an item, so you could receive more silver by smelting. When making smelting bill(s), take these factors into account.&lt;br /&gt;
&lt;br /&gt;
Destroying items is rarely worth it. The destroy bill can help get rid of unsmeltable items like cloth apparel and stone [[club]]s. However, most of them can be sold for silver, which brings a little profit (as opposed to none at all). It has some use in [[wealth management]], though you can also create a [[caravan]] and drop items on the world map, destroying them all the same.&lt;br /&gt;
&lt;br /&gt;
As smelting is unaffected by skill, the fastest smelters are those with [[bionic arm]]s (or [[archotech arm|better]]), or have work speed modifying traits like [[Industrious]].&lt;br /&gt;
&lt;br /&gt;
===Sell vs Smelt===&lt;br /&gt;
[[File:Graph1.png|thumb|left|This graph shows dependence item sell price multiplier($) from item hit points. ]]&lt;br /&gt;
For items that you can both sell and smelt, the table below describes the sale value (excluding sell/buy penalties and pawn trade skill) of the items at each quality, alongside the value of the raw resources that can be attained by smelting. Items made of different kinds of [[stuff]] do not have data. In parenthesis are the hit point percentages at which the item's value is equal to that of the raw resources. Above this percentage it is better to sell the item, where as below the percentage it is better to sell the raw resources. Note that this only considers selling each, so the cost to buy the same raw resources is not included.&lt;br /&gt;
&lt;br /&gt;
In general, very damaged items are better to smelt (under 60% health remaining, the value of an item drops rapidly after 60 percent), as the sale price is reduced while the amount of resources recovered are unaffected. Note that items with 90% or more health remaining retain full value.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
==Sell vs Smelt table==&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_06 text-center}}&lt;br /&gt;
! Name !! Material Return !! Material Value !! Awful Sale Value !! Poor Sale Value !! Normal Sale Value !! Good Sale Value !! Excellent Sale Value !! Masterwork Sale Value !! Legendary Sale Value&lt;br /&gt;
|-&lt;br /&gt;
![[Steel slag chunk]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||15}}&lt;br /&gt;
| {{#expr: {{Market Value Calculator|steel}} * 15}} {{Icon Small|silver}}&lt;br /&gt;
| 0 {{Icon Small|silver}}&lt;br /&gt;
| 0 {{Icon Small|silver}}&lt;br /&gt;
| 0 {{Icon Small|silver}}&lt;br /&gt;
| 0 {{Icon Small|silver}}&lt;br /&gt;
| 0 {{Icon Small|silver}}&lt;br /&gt;
| 0 {{Icon Small|silver}}&lt;br /&gt;
| 0 {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Gladius]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||12}} ''(125*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Longsword]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||25}} ''(250*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Knife]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||7}} ''(75*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Ikwa]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||13}} ''(125*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Spear]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||19}} ''(188*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Mace]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||13}} ''(125*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Club]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||10}} ''(100*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
![[Axe]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||13}} ''(125*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Warhammer]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||37}} ''(375*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Autopistol]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||7}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 7}}|Autopistol|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Revolver]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||7}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 7}}|Revolver|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Pump shotgun]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||15}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 15}}|Pump shotgun|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Machine pistol]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||11}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 11}}|Machine pistol|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Bolt-action rifle]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||15}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 15}}|Bolt-action rifle|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Assault rifle]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||15}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 15}}|Assault rifle|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Sniper rifle]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||15}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 15}}|Sniper rifle|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[LMG]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||19}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 19}}|LMG|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Heavy SMG]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||19}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 19}}|Heavy SMG|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[EMP grenades]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||10}}&lt;br /&gt;
| {{#expr: {{Market Value Calculator|steel}} * 10}} {{Icon Small|silver}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative|{{#expr: {{Market Value Calculator|steel}} * 10}}|EMP grenades|normal|0.2}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
![[Chain shotgun]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||18}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 18}}|Chain shotgun|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Minigun]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||40}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 40}}|Minigun|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Incendiary launcher]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||19}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 19}}|Incendiary launcher|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[EMP launcher]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||19}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 19}}|EMP launcher|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Smoke launcher]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||19}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 19}}|Smoke launcher|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Charge rifle]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||13}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 13}}|Charge rifle|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Charge lance]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||15}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 15}}|Charge lance|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Shield belt]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||12}} + {{Icon Small|plasteel||5}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 12 + {{Market Value Calculator|plasteel}} * 5}}|Revolver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Simple helmet]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||10}} ''(100*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Flak helmet]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||10}} ''(100*)'' + {{Icon Small|plasteel||2}}&lt;br /&gt;
| ? + {{#expr: {{Market Value Calculator|plasteel}} * 2}} {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Recon helmet]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||8}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 8}}|Recon helmet}}&lt;br /&gt;
|-&lt;br /&gt;
![[Marine helmet]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||10}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 10}}|Marine helmet}}&lt;br /&gt;
|-&lt;br /&gt;
![[Cataphract helmet]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||13}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 13}}|Cataphract helmet}}&lt;br /&gt;
|-&lt;br /&gt;
![[Prestige recon helmet]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||10}} + {{Icon Small|uranium||3}} + {{Icon Small|gold||1}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 10 + {{Market Value Calculator|uranium}} * 3 + {{Market Value Calculator|gold}} * 1}}|Prestige recon helmet}}&lt;br /&gt;
|-&lt;br /&gt;
![[Prestige marine helmet]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||13}} + {{Icon Small|uranium||5}} + {{Icon Small|gold||2}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 13 + {{Market Value Calculator|uranium}} * 5 + {{Market Value Calculator|gold}} * 2}}|Prestige marine helmet}}&lt;br /&gt;
|-&lt;br /&gt;
![[Prestige cataphract helmet]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||19}} + {{Icon Small|uranium||12}} + {{Icon Small|gold||2}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 19 + {{Market Value Calculator|uranium}} * 12 + {{Market Value Calculator|gold}} * 2}}|Prestige cataphract helmet}}&lt;br /&gt;
|-&lt;br /&gt;
![[Plate armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||43}} ''(425*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Flak vest]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||15}} + {{Icon Small|cloth||8}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 15 + {{Market Value Calculator|cloth}} * 8}}|Flak vest}}&lt;br /&gt;
|-&lt;br /&gt;
![[Flak pants]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||15}} + {{Icon Small|cloth||7}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 15 + {{Market Value Calculator|cloth}} * 7}}|Flak pants}}&lt;br /&gt;
|-&lt;br /&gt;
![[Flak jacket]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||17}} + {{Icon Small|cloth||13}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 17 + {{Market Value Calculator|cloth}} * 13}}|Flak jacket}}&lt;br /&gt;
|-&lt;br /&gt;
![[Recon armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||20}} + {{Icon Small|uranium||3}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 20 + {{Market Value Calculator|uranium}} * 3}}|Recon armor}}&lt;br /&gt;
|-&lt;br /&gt;
![[Marine armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||25}} + {{Icon Small|uranium||5}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 25 + {{Market Value Calculator|uranium}} * 5}}|Marine armor}}&lt;br /&gt;
|-&lt;br /&gt;
![[Cataphract armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||37}} + {{Icon Small|uranium||13}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 37 + {{Market Value Calculator|uranium}} * 13}}|Cataphract armor}}&lt;br /&gt;
|-&lt;br /&gt;
![[Prestige recon armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||25}} + {{Icon Small|uranium||3}} + {{Icon Small|gold||3}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 25 + {{Market Value Calculator|uranium}} * 3 + {{Market Value Calculator|gold}} * 3}}|Prestige recon armor}}&lt;br /&gt;
|-&lt;br /&gt;
![[Prestige marine armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||30}} + {{Icon Small|uranium||5}} + {{Icon Small|gold||3}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 39 + {{Market Value Calculator|uranium}} * 5 + {{Market Value Calculator|gold}} * 3}}|Prestige marine armor}}&lt;br /&gt;
|-&lt;br /&gt;
![[Prestige cataphract armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||48}} + {{Icon Small|uranium||12}} + {{Icon Small|gold||4}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 48 + {{Market Value Calculator|uranium}} * 12 + {{Market Value Calculator|gold}} * 4}}|Prestige cataphract armor}}&lt;br /&gt;
|-&lt;br /&gt;
![[Locust armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||30}} + {{Icon Small|uranium||3}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 30 + {{Market Value Calculator|uranium}} * 3}}|Prestige cataphract armor}}&lt;br /&gt;
|-&lt;br /&gt;
![[Grenadier armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||25}} + {{Icon Small|uranium||5}} + {{Icon Small|steel||19}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 25 + {{Market Value Calculator|uranium}} * 5 + {{Market Value Calculator|steel}} * 19}}|Grenadier armor}}&lt;br /&gt;
|-&lt;br /&gt;
![[Phoenix armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||38}} + {{Icon Small|uranium||12}} + {{Icon Small|steel||18}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 38 + {{Market Value Calculator|uranium}} * 12 + {{Market Value Calculator|steel}} * 18}}|Phoenix armor}}&lt;br /&gt;
|-&lt;br /&gt;
![[Visage mask]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||4}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;sup&amp;gt;&amp;amp;#42; return for small materials (gold, silver) &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.4.460|0.4.460]] -  Added as '''Slag Refinery'''&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] - Pawns no longer smelt [[relic]]s{{IdeologyIcon}}, to avoid accidental mishaps.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Smelted armor no longer returns chemfuel.&lt;br /&gt;
&lt;br /&gt;
{{nav|production|wide}}&lt;br /&gt;
[[Category:Production]] [[Category:Resource Production]]&lt;/div&gt;</summary>
		<author><name>Volatile depressive</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Spear&amp;diff=133175</id>
		<title>Spear</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Spear&amp;diff=133175"/>
		<updated>2023-04-09T19:49:43Z</updated>

		<summary type="html">&lt;p&gt;Volatile depressive: /* Acquisition */  25% not 50%&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|weapon&lt;br /&gt;
| name = Spear&lt;br /&gt;
| image = Spear.png&lt;br /&gt;
| type = Equipment&lt;br /&gt;
| type2 = Weapons&lt;br /&gt;
| description = A polearm tipped with a sharp point for stabbing opponents.&lt;br /&gt;
| tech level = Neolithic&lt;br /&gt;
| class = Neolithic&lt;br /&gt;
| mode = Melee&lt;br /&gt;
| meleeattack1dmg = 13&lt;br /&gt;
| meleeattack1type = blunt&lt;br /&gt;
| meleeattack1part = shaft&lt;br /&gt;
| meleeattack1cool = 2.6&lt;br /&gt;
| meleeattack1ap = 20&lt;br /&gt;
| meleeattack2dmg = 13&lt;br /&gt;
| meleeattack2type = poke&lt;br /&gt;
| meleeattack2part = shaft&lt;br /&gt;
| meleeattack2cool = 2.6&lt;br /&gt;
| meleeattack2ap = 20&lt;br /&gt;
| meleeattack3dmg = 23&lt;br /&gt;
| meleeattack3type = stab&lt;br /&gt;
| meleeattack3part = point&lt;br /&gt;
| meleeattack3cool = 2.6&lt;br /&gt;
| meleeattack3ap = 50&lt;br /&gt;
| MeleeWeaponAverageDPS = 7.35&lt;br /&gt;
| MeleeWeaponAverageAP = 38&lt;br /&gt;
| production facility 1 = Fueled smithy&lt;br /&gt;
| production facility 2 = Electric smithy&lt;br /&gt;
| research = Long blades&lt;br /&gt;
| resource 1 = Stuff&lt;br /&gt;
| resource 1 amount = 75&lt;br /&gt;
| stuff tags = Metallic, Woody&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 4&lt;br /&gt;
| damage type = Sharp&lt;br /&gt;
| mass base = 2&lt;br /&gt;
| work to make = 12000&lt;br /&gt;
| weaponTags = NeolithicMeleeAdvanced, MedievalMeleeAdvanced&lt;br /&gt;
}}&lt;br /&gt;
The '''spear''' is a [[Weapons#Melee Weapons|melee weapon]] that does a large amount of sharp [[damage]] with high {{AP}}.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Spears can be crafted at [[fueled smithy|any]] [[electric smithy|smithy]] once the [[Research#Long blades|Long Blades]] research has been completed, from {{Required Resources}} and {{Ticks|{{P|Work To Make}}}} of work.&lt;br /&gt;
&lt;br /&gt;
Spears can be purchased from any combat supplier or war merchant, or obtained from several kinds of melee [[raider]]s.&lt;br /&gt;
&lt;br /&gt;
Metallic spears can be smelted for scrap at an [[electric smelter]]. They yield exactly one quarter (25%) of the stuff required to craft the weapon minus any [[component]]s, regardless of item quality or HP.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
The spear is a sharp weapon with a ''very'' similar damage output to the [[longsword]], despite the in-game tooltips stating otherwise. This is because the game does not account for the [[Weapons#Melee formulas|melee verb selection]] mechanic introduced in 1.1. &lt;br /&gt;
&lt;br /&gt;
Spears and/or longswords are the best sharp melee weapons that colonists can craft. They compete with [[mace]]s and [[warhammer]]s{{RoyaltyIcon}} for best overall weapon. In-depth comparison can be seen in the below section.&lt;br /&gt;
&lt;br /&gt;
== Comparisons ==&lt;br /&gt;
===Comparison to longswords===&lt;br /&gt;
&amp;lt;!-- Cut v Stab sources: https://steamcommunity.com/app/294100/discussions/0/3042732243097084212 &amp;amp; https://steamcommunity.com/app/294100/discussions/0/3111394035968026504 . You can test the x1.4 damage multi by going into devmode and hitting things with a plasteel knife. --&amp;gt;&lt;br /&gt;
Spears have very slightly less {{DPS}}. The longsword is {{+|{{%| (7.96 / 7.88) - 1 round 3}}}} stronger in ''raw'' DPS than the spear, after considering melee verb selection. In exchange, the spear has noticeably more {{AP}} ({{+|14%}}) and costs {{icon small|stuff}} 25 materials less. This makes the spear numerically superior, but that is not the full story.&lt;br /&gt;
&lt;br /&gt;
Longswords can either ''[[Damage types#Cut|Cut]]'' or ''[[Damage types#Stab|Stab]]'', while spears can only ''Stab''. Cut damage has a chance to &amp;quot;cleave&amp;quot; through body parts. This increases damage per swing by 140%, but its damage is split between body parts. The spear can only stab: its damage is weaker, but always concentrated on one body part. The cleave will cause [[pain shock]] faster, due to increased damage. Generally, pain shock is much more likely than body part destruction.&lt;br /&gt;
&lt;br /&gt;
If a cut happens to reduce a body part to 0 HP, it is more likely to be destroyed. But since cleaving will spread out damage in the first place, Cut remains less likely to destroy larger limbs (like the arms and legs). Also, stabs are more likely to hit internal organs. However, both of these factors tend to be less important than the aforementioned cleaving.&lt;br /&gt;
&lt;br /&gt;
Overall, which option is better depends on expected targets:&lt;br /&gt;
* At normal to excellent qualities, longswords are often better (definitely more consistent) for fighting against unarmored humans, lightly armored humans, and light mechs like [[scyther]]s and [[lancer]]s. This is due to the increased damage from cleaving. Spears would be better for fighting against armored enemies, like [[centipede]]s, due to the higher {{AP}}.&lt;br /&gt;
&lt;br /&gt;
* A masterwork [[plasteel]] spear / sword is able to one-shot body parts like head and neck, though not the torso. The masterwork spear will more consistently one-shot human enemies, as the damage won't be spread out. Empirical testing suggests that the longsword remains better against unarmored targets.{{Check Tag|More testing needed|At legendary, when sword killed 100 adult pawns, spear killed 92 - 97. This was done 3x, in all 3 sword was better}} Spears still have more {{AP}}, so are better against armored enemies.&lt;br /&gt;
&lt;br /&gt;
It's worth noting that the spear faces competition with the [[mace]] as a cheaper, anti-armor weapon.&lt;br /&gt;
&lt;br /&gt;
===Comparison to maces===&lt;br /&gt;
The spear is actually closer to the [[mace]] in their niche, as both are better than the longsword against armor. Maces are cheaper, is best used with [[uranium]] rather than [[plasteel]], and unlocked in Smithing rather than Long Blades. Before armor, spears deal {{+|{{%| 7.88/7.01 -1 round 2}}}} more damage than a mace of equal quality. Maces are good against armor, despite having lower AP, since most enemies have practically no Blunt armor.&lt;br /&gt;
&lt;br /&gt;
At normal quality, a [[plasteel]] spear deals more damage than a [[uranium]] mace until fighting enemies with {{%| (9.56/10.55 -1)/(-0.75) + 0.55 round 2}} &amp;lt;!-- &lt;br /&gt;
We are solving for 1 / (Spear DPS Improvement%) = (Armor Reduction%). We can get DPS Improvement using (DPS Spear / DPS Mace). For armor, we know that 1% AP reduces 1% of armor, and 1% of armor equals -0.75% damage, which is subtracted from 100% damage. Since spear's only Sharp attack has 55% AP, we use that instead of spear's avg AP. &lt;br /&gt;
&lt;br /&gt;
Sub variables in and you get (9.56 / 10.55) = (100 - 0.75(x - 55))%. Solve for x and we get (9.56 / 10.55 - 1) / -0.75 = (x - 0.55), after converting percents into decimals. ---&amp;gt; Sharp armor. This is before considering quality; at higher quality, the spear only gets better. For example, if both weapons are excellent, then the mace only starts to become better at {{%| (11.48/12.63 -1)/(-0.75) + 0.66 round 2}} armor. For reference, [[centipede]]s have 72% armor.&lt;br /&gt;
&lt;br /&gt;
The mace still would be better against [[flak vest]]s (when hitting the vest) and [[power armor]]. Meanwhile, spears are noticeably better against unarmored foes, and roughly equal/better against armored foes up to centipedes. Note that enemies with power armor are quite rare. &lt;br /&gt;
&lt;br /&gt;
This assumes plasteel vs. uranium. If both weapons are made out of [[steel]], then the mace becomes relatively better against centipedes and plate armor and the like. Also remember that maces are cheaper, and that uranium is generally used less than plasteel.&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
* Once you reach masterwork quality, the plasteel spear's AP gets very high. No enemy, short of the [[empire]]'s absolute best soldiers{{RoyaltyIcon}}, has enough armor to justify using the mace. The spear is roughly equal against most power armor (a few % DPS worse), but can ignore all of a centipede's armor for the full 112%-of-mace damage.&lt;br /&gt;
* This comparison does not account for the strong melee damage [[gene]].{{BiotechIcon}} With strong melee damage, the mace comes out ahead due to overkill mechanics (see below).&lt;br /&gt;
&lt;br /&gt;
===With strong melee gene===&lt;br /&gt;
With the [[Genes#Strong melee damage|strong melee ''damage'']] [[gene]],{{BiotechIcon}} the comparisons change.&lt;br /&gt;
&lt;br /&gt;
# High quality longswords can now one-shot the torso. Legendary plasteel swords can one-shot the torso even in a cleave attack, assuming it split between 2 parts.&lt;br /&gt;
# When an excellent plasteel longsword (or better) does a ''cleave'' attack, its damage so high that it causes [[pain shock]] in a single swing. &lt;br /&gt;
# Meanwhile, the spear can only ever hit a single body part. If a 62 damage spear hits a 25 damage arm, the arm is destroyed and 37 damage (over {{%|1-(25/62) round 2}} of the attack) is wasted. If a sword cleaves, much less damage is wasted. Blunt weapons like [[mace]]s and [[warhammer]]s{{RoyaltyIcon}} will hit the parent part if it would overkill (e.g. destroying the arm will damage the shoulder for remaining HP).&lt;br /&gt;
# Strong melee damage also boosts the {{AP}} of longswords. But due to the quirks of the game, it does ''not'' boost the AP of spears. Longsword AP becomes nearly identical to the spear.&lt;br /&gt;
&lt;br /&gt;
This results in high quality swords ''with the damage gene'' being virtually better against all targets, short of [[tough]] pawns. Against humanoids, a sword can either (1-shot torso/head or cleave to pain shock), while a spear can ''only'' (1-shot torso/head). Against mechanoids, the cleave damage results in the sword coming out ahead regardless.&lt;br /&gt;
&amp;lt;!-- Gene + Sword &amp;gt; Gene + Spear should be clear for humans. https://www.youtube.com/watch?v=HXpLrQR7jI4 , 9:50 in particular is empirical proof that sword &amp;gt; spear for big mechs w/o pain shock --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The masterwork steel longsword given at the start of the [[Scenario_system#The_Sanguophage|The Sanguophage]] scenario reaches both relevant thresholds. With your [[sanguophage]], it can one-shot through a torso stab and one-shot through cleaving pain. This longsword is actually stronger per-hit than an excellent plasteel longsword, and likely better than any weapon you'll be seeing for a while.&lt;br /&gt;
&lt;br /&gt;
{{Weapon Quality Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.7.581|0.7.581]] - Added&lt;br /&gt;
* [[Version/1.1.2610|1.1.2610]] - Implementation of new melee verb system. Previously, spears were more likely to use their shaft rather than their point. This now results in spears having higher DPS than what the game's infobox states. &lt;br /&gt;
&lt;br /&gt;
{{Nav|weapon|wide}}&lt;br /&gt;
[[Category:Equipment]] [[Category:Weapons]] [[Category:Neolithic Weapons]]&lt;br /&gt;
[[Category:Melee Weapons]] [[Category:Sharp Weapons]] [[Category:Spears]]&lt;/div&gt;</summary>
		<author><name>Volatile depressive</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Electric_smelter&amp;diff=133174</id>
		<title>Electric smelter</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Electric_smelter&amp;diff=133174"/>
		<updated>2023-04-09T19:47:24Z</updated>

		<summary type="html">&lt;p&gt;Volatile depressive: /* Work */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|production&lt;br /&gt;
| name = Electric smelter&lt;br /&gt;
| image = Electric smelter.png&lt;br /&gt;
| imagesize = 192px&lt;br /&gt;
| description = Extracts usable metal from slag chunks and other mixed metal items. Consumes a lot of power.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Production&lt;br /&gt;
| placeable = true&lt;br /&gt;
| path cost = 50&lt;br /&gt;
| blockswind = false&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| cover = 0.5&lt;br /&gt;
| minifiable = true&lt;br /&gt;
| size = 3 ˣ 1&lt;br /&gt;
| mass base = 20&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| hp = 180&lt;br /&gt;
| sell price multiplier = 0.7&lt;br /&gt;
| power = -700&lt;br /&gt;
| glowradius = 6&lt;br /&gt;
| glowcolor = (217, 112, 33)&lt;br /&gt;
| heatpersecond = 9&lt;br /&gt;
| terrain affordance = heavy&lt;br /&gt;
| research = Electricity&lt;br /&gt;
| thingCategories = BuildingsProduction&lt;br /&gt;
| skill 1 = Construction&lt;br /&gt;
| skill 1 level = 4&lt;br /&gt;
| work to make = 3500&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 170&lt;br /&gt;
| resource 2 = Component&lt;br /&gt;
| resource 2 amount = 2&lt;br /&gt;
}}&lt;br /&gt;
The '''electric smelter''' is a [[production]] building used to extract [[steel]] from [[steel slag chunk]]s and metal [[weapons]] and [[armor]]. Colonists assigned to [[Skills#Crafting|crafting]] will make use of it.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Electric smelters can be constructed once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. They require {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}.&lt;br /&gt;
&lt;br /&gt;
== Summary==&lt;br /&gt;
Electric smelters are placed on the ground and require 700 W of [[power]]. Powered electric smelters can convert [[steel slag chunk]]s, metal weapons, and metallic armor pieces into usable metal. [[Smelting Speed]] is not affected by skills, but can be increased by [[manipulation]] and [[Global Work Speed]]. &lt;br /&gt;
&lt;br /&gt;
While powered, smelters output light in a 6 tile radius; the nearest {{P|Light Radius}} tiles are above 50% light level and considered &amp;quot;lit&amp;quot;, negating the work speed penalty from darkness. Smelters also produce heat while in ''process of smelting'' things (amount comparable to output of one [[heater]]). No heat is produced when idle, even if powered on.&lt;br /&gt;
&lt;br /&gt;
===Work===&lt;br /&gt;
Steel slag chunks are melted into {{Icon Small|steel||15}} [[steel]] after {{ticks|400}} of work via a work [[bill]].&lt;br /&gt;
&lt;br /&gt;
Most metallic weapons and armor can be smelted to return 25% of their crafting cost, minus any [[component]]s, [[advanced component]]s, or [[chemfuel]], after {{ticks|1600}} of work. Smelting will convert the same items to the same materials, regardless of [[quality]], damage, HP, [[biocoding]], or [[Apparel#Tainted_Apparel|tainting]]. &lt;br /&gt;
&lt;br /&gt;
The smelter also has the option to destroy weapons and apparel for no gain, which works even for nonmetallic items.&lt;br /&gt;
&lt;br /&gt;
== Analysis == &lt;br /&gt;
Smelters are undoubtedly useful for steel slag chunks, tainted clothes, and biocoded weapons, which are all outright unsellable. Meanwhile, damage will quickly reduce the value of an item, so you could receive more silver by smelting. When making smelting bill(s), take these factors into account.&lt;br /&gt;
&lt;br /&gt;
Destroying items is rarely worth it. The destroy bill can help get rid of unsmeltable items like cloth apparel and stone [[club]]s. However, most of them can be sold for silver, which brings a little profit (as opposed to none at all). It has some use in [[wealth management]], though you can also create a [[caravan]] and drop items on the world map, destroying them all the same.&lt;br /&gt;
&lt;br /&gt;
As smelting is unaffected by skill, the fastest smelters are those with [[bionic arm]]s (or [[archotech arm|better]]), or have work speed modifying traits like [[Industrious]].&lt;br /&gt;
&lt;br /&gt;
===Sell vs Smelt===&lt;br /&gt;
[[File:Graph1.png|thumb|left|This graph shows dependence item sell price multiplier($) from item hit points. ]]&lt;br /&gt;
For items that you can both sell and smelt, the table below describes the sale value (excluding sell/buy penalties and pawn trade skill) of the items at each quality, alongside the value of the raw resources that can be attained by smelting. Items made of different kinds of [[stuff]] do not have data. In parenthesis are the hit point percentages at which the item's value is equal to that of the raw resources. Above this percentage it is better to sell the item, where as below the percentage it is better to sell the raw resources. Note that this only considers selling each, so the cost to buy the same raw resources is not included.&lt;br /&gt;
&lt;br /&gt;
In general, very damaged items are better to smelt (under 60% health remaining, the value of an item drops rapidly after 60 percent), as the sale price is reduced while the amount of resources recovered are unaffected. Note that items with 90% or more health remaining retain full value.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
==Sell vs Smelt table==&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_06 text-center}}&lt;br /&gt;
! Name !! Material Return !! Material Value !! Awful Sale Value !! Poor Sale Value !! Normal Sale Value !! Good Sale Value !! Excellent Sale Value !! Masterwork Sale Value !! Legendary Sale Value&lt;br /&gt;
|-&lt;br /&gt;
![[Steel slag chunk]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||15}}&lt;br /&gt;
| {{#expr: {{Market Value Calculator|steel}} * 15}} {{Icon Small|silver}}&lt;br /&gt;
| 0 {{Icon Small|silver}}&lt;br /&gt;
| 0 {{Icon Small|silver}}&lt;br /&gt;
| 0 {{Icon Small|silver}}&lt;br /&gt;
| 0 {{Icon Small|silver}}&lt;br /&gt;
| 0 {{Icon Small|silver}}&lt;br /&gt;
| 0 {{Icon Small|silver}}&lt;br /&gt;
| 0 {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Gladius]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||12}} ''(125*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Longsword]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||25}} ''(250*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Knife]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||7}} ''(75*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Ikwa]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||13}} ''(125*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Spear]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||19}} ''(188*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Mace]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||13}} ''(125*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Club]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||10}} ''(100*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
![[Axe]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||13}} ''(125*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Warhammer]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||37}} ''(375*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Autopistol]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||7}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 7}}|Autopistol|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Revolver]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||7}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 7}}|Revolver|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Pump shotgun]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||15}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 15}}|Pump shotgun|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Machine pistol]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||11}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 11}}|Machine pistol|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Bolt-action rifle]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||15}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 15}}|Bolt-action rifle|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Assault rifle]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||15}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 15}}|Assault rifle|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Sniper rifle]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||15}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 15}}|Sniper rifle|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[LMG]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||19}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 19}}|LMG|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Heavy SMG]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||19}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 19}}|Heavy SMG|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[EMP grenades]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||10}}&lt;br /&gt;
| {{#expr: {{Market Value Calculator|steel}} * 10}} {{Icon Small|silver}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative|{{#expr: {{Market Value Calculator|steel}} * 10}}|EMP grenades|normal|0.2}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
![[Chain shotgun]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||18}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 18}}|Chain shotgun|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Minigun]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||40}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 40}}|Minigun|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Incendiary launcher]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||19}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 19}}|Incendiary launcher|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[EMP launcher]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||19}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 19}}|EMP launcher|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Smoke launcher]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||19}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 19}}|Smoke launcher|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Charge rifle]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||13}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 13}}|Charge rifle|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Charge lance]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||15}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 15}}|Charge lance|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Shield belt]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||12}} + {{Icon Small|plasteel||5}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 12 + {{Market Value Calculator|plasteel}} * 5}}|Revolver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Simple helmet]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||10}} ''(100*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Flak helmet]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||10}} ''(100*)'' + {{Icon Small|plasteel||2}}&lt;br /&gt;
| ? + {{#expr: {{Market Value Calculator|plasteel}} * 2}} {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Recon helmet]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||8}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 8}}|Recon helmet}}&lt;br /&gt;
|-&lt;br /&gt;
![[Marine helmet]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||10}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 10}}|Marine helmet}}&lt;br /&gt;
|-&lt;br /&gt;
![[Cataphract helmet]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||13}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 13}}|Cataphract helmet}}&lt;br /&gt;
|-&lt;br /&gt;
![[Prestige recon helmet]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||10}} + {{Icon Small|uranium||3}} + {{Icon Small|gold||1}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 10 + {{Market Value Calculator|uranium}} * 3 + {{Market Value Calculator|gold}} * 1}}|Prestige recon helmet}}&lt;br /&gt;
|-&lt;br /&gt;
![[Prestige marine helmet]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||13}} + {{Icon Small|uranium||5}} + {{Icon Small|gold||2}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 13 + {{Market Value Calculator|uranium}} * 5 + {{Market Value Calculator|gold}} * 2}}|Prestige marine helmet}}&lt;br /&gt;
|-&lt;br /&gt;
![[Prestige cataphract helmet]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||19}} + {{Icon Small|uranium||12}} + {{Icon Small|gold||2}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 19 + {{Market Value Calculator|uranium}} * 12 + {{Market Value Calculator|gold}} * 2}}|Prestige cataphract helmet}}&lt;br /&gt;
|-&lt;br /&gt;
![[Plate armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||43}} ''(425*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Flak vest]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||15}} + {{Icon Small|cloth||8}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 15 + {{Market Value Calculator|cloth}} * 8}}|Flak vest}}&lt;br /&gt;
|-&lt;br /&gt;
![[Flak pants]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||15}} + {{Icon Small|cloth||7}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 15 + {{Market Value Calculator|cloth}} * 7}}|Flak pants}}&lt;br /&gt;
|-&lt;br /&gt;
![[Flak jacket]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||17}} + {{Icon Small|cloth||13}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 17 + {{Market Value Calculator|cloth}} * 13}}|Flak jacket}}&lt;br /&gt;
|-&lt;br /&gt;
![[Recon armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||20}} + {{Icon Small|uranium||3}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 20 + {{Market Value Calculator|uranium}} * 3}}|Recon armor}}&lt;br /&gt;
|-&lt;br /&gt;
![[Marine armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||25}} + {{Icon Small|uranium||5}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 25 + {{Market Value Calculator|uranium}} * 5}}|Marine armor}}&lt;br /&gt;
|-&lt;br /&gt;
![[Cataphract armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||37}} + {{Icon Small|uranium||13}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 37 + {{Market Value Calculator|uranium}} * 13}}|Cataphract armor}}&lt;br /&gt;
|-&lt;br /&gt;
![[Prestige recon armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||25}} + {{Icon Small|uranium||3}} + {{Icon Small|gold||3}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 25 + {{Market Value Calculator|uranium}} * 3 + {{Market Value Calculator|gold}} * 3}}|Prestige recon armor}}&lt;br /&gt;
|-&lt;br /&gt;
![[Prestige marine armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||30}} + {{Icon Small|uranium||5}} + {{Icon Small|gold||3}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 39 + {{Market Value Calculator|uranium}} * 5 + {{Market Value Calculator|gold}} * 3}}|Prestige marine armor}}&lt;br /&gt;
|-&lt;br /&gt;
![[Prestige cataphract armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||48}} + {{Icon Small|uranium||12}} + {{Icon Small|gold||4}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 48 + {{Market Value Calculator|uranium}} * 12 + {{Market Value Calculator|gold}} * 4}}|Prestige cataphract armor}}&lt;br /&gt;
|-&lt;br /&gt;
![[Locust armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||30}} + {{Icon Small|uranium||3}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 30 + {{Market Value Calculator|uranium}} * 3}}|Prestige cataphract armor}}&lt;br /&gt;
|-&lt;br /&gt;
![[Grenadier armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||25}} + {{Icon Small|uranium||5}} + {{Icon Small|steel||19}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 25 + {{Market Value Calculator|uranium}} * 5 + {{Market Value Calculator|steel}} * 19}}|Grenadier armor}}&lt;br /&gt;
|-&lt;br /&gt;
![[Phoenix armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||38}} + {{Icon Small|uranium||12}} + {{Icon Small|steel||18}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 38 + {{Market Value Calculator|uranium}} * 12 + {{Market Value Calculator|steel}} * 18}}|Phoenix armor}}&lt;br /&gt;
|-&lt;br /&gt;
![[Visage mask]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||4}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;sup&amp;gt;&amp;amp;#42; return for small materials (gold, silver) &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.4.460|0.4.460]] -  Added as '''Slag Refinery'''&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] - Pawns no longer smelt [[relic]]s{{IdeologyIcon}}, to avoid accidental mishaps.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Smelted armor no longer returns chemfuel.&lt;br /&gt;
&lt;br /&gt;
{{nav|production|wide}}&lt;br /&gt;
[[Category:Production]] [[Category:Resource Production]]&lt;/div&gt;</summary>
		<author><name>Volatile depressive</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Spear&amp;diff=133173</id>
		<title>Spear</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Spear&amp;diff=133173"/>
		<updated>2023-04-09T19:44:09Z</updated>

		<summary type="html">&lt;p&gt;Volatile depressive: /* Acquisition */  added quip about smelting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|weapon&lt;br /&gt;
| name = Spear&lt;br /&gt;
| image = Spear.png&lt;br /&gt;
| type = Equipment&lt;br /&gt;
| type2 = Weapons&lt;br /&gt;
| description = A polearm tipped with a sharp point for stabbing opponents.&lt;br /&gt;
| tech level = Neolithic&lt;br /&gt;
| class = Neolithic&lt;br /&gt;
| mode = Melee&lt;br /&gt;
| meleeattack1dmg = 13&lt;br /&gt;
| meleeattack1type = blunt&lt;br /&gt;
| meleeattack1part = shaft&lt;br /&gt;
| meleeattack1cool = 2.6&lt;br /&gt;
| meleeattack1ap = 20&lt;br /&gt;
| meleeattack2dmg = 13&lt;br /&gt;
| meleeattack2type = poke&lt;br /&gt;
| meleeattack2part = shaft&lt;br /&gt;
| meleeattack2cool = 2.6&lt;br /&gt;
| meleeattack2ap = 20&lt;br /&gt;
| meleeattack3dmg = 23&lt;br /&gt;
| meleeattack3type = stab&lt;br /&gt;
| meleeattack3part = point&lt;br /&gt;
| meleeattack3cool = 2.6&lt;br /&gt;
| meleeattack3ap = 50&lt;br /&gt;
| MeleeWeaponAverageDPS = 7.35&lt;br /&gt;
| MeleeWeaponAverageAP = 38&lt;br /&gt;
| production facility 1 = Fueled smithy&lt;br /&gt;
| production facility 2 = Electric smithy&lt;br /&gt;
| research = Long blades&lt;br /&gt;
| resource 1 = Stuff&lt;br /&gt;
| resource 1 amount = 75&lt;br /&gt;
| stuff tags = Metallic, Woody&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 4&lt;br /&gt;
| damage type = Sharp&lt;br /&gt;
| mass base = 2&lt;br /&gt;
| work to make = 12000&lt;br /&gt;
| weaponTags = NeolithicMeleeAdvanced, MedievalMeleeAdvanced&lt;br /&gt;
}}&lt;br /&gt;
The '''spear''' is a [[Weapons#Melee Weapons|melee weapon]] that does a large amount of sharp [[damage]] with high {{AP}}.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Spears can be crafted at [[fueled smithy|any]] [[electric smithy|smithy]] once the [[Research#Long blades|Long Blades]] research has been completed, from {{Required Resources}} and {{Ticks|{{P|Work To Make}}}} of work.&lt;br /&gt;
&lt;br /&gt;
Spears can be purchased from any combat supplier or war merchant, or obtained from several kinds of melee [[raider]]s.&lt;br /&gt;
&lt;br /&gt;
Metallic spears can be smelted for scrap at an [[electric smelter]]. They yield exactly one half of the metal required to craft the weapon, regardless of quality or HP.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
The spear is a sharp weapon with a ''very'' similar damage output to the [[longsword]], despite the in-game tooltips stating otherwise. This is because the game does not account for the [[Weapons#Melee formulas|melee verb selection]] mechanic introduced in 1.1. &lt;br /&gt;
&lt;br /&gt;
Spears and/or longswords are the best sharp melee weapons that colonists can craft. They compete with [[mace]]s and [[warhammer]]s{{RoyaltyIcon}} for best overall weapon. In-depth comparison can be seen in the below section.&lt;br /&gt;
&lt;br /&gt;
== Comparisons ==&lt;br /&gt;
===Comparison to longswords===&lt;br /&gt;
&amp;lt;!-- Cut v Stab sources: https://steamcommunity.com/app/294100/discussions/0/3042732243097084212 &amp;amp; https://steamcommunity.com/app/294100/discussions/0/3111394035968026504 . You can test the x1.4 damage multi by going into devmode and hitting things with a plasteel knife. --&amp;gt;&lt;br /&gt;
Spears have very slightly less {{DPS}}. The longsword is {{+|{{%| (7.96 / 7.88) - 1 round 3}}}} stronger in ''raw'' DPS than the spear, after considering melee verb selection. In exchange, the spear has noticeably more {{AP}} ({{+|14%}}) and costs {{icon small|stuff}} 25 materials less. This makes the spear numerically superior, but that is not the full story.&lt;br /&gt;
&lt;br /&gt;
Longswords can either ''[[Damage types#Cut|Cut]]'' or ''[[Damage types#Stab|Stab]]'', while spears can only ''Stab''. Cut damage has a chance to &amp;quot;cleave&amp;quot; through body parts. This increases damage per swing by 140%, but its damage is split between body parts. The spear can only stab: its damage is weaker, but always concentrated on one body part. The cleave will cause [[pain shock]] faster, due to increased damage. Generally, pain shock is much more likely than body part destruction.&lt;br /&gt;
&lt;br /&gt;
If a cut happens to reduce a body part to 0 HP, it is more likely to be destroyed. But since cleaving will spread out damage in the first place, Cut remains less likely to destroy larger limbs (like the arms and legs). Also, stabs are more likely to hit internal organs. However, both of these factors tend to be less important than the aforementioned cleaving.&lt;br /&gt;
&lt;br /&gt;
Overall, which option is better depends on expected targets:&lt;br /&gt;
* At normal to excellent qualities, longswords are often better (definitely more consistent) for fighting against unarmored humans, lightly armored humans, and light mechs like [[scyther]]s and [[lancer]]s. This is due to the increased damage from cleaving. Spears would be better for fighting against armored enemies, like [[centipede]]s, due to the higher {{AP}}.&lt;br /&gt;
&lt;br /&gt;
* A masterwork [[plasteel]] spear / sword is able to one-shot body parts like head and neck, though not the torso. The masterwork spear will more consistently one-shot human enemies, as the damage won't be spread out. Empirical testing suggests that the longsword remains better against unarmored targets.{{Check Tag|More testing needed|At legendary, when sword killed 100 adult pawns, spear killed 92 - 97. This was done 3x, in all 3 sword was better}} Spears still have more {{AP}}, so are better against armored enemies.&lt;br /&gt;
&lt;br /&gt;
It's worth noting that the spear faces competition with the [[mace]] as a cheaper, anti-armor weapon.&lt;br /&gt;
&lt;br /&gt;
===Comparison to maces===&lt;br /&gt;
The spear is actually closer to the [[mace]] in their niche, as both are better than the longsword against armor. Maces are cheaper, is best used with [[uranium]] rather than [[plasteel]], and unlocked in Smithing rather than Long Blades. Before armor, spears deal {{+|{{%| 7.88/7.01 -1 round 2}}}} more damage than a mace of equal quality. Maces are good against armor, despite having lower AP, since most enemies have practically no Blunt armor.&lt;br /&gt;
&lt;br /&gt;
At normal quality, a [[plasteel]] spear deals more damage than a [[uranium]] mace until fighting enemies with {{%| (9.56/10.55 -1)/(-0.75) + 0.55 round 2}} &amp;lt;!-- &lt;br /&gt;
We are solving for 1 / (Spear DPS Improvement%) = (Armor Reduction%). We can get DPS Improvement using (DPS Spear / DPS Mace). For armor, we know that 1% AP reduces 1% of armor, and 1% of armor equals -0.75% damage, which is subtracted from 100% damage. Since spear's only Sharp attack has 55% AP, we use that instead of spear's avg AP. &lt;br /&gt;
&lt;br /&gt;
Sub variables in and you get (9.56 / 10.55) = (100 - 0.75(x - 55))%. Solve for x and we get (9.56 / 10.55 - 1) / -0.75 = (x - 0.55), after converting percents into decimals. ---&amp;gt; Sharp armor. This is before considering quality; at higher quality, the spear only gets better. For example, if both weapons are excellent, then the mace only starts to become better at {{%| (11.48/12.63 -1)/(-0.75) + 0.66 round 2}} armor. For reference, [[centipede]]s have 72% armor.&lt;br /&gt;
&lt;br /&gt;
The mace still would be better against [[flak vest]]s (when hitting the vest) and [[power armor]]. Meanwhile, spears are noticeably better against unarmored foes, and roughly equal/better against armored foes up to centipedes. Note that enemies with power armor are quite rare. &lt;br /&gt;
&lt;br /&gt;
This assumes plasteel vs. uranium. If both weapons are made out of [[steel]], then the mace becomes relatively better against centipedes and plate armor and the like. Also remember that maces are cheaper, and that uranium is generally used less than plasteel.&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
* Once you reach masterwork quality, the plasteel spear's AP gets very high. No enemy, short of the [[empire]]'s absolute best soldiers{{RoyaltyIcon}}, has enough armor to justify using the mace. The spear is roughly equal against most power armor (a few % DPS worse), but can ignore all of a centipede's armor for the full 112%-of-mace damage.&lt;br /&gt;
* This comparison does not account for the strong melee damage [[gene]].{{BiotechIcon}} With strong melee damage, the mace comes out ahead due to overkill mechanics (see below).&lt;br /&gt;
&lt;br /&gt;
===With strong melee gene===&lt;br /&gt;
With the [[Genes#Strong melee damage|strong melee ''damage'']] [[gene]],{{BiotechIcon}} the comparisons change.&lt;br /&gt;
&lt;br /&gt;
# High quality longswords can now one-shot the torso. Legendary plasteel swords can one-shot the torso even in a cleave attack, assuming it split between 2 parts.&lt;br /&gt;
# When an excellent plasteel longsword (or better) does a ''cleave'' attack, its damage so high that it causes [[pain shock]] in a single swing. &lt;br /&gt;
# Meanwhile, the spear can only ever hit a single body part. If a 62 damage spear hits a 25 damage arm, the arm is destroyed and 37 damage (over {{%|1-(25/62) round 2}} of the attack) is wasted. If a sword cleaves, much less damage is wasted. Blunt weapons like [[mace]]s and [[warhammer]]s{{RoyaltyIcon}} will hit the parent part if it would overkill (e.g. destroying the arm will damage the shoulder for remaining HP).&lt;br /&gt;
# Strong melee damage also boosts the {{AP}} of longswords. But due to the quirks of the game, it does ''not'' boost the AP of spears. Longsword AP becomes nearly identical to the spear.&lt;br /&gt;
&lt;br /&gt;
This results in high quality swords ''with the damage gene'' being virtually better against all targets, short of [[tough]] pawns. Against humanoids, a sword can either (1-shot torso/head or cleave to pain shock), while a spear can ''only'' (1-shot torso/head). Against mechanoids, the cleave damage results in the sword coming out ahead regardless.&lt;br /&gt;
&amp;lt;!-- Gene + Sword &amp;gt; Gene + Spear should be clear for humans. https://www.youtube.com/watch?v=HXpLrQR7jI4 , 9:50 in particular is empirical proof that sword &amp;gt; spear for big mechs w/o pain shock --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The masterwork steel longsword given at the start of the [[Scenario_system#The_Sanguophage|The Sanguophage]] scenario reaches both relevant thresholds. With your [[sanguophage]], it can one-shot through a torso stab and one-shot through cleaving pain. This longsword is actually stronger per-hit than an excellent plasteel longsword, and likely better than any weapon you'll be seeing for a while.&lt;br /&gt;
&lt;br /&gt;
{{Weapon Quality Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.7.581|0.7.581]] - Added&lt;br /&gt;
* [[Version/1.1.2610|1.1.2610]] - Implementation of new melee verb system. Previously, spears were more likely to use their shaft rather than their point. This now results in spears having higher DPS than what the game's infobox states. &lt;br /&gt;
&lt;br /&gt;
{{Nav|weapon|wide}}&lt;br /&gt;
[[Category:Equipment]] [[Category:Weapons]] [[Category:Neolithic Weapons]]&lt;br /&gt;
[[Category:Melee Weapons]] [[Category:Sharp Weapons]] [[Category:Spears]]&lt;/div&gt;</summary>
		<author><name>Volatile depressive</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Paved_tile&amp;diff=133047</id>
		<title>Paved tile</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Paved_tile&amp;diff=133047"/>
		<updated>2023-04-07T02:23:34Z</updated>

		<summary type="html">&lt;p&gt;Volatile depressive: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main|structure|&lt;br /&gt;
| name = Paved tile&lt;br /&gt;
| description =  Concrete tiles. Cheap, but neutral in terms of looks and slow to build.&lt;br /&gt;
| image = ground paved tile.png|Paved tile&lt;br /&gt;
| info = &lt;br /&gt;
| type = Floor&lt;br /&gt;
| placeable = True&lt;br /&gt;
| deconstructable = true&lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
| speed = 1&lt;br /&gt;
| beauty = 0&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| research = Stonecutting&lt;br /&gt;
| work to make = 300&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 2&lt;br /&gt;
| marketvalue = 4.9&lt;br /&gt;
| deconstruct yield = {{icon small|steel}} 1&lt;br /&gt;
| page verified for version = 1.3.3101&lt;br /&gt;
}}&lt;br /&gt;
'''Paved tiles''' are one of the [[floors]] that can be constructed. They are an improved form of [[concrete]], as they do not provide a beauty debuff but cost double the [[steel]]. &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Paved tile can be constructed once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. Each tile requires {{Required Resources}} and {{Ticks|{{P|Work To Make}}}} of work.&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
Paved tiles provide no [[beauty]] positive or malus, and cleaning [[filth]] on it takes only 80% the work. It is non-flammable and does not penalize walk speed.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Paved tile costs twice as much steel as [[concrete]] yet has the same Walk Speed, cleaning time multiplier, and Filth Rate. However, Concrete is ugly with {{--|1}} beauty. Overall, paved tile is best suited for small rooms, if you want to avoid dedicated beauty buildings, yet still avoid the beauty penalty of concrete. &lt;br /&gt;
&lt;br /&gt;
Paved tile represents a middle ground in between Concrete and Steel Tile in terms of flooring quality. Compared to Steel Tile, it is much cheaper to build than ({{icon small|steel}} 7 steel) but has a 20% higher Cleaning Time Multiplier. They have similar &lt;br /&gt;
&lt;br /&gt;
===Comparison to sculptures===&lt;br /&gt;
&lt;br /&gt;
If you have a decent artist (&amp;gt;6 skill), using concrete and [[sculpture]]s is generally more efficient than using paved tile and no sculptures. &lt;br /&gt;
&lt;br /&gt;
A normal [[quality]], steel [[large sculpture]] costs {{icon small|steel}} 100 [[steel]] and gives {{+|{{#expr:{{Q|Large sculpture|Beauty Base #}}*{{Q|Steel|Beauty Factor}}}} }} beauty. 100 paved tiles cost {{icon small|steel}} 200 and have neutral beauty. Large sculptures take {{Ticks|{{Q|Large sculpture|Work To Make #}}*{{Q|Steel|Work To Make Factor}}}} and the concrete takes {{Ticks|{{Q|Concrete|Work To Make}}*100}}. Meanwhile, 100 paved tiles also takes {{Ticks|{{P|Work To Make}}*100}}, but requires no other work.&lt;br /&gt;
&lt;br /&gt;
Sculptures require a decent [[artistic|artist]], take more work, and lower skill artists can create poor [[quality]] sculptures. Paved tile is slightly more [[wealth management|wealth efficient]] with normal sculptures, though the difference over 100 tiles is only {{Icon Small|Silver||{{#expr: ({{Q|Concrete|Market Value Base #}}*100+ {{Market Value Calculator|Large sculpture|Steel|Normal}}) - ({{P|Market Value Base #}}*100)}}}}. But higher quality sculptures are more wealth efficient; a good quality sculpture is twice as beautiful for only x1.25 the Market Value and the exact same steel cost.&lt;br /&gt;
&lt;br /&gt;
In addition, sculptures have another key advantage - you can make them out of the more affordable [[wood]] or [[stone]]. Both materials are cheaper, less in demand, and have ''at least'' the same beauty as steel. If all 3 resources are scare, then you should be using natural floor or concrete, not paved tile. As these materials are cheap, any quality concerns are mostly negated. They become even better once an artist can consistently produce good quality sculptures.&lt;br /&gt;
&lt;br /&gt;
Sculptures require an [[art bench]] to create, making it harder for brand new colonies to make sculptures, but the bench is not particularly expensive. The other concern is [[Room stats|space]], as sculptures take up a tile of room. This is only a concern for particularly small rooms, like bedrooms, and should be weighed against simply expanding the room in the first place.&lt;br /&gt;
&lt;br /&gt;
==Version history ==&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Cleaning time factor added.&lt;br /&gt;
{{nav|floor|wide}}&lt;br /&gt;
[[Category:Floor]]&lt;/div&gt;</summary>
		<author><name>Volatile depressive</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Caravan&amp;diff=132907</id>
		<title>Caravan</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Caravan&amp;diff=132907"/>
		<updated>2023-04-05T00:01:03Z</updated>

		<summary type="html">&lt;p&gt;Volatile depressive: /* People and Animals */  rewrote alot for clarity&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
{{Stub|reason=Bedroll mechanics inc. rest efficiency, couples, etc}}&lt;br /&gt;
{{For|caravans visiting you from other factions|Trader}}&lt;br /&gt;
&lt;br /&gt;
'''Caravans''' are a group of one or more colonists who gather together for different purposes and leave the current map tile. Goods can be carried by animals, colonists, or prisoners to facilitate trading on your own schedule; a caravan can also act as a raid squad to attack other establishments. Each caravan is represented on the [[Menus#World|world map]] by a yellow icon. Double-clicking a caravan will select all caravans on the screen, allowing them all to be ordered to a single destination.&lt;br /&gt;
&lt;br /&gt;
Sending caravans out from your home, instead of just waiting for other tribes to come to you, creates trade opportunities at your pace, rather than wait for random traders to show at your location. It also provides a wider selection of goods since friendly outposts have much more inventory than the limited selection traders (who are restricted by carrying capacity) show up with. Also, you get a 2% price bonus for direct trading. It also avoids the cost for requesting traders at the [[comms console]].&lt;br /&gt;
&lt;br /&gt;
== Creation ==&lt;br /&gt;
&lt;br /&gt;
[[File:Form caravan icon.png|right]]&lt;br /&gt;
&lt;br /&gt;
In the World map, select the colony icon and click &amp;lt;tt&amp;gt;'Form caravan'&amp;lt;/tt&amp;gt;.  A dialog is shown to assign pawns, animals, and items.  You can create multiple caravans.&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;p&amp;gt;'''''Caution:''''' Clicking &amp;lt;tt&amp;gt;'Abandon'&amp;lt;/tt&amp;gt; on an unoccupied colony will not prompt for any confirmation before making it an [[:File:Abandoned faction base.png|inaccessible ruins and lost forever]].&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== People and Animals ===&lt;br /&gt;
When forming a caravan, the first pop-up menu has the player choose which pawns will join the caravan, including colonists, [[animal]]s, any [[prisoner]]s you want to transport, and, if you have [[Biotech]], any [[Mechanoid]]s your Mechanitor{{BiotechIcon}} possesses. At least one colonist must be chosen. Make sure to select those whose health is in optimal condition, as wounded or sick pawns slow the caravan down.&lt;br /&gt;
&lt;br /&gt;
There are three different ways that caravans are formed:&lt;br /&gt;
*A caravan ''without'' pack animals forms the quickest. Colonists only need to pack items to their personal inventory and can exit the map rather quickly.&lt;br /&gt;
*A caravan ''with'' pack animals suffers from a loading phase where colonists must load selected items into the animal's inventory. This can take a long time if there are lots of items to pack or there aren't many [[work#haul|haulers]] available.&lt;br /&gt;
*A caravans already traveling in the World Map will reform instantly and not require a loading phase, regardless of pack animals.&lt;br /&gt;
&lt;br /&gt;
Incapacitated pawns cannot be chosen to join the initial caravan. Once your caravan is traveling, though, colonists can carry incapacitated humans and animals, at a reduced speed.&lt;br /&gt;
&lt;br /&gt;
The caravan will take the name of the best negotiator in the caravan (highest social skill.)&lt;br /&gt;
&lt;br /&gt;
Mechanoids{{BiotechIcon}} inside a caravan without their overseer Mechanitor cannot be commanded to do anything when drafted as there is no signal for them to move or command to move towards, but can still be brought over as a caravan as long as the Mechanitor in question still has enough bandwidth to maintain their control in anywhere.&lt;br /&gt;
&lt;br /&gt;
[[File:Caravan party.png|300px]]&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
Use the Items tab to select supplies.  Only items located in your Stockpiles or Home Area are shown while initially packing; when reforming the caravan you can select any item on the map.&lt;br /&gt;
&lt;br /&gt;
The carrying capacity of humans and [[Pack animal|pack animals]] in a caravan is separate from their [[Carrying Capacity]] for hauling, and is given by their Body Size multiplied by 35. For humans, this includes the clothing, gear, and inventory that they already have.&lt;br /&gt;
&lt;br /&gt;
Caravan carrying capacity:&lt;br /&gt;
* [[Human]]: {{#expr:35*{{Q|Human|Body Size}} round 0}} kg&lt;br /&gt;
* [[Elephant]]: {{#expr:35*{{Q|Elephant|Body Size}} round 0}} kg&lt;br /&gt;
* [[Bison]]: {{#expr:35*{{Q|Bison|Body Size}} round 0}} kg&lt;br /&gt;
* [[Muffalo]]: {{#expr:35*{{Q|Muffalo|Body Size}} round 0}} kg&lt;br /&gt;
* [[Horse]]: {{#expr:35*{{Q|Horse|Body Size}} round 0}} kg&lt;br /&gt;
* [[Dromedary]]: {{#expr:35*{{Q|Dromedary|Body Size}} round 0}} kg&lt;br /&gt;
* [[Yak]]: {{#expr:35*{{Q|Yak|Body Size}} round 0}} kg&lt;br /&gt;
* [[Donkey]]: {{#expr:35*{{Q|Donkey|Body Size}} round 0}} kg&lt;br /&gt;
* [[Alpaca]]: {{#expr:35*{{Q|Alpaca|Body Size}} round 0}} kg&lt;br /&gt;
&lt;br /&gt;
Baby or juvenile animals have a reduced carrying capacity.&lt;br /&gt;
&lt;br /&gt;
If the colonist or animal is already carrying something (such as clothes worn), they will appear to have a reduced carry weight.&lt;br /&gt;
&lt;br /&gt;
The combined carrying capacity and mass of selected items is listed at the top. Buttons are used to select items/amounts. A double arrow [&amp;gt;&amp;gt;] will take the full quantity of an item. The arrow [&amp;gt;M] indicates you cannot carry the full quantity, but it will automatically take the maximum amount. When over capacity, the arrow [M&amp;lt;] will return some or all of those items so that the mass total does not exceed the caravan's carrying capacity.&lt;br /&gt;
&lt;br /&gt;
Modifier keys can be used to change the [&amp;gt;] arrow from +1 to adding more as follows:&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Key|CTRL}}: +10 &amp;lt;br/&amp;gt;{{Key|SHIFT}}: +100 &amp;lt;br/&amp;gt;{{Key|CTRL}}+{{Key|SHIFT}}: +1000. &amp;lt;br/&amp;gt;These keys work similarly for the [&amp;lt;] arrow to subtract.&lt;br /&gt;
&lt;br /&gt;
If a caravan member dies in the close-up view, they will drop their items which must be picked up. If they die on the global map (such as from blood loss), their gear will be lost. If all party members die, the entire caravan disappears and everything is lost.&lt;br /&gt;
&lt;br /&gt;
[[File:Caravan inventory.png|300px]]&lt;br /&gt;
&lt;br /&gt;
==== Food ====&lt;br /&gt;
&lt;br /&gt;
Caravans will feed as needed while traveling or resting, so long as there's available food. Colonists who are part of a caravan will automatically forage for raw food, with yield depending on the environment and the colonist's Growing [[skill]]. Foraging is not recommended as the caravan's primary food source, however, as it may result in food poisoning, like any raw food consumption. &lt;br /&gt;
&lt;br /&gt;
Herbivorous animals can generally graze on their environment for nutrition while traveling, except in extreme biomes like ice sheets and deserts. However, carnivorous and omnivorous animals cannot hunt nor scavenge in a caravan. Extra food must be brought for them or they will starve. &lt;br /&gt;
&lt;br /&gt;
A caravan's '''time to destination''' is displayed in the inspect pane when a caravan is selected on the [[World map]] screen. This allows for careful coordination of trip length and food stores when planning a caravan. &lt;br /&gt;
&lt;br /&gt;
Most food spoils without refrigeration rather quickly. Supplies with the soonest expiration date are automatically consumed first.&lt;br /&gt;
&lt;br /&gt;
* [[Simple meal]]s will suffice for short journeys (spoils in 4 days).&lt;br /&gt;
* [[Berries]] can last through mid-length journeys, despite being less weight-efficient and causing food poisoning. (14 days).&lt;br /&gt;
* [[Pemmican]] will be needed for long-distance travel (lasts over 1 year).&lt;br /&gt;
* [[Packaged survival meal]]s are best for long journeys (never expire).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While traveling, [[caravan#events|caravan events]] may trigger such as [[manhunter pack]]s or pirate raids, all of which generate '''mini-maps'''. After threats have been eliminated, it's possible to scavenge a mini-map for food, game, herbal medicine, and other resources. Carnivore and herbivore animals will automatically feed in a mini-map.&lt;br /&gt;
&lt;br /&gt;
After lingering on a mini-map for over several days, the storyteller will spawn a raid as a way of forcing you to '''reform the caravan'''.&lt;br /&gt;
Upon reforming a caravan, all items, animals, and pawns must be manually selected to be included with your reformed caravan, or they'll be lost forever.&lt;br /&gt;
&lt;br /&gt;
=== Formation process ===&lt;br /&gt;
&lt;br /&gt;
Once the order to form the caravan is given, colonists and animals will gather around a [[caravan hitching spot]] or a random place within your home area and wait for all members to assemble.&lt;br /&gt;
&lt;br /&gt;
It's recommended to put the caravan hitching spot inside your warehouse to reduce loading time.&lt;br /&gt;
&lt;br /&gt;
After assembly, they will gather any needed supplies, putting them on pack animals if available. When they finish, they will head out to the map edges and wait for the other members to arrive, then exit the colony map and enter the world map.&lt;br /&gt;
&lt;br /&gt;
Haulers not part of the caravan will also help in gathering the supplies.&lt;br /&gt;
&lt;br /&gt;
[[File:Caravan loading.png|500px|thumb|none|Notice the loading process as colonist start to take items towards the animals of burden.]]&lt;br /&gt;
&lt;br /&gt;
Colonists will ignore any needs during the formation, except food (once they're starving they'll take a break to eat if food is available). Should they feel exhausted during the process, they won't rest in their bedrooms but collapse near the caravan hitching spot.&lt;br /&gt;
&lt;br /&gt;
They will also override the 'Forbid' command, taking forbidden items. If there is less of an item than ordered (e.g. meals which other colonists ate during the process), members will take what they can and then carry on without stopping.&lt;br /&gt;
&lt;br /&gt;
A pawn can be temporarily interrupted by manually assigning them to do another task. They will resume caravan loading once the task is complete.&lt;br /&gt;
&lt;br /&gt;
Any mental break of its members will pause the process until that member recovers. Downing or killing that member will interrupt the process, causing it to be cancelled.&lt;br /&gt;
&lt;br /&gt;
[[File:The caravan formation process will continue when everyone recovers from a mental break.png|500px|thumb|none|Ufff...]]&lt;br /&gt;
&lt;br /&gt;
If the formation was successful, the character roster on top of the screen will split, showing those who stayed at home and those who left with the caravan by greying them on a different &amp;quot;box&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:Colonist roster of those at home and at caravan.png|500px]]&lt;br /&gt;
&lt;br /&gt;
=== Caravan route &amp;amp; pathing ===&lt;br /&gt;
&lt;br /&gt;
The 'Choose Route' button allows you to decide destinations for your colonists' caravan. Once a path is chosen, colonists will choose an exit direction that can best reduce travel time.&lt;br /&gt;
&lt;br /&gt;
Once items have been loaded, party members will proceed separate ways according to their own classifications made by the player.&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;300px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Caravan pathing.png| '''Caravan clear division between colonist path and muffalos' path.'''&lt;br /&gt;
File:Caravan pathing 2.png| '''The apparent reason behind the animal area drawn is to prevent them from eating your plantations.'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Tricks ===&lt;br /&gt;
* If a caravan includes a lot of animals and/or items, the process of gathering those can be ''very'' time consuming - starting a larger caravan at 0400, it's not unusual to leave (well) after 1200, 8+ hours of &amp;quot;Forming Caravan&amp;quot;.   To reduce this time, you can add additional pawns to the Caravan roster, dedicating them to the loading process, either when you create the Caravan or after (by selecting a pawn and clicking &amp;quot;Add to Caravan&amp;quot;).  You can remove them later the same way. You can even create the caravan with one set of pawns, add others, and remove the original set; this is handy to start the process as soon as possible if your desired travelers are busy early in the morning, or you just want them to get as much sleep as possible before the journey.&lt;br /&gt;
:* Once everything is gathered, colonists will lead all the animals to the edge of the map and then wait for everyone to get there, then disappear off to the World Map (with a small note to that effect in the top-left of the screen).  If you remove colonists from the caravan ''before'' leaving, their animals are released to wander and must be re-gathered by the (fewer) remaining caravaners, which might take another hour or more. It may be a good idea to let ''everyone'' keep their animals and leave the map together, then ''immediately'' pause the game and jump to the World Map, select the caravan and click &amp;quot;Split Caravan&amp;quot;, sending whichever colonists you wish instantly right back to the base map while the main body continues on. Be sure the &amp;quot;lift&amp;quot; ability of the remaining pawns is enough to carry all the intended items.&lt;br /&gt;
&lt;br /&gt;
* Sometimes you start forming a caravan late in the day, or realize you won't make the 2200 cut-off for traveling that day.  If you wait until ''after'' 2200 (when domestic animals sleep), you can create un-owned [[animal sleeping spot]]s around the [[caravan hitching spot]], un-form the caravan, and the (still-packed) animals will bed down there for the night. If you then start early the next morning (''well'' before they start to wake around 0600), they are all still right there and easy to round up when you re-create the caravan. There may be some unpacking/repacking of items, but your colonists won't have to chase the same animals all over the map again.&lt;br /&gt;
&lt;br /&gt;
* The act of gathering supplies allows a colonist to carry huge stacks of lightweight materials like cloth or food. This can be exploited to perform ''Super Hauling'' by having a colonist pick up all the goods on the map, drafting them into the storage room, and cancelling the caravan to unload. They will have hauled a massive number of supplies in one trip.&lt;br /&gt;
&lt;br /&gt;
== Traveling ==&lt;br /&gt;
Once your caravan enters the world map, you can give it orders.&lt;br /&gt;
&lt;br /&gt;
A caravan can:&lt;br /&gt;
* Move - Right-click to select destination. A line indicates the optimal route (accounting for terrain speed and elevation changes).&lt;br /&gt;
* Settle - Click Settle to create a new colony.&lt;br /&gt;
** You may not settle a new colony when already at maximum. The default maximum is one. This can increased to up to five in Menu - Options. &lt;br /&gt;
** Settling directly adjacent to your own colony or any other settlement is not allowed.&lt;br /&gt;
* Enter back into the colony - Right-click the colony.&lt;br /&gt;
* Split - Click the Split button. Each caravan must consist of at least one colonist.&lt;br /&gt;
* Merge - Select two or more caravans in the same tile (by dragging a square zone) and click Merge to form a single caravan.&lt;br /&gt;
* Trade - When a caravan has reached a friendly faction outpost, click the trade button to open the trade dialog window. &lt;br /&gt;
* Attack - A caravan can attack any faction outpost, regardless of relations status, though attacking will worsen relations.&lt;br /&gt;
* Offer gifts - If your relations with a faction are not high enough to trade, you can offer them gifts in an attempt to improve relations.&lt;br /&gt;
&lt;br /&gt;
[[File:Caravan optimal route.png|300px]]&lt;br /&gt;
&lt;br /&gt;
=== Status box ===&lt;br /&gt;
&lt;br /&gt;
Several items are displayed in the status box.&lt;br /&gt;
&lt;br /&gt;
#Movement status:&lt;br /&gt;
#* Traveling - moving to destination.&lt;br /&gt;
#* Resting - caravan automatically stops between hours 22 and 6 to sleep.&lt;br /&gt;
#* Waiting - no destination selected.&lt;br /&gt;
#* Stopped - stopped moving with reason given.&lt;br /&gt;
#Estimated time to destination - time to destination based on the current tile movement time.&lt;br /&gt;
#Days of food - compare this to 'estimated time to destination' to determine if your caravan has enough food for the journey.&lt;br /&gt;
#Base movement time: Movement speed based on the average speed of all the pawns in the caravan.&lt;br /&gt;
#Current tile movement time: Current movement speed based on the terrain, biome, weather (only affected during autumn-winter) or roads. (See table on this page for details.)&lt;br /&gt;
#Stealthiness: How stealthy your caravan is. Stealthier caravans are less prone to being ambushed.&lt;br /&gt;
&lt;br /&gt;
A caravan may stop for various reasons, such as when;&lt;br /&gt;
*Between hours 22 and 6 while the members sleep and rest.&lt;br /&gt;
**They still continue to rest even if all members are fully rested.&lt;br /&gt;
**Colonists who had been assigned to the night shift in the Restrict tab will still follow this schedule.&lt;br /&gt;
*All colonists are downed or having a minor/major mental break.&lt;br /&gt;
*Any member is having an extreme mental break.&lt;br /&gt;
**Nobody will be harmed even if the colonist is going berserk.&lt;br /&gt;
**Minor or major mental breaks won't stop the caravan as long as at least one person is still functional. If a colonist is in the midst of a mental break when you settle or get ambushed, they will still be having it when they appear on the map.&lt;br /&gt;
*The player manually pauses the caravan.&lt;br /&gt;
**While paused caravans forage faster, members can socialize and the caravan is less likely to be attacked.&lt;br /&gt;
&lt;br /&gt;
=== Sustenance ===&lt;br /&gt;
Pawns traveling in a caravan will eat automatically when necessary. Grazing animals, when hungry in a place with grazable plants, will instantly have their hunger bar refilled without any cost. If not, they will proceed to eat food carried in the caravan. Pawns will prioritize food that spoils earlier.&lt;br /&gt;
&lt;br /&gt;
If a colonist has an injury or disease that requires tending, doctors will tend to them as necessary, using medicine if available to them. If self-tend is on they will also tend to themselves.&lt;br /&gt;
&lt;br /&gt;
If you bring [[Beer]], [[Chocolate]], or [[Insect jelly]] along with you, colonists may consume them during their journey. The mood bonus they provide can help keep colonists sane when away from the colony for long stretches of time.&lt;br /&gt;
==== Foraging ====&lt;br /&gt;
{{rewrite|section=1|reason=Cleanup, verification, integration with [[Foraged Food Amount]]}}&lt;br /&gt;
Every colonist in a caravan can forage for raw food.&lt;br /&gt;
Each colonist can forage 0.09 nutrition per day per level of [[Skills#Plants|Plants]] at a baseline, i.e. in temperate forests or swamps. Given that each colonist consumes 1.6 nutrition per day, this means that a level 9 Plants colonist can break even with food consumption when the caravan is resting, and a level 18 Plants colonist can constantly forage more than he eats while traveling.&lt;br /&gt;
&lt;br /&gt;
Foraging is also affected by manipulation (50% importance, 100% max) and sight (90% importance), so giving caravanners [[bionic eye]]s or [[archotech eye]]s increases foraging.&lt;br /&gt;
&lt;br /&gt;
Having a tribal start grants a 170% multiplier to foraging, as shown by a &amp;quot;Faction Type: 170%&amp;quot; line in the tooltip. This means that in temperate forests or swamps, a level 6 Plants colonist will break even with food consumption when the caravan is resting, and a level 11 Plants colonist can constantly forge more than he eats while traveling. If Tribal colonists with good Plants skills have enough meals or other food to eat during a trip through terrain with good forage, they may return with a nontrivial quantity of berries.&lt;br /&gt;
&lt;br /&gt;
==== Energy ====&lt;br /&gt;
{{Biotech|No Category}}&lt;br /&gt;
When on the world map, [[mechanoid creation|friendly mechanoids]] consume no power. However, if a mechanoid does run out of power during the caravan, such as during an ambush, it will go under a permanent Dormant Self-charge state until someone brings it to a nearby mech recharger.&lt;br /&gt;
&lt;br /&gt;
=== Recreation ===&lt;br /&gt;
Colonists on caravan gain [[recreation]] while stopped at a rate of 10% per hour, of the Solitary type if they are alone, or a mix of Solitary and Social if two or more colonists are on the same caravan. Tolerance is gained at an equivalent rate to Extremely Low Expectations, regardless of the expectations at the colony or the amount of wealth taken on the caravan.&lt;br /&gt;
&lt;br /&gt;
=== Psyfocus ===&lt;br /&gt;
{{Royalty|No category}}&lt;br /&gt;
Pawns in a caravan will also regenerate [[psyfocus]] while remaining stationary or waiting.{{Check Tag|Rate?|How much psyfocus per hour? Add to both Psycasts and Caravan}} This however, does not apply when the caravan is resting due to sleep. This allows for usage of psycasts even while on long caravan journeys, provided some time is taken off to recharge.&lt;br /&gt;
&lt;br /&gt;
=== Caravan Schedule ===&lt;br /&gt;
{{Stub|section=1|reason=This section and its subsidiaries are rough outline only - it needs verification, expansion and clean up. Additionally: confirm [[Genes#Never sleep|Never sleep gene]] allows 24/7 caravaning. If yes, confirm whether [[circadian half-cycler]] does the same.}}&lt;br /&gt;
All caravans start moving at 0600 hours and stop at 2200 hours, and they rest while not moving. This travel routine is adhered to regardless of pawn traits or [[Assign|schedule]], i.e. a [[night owl]] pawn scheduled to sleep during the day will still caravan from 0600 to 2200 hours. If a newly formed caravan leaves the colony map after 2200 hours, it will enter the world map and rest until 0600 the next morning. Similarly, if they don't reach their destination tile by 2200, they will stop to rest, even if they are just moments away.&lt;br /&gt;
&lt;br /&gt;
===Caravan Movement Speed===&lt;br /&gt;
&lt;br /&gt;
Caravan movement speed follows the following equation:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Caravan movement speed''' = (13.6 * Multiplier from Ridden Animals * Multiplier from Carried Mass)/Terrain movement difficulty&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Rideable animals, carried mass, mass capacity, and terrain all directly impact caravan movement speed. Wounded or sick pawns also slow down caravans. &lt;br /&gt;
&lt;br /&gt;
==== Mounts ====&lt;br /&gt;
{{See also|Pack animals}}&lt;br /&gt;
{{Stub|section=1|reason=How do the inbetween ones work? If I have 1 at 1.6 and 1 at 1.3 do I get 1.45? Wb 1 at 1.6 and 10 without any mount? etc}}&lt;br /&gt;
Adding animals to a caravan may impose a multiplier on caravan speed based on the '''Caravan riding speed''' stat of the animal. The riding speed acts as a multiplier if there is one mount for every human pawn - for example, the caravan speed is multiplied by ×{{Q|Horse|Riding Speed}} if there is at least one [[horse]] for every human.&lt;br /&gt;
&lt;br /&gt;
You get the full multiplier if you have enough mounts for everybody. You get something in between if you don't bring enough or have a mix of speeds.&lt;br /&gt;
&lt;br /&gt;
{{#ask: [[Riding Speed::+]] &lt;br /&gt;
 | ?Riding Speed&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Carried mass ratio ====&lt;br /&gt;
Caravan speed also receives a multiplier based on the ratio of Mass Carrier/ Mass Capacity. This is between 200% speed for zero mass and 50% (?) for maximum mass.&lt;br /&gt;
&lt;br /&gt;
There is no distinction between carried and equipped mass - an equipped weapon weighs the same as it does when carried in a muffalo's inventory. However, some furniture like [[chair]]s have a lower mass than the materials they yield upon deconstruction.&lt;br /&gt;
&lt;br /&gt;
Caravan speed can be increased by lowering carried mass (dropping items) or adding more pack animals, ultimately decreasing the Mass Carried/Capacity ratio. The speed multiplier will asymptotically approach 200%, thus number of pack animals used has diminishing returns.&lt;br /&gt;
&lt;br /&gt;
==== Terrain ====&lt;br /&gt;
{{Rewrite|reason=Missing biomes and existing ones, and the effect of temperature and/or winter need to be verified.}}&lt;br /&gt;
The game will automatically plot the fastest route to your selected destination, so you will rarely have to pick and choose specific terrain. &lt;br /&gt;
&lt;br /&gt;
The following table lists the movement difficulty of individual world tiles. Flat terrain is naturally the easiest to travel, hills and mountains are slower, and roads will speed it up though any terrain. Average temperatures under {{Temperature|-17.1}} will start to cause movement difficulty to increase. Winter penalty maxes out at +2 movement difficulty at {{Temperature|-22.5}}.&lt;br /&gt;
&lt;br /&gt;
Note that 1 movement difficulty roughly equates to 0.06 days or roughly 1.44 hours at base human movement speed.&lt;br /&gt;
{{#vardefine: color1 | 66FF33}}{{#vardefine: color2 | 55DD33}}&amp;lt;!--E3D933--&amp;gt;{{#vardefine: color3 | BBCC22}}{{#vardefine: color4 | EE9900}}&lt;br /&gt;
:{| {{STDT| wikitable sortable text-center}}&lt;br /&gt;
! Terrain !! Biome !! Flat !! Small Hills !! Large Hills !! Mountains&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color1}}&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; | '''Easy'''&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Temperate Forest    ||  1  || 1.5 || 2.5 || 4&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Desert              ||  1  || 1.5 || 2.5 || 4&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Extreme Desert      ||  1  || 1.5 || 2.5 || 4&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Tundra              ||  1  || 1.5 || 2.5 || 4&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Boreal Forest       ||  1  || 1.5 || 2.5 || 4&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Arid Shrubland      ||  1  || 1.5 || 2.5 || 4&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color2}}&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | '''Moderate'''&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Sea Ice             || 1.5 ||  -  ||  -  ||  -&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color2}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Ice Sheet           || 1.5 ||  2  ||  3  || 4.5 &lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color2}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Tropical Forest     ||  2  || 2.5 || 3.5 ||  5&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color4}}&amp;quot;&lt;br /&gt;
| '''Difficult'''&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Temperate Swamp     ||  4  ||  -  ||  -  ||  -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Tabs ===&lt;br /&gt;
The inspection pane has tabs to manage the caravan and view details.&lt;br /&gt;
&lt;br /&gt;
In the 'Gear' tab, by clicking the red X you can drop items and lose them forever. Dropping items may be necessary if the caravan becomes overburdened and unable to move. &lt;br /&gt;
&lt;br /&gt;
You can also abandon colonists and prisoners in the 'Social' tab. Items carried by a dismissed pawn will be lost. Abandoning a caravan member will cause their friends and family to have sad thoughts, and if the colonist is unlikely to survive (such as low temperatures) there will be a more severe penalty. Colonists who survive may eventually make their way back to your colony, or return as part of an enemy raid or friendly caravan.&lt;br /&gt;
&lt;br /&gt;
In the 'Gear' tab you can swap gear by dragging and dropping gear onto different colonists, or to and from the caravan inventory.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Caravan gear and inventory from world view.png|Gear &amp;amp; Inventory&lt;br /&gt;
File:Caravan mass carried.png|Mass carried&lt;br /&gt;
File:Caravan needs.png|Status&lt;br /&gt;
File:Caravan health.png|Health&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once you arrive to the destination, just click the Trade icon to start negotiations.&lt;br /&gt;
[[File:Trade icon.png]]&lt;br /&gt;
&lt;br /&gt;
=== Route planner ===&lt;br /&gt;
[[File:Caravan_planner.png|600px|thumb|rifht|Caravan planner having planned a route based a caravan's speed.]]&lt;br /&gt;
&lt;br /&gt;
There is a route planner that allows you to roughly check the amount of time it takes to reach a destination, allowing you to plan ahead.&lt;br /&gt;
&lt;br /&gt;
When it is opened, you can drop various waypoints around the world map. The game will calculate the time it takes for a 1 tile/h caravan to travel through the planned route. You can also place the starting point on an existing caravan to determine the time taken for a journey based on that caravan's speed.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Returning home ===&lt;br /&gt;
&lt;br /&gt;
After you arrive back at your colony, you will notice two details must be addressed before continuing the game.&lt;br /&gt;
&lt;br /&gt;
* Pack animals may go straight to their animal bed or just wander around still with all your items inside their packing gear. If you happen to need something at the moment, you will have to make them drop it. You may want to restrict them to a roofed zone and wait for them to go there before doing this, so the dropped belongings won't deteriorate due to exposure, or you can wait until night when they are sleeping inside a room. Pack animals who have been trained for Obedience can be assigned to follow their master, who can be drafted to storage areas and wait until the animals follow him/her too to drop the items as well.&lt;br /&gt;
* Prisoners will still be carrying your caravan items too, even armor and weaponry (as odd as it may be). They will not unload their inventory after returning to base unless directed to through the gear tab, and will start to unload only after being recruited.&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;300px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Prisoners keep your caravan items too.png|'''Prisoners keep your caravan items'''&lt;br /&gt;
File:Caravan prisoner unloading inventory.png|'''Prisoner unloading inventory after recruitment'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Long distance journeys ===&lt;br /&gt;
&lt;br /&gt;
Many basic technology options prove to be very helpful for long distance travel. Make frequent use of [[Campfire]]s, [[Pemmican]], [[Passive cooler]]s and [[Crafting spot]]s to resupply your caravans and keep healthy on the road, instead of one large ride. Take advantage by building settlements whenever you run low on food or resources. Generated maps can have forageable food and animals to hunt or even tame into the convoy. Colonists will also need time off to relax and restore their joy.&lt;br /&gt;
&lt;br /&gt;
=== Multiple colonies and pitstops ===&lt;br /&gt;
&lt;br /&gt;
The game options let you choose how many colonies (up to 5) you can have active on the globe at once. Temporary maps from events do not count towards this limit. In order to build beyond the game menu limits, you must abandon an existing colony. &lt;br /&gt;
&lt;br /&gt;
Should you choose to make multiple settlements, it is not necessary to carry all your raw materials all the way from your home base to a new spot. Lighten the load by carrying valuables such as silver, gold, [[drugs]] and then trading them with your new neighbors, or if you settled close enough, use [[transport pod]]s to launch everything over.&lt;br /&gt;
&lt;br /&gt;
While traveling long distances consider bringing valuable items, then bartering for necessary supplies instead of bringing them.&lt;br /&gt;
&lt;br /&gt;
If you know certain resources will be scarce in your new map's biome, or if you want to save time mining, some resources can be [[Advanced_Endgame_Guide#Resource_compression|compressed]] -- that is, built into items with a lower mass than their raw materials.&lt;br /&gt;
&lt;br /&gt;
== Events ==&lt;br /&gt;
&lt;br /&gt;
Caravan events take place on the road, which means that neither side will be engaging with the benefit of a base. The action takes place in the open and the player must take advantage on terrain features to defend themselves. Those who survive will have a 24 hours window to perform vital needs such as doctoring, resting and feeding as well as re-packing. [[:File:Pirate fed to animal.png|Eliminated hostiles can be fed to your animals]].&lt;br /&gt;
&lt;br /&gt;
There are two different ways of re-packing: manually giving cargo animals the selected item to be carried or re-forming the caravan. The first alternative lets you make the most out of the area which may include mining, harvesting, and cooking, while the last option will instantly leave the place. Either way, before the countdown timer ends, all items must be put to be carried or they will be '''lost''' once the time runs out.&lt;br /&gt;
&lt;br /&gt;
==== Visibility ====&lt;br /&gt;
{{Stub|section=1|reason=Needs actual equation defining visibility based on total body size}}&lt;br /&gt;
Visibility is how easy your Caravan is to notice. It multiplies the chance that your caravan will be waylaid by enemies. Visibility does not affect your ability to find things you want. Visibility is based on the total body size of all people and animals in the caravan. The default visibility for 1 person in a caravan is 20%, it does not scale linearly for additional people, as two people is 36%. You can see the visibility in the upper right while forming a caravan.&lt;br /&gt;
&lt;br /&gt;
=== Ambush ===&lt;br /&gt;
Your caravan has been ambushed by an enemy faction. Colonists cannot exit the generated map until the attackers are defeated (killed, downed, or fled). If all are killed, the caravan is considered destroyed and will disappear along with any carried items.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Caravan ambushed right after leaving colony.png|1.- Red envelope alert zooms in to the battle tile.&lt;br /&gt;
File:Caravan ambushed by pirates.png|2.- You can see the incoming attackers from a distance.&lt;br /&gt;
File:Caravan ambushed in World view.png|3.- World view is a red dot.&lt;br /&gt;
File:Caravan ambushed victory.png|4.- Once victorious, you have 24 hours before the caravan automatically reforms to leave.&lt;br /&gt;
File:Capturing prisoners after ambush.png|5.- Make a tiny room enough to capture downed enemies with a sleeping spot each.&lt;br /&gt;
File:Prisoners brought to colony.png|Prisoners arrive to your colony, wandering around.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# The game notifies you that an ambush is taking place, prompting you to check on your caravan.&lt;br /&gt;
# Pause the game to survey the enemy and position yourself by taking cover behind terrain features.&lt;br /&gt;
# Check where it's happening. As it is, in this case, right next to the colony, it's possible to quickly send reinforcements. However, you cannot send the back-up caravan right into the battle, but must first move to an adjacent tile before joining your comrades.&lt;br /&gt;
# After an encounter ends, a 24-hour countdown begins so you can recover, pick up items, strip the dead/downed, and take care of any other need.&lt;br /&gt;
# To take prisoners, you should build the smallest room possible (remember you are on a countdown) which can just fit the same amount of sleeping spots for each downed enemy. Treat their wounds so they don't die while carrying them to your colony. Finally, reforming the caravan makes captives come with you (you will see them listed).&lt;br /&gt;
# Your prisoners are finally brought to your colony, but you see them wandering around (!!!). Don't worry as they won't attempt to escape. Your characters will proceed to unload their items. Eventually, wardens will come to pick them up and escort them to designated prison cells. Any incapacitated prisoners will remain downed and need to be carried.&lt;br /&gt;
&lt;br /&gt;
==== Manhunter Ambush ====&lt;br /&gt;
&lt;br /&gt;
Same as Ambush except with a manhunter pack of animals. Manhunters won't attempt to flee, and colonists can't either.&lt;br /&gt;
&lt;br /&gt;
=== Demand ===&lt;br /&gt;
&lt;br /&gt;
A number of pirates approach your caravan and demand that you give them items and/or hand over members as slaves. If you don't comply, they will proceed to assault the caravan. It's nearly always a better choice to fight back as pirates usually come in poor numbers.&lt;br /&gt;
&lt;br /&gt;
=== Encounter ===&lt;br /&gt;
Another friendly caravan crosses paths with you, opening an opportunity to trade. &lt;br /&gt;
&lt;br /&gt;
You can attack them if you wish, damaging faction relations. Your pawns may exit the map while engaging the caravan. Since you will be informed of their party composition but cannot clearly see who is in the caravan, you can decide if they're worth robbing.&lt;br /&gt;
&lt;br /&gt;
Sometimes when attacking them, they may decide to do a 'bloody exit', that is to exit as aggressively as possible.&lt;br /&gt;
&lt;br /&gt;
[[File:Caravan met peacefully.png|400px]]&lt;br /&gt;
&lt;br /&gt;
=== Reform caravan ===&lt;br /&gt;
You can only reform caravans if there are no hostile pawns on the map or they are all either downed or asleep.&lt;br /&gt;
&lt;br /&gt;
===Caravan Lost===&lt;br /&gt;
If a caravan is lost, all items, animals, and prisoners become unrecoverable. A caravan is lost if all colonists die or suffer an irreversible [[mental break]] like Gone Wild or Give Up. Milder mental breaks which can be spontaneously snapped out of, like Sad Wandering, will not lose a caravan.&lt;br /&gt;
&lt;br /&gt;
Colonists, animals, and prisoners can be banished via the 'Social' tab. Items carried by an adandoned pawn will be lost. Abandoning a caravan member will cause their friends and family to have sad thoughts, and if the colonist is unlikely to survive (such as in low temperatures), there will be a more severe penalty. Colonists who survive abandonment may eventually make their way back to your colony or return as part of an enemy raid or friendly caravan.&lt;br /&gt;
0&lt;br /&gt;
&lt;br /&gt;
== Attacking other settlements ==&lt;br /&gt;
{{Rewrite|section=1|reason=Cleanup, potential size reduction, updating from A16 -&amp;gt; Present}}&lt;br /&gt;
{{Image wanted|section=1|reason=Shows bases from A16, they have significantly changed since.}}&lt;br /&gt;
You may raid other settlements on the world map, much like other factions do to your colony. To do this, all you need is to send a caravan to a site, and select the &amp;quot;Attack&amp;quot; interaction option. Attacking settlements gives you an opportunity to steal valuable goods such as [[glitterworld medicine]], [[luciferium]], [[component]]s, as well as weapons and armor.&lt;br /&gt;
&lt;br /&gt;
* See [[Offense_tactics|offense tactics]] for specific tips on how to assault outposts and bases.&lt;br /&gt;
&lt;br /&gt;
=== Walkthrough ===&lt;br /&gt;
: The below shows bases from the Alpha 16 version of the game.  Settlement defenders of later updates are ''significantly strengthened'' and are harder to defeat and are not scaled down by easier difficulty as other raids are.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Caravan raiding another settlement.png|1.- Moving towards target settlement for raid&lt;br /&gt;
File:Generating map for new encounter.png|2.- Generating map for new encounter&lt;br /&gt;
File:Attack begun.png|3.- Attack begun&lt;br /&gt;
File:Studying enemies.png|4.- Studying enemies&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
: 1) Right click to select destination gives approximate travel time and distance.&amp;lt;p&amp;gt;&lt;br /&gt;
: 2) Once your caravan arrives, the game generates a map with an enemy base.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 3) The &amp;quot;Attack begun&amp;quot; blue envelope opens a message which allows you to see the targeted area.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 4) You can click on individual enemy members to see their character skills, gear, and health. Use this to prioritize your targets.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Enemy base layout.png|5.- Enemy base layout&lt;br /&gt;
File:Enemy base zoomed out.png|6.- Enemy base zoomed out&lt;br /&gt;
File:Enemy positioning and loot.png|7.- Enemy positioning and loot&lt;br /&gt;
File:Stampede 1.png|8.- First stampede&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
: 5) Base layout, nothing tricky.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 6) Terrain around enemy base is very simple, nothing too complicated.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 7) Approaching from the front will make enemies line up facing you right away automatically.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 8) [[Offense_tactics#Stampede|Stampede]] offense tactic to weaken their defenses. Train your offensive animals to be capable of &amp;quot;Release&amp;quot;, leaving pack animals behind&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Stampede casualty.png|9.- Stampede casualty&lt;br /&gt;
File:Using their base as your own.png|10.- Using their base as your own&lt;br /&gt;
File:Outpost destroyed 24h countdown.png|11.- Outpost destroyed, 24h countdown before leaving&lt;br /&gt;
File:Resting at enemy base.png|12.- Resting at enemy base&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
: 9) Stampede casualty with animal wounds.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 10) Tactics split and kite allows you to enter their base and use choke points, with friendly fire safety ensured. Melee with ranged shooting on his/her shoulder.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 11) After 8 of 11 enemies were killed, the remaining 3 start to flee and the game considers the outpost destroyed, and a 24-hour countdown timer begins for treating your wounded, looting and resting. You don't need to destroy the base once captured, just claim their doors and they will open as if they were yours from the beginning.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 12) Since they had three rooms, one can be used as an infirmary and another as a prison to handle your prisoners.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Looting.png|13.- Looting&lt;br /&gt;
File:Caravan back to home.png|14.- Caravan back to home&lt;br /&gt;
File:Unloading inventory.png|15.- Unloading inventory&lt;br /&gt;
File:Work tab order shift.png|16.- Work tab order shift&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
: 13) You can strip all your killed or downed enemies to take their weapons and armor. Be careful with the tainted apparel mood penalty if you took them off the dead, though.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 14) Once those 24 hours had passed, the game automatically kicks you back to the world map at which point you can return home and/or visit friendly outposts as well. If you want you can also choose 'Reform Caravan' which allows you to choose what you want to bring, and leave early.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 15) Once you arrive back home, characters will start unloading their inventory and sorting items properly.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 16) The work tab order will shift to a different sequence than the original before leaving. May be a problem, or not.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Changed caravan reform to be allowed with sleeping hostiles on site.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Volatile depressive</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Caravan&amp;diff=132882</id>
		<title>Caravan</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Caravan&amp;diff=132882"/>
		<updated>2023-04-04T23:32:55Z</updated>

		<summary type="html">&lt;p&gt;Volatile depressive: /* Food */  big rework of section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
{{Stub|reason=Bedroll mechanics inc. rest efficiency, couples, etc}}&lt;br /&gt;
{{For|caravans visiting you from other factions|Trader}}&lt;br /&gt;
&lt;br /&gt;
'''Caravans''' are a group of one or more colonists who gather together for different purposes and leave the current map tile. Goods can be carried by animals, colonists, or prisoners to facilitate trading on your own schedule; a caravan can also act as a raid squad to attack other establishments. Each caravan is represented on the [[Menus#World|world map]] by a yellow icon. Double-clicking a caravan will select all caravans on the screen, allowing them all to be ordered to a single destination.&lt;br /&gt;
&lt;br /&gt;
Sending caravans out from your home, instead of just waiting for other tribes to come to you, creates trade opportunities at your pace, rather than wait for random traders to show at your location. It also provides a wider selection of goods since friendly outposts have much more inventory than the limited selection traders (who are restricted by carrying capacity) show up with. Also, you get a 2% price bonus for direct trading. It also avoids the cost for requesting traders at the [[comms console]].&lt;br /&gt;
&lt;br /&gt;
== Creation ==&lt;br /&gt;
&lt;br /&gt;
[[File:Form caravan icon.png|right]]&lt;br /&gt;
&lt;br /&gt;
In the World map, select the colony icon and click &amp;lt;tt&amp;gt;'Form caravan'&amp;lt;/tt&amp;gt;.  A dialog is shown to assign pawns, animals, and items.  You can create multiple caravans.&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;p&amp;gt;'''''Caution:''''' Clicking &amp;lt;tt&amp;gt;'Abandon'&amp;lt;/tt&amp;gt; on an unoccupied colony will not prompt for any confirmation before making it an [[:File:Abandoned faction base.png|inaccessible ruins and lost forever]].&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== People and Animals ===&lt;br /&gt;
Choose the colonists who will take part in the convoy, any [[pack animal]]s that will carry the items for sale, any prisoners you want to transport, or if you have [[Biotech]], any [[Mechanoid]] your Mechanitor possess. At least one colonist must be chosen. Make sure to select those whose health are in optimal conditions, as wounded and/or sick colonists slow the caravan down.&lt;br /&gt;
&lt;br /&gt;
There are three different arrangements when forming caravans:&lt;br /&gt;
* A caravan ''without'' pack animals forms up the quickest, as colonists only need to pack items on their backs and will leave without further delay.&lt;br /&gt;
* A caravan ''with'' pack animals suffers a loading phase where colonists must load the pack animals. This can take a long time if there are lots of items to pack and/or you don't have many haulers available.&lt;br /&gt;
* A caravans already traveling in the World Map will reform instantly and not require a hauling phase, regardless of any pack animals.&lt;br /&gt;
&lt;br /&gt;
Incapacitated pawns cannot be chosen to be part of the caravan initiation process, but once your caravan is traveling you can pick up incapacitated people to come with you. They will slow down your caravan by a lot, so be warned.&lt;br /&gt;
&lt;br /&gt;
The caravan will take the name of the best negotiator in the caravan.&lt;br /&gt;
&lt;br /&gt;
Mechanoids{{BiotechIcon}} inside a caravan without their overseer Mechanitor cannot be commanded to do anything when drafted as there is no signal for them to move or command to move towards, but can still be brought over as a caravan as long as the Mechanitor in question still has enough bandwidth to maintain their control in anywhere.&lt;br /&gt;
&lt;br /&gt;
[[File:Caravan party.png|300px]]&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
Use the Items tab to select supplies.  Only items located in your Stockpiles or Home Area are shown while initially packing; when reforming the caravan you can select any item on the map.&lt;br /&gt;
&lt;br /&gt;
The carrying capacity of humans and [[Pack animal|pack animals]] in a caravan is separate from their [[Carrying Capacity]] for hauling, and is given by their Body Size multiplied by 35. For humans, this includes the clothing, gear, and inventory that they already have.&lt;br /&gt;
&lt;br /&gt;
Caravan carrying capacity:&lt;br /&gt;
* [[Human]]: {{#expr:35*{{Q|Human|Body Size}} round 0}} kg&lt;br /&gt;
* [[Elephant]]: {{#expr:35*{{Q|Elephant|Body Size}} round 0}} kg&lt;br /&gt;
* [[Bison]]: {{#expr:35*{{Q|Bison|Body Size}} round 0}} kg&lt;br /&gt;
* [[Muffalo]]: {{#expr:35*{{Q|Muffalo|Body Size}} round 0}} kg&lt;br /&gt;
* [[Horse]]: {{#expr:35*{{Q|Horse|Body Size}} round 0}} kg&lt;br /&gt;
* [[Dromedary]]: {{#expr:35*{{Q|Dromedary|Body Size}} round 0}} kg&lt;br /&gt;
* [[Yak]]: {{#expr:35*{{Q|Yak|Body Size}} round 0}} kg&lt;br /&gt;
* [[Donkey]]: {{#expr:35*{{Q|Donkey|Body Size}} round 0}} kg&lt;br /&gt;
* [[Alpaca]]: {{#expr:35*{{Q|Alpaca|Body Size}} round 0}} kg&lt;br /&gt;
&lt;br /&gt;
Baby or juvenile animals have a reduced carrying capacity.&lt;br /&gt;
&lt;br /&gt;
If the colonist or animal is already carrying something (such as clothes worn), they will appear to have a reduced carry weight.&lt;br /&gt;
&lt;br /&gt;
The combined carrying capacity and mass of selected items is listed at the top. Buttons are used to select items/amounts. A double arrow [&amp;gt;&amp;gt;] will take the full quantity of an item. The arrow [&amp;gt;M] indicates you cannot carry the full quantity, but it will automatically take the maximum amount. When over capacity, the arrow [M&amp;lt;] will return some or all of those items so that the mass total does not exceed the caravan's carrying capacity.&lt;br /&gt;
&lt;br /&gt;
Modifier keys can be used to change the [&amp;gt;] arrow from +1 to adding more as follows:&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Key|CTRL}}: +10 &amp;lt;br/&amp;gt;{{Key|SHIFT}}: +100 &amp;lt;br/&amp;gt;{{Key|CTRL}}+{{Key|SHIFT}}: +1000. &amp;lt;br/&amp;gt;These keys work similarly for the [&amp;lt;] arrow to subtract.&lt;br /&gt;
&lt;br /&gt;
If a caravan member dies in the close-up view, they will drop their items which must be picked up. If they die on the global map (such as from blood loss), their gear will be lost. If all party members die, the entire caravan disappears and everything is lost.&lt;br /&gt;
&lt;br /&gt;
[[File:Caravan inventory.png|300px]]&lt;br /&gt;
&lt;br /&gt;
==== Food ====&lt;br /&gt;
&lt;br /&gt;
Caravans will feed as needed while traveling or resting, so long as there's available food. Colonists who are part of a caravan will automatically forage for raw food, with yield depending on the environment and the colonist's Growing [[skill]]. Foraging is not recommended as the caravan's primary food source, however, as it may result in food poisoning, like any raw food consumption. &lt;br /&gt;
&lt;br /&gt;
Herbivorous animals can generally graze on their environment for nutrition while traveling, except in extreme biomes like ice sheets and deserts. However, carnivorous and omnivorous animals cannot hunt nor scavenge in a caravan. Extra food must be brought for them or they will starve. &lt;br /&gt;
&lt;br /&gt;
A caravan's '''time to destination''' is displayed in the inspect pane when a caravan is selected on the [[World map]] screen. This allows for careful coordination of trip length and food stores when planning a caravan. &lt;br /&gt;
&lt;br /&gt;
Most food spoils without refrigeration rather quickly. Supplies with the soonest expiration date are automatically consumed first.&lt;br /&gt;
&lt;br /&gt;
* [[Simple meal]]s will suffice for short journeys (spoils in 4 days).&lt;br /&gt;
* [[Berries]] can last through mid-length journeys, despite being less weight-efficient and causing food poisoning. (14 days).&lt;br /&gt;
* [[Pemmican]] will be needed for long-distance travel (lasts over 1 year).&lt;br /&gt;
* [[Packaged survival meal]]s are best for long journeys (never expire).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While traveling, [[caravan#events|caravan events]] may trigger such as [[manhunter pack]]s or pirate raids, all of which generate '''mini-maps'''. After threats have been eliminated, it's possible to scavenge a mini-map for food, game, herbal medicine, and other resources. Carnivore and herbivore animals will automatically feed in a mini-map.&lt;br /&gt;
&lt;br /&gt;
After lingering on a mini-map for over several days, the storyteller will spawn a raid as a way of forcing you to '''reform the caravan'''.&lt;br /&gt;
Upon reforming a caravan, all items, animals, and pawns must be manually selected to be included with your reformed caravan, or they'll be lost forever.&lt;br /&gt;
&lt;br /&gt;
=== Formation process ===&lt;br /&gt;
&lt;br /&gt;
Once the order to form the caravan is given, colonists and animals will gather around a [[caravan hitching spot]] or a random place within your home area and wait for all members to assemble.&lt;br /&gt;
&lt;br /&gt;
It's recommended to put the caravan hitching spot inside your warehouse to reduce loading time.&lt;br /&gt;
&lt;br /&gt;
After assembly, they will gather any needed supplies, putting them on pack animals if available. When they finish, they will head out to the map edges and wait for the other members to arrive, then exit the colony map and enter the world map.&lt;br /&gt;
&lt;br /&gt;
Haulers not part of the caravan will also help in gathering the supplies.&lt;br /&gt;
&lt;br /&gt;
[[File:Caravan loading.png|500px|thumb|none|Notice the loading process as colonist start to take items towards the animals of burden.]]&lt;br /&gt;
&lt;br /&gt;
Colonists will ignore any needs during the formation, except food (once they're starving they'll take a break to eat if food is available). Should they feel exhausted during the process, they won't rest in their bedrooms but collapse near the caravan hitching spot.&lt;br /&gt;
&lt;br /&gt;
They will also override the 'Forbid' command, taking forbidden items. If there is less of an item than ordered (e.g. meals which other colonists ate during the process), members will take what they can and then carry on without stopping.&lt;br /&gt;
&lt;br /&gt;
A pawn can be temporarily interrupted by manually assigning them to do another task. They will resume caravan loading once the task is complete.&lt;br /&gt;
&lt;br /&gt;
Any mental break of its members will pause the process until that member recovers. Downing or killing that member will interrupt the process, causing it to be cancelled.&lt;br /&gt;
&lt;br /&gt;
[[File:The caravan formation process will continue when everyone recovers from a mental break.png|500px|thumb|none|Ufff...]]&lt;br /&gt;
&lt;br /&gt;
If the formation was successful, the character roster on top of the screen will split, showing those who stayed at home and those who left with the caravan by greying them on a different &amp;quot;box&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:Colonist roster of those at home and at caravan.png|500px]]&lt;br /&gt;
&lt;br /&gt;
=== Caravan route &amp;amp; pathing ===&lt;br /&gt;
&lt;br /&gt;
The 'Choose Route' button allows you to decide destinations for your colonists' caravan. Once a path is chosen, colonists will choose an exit direction that can best reduce travel time.&lt;br /&gt;
&lt;br /&gt;
Once items have been loaded, party members will proceed separate ways according to their own classifications made by the player.&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;300px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Caravan pathing.png| '''Caravan clear division between colonist path and muffalos' path.'''&lt;br /&gt;
File:Caravan pathing 2.png| '''The apparent reason behind the animal area drawn is to prevent them from eating your plantations.'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Tricks ===&lt;br /&gt;
* If a caravan includes a lot of animals and/or items, the process of gathering those can be ''very'' time consuming - starting a larger caravan at 0400, it's not unusual to leave (well) after 1200, 8+ hours of &amp;quot;Forming Caravan&amp;quot;.   To reduce this time, you can add additional pawns to the Caravan roster, dedicating them to the loading process, either when you create the Caravan or after (by selecting a pawn and clicking &amp;quot;Add to Caravan&amp;quot;).  You can remove them later the same way. You can even create the caravan with one set of pawns, add others, and remove the original set; this is handy to start the process as soon as possible if your desired travelers are busy early in the morning, or you just want them to get as much sleep as possible before the journey.&lt;br /&gt;
:* Once everything is gathered, colonists will lead all the animals to the edge of the map and then wait for everyone to get there, then disappear off to the World Map (with a small note to that effect in the top-left of the screen).  If you remove colonists from the caravan ''before'' leaving, their animals are released to wander and must be re-gathered by the (fewer) remaining caravaners, which might take another hour or more. It may be a good idea to let ''everyone'' keep their animals and leave the map together, then ''immediately'' pause the game and jump to the World Map, select the caravan and click &amp;quot;Split Caravan&amp;quot;, sending whichever colonists you wish instantly right back to the base map while the main body continues on. Be sure the &amp;quot;lift&amp;quot; ability of the remaining pawns is enough to carry all the intended items.&lt;br /&gt;
&lt;br /&gt;
* Sometimes you start forming a caravan late in the day, or realize you won't make the 2200 cut-off for traveling that day.  If you wait until ''after'' 2200 (when domestic animals sleep), you can create un-owned [[animal sleeping spot]]s around the [[caravan hitching spot]], un-form the caravan, and the (still-packed) animals will bed down there for the night. If you then start early the next morning (''well'' before they start to wake around 0600), they are all still right there and easy to round up when you re-create the caravan. There may be some unpacking/repacking of items, but your colonists won't have to chase the same animals all over the map again.&lt;br /&gt;
&lt;br /&gt;
* The act of gathering supplies allows a colonist to carry huge stacks of lightweight materials like cloth or food. This can be exploited to perform ''Super Hauling'' by having a colonist pick up all the goods on the map, drafting them into the storage room, and cancelling the caravan to unload. They will have hauled a massive number of supplies in one trip.&lt;br /&gt;
&lt;br /&gt;
== Traveling ==&lt;br /&gt;
Once your caravan enters the world map, you can give it orders.&lt;br /&gt;
&lt;br /&gt;
A caravan can:&lt;br /&gt;
* Move - Right-click to select destination. A line indicates the optimal route (accounting for terrain speed and elevation changes).&lt;br /&gt;
* Settle - Click Settle to create a new colony.&lt;br /&gt;
** You may not settle a new colony when already at maximum. The default maximum is one. This can increased to up to five in Menu - Options. &lt;br /&gt;
** Settling directly adjacent to your own colony or any other settlement is not allowed.&lt;br /&gt;
* Enter back into the colony - Right-click the colony.&lt;br /&gt;
* Split - Click the Split button. Each caravan must consist of at least one colonist.&lt;br /&gt;
* Merge - Select two or more caravans in the same tile (by dragging a square zone) and click Merge to form a single caravan.&lt;br /&gt;
* Trade - When a caravan has reached a friendly faction outpost, click the trade button to open the trade dialog window. &lt;br /&gt;
* Attack - A caravan can attack any faction outpost, regardless of relations status, though attacking will worsen relations.&lt;br /&gt;
* Offer gifts - If your relations with a faction are not high enough to trade, you can offer them gifts in an attempt to improve relations.&lt;br /&gt;
&lt;br /&gt;
[[File:Caravan optimal route.png|300px]]&lt;br /&gt;
&lt;br /&gt;
=== Status box ===&lt;br /&gt;
&lt;br /&gt;
Several items are displayed in the status box.&lt;br /&gt;
&lt;br /&gt;
#Movement status:&lt;br /&gt;
#* Traveling - moving to destination.&lt;br /&gt;
#* Resting - caravan automatically stops between hours 22 and 6 to sleep.&lt;br /&gt;
#* Waiting - no destination selected.&lt;br /&gt;
#* Stopped - stopped moving with reason given.&lt;br /&gt;
#Estimated time to destination - time to destination based on the current tile movement time.&lt;br /&gt;
#Days of food - compare this to 'estimated time to destination' to determine if your caravan has enough food for the journey.&lt;br /&gt;
#Base movement time: Movement speed based on the average speed of all the pawns in the caravan.&lt;br /&gt;
#Current tile movement time: Current movement speed based on the terrain, biome, weather (only affected during autumn-winter) or roads. (See table on this page for details.)&lt;br /&gt;
#Stealthiness: How stealthy your caravan is. Stealthier caravans are less prone to being ambushed.&lt;br /&gt;
&lt;br /&gt;
A caravan may stop for various reasons, such as when;&lt;br /&gt;
*Between hours 22 and 6 while the members sleep and rest.&lt;br /&gt;
**They still continue to rest even if all members are fully rested.&lt;br /&gt;
**Colonists who had been assigned to the night shift in the Restrict tab will still follow this schedule.&lt;br /&gt;
*All colonists are downed or having a minor/major mental break.&lt;br /&gt;
*Any member is having an extreme mental break.&lt;br /&gt;
**Nobody will be harmed even if the colonist is going berserk.&lt;br /&gt;
**Minor or major mental breaks won't stop the caravan as long as at least one person is still functional. If a colonist is in the midst of a mental break when you settle or get ambushed, they will still be having it when they appear on the map.&lt;br /&gt;
*The player manually pauses the caravan.&lt;br /&gt;
**While paused caravans forage faster, members can socialize and the caravan is less likely to be attacked.&lt;br /&gt;
&lt;br /&gt;
=== Sustenance ===&lt;br /&gt;
Pawns traveling in a caravan will eat automatically when necessary. Grazing animals, when hungry in a place with grazable plants, will instantly have their hunger bar refilled without any cost. If not, they will proceed to eat food carried in the caravan. Pawns will prioritize food that spoils earlier.&lt;br /&gt;
&lt;br /&gt;
If a colonist has an injury or disease that requires tending, doctors will tend to them as necessary, using medicine if available to them. If self-tend is on they will also tend to themselves.&lt;br /&gt;
&lt;br /&gt;
If you bring [[Beer]], [[Chocolate]], or [[Insect jelly]] along with you, colonists may consume them during their journey. The mood bonus they provide can help keep colonists sane when away from the colony for long stretches of time.&lt;br /&gt;
==== Foraging ====&lt;br /&gt;
{{rewrite|section=1|reason=Cleanup, verification, integration with [[Foraged Food Amount]]}}&lt;br /&gt;
Every colonist in a caravan can forage for raw food.&lt;br /&gt;
Each colonist can forage 0.09 nutrition per day per level of [[Skills#Plants|Plants]] at a baseline, i.e. in temperate forests or swamps. Given that each colonist consumes 1.6 nutrition per day, this means that a level 9 Plants colonist can break even with food consumption when the caravan is resting, and a level 18 Plants colonist can constantly forage more than he eats while traveling.&lt;br /&gt;
&lt;br /&gt;
Foraging is also affected by manipulation (50% importance, 100% max) and sight (90% importance), so giving caravanners [[bionic eye]]s or [[archotech eye]]s increases foraging.&lt;br /&gt;
&lt;br /&gt;
Having a tribal start grants a 170% multiplier to foraging, as shown by a &amp;quot;Faction Type: 170%&amp;quot; line in the tooltip. This means that in temperate forests or swamps, a level 6 Plants colonist will break even with food consumption when the caravan is resting, and a level 11 Plants colonist can constantly forge more than he eats while traveling. If Tribal colonists with good Plants skills have enough meals or other food to eat during a trip through terrain with good forage, they may return with a nontrivial quantity of berries.&lt;br /&gt;
&lt;br /&gt;
==== Energy ====&lt;br /&gt;
{{Biotech|No Category}}&lt;br /&gt;
When on the world map, [[mechanoid creation|friendly mechanoids]] consume no power. However, if a mechanoid does run out of power during the caravan, such as during an ambush, it will go under a permanent Dormant Self-charge state until someone brings it to a nearby mech recharger.&lt;br /&gt;
&lt;br /&gt;
=== Recreation ===&lt;br /&gt;
Colonists on caravan gain [[recreation]] while stopped at a rate of 10% per hour, of the Solitary type if they are alone, or a mix of Solitary and Social if two or more colonists are on the same caravan. Tolerance is gained at an equivalent rate to Extremely Low Expectations, regardless of the expectations at the colony or the amount of wealth taken on the caravan.&lt;br /&gt;
&lt;br /&gt;
=== Psyfocus ===&lt;br /&gt;
{{Royalty|No category}}&lt;br /&gt;
Pawns in a caravan will also regenerate [[psyfocus]] while remaining stationary or waiting.{{Check Tag|Rate?|How much psyfocus per hour? Add to both Psycasts and Caravan}} This however, does not apply when the caravan is resting due to sleep. This allows for usage of psycasts even while on long caravan journeys, provided some time is taken off to recharge.&lt;br /&gt;
&lt;br /&gt;
=== Caravan Schedule ===&lt;br /&gt;
{{Stub|section=1|reason=This section and its subsidiaries are rough outline only - it needs verification, expansion and clean up. Additionally: confirm [[Genes#Never sleep|Never sleep gene]] allows 24/7 caravaning. If yes, confirm whether [[circadian half-cycler]] does the same.}}&lt;br /&gt;
All caravans start moving at 0600 hours and stop at 2200 hours, and they rest while not moving. This travel routine is adhered to regardless of pawn traits or [[Assign|schedule]], i.e. a [[night owl]] pawn scheduled to sleep during the day will still caravan from 0600 to 2200 hours. If a newly formed caravan leaves the colony map after 2200 hours, it will enter the world map and rest until 0600 the next morning. Similarly, if they don't reach their destination tile by 2200, they will stop to rest, even if they are just moments away.&lt;br /&gt;
&lt;br /&gt;
===Caravan Movement Speed===&lt;br /&gt;
&lt;br /&gt;
Caravan movement speed follows the following equation:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Caravan movement speed''' = (13.6 * Multiplier from Ridden Animals * Multiplier from Carried Mass)/Terrain movement difficulty&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Rideable animals, carried mass, mass capacity, and terrain all directly impact caravan movement speed. Wounded or sick pawns also slow down caravans. &lt;br /&gt;
&lt;br /&gt;
==== Mounts ====&lt;br /&gt;
{{See also|Pack animals}}&lt;br /&gt;
{{Stub|section=1|reason=How do the inbetween ones work? If I have 1 at 1.6 and 1 at 1.3 do I get 1.45? Wb 1 at 1.6 and 10 without any mount? etc}}&lt;br /&gt;
Adding animals to a caravan may impose a multiplier on caravan speed based on the '''Caravan riding speed''' stat of the animal. The riding speed acts as a multiplier if there is one mount for every human pawn - for example, the caravan speed is multiplied by ×{{Q|Horse|Riding Speed}} if there is at least one [[horse]] for every human.&lt;br /&gt;
&lt;br /&gt;
You get the full multiplier if you have enough mounts for everybody. You get something in between if you don't bring enough or have a mix of speeds.&lt;br /&gt;
&lt;br /&gt;
{{#ask: [[Riding Speed::+]] &lt;br /&gt;
 | ?Riding Speed&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Carried mass ratio ====&lt;br /&gt;
Caravan speed also receives a multiplier based on the ratio of Mass Carrier/ Mass Capacity. This is between 200% speed for zero mass and 50% (?) for maximum mass.&lt;br /&gt;
&lt;br /&gt;
There is no distinction between carried and equipped mass - an equipped weapon weighs the same as it does when carried in a muffalo's inventory. However, some furniture like [[chair]]s have a lower mass than the materials they yield upon deconstruction.&lt;br /&gt;
&lt;br /&gt;
Caravan speed can be increased by lowering carried mass (dropping items) or adding more pack animals, ultimately decreasing the Mass Carried/Capacity ratio. The speed multiplier will asymptotically approach 200%, thus number of pack animals used has diminishing returns.&lt;br /&gt;
&lt;br /&gt;
==== Terrain ====&lt;br /&gt;
{{Rewrite|reason=Missing biomes and existing ones, and the effect of temperature and/or winter need to be verified.}}&lt;br /&gt;
The game will automatically plot the fastest route to your selected destination, so you will rarely have to pick and choose specific terrain. &lt;br /&gt;
&lt;br /&gt;
The following table lists the movement difficulty of individual world tiles. Flat terrain is naturally the easiest to travel, hills and mountains are slower, and roads will speed it up though any terrain. Average temperatures under {{Temperature|-17.1}} will start to cause movement difficulty to increase. Winter penalty maxes out at +2 movement difficulty at {{Temperature|-22.5}}.&lt;br /&gt;
&lt;br /&gt;
Note that 1 movement difficulty roughly equates to 0.06 days or roughly 1.44 hours at base human movement speed.&lt;br /&gt;
{{#vardefine: color1 | 66FF33}}{{#vardefine: color2 | 55DD33}}&amp;lt;!--E3D933--&amp;gt;{{#vardefine: color3 | BBCC22}}{{#vardefine: color4 | EE9900}}&lt;br /&gt;
:{| {{STDT| wikitable sortable text-center}}&lt;br /&gt;
! Terrain !! Biome !! Flat !! Small Hills !! Large Hills !! Mountains&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color1}}&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; | '''Easy'''&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Temperate Forest    ||  1  || 1.5 || 2.5 || 4&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Desert              ||  1  || 1.5 || 2.5 || 4&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Extreme Desert      ||  1  || 1.5 || 2.5 || 4&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Tundra              ||  1  || 1.5 || 2.5 || 4&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Boreal Forest       ||  1  || 1.5 || 2.5 || 4&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Arid Shrubland      ||  1  || 1.5 || 2.5 || 4&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color2}}&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | '''Moderate'''&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Sea Ice             || 1.5 ||  -  ||  -  ||  -&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color2}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Ice Sheet           || 1.5 ||  2  ||  3  || 4.5 &lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color2}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Tropical Forest     ||  2  || 2.5 || 3.5 ||  5&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color4}}&amp;quot;&lt;br /&gt;
| '''Difficult'''&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Temperate Swamp     ||  4  ||  -  ||  -  ||  -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Tabs ===&lt;br /&gt;
The inspection pane has tabs to manage the caravan and view details.&lt;br /&gt;
&lt;br /&gt;
In the 'Gear' tab, by clicking the red X you can drop items and lose them forever. Dropping items may be necessary if the caravan becomes overburdened and unable to move. &lt;br /&gt;
&lt;br /&gt;
You can also abandon colonists and prisoners in the 'Social' tab. Items carried by a dismissed pawn will be lost. Abandoning a caravan member will cause their friends and family to have sad thoughts, and if the colonist is unlikely to survive (such as low temperatures) there will be a more severe penalty. Colonists who survive may eventually make their way back to your colony, or return as part of an enemy raid or friendly caravan.&lt;br /&gt;
&lt;br /&gt;
In the 'Gear' tab you can swap gear by dragging and dropping gear onto different colonists, or to and from the caravan inventory.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Caravan gear and inventory from world view.png|Gear &amp;amp; Inventory&lt;br /&gt;
File:Caravan mass carried.png|Mass carried&lt;br /&gt;
File:Caravan needs.png|Status&lt;br /&gt;
File:Caravan health.png|Health&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once you arrive to the destination, just click the Trade icon to start negotiations.&lt;br /&gt;
[[File:Trade icon.png]]&lt;br /&gt;
&lt;br /&gt;
=== Route planner ===&lt;br /&gt;
[[File:Caravan_planner.png|600px|thumb|rifht|Caravan planner having planned a route based a caravan's speed.]]&lt;br /&gt;
&lt;br /&gt;
There is a route planner that allows you to roughly check the amount of time it takes to reach a destination, allowing you to plan ahead.&lt;br /&gt;
&lt;br /&gt;
When it is opened, you can drop various waypoints around the world map. The game will calculate the time it takes for a 1 tile/h caravan to travel through the planned route. You can also place the starting point on an existing caravan to determine the time taken for a journey based on that caravan's speed.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Returning home ===&lt;br /&gt;
&lt;br /&gt;
After you arrive back at your colony, you will notice two details must be addressed before continuing the game.&lt;br /&gt;
&lt;br /&gt;
* Pack animals may go straight to their animal bed or just wander around still with all your items inside their packing gear. If you happen to need something at the moment, you will have to make them drop it. You may want to restrict them to a roofed zone and wait for them to go there before doing this, so the dropped belongings won't deteriorate due to exposure, or you can wait until night when they are sleeping inside a room. Pack animals who have been trained for Obedience can be assigned to follow their master, who can be drafted to storage areas and wait until the animals follow him/her too to drop the items as well.&lt;br /&gt;
* Prisoners will still be carrying your caravan items too, even armor and weaponry (as odd as it may be). They will not unload their inventory after returning to base unless directed to through the gear tab, and will start to unload only after being recruited.&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;300px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Prisoners keep your caravan items too.png|'''Prisoners keep your caravan items'''&lt;br /&gt;
File:Caravan prisoner unloading inventory.png|'''Prisoner unloading inventory after recruitment'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Long distance journeys ===&lt;br /&gt;
&lt;br /&gt;
Many basic technology options prove to be very helpful for long distance travel. Make frequent use of [[Campfire]]s, [[Pemmican]], [[Passive cooler]]s and [[Crafting spot]]s to resupply your caravans and keep healthy on the road, instead of one large ride. Take advantage by building settlements whenever you run low on food or resources. Generated maps can have forageable food and animals to hunt or even tame into the convoy. Colonists will also need time off to relax and restore their joy.&lt;br /&gt;
&lt;br /&gt;
=== Multiple colonies and pitstops ===&lt;br /&gt;
&lt;br /&gt;
The game options let you choose how many colonies (up to 5) you can have active on the globe at once. Temporary maps from events do not count towards this limit. In order to build beyond the game menu limits, you must abandon an existing colony. &lt;br /&gt;
&lt;br /&gt;
Should you choose to make multiple settlements, it is not necessary to carry all your raw materials all the way from your home base to a new spot. Lighten the load by carrying valuables such as silver, gold, [[drugs]] and then trading them with your new neighbors, or if you settled close enough, use [[transport pod]]s to launch everything over.&lt;br /&gt;
&lt;br /&gt;
While traveling long distances consider bringing valuable items, then bartering for necessary supplies instead of bringing them.&lt;br /&gt;
&lt;br /&gt;
If you know certain resources will be scarce in your new map's biome, or if you want to save time mining, some resources can be [[Advanced_Endgame_Guide#Resource_compression|compressed]] -- that is, built into items with a lower mass than their raw materials.&lt;br /&gt;
&lt;br /&gt;
== Events ==&lt;br /&gt;
&lt;br /&gt;
Caravan events take place on the road, which means that neither side will be engaging with the benefit of a base. The action takes place in the open and the player must take advantage on terrain features to defend themselves. Those who survive will have a 24 hours window to perform vital needs such as doctoring, resting and feeding as well as re-packing. [[:File:Pirate fed to animal.png|Eliminated hostiles can be fed to your animals]].&lt;br /&gt;
&lt;br /&gt;
There are two different ways of re-packing: manually giving cargo animals the selected item to be carried or re-forming the caravan. The first alternative lets you make the most out of the area which may include mining, harvesting, and cooking, while the last option will instantly leave the place. Either way, before the countdown timer ends, all items must be put to be carried or they will be '''lost''' once the time runs out.&lt;br /&gt;
&lt;br /&gt;
==== Visibility ====&lt;br /&gt;
{{Stub|section=1|reason=Needs actual equation defining visibility based on total body size}}&lt;br /&gt;
Visibility is how easy your Caravan is to notice. It multiplies the chance that your caravan will be waylaid by enemies. Visibility does not affect your ability to find things you want. Visibility is based on the total body size of all people and animals in the caravan. The default visibility for 1 person in a caravan is 20%, it does not scale linearly for additional people, as two people is 36%. You can see the visibility in the upper right while forming a caravan.&lt;br /&gt;
&lt;br /&gt;
=== Ambush ===&lt;br /&gt;
Your caravan has been ambushed by an enemy faction. Colonists cannot exit the generated map until the attackers are defeated (killed, downed, or fled). If all are killed, the caravan is considered destroyed and will disappear along with any carried items.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Caravan ambushed right after leaving colony.png|1.- Red envelope alert zooms in to the battle tile.&lt;br /&gt;
File:Caravan ambushed by pirates.png|2.- You can see the incoming attackers from a distance.&lt;br /&gt;
File:Caravan ambushed in World view.png|3.- World view is a red dot.&lt;br /&gt;
File:Caravan ambushed victory.png|4.- Once victorious, you have 24 hours before the caravan automatically reforms to leave.&lt;br /&gt;
File:Capturing prisoners after ambush.png|5.- Make a tiny room enough to capture downed enemies with a sleeping spot each.&lt;br /&gt;
File:Prisoners brought to colony.png|Prisoners arrive to your colony, wandering around.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# The game notifies you that an ambush is taking place, prompting you to check on your caravan.&lt;br /&gt;
# Pause the game to survey the enemy and position yourself by taking cover behind terrain features.&lt;br /&gt;
# Check where it's happening. As it is, in this case, right next to the colony, it's possible to quickly send reinforcements. However, you cannot send the back-up caravan right into the battle, but must first move to an adjacent tile before joining your comrades.&lt;br /&gt;
# After an encounter ends, a 24-hour countdown begins so you can recover, pick up items, strip the dead/downed, and take care of any other need.&lt;br /&gt;
# To take prisoners, you should build the smallest room possible (remember you are on a countdown) which can just fit the same amount of sleeping spots for each downed enemy. Treat their wounds so they don't die while carrying them to your colony. Finally, reforming the caravan makes captives come with you (you will see them listed).&lt;br /&gt;
# Your prisoners are finally brought to your colony, but you see them wandering around (!!!). Don't worry as they won't attempt to escape. Your characters will proceed to unload their items. Eventually, wardens will come to pick them up and escort them to designated prison cells. Any incapacitated prisoners will remain downed and need to be carried.&lt;br /&gt;
&lt;br /&gt;
==== Manhunter Ambush ====&lt;br /&gt;
&lt;br /&gt;
Same as Ambush except with a manhunter pack of animals. Manhunters won't attempt to flee, and colonists can't either.&lt;br /&gt;
&lt;br /&gt;
=== Demand ===&lt;br /&gt;
&lt;br /&gt;
A number of pirates approach your caravan and demand that you give them items and/or hand over members as slaves. If you don't comply, they will proceed to assault the caravan. It's nearly always a better choice to fight back as pirates usually come in poor numbers.&lt;br /&gt;
&lt;br /&gt;
=== Encounter ===&lt;br /&gt;
Another friendly caravan crosses paths with you, opening an opportunity to trade. &lt;br /&gt;
&lt;br /&gt;
You can attack them if you wish, damaging faction relations. Your pawns may exit the map while engaging the caravan. Since you will be informed of their party composition but cannot clearly see who is in the caravan, you can decide if they're worth robbing.&lt;br /&gt;
&lt;br /&gt;
Sometimes when attacking them, they may decide to do a 'bloody exit', that is to exit as aggressively as possible.&lt;br /&gt;
&lt;br /&gt;
[[File:Caravan met peacefully.png|400px]]&lt;br /&gt;
&lt;br /&gt;
=== Reform caravan ===&lt;br /&gt;
You can only reform caravans if there are no hostile pawns on the map or they are all either downed or asleep.&lt;br /&gt;
&lt;br /&gt;
===Caravan Lost===&lt;br /&gt;
If a caravan is lost, all items, animals, and prisoners become unrecoverable. A caravan is lost if all colonists die or suffer an irreversible [[mental break]] like Gone Wild or Give Up. Milder mental breaks which can be spontaneously snapped out of, like Sad Wandering, will not lose a caravan.&lt;br /&gt;
&lt;br /&gt;
Colonists, animals, and prisoners can be banished via the 'Social' tab. Items carried by an adandoned pawn will be lost. Abandoning a caravan member will cause their friends and family to have sad thoughts, and if the colonist is unlikely to survive (such as in low temperatures), there will be a more severe penalty. Colonists who survive abandonment may eventually make their way back to your colony or return as part of an enemy raid or friendly caravan.&lt;br /&gt;
0&lt;br /&gt;
&lt;br /&gt;
== Attacking other settlements ==&lt;br /&gt;
{{Rewrite|section=1|reason=Cleanup, potential size reduction, updating from A16 -&amp;gt; Present}}&lt;br /&gt;
{{Image wanted|section=1|reason=Shows bases from A16, they have significantly changed since.}}&lt;br /&gt;
You may raid other settlements on the world map, much like other factions do to your colony. To do this, all you need is to send a caravan to a site, and select the &amp;quot;Attack&amp;quot; interaction option. Attacking settlements gives you an opportunity to steal valuable goods such as [[glitterworld medicine]], [[luciferium]], [[component]]s, as well as weapons and armor.&lt;br /&gt;
&lt;br /&gt;
* See [[Offense_tactics|offense tactics]] for specific tips on how to assault outposts and bases.&lt;br /&gt;
&lt;br /&gt;
=== Walkthrough ===&lt;br /&gt;
: The below shows bases from the Alpha 16 version of the game.  Settlement defenders of later updates are ''significantly strengthened'' and are harder to defeat and are not scaled down by easier difficulty as other raids are.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Caravan raiding another settlement.png|1.- Moving towards target settlement for raid&lt;br /&gt;
File:Generating map for new encounter.png|2.- Generating map for new encounter&lt;br /&gt;
File:Attack begun.png|3.- Attack begun&lt;br /&gt;
File:Studying enemies.png|4.- Studying enemies&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
: 1) Right click to select destination gives approximate travel time and distance.&amp;lt;p&amp;gt;&lt;br /&gt;
: 2) Once your caravan arrives, the game generates a map with an enemy base.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 3) The &amp;quot;Attack begun&amp;quot; blue envelope opens a message which allows you to see the targeted area.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 4) You can click on individual enemy members to see their character skills, gear, and health. Use this to prioritize your targets.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Enemy base layout.png|5.- Enemy base layout&lt;br /&gt;
File:Enemy base zoomed out.png|6.- Enemy base zoomed out&lt;br /&gt;
File:Enemy positioning and loot.png|7.- Enemy positioning and loot&lt;br /&gt;
File:Stampede 1.png|8.- First stampede&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
: 5) Base layout, nothing tricky.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 6) Terrain around enemy base is very simple, nothing too complicated.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 7) Approaching from the front will make enemies line up facing you right away automatically.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 8) [[Offense_tactics#Stampede|Stampede]] offense tactic to weaken their defenses. Train your offensive animals to be capable of &amp;quot;Release&amp;quot;, leaving pack animals behind&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Stampede casualty.png|9.- Stampede casualty&lt;br /&gt;
File:Using their base as your own.png|10.- Using their base as your own&lt;br /&gt;
File:Outpost destroyed 24h countdown.png|11.- Outpost destroyed, 24h countdown before leaving&lt;br /&gt;
File:Resting at enemy base.png|12.- Resting at enemy base&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
: 9) Stampede casualty with animal wounds.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 10) Tactics split and kite allows you to enter their base and use choke points, with friendly fire safety ensured. Melee with ranged shooting on his/her shoulder.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 11) After 8 of 11 enemies were killed, the remaining 3 start to flee and the game considers the outpost destroyed, and a 24-hour countdown timer begins for treating your wounded, looting and resting. You don't need to destroy the base once captured, just claim their doors and they will open as if they were yours from the beginning.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 12) Since they had three rooms, one can be used as an infirmary and another as a prison to handle your prisoners.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Looting.png|13.- Looting&lt;br /&gt;
File:Caravan back to home.png|14.- Caravan back to home&lt;br /&gt;
File:Unloading inventory.png|15.- Unloading inventory&lt;br /&gt;
File:Work tab order shift.png|16.- Work tab order shift&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
: 13) You can strip all your killed or downed enemies to take their weapons and armor. Be careful with the tainted apparel mood penalty if you took them off the dead, though.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 14) Once those 24 hours had passed, the game automatically kicks you back to the world map at which point you can return home and/or visit friendly outposts as well. If you want you can also choose 'Reform Caravan' which allows you to choose what you want to bring, and leave early.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 15) Once you arrive back home, characters will start unloading their inventory and sorting items properly.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 16) The work tab order will shift to a different sequence than the original before leaving. May be a problem, or not.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Changed caravan reform to be allowed with sleeping hostiles on site.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Volatile depressive</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Caravan&amp;diff=132846</id>
		<title>Caravan</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Caravan&amp;diff=132846"/>
		<updated>2023-04-04T21:33:20Z</updated>

		<summary type="html">&lt;p&gt;Volatile depressive: /* Caravan Lost */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
{{Stub|reason=Bedroll mechanics inc. rest efficiency, couples, etc}}&lt;br /&gt;
{{For|caravans visiting you from other factions|Trader}}&lt;br /&gt;
&lt;br /&gt;
'''Caravans''' are a group of one or more colonists who gather together for different purposes and leave the current map tile. Goods can be carried by animals, colonists, or prisoners to facilitate trading on your own schedule; a caravan can also act as a raid squad to attack other establishments. Each caravan is represented on the [[Menus#World|world map]] by a yellow icon. Double-clicking a caravan will select all caravans on the screen, allowing them all to be ordered to a single destination.&lt;br /&gt;
&lt;br /&gt;
Sending caravans out from your home, instead of just waiting for other tribes to come to you, creates trade opportunities at your pace, rather than wait for random traders to show at your location. It also provides a wider selection of goods since friendly outposts have much more inventory than the limited selection traders (who are restricted by carrying capacity) show up with. Also, you get a 2% price bonus for direct trading. It also avoids the cost for requesting traders at the [[comms console]].&lt;br /&gt;
&lt;br /&gt;
== Creation ==&lt;br /&gt;
&lt;br /&gt;
[[File:Form caravan icon.png|right]]&lt;br /&gt;
&lt;br /&gt;
In the World map, select the colony icon and click &amp;lt;tt&amp;gt;'Form caravan'&amp;lt;/tt&amp;gt;.  A dialog is shown to assign pawns, animals, and items.  You can create multiple caravans.&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;p&amp;gt;'''''Caution:''''' Clicking &amp;lt;tt&amp;gt;'Abandon'&amp;lt;/tt&amp;gt; on an unoccupied colony will not prompt for any confirmation before making it an [[:File:Abandoned faction base.png|inaccessible ruins and lost forever]].&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== People and Animals ===&lt;br /&gt;
Choose the colonists who will take part in the convoy, any [[pack animal]]s that will carry the items for sale, any prisoners you want to transport, or if you have [[Biotech]], any [[Mechanoid]] your Mechanitor possess. At least one colonist must be chosen. Make sure to select those whose health are in optimal conditions, as wounded and/or sick colonists slow the caravan down.&lt;br /&gt;
&lt;br /&gt;
There are three different arrangements when forming caravans:&lt;br /&gt;
* A caravan ''without'' pack animals forms up the quickest, as colonists only need to pack items on their backs and will leave without further delay.&lt;br /&gt;
* A caravan ''with'' pack animals suffers a loading phase where colonists must load the pack animals. This can take a long time if there are lots of items to pack and/or you don't have many haulers available.&lt;br /&gt;
* A caravans already traveling in the World Map will reform instantly and not require a hauling phase, regardless of any pack animals.&lt;br /&gt;
&lt;br /&gt;
Incapacitated pawns cannot be chosen to be part of the caravan initiation process, but once your caravan is traveling you can pick up incapacitated people to come with you. They will slow down your caravan by a lot, so be warned.&lt;br /&gt;
&lt;br /&gt;
The caravan will take the name of the best negotiator in the caravan.&lt;br /&gt;
&lt;br /&gt;
Mechanoids{{BiotechIcon}} inside a caravan without their overseer Mechanitor cannot be commanded to do anything when drafted as there is no signal for them to move or command to move towards, but can still be brought over as a caravan as long as the Mechanitor in question still has enough bandwidth to maintain their control in anywhere.&lt;br /&gt;
&lt;br /&gt;
[[File:Caravan party.png|300px]]&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
Use the Items tab to select supplies.  Only items located in your Stockpiles or Home Area are shown while initially packing; when reforming the caravan you can select any item on the map.&lt;br /&gt;
&lt;br /&gt;
The carrying capacity of humans and [[Pack animal|pack animals]] in a caravan is separate from their [[Carrying Capacity]] for hauling, and is given by their Body Size multiplied by 35. For humans, this includes the clothing, gear, and inventory that they already have.&lt;br /&gt;
&lt;br /&gt;
Caravan carrying capacity:&lt;br /&gt;
* [[Human]]: {{#expr:35*{{Q|Human|Body Size}} round 0}} kg&lt;br /&gt;
* [[Elephant]]: {{#expr:35*{{Q|Elephant|Body Size}} round 0}} kg&lt;br /&gt;
* [[Bison]]: {{#expr:35*{{Q|Bison|Body Size}} round 0}} kg&lt;br /&gt;
* [[Muffalo]]: {{#expr:35*{{Q|Muffalo|Body Size}} round 0}} kg&lt;br /&gt;
* [[Horse]]: {{#expr:35*{{Q|Horse|Body Size}} round 0}} kg&lt;br /&gt;
* [[Dromedary]]: {{#expr:35*{{Q|Dromedary|Body Size}} round 0}} kg&lt;br /&gt;
* [[Yak]]: {{#expr:35*{{Q|Yak|Body Size}} round 0}} kg&lt;br /&gt;
* [[Donkey]]: {{#expr:35*{{Q|Donkey|Body Size}} round 0}} kg&lt;br /&gt;
* [[Alpaca]]: {{#expr:35*{{Q|Alpaca|Body Size}} round 0}} kg&lt;br /&gt;
&lt;br /&gt;
Baby or juvenile animals have a reduced carrying capacity.&lt;br /&gt;
&lt;br /&gt;
If the colonist or animal is already carrying something (such as clothes worn), they will appear to have a reduced carry weight.&lt;br /&gt;
&lt;br /&gt;
The combined carrying capacity and mass of selected items is listed at the top. Buttons are used to select items/amounts. A double arrow [&amp;gt;&amp;gt;] will take the full quantity of an item. The arrow [&amp;gt;M] indicates you cannot carry the full quantity, but it will automatically take the maximum amount. When over capacity, the arrow [M&amp;lt;] will return some or all of those items so that the mass total does not exceed the caravan's carrying capacity.&lt;br /&gt;
&lt;br /&gt;
Modifier keys can be used to change the [&amp;gt;] arrow from +1 to adding more as follows:&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Key|CTRL}}: +10 &amp;lt;br/&amp;gt;{{Key|SHIFT}}: +100 &amp;lt;br/&amp;gt;{{Key|CTRL}}+{{Key|SHIFT}}: +1000. &amp;lt;br/&amp;gt;These keys work similarly for the [&amp;lt;] arrow to subtract.&lt;br /&gt;
&lt;br /&gt;
If a caravan member dies in the close-up view, they will drop their items which must be picked up. If they die on the global map (such as from blood loss), their gear will be lost. If all party members die, the entire caravan disappears and everything is lost.&lt;br /&gt;
&lt;br /&gt;
[[File:Caravan inventory.png|300px]]&lt;br /&gt;
&lt;br /&gt;
==== Food ====&lt;br /&gt;
&lt;br /&gt;
Caravans will feed as needed during the journey, so long as there's enough within the supply. Colonists who are part of a caravan will automatically forage for food while on the way, the speed of which depends on the environment and the colonist's growing skill.&lt;br /&gt;
&lt;br /&gt;
It's vital to bring sufficient food for the journey. If you're bringing pack animals the caravan may be slower so bring more food to compensate.&lt;br /&gt;
&lt;br /&gt;
Food spoils without refrigeration so careful selection is needed:&lt;br /&gt;
&lt;br /&gt;
* [[Simple meal]]s will suffice for short journeys (&amp;lt;2.4 days).&lt;br /&gt;
* [[Berries]] are good for mid-length journeys, despite being less weight-efficient. (&amp;lt;7 days).&lt;br /&gt;
* [[Pemmican]] will be needed for long-distance travel (up to 75 days).&lt;br /&gt;
* [[Packaged survival meal]]s will be necessary for extremely long journeys (&amp;gt;75 days).&lt;br /&gt;
&lt;br /&gt;
Supplies that expire soonest will be consumed first.&lt;br /&gt;
&lt;br /&gt;
While traveling, world map events may trigger such as [[manhunter pack]]s, raids, or other traders crossing paths, which can generate mini-maps. After threats have been eliminated, it's possible to scavenge a bit of food and herbal medicine before the map closes down. It is likely that you will have some items scattered in the mini-map; these must be picked up or chosen to take with your reformed caravan or they'll be lost forever.&lt;br /&gt;
&lt;br /&gt;
=== Formation process ===&lt;br /&gt;
&lt;br /&gt;
Once the order to form the caravan is given, colonists and animals will gather around a [[caravan hitching spot]] or a random place within your home area and wait for all members to assemble.&lt;br /&gt;
&lt;br /&gt;
It's recommended to put the caravan hitching spot inside your warehouse to reduce loading time.&lt;br /&gt;
&lt;br /&gt;
After assembly, they will gather any needed supplies, putting them on pack animals if available. When they finish, they will head out to the map edges and wait for the other members to arrive, then exit the colony map and enter the world map.&lt;br /&gt;
&lt;br /&gt;
Haulers not part of the caravan will also help in gathering the supplies.&lt;br /&gt;
&lt;br /&gt;
[[File:Caravan loading.png|500px|thumb|none|Notice the loading process as colonist start to take items towards the animals of burden.]]&lt;br /&gt;
&lt;br /&gt;
Colonists will ignore any needs during the formation, except food (once they're starving they'll take a break to eat if food is available). Should they feel exhausted during the process, they won't rest in their bedrooms but collapse near the caravan hitching spot.&lt;br /&gt;
&lt;br /&gt;
They will also override the 'Forbid' command, taking forbidden items. If there is less of an item than ordered (e.g. meals which other colonists ate during the process), members will take what they can and then carry on without stopping.&lt;br /&gt;
&lt;br /&gt;
A pawn can be temporarily interrupted by manually assigning them to do another task. They will resume caravan loading once the task is complete.&lt;br /&gt;
&lt;br /&gt;
Any mental break of its members will pause the process until that member recovers. Downing or killing that member will interrupt the process, causing it to be cancelled.&lt;br /&gt;
&lt;br /&gt;
[[File:The caravan formation process will continue when everyone recovers from a mental break.png|500px|thumb|none|Ufff...]]&lt;br /&gt;
&lt;br /&gt;
If the formation was successful, the character roster on top of the screen will split, showing those who stayed at home and those who left with the caravan by greying them on a different &amp;quot;box&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:Colonist roster of those at home and at caravan.png|500px]]&lt;br /&gt;
&lt;br /&gt;
=== Caravan route &amp;amp; pathing ===&lt;br /&gt;
&lt;br /&gt;
The 'Choose Route' button allows you to decide destinations for your colonists' caravan. Once a path is chosen, colonists will choose an exit direction that can best reduce travel time.&lt;br /&gt;
&lt;br /&gt;
Once items have been loaded, party members will proceed separate ways according to their own classifications made by the player.&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;300px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Caravan pathing.png| '''Caravan clear division between colonist path and muffalos' path.'''&lt;br /&gt;
File:Caravan pathing 2.png| '''The apparent reason behind the animal area drawn is to prevent them from eating your plantations.'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Tricks ===&lt;br /&gt;
* If a caravan includes a lot of animals and/or items, the process of gathering those can be ''very'' time consuming - starting a larger caravan at 0400, it's not unusual to leave (well) after 1200, 8+ hours of &amp;quot;Forming Caravan&amp;quot;.   To reduce this time, you can add additional pawns to the Caravan roster, dedicating them to the loading process, either when you create the Caravan or after (by selecting a pawn and clicking &amp;quot;Add to Caravan&amp;quot;).  You can remove them later the same way. You can even create the caravan with one set of pawns, add others, and remove the original set; this is handy to start the process as soon as possible if your desired travelers are busy early in the morning, or you just want them to get as much sleep as possible before the journey.&lt;br /&gt;
:* Once everything is gathered, colonists will lead all the animals to the edge of the map and then wait for everyone to get there, then disappear off to the World Map (with a small note to that effect in the top-left of the screen).  If you remove colonists from the caravan ''before'' leaving, their animals are released to wander and must be re-gathered by the (fewer) remaining caravaners, which might take another hour or more. It may be a good idea to let ''everyone'' keep their animals and leave the map together, then ''immediately'' pause the game and jump to the World Map, select the caravan and click &amp;quot;Split Caravan&amp;quot;, sending whichever colonists you wish instantly right back to the base map while the main body continues on. Be sure the &amp;quot;lift&amp;quot; ability of the remaining pawns is enough to carry all the intended items.&lt;br /&gt;
&lt;br /&gt;
* Sometimes you start forming a caravan late in the day, or realize you won't make the 2200 cut-off for traveling that day.  If you wait until ''after'' 2200 (when domestic animals sleep), you can create un-owned [[animal sleeping spot]]s around the [[caravan hitching spot]], un-form the caravan, and the (still-packed) animals will bed down there for the night. If you then start early the next morning (''well'' before they start to wake around 0600), they are all still right there and easy to round up when you re-create the caravan. There may be some unpacking/repacking of items, but your colonists won't have to chase the same animals all over the map again.&lt;br /&gt;
&lt;br /&gt;
* The act of gathering supplies allows a colonist to carry huge stacks of lightweight materials like cloth or food. This can be exploited to perform ''Super Hauling'' by having a colonist pick up all the goods on the map, drafting them into the storage room, and cancelling the caravan to unload. They will have hauled a massive number of supplies in one trip.&lt;br /&gt;
&lt;br /&gt;
== Traveling ==&lt;br /&gt;
Once your caravan enters the world map, you can give it orders.&lt;br /&gt;
&lt;br /&gt;
A caravan can:&lt;br /&gt;
* Move - Right-click to select destination. A line indicates the optimal route (accounting for terrain speed and elevation changes).&lt;br /&gt;
* Settle - Click Settle to create a new colony.&lt;br /&gt;
** You may not settle a new colony when already at maximum. The default maximum is one. This can increased to up to five in Menu - Options. &lt;br /&gt;
** Settling directly adjacent to your own colony or any other settlement is not allowed.&lt;br /&gt;
* Enter back into the colony - Right-click the colony.&lt;br /&gt;
* Split - Click the Split button. Each caravan must consist of at least one colonist.&lt;br /&gt;
* Merge - Select two or more caravans in the same tile (by dragging a square zone) and click Merge to form a single caravan.&lt;br /&gt;
* Trade - When a caravan has reached a friendly faction outpost, click the trade button to open the trade dialog window. &lt;br /&gt;
* Attack - A caravan can attack any faction outpost, regardless of relations status, though attacking will worsen relations.&lt;br /&gt;
* Offer gifts - If your relations with a faction are not high enough to trade, you can offer them gifts in an attempt to improve relations.&lt;br /&gt;
&lt;br /&gt;
[[File:Caravan optimal route.png|300px]]&lt;br /&gt;
&lt;br /&gt;
=== Status box ===&lt;br /&gt;
&lt;br /&gt;
Several items are displayed in the status box.&lt;br /&gt;
&lt;br /&gt;
#Movement status:&lt;br /&gt;
#* Traveling - moving to destination.&lt;br /&gt;
#* Resting - caravan automatically stops between hours 22 and 6 to sleep.&lt;br /&gt;
#* Waiting - no destination selected.&lt;br /&gt;
#* Stopped - stopped moving with reason given.&lt;br /&gt;
#Estimated time to destination - time to destination based on the current tile movement time.&lt;br /&gt;
#Days of food - compare this to 'estimated time to destination' to determine if your caravan has enough food for the journey.&lt;br /&gt;
#Base movement time: Movement speed based on the average speed of all the pawns in the caravan.&lt;br /&gt;
#Current tile movement time: Current movement speed based on the terrain, biome, weather (only affected during autumn-winter) or roads. (See table on this page for details.)&lt;br /&gt;
#Stealthiness: How stealthy your caravan is. Stealthier caravans are less prone to being ambushed.&lt;br /&gt;
&lt;br /&gt;
A caravan may stop for various reasons, such as when;&lt;br /&gt;
*Between hours 22 and 6 while the members sleep and rest.&lt;br /&gt;
**They still continue to rest even if all members are fully rested.&lt;br /&gt;
**Colonists who had been assigned to the night shift in the Restrict tab will still follow this schedule.&lt;br /&gt;
*All colonists are downed or having a minor/major mental break.&lt;br /&gt;
*Any member is having an extreme mental break.&lt;br /&gt;
**Nobody will be harmed even if the colonist is going berserk.&lt;br /&gt;
**Minor or major mental breaks won't stop the caravan as long as at least one person is still functional. If a colonist is in the midst of a mental break when you settle or get ambushed, they will still be having it when they appear on the map.&lt;br /&gt;
*The player manually pauses the caravan.&lt;br /&gt;
**While paused caravans forage faster, members can socialize and the caravan is less likely to be attacked.&lt;br /&gt;
&lt;br /&gt;
=== Sustenance ===&lt;br /&gt;
Pawns traveling in a caravan will eat automatically when necessary. Grazing animals, when hungry in a place with grazable plants, will instantly have their hunger bar refilled without any cost. If not, they will proceed to eat food carried in the caravan. Pawns will prioritize food that spoils earlier.&lt;br /&gt;
&lt;br /&gt;
If a colonist has an injury or disease that requires tending, doctors will tend to them as necessary, using medicine if available to them. If self-tend is on they will also tend to themselves.&lt;br /&gt;
&lt;br /&gt;
If you bring [[Beer]], [[Chocolate]], or [[Insect jelly]] along with you, colonists may consume them during their journey. The mood bonus they provide can help keep colonists sane when away from the colony for long stretches of time.&lt;br /&gt;
==== Foraging ====&lt;br /&gt;
{{rewrite|section=1|reason=Cleanup, verification, integration with [[Foraged Food Amount]]}}&lt;br /&gt;
Every colonist in a caravan can forage for raw food.&lt;br /&gt;
Each colonist can forage 0.09 nutrition per day per level of [[Skills#Plants|Plants]] at a baseline, i.e. in temperate forests or swamps. Given that each colonist consumes 1.6 nutrition per day, this means that a level 9 Plants colonist can break even with food consumption when the caravan is resting, and a level 18 Plants colonist can constantly forage more than he eats while traveling.&lt;br /&gt;
&lt;br /&gt;
Foraging is also affected by manipulation (50% importance, 100% max) and sight (90% importance), so giving caravanners [[bionic eye]]s or [[archotech eye]]s increases foraging.&lt;br /&gt;
&lt;br /&gt;
Having a tribal start grants a 170% multiplier to foraging, as shown by a &amp;quot;Faction Type: 170%&amp;quot; line in the tooltip. This means that in temperate forests or swamps, a level 6 Plants colonist will break even with food consumption when the caravan is resting, and a level 11 Plants colonist can constantly forge more than he eats while traveling. If Tribal colonists with good Plants skills have enough meals or other food to eat during a trip through terrain with good forage, they may return with a nontrivial quantity of berries.&lt;br /&gt;
&lt;br /&gt;
==== Energy ====&lt;br /&gt;
{{Biotech|No Category}}&lt;br /&gt;
When on the world map, [[mechanoid creation|friendly mechanoids]] consume no power. However, if a mechanoid does run out of power during the caravan, such as during an ambush, it will go under a permanent Dormant Self-charge state until someone brings it to a nearby mech recharger.&lt;br /&gt;
&lt;br /&gt;
=== Recreation ===&lt;br /&gt;
Colonists on caravan gain [[recreation]] while stopped at a rate of 10% per hour, of the Solitary type if they are alone, or a mix of Solitary and Social if two or more colonists are on the same caravan. Tolerance is gained at an equivalent rate to Extremely Low Expectations, regardless of the expectations at the colony or the amount of wealth taken on the caravan.&lt;br /&gt;
&lt;br /&gt;
=== Psyfocus ===&lt;br /&gt;
{{Royalty|No category}}&lt;br /&gt;
Pawns in a caravan will also regenerate [[psyfocus]] while remaining stationary or waiting.{{Check Tag|Rate?|How much psyfocus per hour? Add to both Psycasts and Caravan}} This however, does not apply when the caravan is resting due to sleep. This allows for usage of psycasts even while on long caravan journeys, provided some time is taken off to recharge.&lt;br /&gt;
&lt;br /&gt;
=== Caravan Schedule ===&lt;br /&gt;
{{Stub|section=1|reason=This section and its subsidiaries are rough outline only - it needs verification, expansion and clean up. Additionally: confirm [[Genes#Never sleep|Never sleep gene]] allows 24/7 caravaning. If yes, confirm whether [[circadian half-cycler]] does the same.}}&lt;br /&gt;
All caravans start moving at 0600 hours and stop at 2200 hours, and they rest while not moving. This travel routine is adhered to regardless of pawn traits or [[Assign|schedule]], i.e. a [[night owl]] pawn scheduled to sleep during the day will still caravan from 0600 to 2200 hours. If a newly formed caravan leaves the colony map after 2200 hours, it will enter the world map and rest until 0600 the next morning. Similarly, if they don't reach their destination tile by 2200, they will stop to rest, even if they are just moments away.&lt;br /&gt;
&lt;br /&gt;
===Caravan Movement Speed===&lt;br /&gt;
&lt;br /&gt;
Caravan movement speed follows the following equation:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Caravan movement speed''' = (13.6 * Multiplier from Ridden Animals * Multiplier from Carried Mass)/Terrain movement difficulty&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Rideable animals, carried mass, mass capacity, and terrain all directly impact caravan movement speed. Wounded or sick pawns also slow down caravans. &lt;br /&gt;
&lt;br /&gt;
==== Mounts ====&lt;br /&gt;
{{See also|Pack animals}}&lt;br /&gt;
{{Stub|section=1|reason=How do the inbetween ones work? If I have 1 at 1.6 and 1 at 1.3 do I get 1.45? Wb 1 at 1.6 and 10 without any mount? etc}}&lt;br /&gt;
Adding animals to a caravan may impose a multiplier on caravan speed based on the '''Caravan riding speed''' stat of the animal. The riding speed acts as a multiplier if there is one mount for every human pawn - for example, the caravan speed is multiplied by ×{{Q|Horse|Riding Speed}} if there is at least one [[horse]] for every human.&lt;br /&gt;
&lt;br /&gt;
You get the full multiplier if you have enough mounts for everybody. You get something in between if you don't bring enough or have a mix of speeds.&lt;br /&gt;
&lt;br /&gt;
{{#ask: [[Riding Speed::+]] &lt;br /&gt;
 | ?Riding Speed&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Carried mass ratio ====&lt;br /&gt;
Caravan speed also receives a multiplier based on the ratio of Mass Carrier/ Mass Capacity. This is between 200% speed for zero mass and 50% (?) for maximum mass.&lt;br /&gt;
&lt;br /&gt;
There is no distinction between carried and equipped mass - an equipped weapon weighs the same as it does when carried in a muffalo's inventory. However, some furniture like [[chair]]s have a lower mass than the materials they yield upon deconstruction.&lt;br /&gt;
&lt;br /&gt;
Caravan speed can be increased by lowering carried mass (dropping items) or adding more pack animals, ultimately decreasing the Mass Carried/Capacity ratio. The speed multiplier will asymptotically approach 200%, thus number of pack animals used has diminishing returns.&lt;br /&gt;
&lt;br /&gt;
==== Terrain ====&lt;br /&gt;
{{Rewrite|reason=Missing biomes and existing ones, and the effect of temperature and/or winter need to be verified.}}&lt;br /&gt;
The game will automatically plot the fastest route to your selected destination, so you will rarely have to pick and choose specific terrain. &lt;br /&gt;
&lt;br /&gt;
The following table lists the movement difficulty of individual world tiles. Flat terrain is naturally the easiest to travel, hills and mountains are slower, and roads will speed it up though any terrain. Average temperatures under {{Temperature|-17.1}} will start to cause movement difficulty to increase. Winter penalty maxes out at +2 movement difficulty at {{Temperature|-22.5}}.&lt;br /&gt;
&lt;br /&gt;
Note that 1 movement difficulty roughly equates to 0.06 days or roughly 1.44 hours at base human movement speed.&lt;br /&gt;
{{#vardefine: color1 | 66FF33}}{{#vardefine: color2 | 55DD33}}&amp;lt;!--E3D933--&amp;gt;{{#vardefine: color3 | BBCC22}}{{#vardefine: color4 | EE9900}}&lt;br /&gt;
:{| {{STDT| wikitable sortable text-center}}&lt;br /&gt;
! Terrain !! Biome !! Flat !! Small Hills !! Large Hills !! Mountains&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color1}}&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; | '''Easy'''&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Temperate Forest    ||  1  || 1.5 || 2.5 || 4&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Desert              ||  1  || 1.5 || 2.5 || 4&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Extreme Desert      ||  1  || 1.5 || 2.5 || 4&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Tundra              ||  1  || 1.5 || 2.5 || 4&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Boreal Forest       ||  1  || 1.5 || 2.5 || 4&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Arid Shrubland      ||  1  || 1.5 || 2.5 || 4&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color2}}&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | '''Moderate'''&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Sea Ice             || 1.5 ||  -  ||  -  ||  -&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color2}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Ice Sheet           || 1.5 ||  2  ||  3  || 4.5 &lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color2}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Tropical Forest     ||  2  || 2.5 || 3.5 ||  5&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color4}}&amp;quot;&lt;br /&gt;
| '''Difficult'''&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Temperate Swamp     ||  4  ||  -  ||  -  ||  -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Tabs ===&lt;br /&gt;
The inspection pane has tabs to manage the caravan and view details.&lt;br /&gt;
&lt;br /&gt;
In the 'Gear' tab, by clicking the red X you can drop items and lose them forever. Dropping items may be necessary if the caravan becomes overburdened and unable to move. &lt;br /&gt;
&lt;br /&gt;
You can also abandon colonists and prisoners in the 'Social' tab. Items carried by a dismissed pawn will be lost. Abandoning a caravan member will cause their friends and family to have sad thoughts, and if the colonist is unlikely to survive (such as low temperatures) there will be a more severe penalty. Colonists who survive may eventually make their way back to your colony, or return as part of an enemy raid or friendly caravan.&lt;br /&gt;
&lt;br /&gt;
In the 'Gear' tab you can swap gear by dragging and dropping gear onto different colonists, or to and from the caravan inventory.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Caravan gear and inventory from world view.png|Gear &amp;amp; Inventory&lt;br /&gt;
File:Caravan mass carried.png|Mass carried&lt;br /&gt;
File:Caravan needs.png|Status&lt;br /&gt;
File:Caravan health.png|Health&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once you arrive to the destination, just click the Trade icon to start negotiations.&lt;br /&gt;
[[File:Trade icon.png]]&lt;br /&gt;
&lt;br /&gt;
=== Route planner ===&lt;br /&gt;
[[File:Caravan_planner.png|600px|thumb|rifht|Caravan planner having planned a route based a caravan's speed.]]&lt;br /&gt;
&lt;br /&gt;
There is a route planner that allows you to roughly check the amount of time it takes to reach a destination, allowing you to plan ahead.&lt;br /&gt;
&lt;br /&gt;
When it is opened, you can drop various waypoints around the world map. The game will calculate the time it takes for a 1 tile/h caravan to travel through the planned route. You can also place the starting point on an existing caravan to determine the time taken for a journey based on that caravan's speed.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Returning home ===&lt;br /&gt;
&lt;br /&gt;
After you arrive back at your colony, you will notice two details must be addressed before continuing the game.&lt;br /&gt;
&lt;br /&gt;
* Pack animals may go straight to their animal bed or just wander around still with all your items inside their packing gear. If you happen to need something at the moment, you will have to make them drop it. You may want to restrict them to a roofed zone and wait for them to go there before doing this, so the dropped belongings won't deteriorate due to exposure, or you can wait until night when they are sleeping inside a room. Pack animals who have been trained for Obedience can be assigned to follow their master, who can be drafted to storage areas and wait until the animals follow him/her too to drop the items as well.&lt;br /&gt;
* Prisoners will still be carrying your caravan items too, even armor and weaponry (as odd as it may be). They will not unload their inventory after returning to base unless directed to through the gear tab, and will start to unload only after being recruited.&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;300px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Prisoners keep your caravan items too.png|'''Prisoners keep your caravan items'''&lt;br /&gt;
File:Caravan prisoner unloading inventory.png|'''Prisoner unloading inventory after recruitment'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Long distance journeys ===&lt;br /&gt;
&lt;br /&gt;
Many basic technology options prove to be very helpful for long distance travel. Make frequent use of [[Campfire]]s, [[Pemmican]], [[Passive cooler]]s and [[Crafting spot]]s to resupply your caravans and keep healthy on the road, instead of one large ride. Take advantage by building settlements whenever you run low on food or resources. Generated maps can have forageable food and animals to hunt or even tame into the convoy. Colonists will also need time off to relax and restore their joy.&lt;br /&gt;
&lt;br /&gt;
=== Multiple colonies and pitstops ===&lt;br /&gt;
&lt;br /&gt;
The game options let you choose how many colonies (up to 5) you can have active on the globe at once. Temporary maps from events do not count towards this limit. In order to build beyond the game menu limits, you must abandon an existing colony. &lt;br /&gt;
&lt;br /&gt;
Should you choose to make multiple settlements, it is not necessary to carry all your raw materials all the way from your home base to a new spot. Lighten the load by carrying valuables such as silver, gold, [[drugs]] and then trading them with your new neighbors, or if you settled close enough, use [[transport pod]]s to launch everything over.&lt;br /&gt;
&lt;br /&gt;
While traveling long distances consider bringing valuable items, then bartering for necessary supplies instead of bringing them.&lt;br /&gt;
&lt;br /&gt;
If you know certain resources will be scarce in your new map's biome, or if you want to save time mining, some resources can be [[Advanced_Endgame_Guide#Resource_compression|compressed]] -- that is, built into items with a lower mass than their raw materials.&lt;br /&gt;
&lt;br /&gt;
== Events ==&lt;br /&gt;
&lt;br /&gt;
Caravan events take place on the road, which means that neither side will be engaging with the benefit of a base. The action takes place in the open and the player must take advantage on terrain features to defend themselves. Those who survive will have a 24 hours window to perform vital needs such as doctoring, resting and feeding as well as re-packing. [[:File:Pirate fed to animal.png|Eliminated hostiles can be fed to your animals]].&lt;br /&gt;
&lt;br /&gt;
There are two different ways of re-packing: manually giving cargo animals the selected item to be carried or re-forming the caravan. The first alternative lets you make the most out of the area which may include mining, harvesting, and cooking, while the last option will instantly leave the place. Either way, before the countdown timer ends, all items must be put to be carried or they will be '''lost''' once the time runs out.&lt;br /&gt;
&lt;br /&gt;
==== Visibility ====&lt;br /&gt;
{{Stub|section=1|reason=Needs actual equation defining visibility based on total body size}}&lt;br /&gt;
Visibility is how easy your Caravan is to notice. It multiplies the chance that your caravan will be waylaid by enemies. Visibility does not affect your ability to find things you want. Visibility is based on the total body size of all people and animals in the caravan. The default visibility for 1 person in a caravan is 20%, it does not scale linearly for additional people, as two people is 36%. You can see the visibility in the upper right while forming a caravan.&lt;br /&gt;
&lt;br /&gt;
=== Ambush ===&lt;br /&gt;
Your caravan has been ambushed by an enemy faction. Colonists cannot exit the generated map until the attackers are defeated (killed, downed, or fled). If all are killed, the caravan is considered destroyed and will disappear along with any carried items.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Caravan ambushed right after leaving colony.png|1.- Red envelope alert zooms in to the battle tile.&lt;br /&gt;
File:Caravan ambushed by pirates.png|2.- You can see the incoming attackers from a distance.&lt;br /&gt;
File:Caravan ambushed in World view.png|3.- World view is a red dot.&lt;br /&gt;
File:Caravan ambushed victory.png|4.- Once victorious, you have 24 hours before the caravan automatically reforms to leave.&lt;br /&gt;
File:Capturing prisoners after ambush.png|5.- Make a tiny room enough to capture downed enemies with a sleeping spot each.&lt;br /&gt;
File:Prisoners brought to colony.png|Prisoners arrive to your colony, wandering around.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# The game notifies you that an ambush is taking place, prompting you to check on your caravan.&lt;br /&gt;
# Pause the game to survey the enemy and position yourself by taking cover behind terrain features.&lt;br /&gt;
# Check where it's happening. As it is, in this case, right next to the colony, it's possible to quickly send reinforcements. However, you cannot send the back-up caravan right into the battle, but must first move to an adjacent tile before joining your comrades.&lt;br /&gt;
# After an encounter ends, a 24-hour countdown begins so you can recover, pick up items, strip the dead/downed, and take care of any other need.&lt;br /&gt;
# To take prisoners, you should build the smallest room possible (remember you are on a countdown) which can just fit the same amount of sleeping spots for each downed enemy. Treat their wounds so they don't die while carrying them to your colony. Finally, reforming the caravan makes captives come with you (you will see them listed).&lt;br /&gt;
# Your prisoners are finally brought to your colony, but you see them wandering around (!!!). Don't worry as they won't attempt to escape. Your characters will proceed to unload their items. Eventually, wardens will come to pick them up and escort them to designated prison cells. Any incapacitated prisoners will remain downed and need to be carried.&lt;br /&gt;
&lt;br /&gt;
==== Manhunter Ambush ====&lt;br /&gt;
&lt;br /&gt;
Same as Ambush except with a manhunter pack of animals. Manhunters won't attempt to flee, and colonists can't either.&lt;br /&gt;
&lt;br /&gt;
=== Demand ===&lt;br /&gt;
&lt;br /&gt;
A number of pirates approach your caravan and demand that you give them items and/or hand over members as slaves. If you don't comply, they will proceed to assault the caravan. It's nearly always a better choice to fight back as pirates usually come in poor numbers.&lt;br /&gt;
&lt;br /&gt;
=== Encounter ===&lt;br /&gt;
Another friendly caravan crosses paths with you, opening an opportunity to trade. &lt;br /&gt;
&lt;br /&gt;
You can attack them if you wish, damaging faction relations. Your pawns may exit the map while engaging the caravan. Since you will be informed of their party composition but cannot clearly see who is in the caravan, you can decide if they're worth robbing.&lt;br /&gt;
&lt;br /&gt;
Sometimes when attacking them, they may decide to do a 'bloody exit', that is to exit as aggressively as possible.&lt;br /&gt;
&lt;br /&gt;
[[File:Caravan met peacefully.png|400px]]&lt;br /&gt;
&lt;br /&gt;
=== Reform caravan ===&lt;br /&gt;
You can only reform caravans if there are no hostile pawns on the map or they are all either downed or asleep.&lt;br /&gt;
&lt;br /&gt;
===Caravan Lost===&lt;br /&gt;
If a caravan is lost, all items, animals, and prisoners become unrecoverable. A caravan is lost if all colonists die or suffer an irreversible [[mental break]] like Gone Wild or Give Up. Milder mental breaks which can be spontaneously snapped out of, like Sad Wandering, will not lose a caravan.&lt;br /&gt;
&lt;br /&gt;
Colonists, animals, and prisoners can be banished via the 'Social' tab. Items carried by an adandoned pawn will be lost. Abandoning a caravan member will cause their friends and family to have sad thoughts, and if the colonist is unlikely to survive (such as in low temperatures), there will be a more severe penalty. Colonists who survive abandonment may eventually make their way back to your colony or return as part of an enemy raid or friendly caravan.&lt;br /&gt;
0&lt;br /&gt;
&lt;br /&gt;
== Attacking other settlements ==&lt;br /&gt;
{{Rewrite|section=1|reason=Cleanup, potential size reduction, updating from A16 -&amp;gt; Present}}&lt;br /&gt;
{{Image wanted|section=1|reason=Shows bases from A16, they have significantly changed since.}}&lt;br /&gt;
You may raid other settlements on the world map, much like other factions do to your colony. To do this, all you need is to send a caravan to a site, and select the &amp;quot;Attack&amp;quot; interaction option. Attacking settlements gives you an opportunity to steal valuable goods such as [[glitterworld medicine]], [[luciferium]], [[component]]s, as well as weapons and armor.&lt;br /&gt;
&lt;br /&gt;
* See [[Offense_tactics|offense tactics]] for specific tips on how to assault outposts and bases.&lt;br /&gt;
&lt;br /&gt;
=== Walkthrough ===&lt;br /&gt;
: The below shows bases from the Alpha 16 version of the game.  Settlement defenders of later updates are ''significantly strengthened'' and are harder to defeat and are not scaled down by easier difficulty as other raids are.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Caravan raiding another settlement.png|1.- Moving towards target settlement for raid&lt;br /&gt;
File:Generating map for new encounter.png|2.- Generating map for new encounter&lt;br /&gt;
File:Attack begun.png|3.- Attack begun&lt;br /&gt;
File:Studying enemies.png|4.- Studying enemies&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
: 1) Right click to select destination gives approximate travel time and distance.&amp;lt;p&amp;gt;&lt;br /&gt;
: 2) Once your caravan arrives, the game generates a map with an enemy base.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 3) The &amp;quot;Attack begun&amp;quot; blue envelope opens a message which allows you to see the targeted area.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 4) You can click on individual enemy members to see their character skills, gear, and health. Use this to prioritize your targets.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Enemy base layout.png|5.- Enemy base layout&lt;br /&gt;
File:Enemy base zoomed out.png|6.- Enemy base zoomed out&lt;br /&gt;
File:Enemy positioning and loot.png|7.- Enemy positioning and loot&lt;br /&gt;
File:Stampede 1.png|8.- First stampede&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
: 5) Base layout, nothing tricky.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 6) Terrain around enemy base is very simple, nothing too complicated.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 7) Approaching from the front will make enemies line up facing you right away automatically.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 8) [[Offense_tactics#Stampede|Stampede]] offense tactic to weaken their defenses. Train your offensive animals to be capable of &amp;quot;Release&amp;quot;, leaving pack animals behind&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Stampede casualty.png|9.- Stampede casualty&lt;br /&gt;
File:Using their base as your own.png|10.- Using their base as your own&lt;br /&gt;
File:Outpost destroyed 24h countdown.png|11.- Outpost destroyed, 24h countdown before leaving&lt;br /&gt;
File:Resting at enemy base.png|12.- Resting at enemy base&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
: 9) Stampede casualty with animal wounds.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 10) Tactics split and kite allows you to enter their base and use choke points, with friendly fire safety ensured. Melee with ranged shooting on his/her shoulder.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 11) After 8 of 11 enemies were killed, the remaining 3 start to flee and the game considers the outpost destroyed, and a 24-hour countdown timer begins for treating your wounded, looting and resting. You don't need to destroy the base once captured, just claim their doors and they will open as if they were yours from the beginning.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 12) Since they had three rooms, one can be used as an infirmary and another as a prison to handle your prisoners.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Looting.png|13.- Looting&lt;br /&gt;
File:Caravan back to home.png|14.- Caravan back to home&lt;br /&gt;
File:Unloading inventory.png|15.- Unloading inventory&lt;br /&gt;
File:Work tab order shift.png|16.- Work tab order shift&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
: 13) You can strip all your killed or downed enemies to take their weapons and armor. Be careful with the tainted apparel mood penalty if you took them off the dead, though.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 14) Once those 24 hours had passed, the game automatically kicks you back to the world map at which point you can return home and/or visit friendly outposts as well. If you want you can also choose 'Reform Caravan' which allows you to choose what you want to bring, and leave early.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 15) Once you arrive back home, characters will start unloading their inventory and sorting items properly.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 16) The work tab order will shift to a different sequence than the original before leaving. May be a problem, or not.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Changed caravan reform to be allowed with sleeping hostiles on site.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Volatile depressive</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Caravan&amp;diff=132845</id>
		<title>Caravan</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Caravan&amp;diff=132845"/>
		<updated>2023-04-04T20:43:58Z</updated>

		<summary type="html">&lt;p&gt;Volatile depressive: /* Caravan Lost */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
{{Stub|reason=Bedroll mechanics inc. rest efficiency, couples, etc}}&lt;br /&gt;
{{For|caravans visiting you from other factions|Trader}}&lt;br /&gt;
&lt;br /&gt;
'''Caravans''' are a group of one or more colonists who gather together for different purposes and leave the current map tile. Goods can be carried by animals, colonists, or prisoners to facilitate trading on your own schedule; a caravan can also act as a raid squad to attack other establishments. Each caravan is represented on the [[Menus#World|world map]] by a yellow icon. Double-clicking a caravan will select all caravans on the screen, allowing them all to be ordered to a single destination.&lt;br /&gt;
&lt;br /&gt;
Sending caravans out from your home, instead of just waiting for other tribes to come to you, creates trade opportunities at your pace, rather than wait for random traders to show at your location. It also provides a wider selection of goods since friendly outposts have much more inventory than the limited selection traders (who are restricted by carrying capacity) show up with. Also, you get a 2% price bonus for direct trading. It also avoids the cost for requesting traders at the [[comms console]].&lt;br /&gt;
&lt;br /&gt;
== Creation ==&lt;br /&gt;
&lt;br /&gt;
[[File:Form caravan icon.png|right]]&lt;br /&gt;
&lt;br /&gt;
In the World map, select the colony icon and click &amp;lt;tt&amp;gt;'Form caravan'&amp;lt;/tt&amp;gt;.  A dialog is shown to assign pawns, animals, and items.  You can create multiple caravans.&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;p&amp;gt;'''''Caution:''''' Clicking &amp;lt;tt&amp;gt;'Abandon'&amp;lt;/tt&amp;gt; on an unoccupied colony will not prompt for any confirmation before making it an [[:File:Abandoned faction base.png|inaccessible ruins and lost forever]].&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== People and Animals ===&lt;br /&gt;
Choose the colonists who will take part in the convoy, any [[pack animal]]s that will carry the items for sale, any prisoners you want to transport, or if you have [[Biotech]], any [[Mechanoid]] your Mechanitor possess. At least one colonist must be chosen. Make sure to select those whose health are in optimal conditions, as wounded and/or sick colonists slow the caravan down.&lt;br /&gt;
&lt;br /&gt;
There are three different arrangements when forming caravans:&lt;br /&gt;
* A caravan ''without'' pack animals forms up the quickest, as colonists only need to pack items on their backs and will leave without further delay.&lt;br /&gt;
* A caravan ''with'' pack animals suffers a loading phase where colonists must load the pack animals. This can take a long time if there are lots of items to pack and/or you don't have many haulers available.&lt;br /&gt;
* A caravans already traveling in the World Map will reform instantly and not require a hauling phase, regardless of any pack animals.&lt;br /&gt;
&lt;br /&gt;
Incapacitated pawns cannot be chosen to be part of the caravan initiation process, but once your caravan is traveling you can pick up incapacitated people to come with you. They will slow down your caravan by a lot, so be warned.&lt;br /&gt;
&lt;br /&gt;
The caravan will take the name of the best negotiator in the caravan.&lt;br /&gt;
&lt;br /&gt;
Mechanoids{{BiotechIcon}} inside a caravan without their overseer Mechanitor cannot be commanded to do anything when drafted as there is no signal for them to move or command to move towards, but can still be brought over as a caravan as long as the Mechanitor in question still has enough bandwidth to maintain their control in anywhere.&lt;br /&gt;
&lt;br /&gt;
[[File:Caravan party.png|300px]]&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
Use the Items tab to select supplies.  Only items located in your Stockpiles or Home Area are shown while initially packing; when reforming the caravan you can select any item on the map.&lt;br /&gt;
&lt;br /&gt;
The carrying capacity of humans and [[Pack animal|pack animals]] in a caravan is separate from their [[Carrying Capacity]] for hauling, and is given by their Body Size multiplied by 35. For humans, this includes the clothing, gear, and inventory that they already have.&lt;br /&gt;
&lt;br /&gt;
Caravan carrying capacity:&lt;br /&gt;
* [[Human]]: {{#expr:35*{{Q|Human|Body Size}} round 0}} kg&lt;br /&gt;
* [[Elephant]]: {{#expr:35*{{Q|Elephant|Body Size}} round 0}} kg&lt;br /&gt;
* [[Bison]]: {{#expr:35*{{Q|Bison|Body Size}} round 0}} kg&lt;br /&gt;
* [[Muffalo]]: {{#expr:35*{{Q|Muffalo|Body Size}} round 0}} kg&lt;br /&gt;
* [[Horse]]: {{#expr:35*{{Q|Horse|Body Size}} round 0}} kg&lt;br /&gt;
* [[Dromedary]]: {{#expr:35*{{Q|Dromedary|Body Size}} round 0}} kg&lt;br /&gt;
* [[Yak]]: {{#expr:35*{{Q|Yak|Body Size}} round 0}} kg&lt;br /&gt;
* [[Donkey]]: {{#expr:35*{{Q|Donkey|Body Size}} round 0}} kg&lt;br /&gt;
* [[Alpaca]]: {{#expr:35*{{Q|Alpaca|Body Size}} round 0}} kg&lt;br /&gt;
&lt;br /&gt;
Baby or juvenile animals have a reduced carrying capacity.&lt;br /&gt;
&lt;br /&gt;
If the colonist or animal is already carrying something (such as clothes worn), they will appear to have a reduced carry weight.&lt;br /&gt;
&lt;br /&gt;
The combined carrying capacity and mass of selected items is listed at the top. Buttons are used to select items/amounts. A double arrow [&amp;gt;&amp;gt;] will take the full quantity of an item. The arrow [&amp;gt;M] indicates you cannot carry the full quantity, but it will automatically take the maximum amount. When over capacity, the arrow [M&amp;lt;] will return some or all of those items so that the mass total does not exceed the caravan's carrying capacity.&lt;br /&gt;
&lt;br /&gt;
Modifier keys can be used to change the [&amp;gt;] arrow from +1 to adding more as follows:&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Key|CTRL}}: +10 &amp;lt;br/&amp;gt;{{Key|SHIFT}}: +100 &amp;lt;br/&amp;gt;{{Key|CTRL}}+{{Key|SHIFT}}: +1000. &amp;lt;br/&amp;gt;These keys work similarly for the [&amp;lt;] arrow to subtract.&lt;br /&gt;
&lt;br /&gt;
If a caravan member dies in the close-up view, they will drop their items which must be picked up. If they die on the global map (such as from blood loss), their gear will be lost. If all party members die, the entire caravan disappears and everything is lost.&lt;br /&gt;
&lt;br /&gt;
[[File:Caravan inventory.png|300px]]&lt;br /&gt;
&lt;br /&gt;
==== Food ====&lt;br /&gt;
&lt;br /&gt;
Caravans will feed as needed during the journey, so long as there's enough within the supply. Colonists who are part of a caravan will automatically forage for food while on the way, the speed of which depends on the environment and the colonist's growing skill.&lt;br /&gt;
&lt;br /&gt;
It's vital to bring sufficient food for the journey. If you're bringing pack animals the caravan may be slower so bring more food to compensate.&lt;br /&gt;
&lt;br /&gt;
Food spoils without refrigeration so careful selection is needed:&lt;br /&gt;
&lt;br /&gt;
* [[Simple meal]]s will suffice for short journeys (&amp;lt;2.4 days).&lt;br /&gt;
* [[Berries]] are good for mid-length journeys, despite being less weight-efficient. (&amp;lt;7 days).&lt;br /&gt;
* [[Pemmican]] will be needed for long-distance travel (up to 75 days).&lt;br /&gt;
* [[Packaged survival meal]]s will be necessary for extremely long journeys (&amp;gt;75 days).&lt;br /&gt;
&lt;br /&gt;
Supplies that expire soonest will be consumed first.&lt;br /&gt;
&lt;br /&gt;
While traveling, world map events may trigger such as [[manhunter pack]]s, raids, or other traders crossing paths, which can generate mini-maps. After threats have been eliminated, it's possible to scavenge a bit of food and herbal medicine before the map closes down. It is likely that you will have some items scattered in the mini-map; these must be picked up or chosen to take with your reformed caravan or they'll be lost forever.&lt;br /&gt;
&lt;br /&gt;
=== Formation process ===&lt;br /&gt;
&lt;br /&gt;
Once the order to form the caravan is given, colonists and animals will gather around a [[caravan hitching spot]] or a random place within your home area and wait for all members to assemble.&lt;br /&gt;
&lt;br /&gt;
It's recommended to put the caravan hitching spot inside your warehouse to reduce loading time.&lt;br /&gt;
&lt;br /&gt;
After assembly, they will gather any needed supplies, putting them on pack animals if available. When they finish, they will head out to the map edges and wait for the other members to arrive, then exit the colony map and enter the world map.&lt;br /&gt;
&lt;br /&gt;
Haulers not part of the caravan will also help in gathering the supplies.&lt;br /&gt;
&lt;br /&gt;
[[File:Caravan loading.png|500px|thumb|none|Notice the loading process as colonist start to take items towards the animals of burden.]]&lt;br /&gt;
&lt;br /&gt;
Colonists will ignore any needs during the formation, except food (once they're starving they'll take a break to eat if food is available). Should they feel exhausted during the process, they won't rest in their bedrooms but collapse near the caravan hitching spot.&lt;br /&gt;
&lt;br /&gt;
They will also override the 'Forbid' command, taking forbidden items. If there is less of an item than ordered (e.g. meals which other colonists ate during the process), members will take what they can and then carry on without stopping.&lt;br /&gt;
&lt;br /&gt;
A pawn can be temporarily interrupted by manually assigning them to do another task. They will resume caravan loading once the task is complete.&lt;br /&gt;
&lt;br /&gt;
Any mental break of its members will pause the process until that member recovers. Downing or killing that member will interrupt the process, causing it to be cancelled.&lt;br /&gt;
&lt;br /&gt;
[[File:The caravan formation process will continue when everyone recovers from a mental break.png|500px|thumb|none|Ufff...]]&lt;br /&gt;
&lt;br /&gt;
If the formation was successful, the character roster on top of the screen will split, showing those who stayed at home and those who left with the caravan by greying them on a different &amp;quot;box&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:Colonist roster of those at home and at caravan.png|500px]]&lt;br /&gt;
&lt;br /&gt;
=== Caravan route &amp;amp; pathing ===&lt;br /&gt;
&lt;br /&gt;
The 'Choose Route' button allows you to decide destinations for your colonists' caravan. Once a path is chosen, colonists will choose an exit direction that can best reduce travel time.&lt;br /&gt;
&lt;br /&gt;
Once items have been loaded, party members will proceed separate ways according to their own classifications made by the player.&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;300px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Caravan pathing.png| '''Caravan clear division between colonist path and muffalos' path.'''&lt;br /&gt;
File:Caravan pathing 2.png| '''The apparent reason behind the animal area drawn is to prevent them from eating your plantations.'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Tricks ===&lt;br /&gt;
* If a caravan includes a lot of animals and/or items, the process of gathering those can be ''very'' time consuming - starting a larger caravan at 0400, it's not unusual to leave (well) after 1200, 8+ hours of &amp;quot;Forming Caravan&amp;quot;.   To reduce this time, you can add additional pawns to the Caravan roster, dedicating them to the loading process, either when you create the Caravan or after (by selecting a pawn and clicking &amp;quot;Add to Caravan&amp;quot;).  You can remove them later the same way. You can even create the caravan with one set of pawns, add others, and remove the original set; this is handy to start the process as soon as possible if your desired travelers are busy early in the morning, or you just want them to get as much sleep as possible before the journey.&lt;br /&gt;
:* Once everything is gathered, colonists will lead all the animals to the edge of the map and then wait for everyone to get there, then disappear off to the World Map (with a small note to that effect in the top-left of the screen).  If you remove colonists from the caravan ''before'' leaving, their animals are released to wander and must be re-gathered by the (fewer) remaining caravaners, which might take another hour or more. It may be a good idea to let ''everyone'' keep their animals and leave the map together, then ''immediately'' pause the game and jump to the World Map, select the caravan and click &amp;quot;Split Caravan&amp;quot;, sending whichever colonists you wish instantly right back to the base map while the main body continues on. Be sure the &amp;quot;lift&amp;quot; ability of the remaining pawns is enough to carry all the intended items.&lt;br /&gt;
&lt;br /&gt;
* Sometimes you start forming a caravan late in the day, or realize you won't make the 2200 cut-off for traveling that day.  If you wait until ''after'' 2200 (when domestic animals sleep), you can create un-owned [[animal sleeping spot]]s around the [[caravan hitching spot]], un-form the caravan, and the (still-packed) animals will bed down there for the night. If you then start early the next morning (''well'' before they start to wake around 0600), they are all still right there and easy to round up when you re-create the caravan. There may be some unpacking/repacking of items, but your colonists won't have to chase the same animals all over the map again.&lt;br /&gt;
&lt;br /&gt;
* The act of gathering supplies allows a colonist to carry huge stacks of lightweight materials like cloth or food. This can be exploited to perform ''Super Hauling'' by having a colonist pick up all the goods on the map, drafting them into the storage room, and cancelling the caravan to unload. They will have hauled a massive number of supplies in one trip.&lt;br /&gt;
&lt;br /&gt;
== Traveling ==&lt;br /&gt;
Once your caravan enters the world map, you can give it orders.&lt;br /&gt;
&lt;br /&gt;
A caravan can:&lt;br /&gt;
* Move - Right-click to select destination. A line indicates the optimal route (accounting for terrain speed and elevation changes).&lt;br /&gt;
* Settle - Click Settle to create a new colony.&lt;br /&gt;
** You may not settle a new colony when already at maximum. The default maximum is one. This can increased to up to five in Menu - Options. &lt;br /&gt;
** Settling directly adjacent to your own colony or any other settlement is not allowed.&lt;br /&gt;
* Enter back into the colony - Right-click the colony.&lt;br /&gt;
* Split - Click the Split button. Each caravan must consist of at least one colonist.&lt;br /&gt;
* Merge - Select two or more caravans in the same tile (by dragging a square zone) and click Merge to form a single caravan.&lt;br /&gt;
* Trade - When a caravan has reached a friendly faction outpost, click the trade button to open the trade dialog window. &lt;br /&gt;
* Attack - A caravan can attack any faction outpost, regardless of relations status, though attacking will worsen relations.&lt;br /&gt;
* Offer gifts - If your relations with a faction are not high enough to trade, you can offer them gifts in an attempt to improve relations.&lt;br /&gt;
&lt;br /&gt;
[[File:Caravan optimal route.png|300px]]&lt;br /&gt;
&lt;br /&gt;
=== Status box ===&lt;br /&gt;
&lt;br /&gt;
Several items are displayed in the status box.&lt;br /&gt;
&lt;br /&gt;
#Movement status:&lt;br /&gt;
#* Traveling - moving to destination.&lt;br /&gt;
#* Resting - caravan automatically stops between hours 22 and 6 to sleep.&lt;br /&gt;
#* Waiting - no destination selected.&lt;br /&gt;
#* Stopped - stopped moving with reason given.&lt;br /&gt;
#Estimated time to destination - time to destination based on the current tile movement time.&lt;br /&gt;
#Days of food - compare this to 'estimated time to destination' to determine if your caravan has enough food for the journey.&lt;br /&gt;
#Base movement time: Movement speed based on the average speed of all the pawns in the caravan.&lt;br /&gt;
#Current tile movement time: Current movement speed based on the terrain, biome, weather (only affected during autumn-winter) or roads. (See table on this page for details.)&lt;br /&gt;
#Stealthiness: How stealthy your caravan is. Stealthier caravans are less prone to being ambushed.&lt;br /&gt;
&lt;br /&gt;
A caravan may stop for various reasons, such as when;&lt;br /&gt;
*Between hours 22 and 6 while the members sleep and rest.&lt;br /&gt;
**They still continue to rest even if all members are fully rested.&lt;br /&gt;
**Colonists who had been assigned to the night shift in the Restrict tab will still follow this schedule.&lt;br /&gt;
*All colonists are downed or having a minor/major mental break.&lt;br /&gt;
*Any member is having an extreme mental break.&lt;br /&gt;
**Nobody will be harmed even if the colonist is going berserk.&lt;br /&gt;
**Minor or major mental breaks won't stop the caravan as long as at least one person is still functional. If a colonist is in the midst of a mental break when you settle or get ambushed, they will still be having it when they appear on the map.&lt;br /&gt;
*The player manually pauses the caravan.&lt;br /&gt;
**While paused caravans forage faster, members can socialize and the caravan is less likely to be attacked.&lt;br /&gt;
&lt;br /&gt;
=== Sustenance ===&lt;br /&gt;
Pawns traveling in a caravan will eat automatically when necessary. Grazing animals, when hungry in a place with grazable plants, will instantly have their hunger bar refilled without any cost. If not, they will proceed to eat food carried in the caravan. Pawns will prioritize food that spoils earlier.&lt;br /&gt;
&lt;br /&gt;
If a colonist has an injury or disease that requires tending, doctors will tend to them as necessary, using medicine if available to them. If self-tend is on they will also tend to themselves.&lt;br /&gt;
&lt;br /&gt;
If you bring [[Beer]], [[Chocolate]], or [[Insect jelly]] along with you, colonists may consume them during their journey. The mood bonus they provide can help keep colonists sane when away from the colony for long stretches of time.&lt;br /&gt;
==== Foraging ====&lt;br /&gt;
{{rewrite|section=1|reason=Cleanup, verification, integration with [[Foraged Food Amount]]}}&lt;br /&gt;
Every colonist in a caravan can forage for raw food.&lt;br /&gt;
Each colonist can forage 0.09 nutrition per day per level of [[Skills#Plants|Plants]] at a baseline, i.e. in temperate forests or swamps. Given that each colonist consumes 1.6 nutrition per day, this means that a level 9 Plants colonist can break even with food consumption when the caravan is resting, and a level 18 Plants colonist can constantly forage more than he eats while traveling.&lt;br /&gt;
&lt;br /&gt;
Foraging is also affected by manipulation (50% importance, 100% max) and sight (90% importance), so giving caravanners [[bionic eye]]s or [[archotech eye]]s increases foraging.&lt;br /&gt;
&lt;br /&gt;
Having a tribal start grants a 170% multiplier to foraging, as shown by a &amp;quot;Faction Type: 170%&amp;quot; line in the tooltip. This means that in temperate forests or swamps, a level 6 Plants colonist will break even with food consumption when the caravan is resting, and a level 11 Plants colonist can constantly forge more than he eats while traveling. If Tribal colonists with good Plants skills have enough meals or other food to eat during a trip through terrain with good forage, they may return with a nontrivial quantity of berries.&lt;br /&gt;
&lt;br /&gt;
==== Energy ====&lt;br /&gt;
{{Biotech|No Category}}&lt;br /&gt;
When on the world map, [[mechanoid creation|friendly mechanoids]] consume no power. However, if a mechanoid does run out of power during the caravan, such as during an ambush, it will go under a permanent Dormant Self-charge state until someone brings it to a nearby mech recharger.&lt;br /&gt;
&lt;br /&gt;
=== Recreation ===&lt;br /&gt;
Colonists on caravan gain [[recreation]] while stopped at a rate of 10% per hour, of the Solitary type if they are alone, or a mix of Solitary and Social if two or more colonists are on the same caravan. Tolerance is gained at an equivalent rate to Extremely Low Expectations, regardless of the expectations at the colony or the amount of wealth taken on the caravan.&lt;br /&gt;
&lt;br /&gt;
=== Psyfocus ===&lt;br /&gt;
{{Royalty|No category}}&lt;br /&gt;
Pawns in a caravan will also regenerate [[psyfocus]] while remaining stationary or waiting.{{Check Tag|Rate?|How much psyfocus per hour? Add to both Psycasts and Caravan}} This however, does not apply when the caravan is resting due to sleep. This allows for usage of psycasts even while on long caravan journeys, provided some time is taken off to recharge.&lt;br /&gt;
&lt;br /&gt;
=== Caravan Schedule ===&lt;br /&gt;
{{Stub|section=1|reason=This section and its subsidiaries are rough outline only - it needs verification, expansion and clean up. Additionally: confirm [[Genes#Never sleep|Never sleep gene]] allows 24/7 caravaning. If yes, confirm whether [[circadian half-cycler]] does the same.}}&lt;br /&gt;
All caravans start moving at 0600 hours and stop at 2200 hours, and they rest while not moving. This travel routine is adhered to regardless of pawn traits or [[Assign|schedule]], i.e. a [[night owl]] pawn scheduled to sleep during the day will still caravan from 0600 to 2200 hours. If a newly formed caravan leaves the colony map after 2200 hours, it will enter the world map and rest until 0600 the next morning. Similarly, if they don't reach their destination tile by 2200, they will stop to rest, even if they are just moments away.&lt;br /&gt;
&lt;br /&gt;
===Caravan Movement Speed===&lt;br /&gt;
&lt;br /&gt;
Caravan movement speed follows the following equation:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Caravan movement speed''' = (13.6 * Multiplier from Ridden Animals * Multiplier from Carried Mass)/Terrain movement difficulty&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Rideable animals, carried mass, mass capacity, and terrain all directly impact caravan movement speed. Wounded or sick pawns also slow down caravans. &lt;br /&gt;
&lt;br /&gt;
==== Mounts ====&lt;br /&gt;
{{See also|Pack animals}}&lt;br /&gt;
{{Stub|section=1|reason=How do the inbetween ones work? If I have 1 at 1.6 and 1 at 1.3 do I get 1.45? Wb 1 at 1.6 and 10 without any mount? etc}}&lt;br /&gt;
Adding animals to a caravan may impose a multiplier on caravan speed based on the '''Caravan riding speed''' stat of the animal. The riding speed acts as a multiplier if there is one mount for every human pawn - for example, the caravan speed is multiplied by ×{{Q|Horse|Riding Speed}} if there is at least one [[horse]] for every human.&lt;br /&gt;
&lt;br /&gt;
You get the full multiplier if you have enough mounts for everybody. You get something in between if you don't bring enough or have a mix of speeds.&lt;br /&gt;
&lt;br /&gt;
{{#ask: [[Riding Speed::+]] &lt;br /&gt;
 | ?Riding Speed&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Carried mass ratio ====&lt;br /&gt;
Caravan speed also receives a multiplier based on the ratio of Mass Carrier/ Mass Capacity. This is between 200% speed for zero mass and 50% (?) for maximum mass.&lt;br /&gt;
&lt;br /&gt;
There is no distinction between carried and equipped mass - an equipped weapon weighs the same as it does when carried in a muffalo's inventory. However, some furniture like [[chair]]s have a lower mass than the materials they yield upon deconstruction.&lt;br /&gt;
&lt;br /&gt;
Caravan speed can be increased by lowering carried mass (dropping items) or adding more pack animals, ultimately decreasing the Mass Carried/Capacity ratio. The speed multiplier will asymptotically approach 200%, thus number of pack animals used has diminishing returns.&lt;br /&gt;
&lt;br /&gt;
==== Terrain ====&lt;br /&gt;
{{Rewrite|reason=Missing biomes and existing ones, and the effect of temperature and/or winter need to be verified.}}&lt;br /&gt;
The game will automatically plot the fastest route to your selected destination, so you will rarely have to pick and choose specific terrain. &lt;br /&gt;
&lt;br /&gt;
The following table lists the movement difficulty of individual world tiles. Flat terrain is naturally the easiest to travel, hills and mountains are slower, and roads will speed it up though any terrain. Average temperatures under {{Temperature|-17.1}} will start to cause movement difficulty to increase. Winter penalty maxes out at +2 movement difficulty at {{Temperature|-22.5}}.&lt;br /&gt;
&lt;br /&gt;
Note that 1 movement difficulty roughly equates to 0.06 days or roughly 1.44 hours at base human movement speed.&lt;br /&gt;
{{#vardefine: color1 | 66FF33}}{{#vardefine: color2 | 55DD33}}&amp;lt;!--E3D933--&amp;gt;{{#vardefine: color3 | BBCC22}}{{#vardefine: color4 | EE9900}}&lt;br /&gt;
:{| {{STDT| wikitable sortable text-center}}&lt;br /&gt;
! Terrain !! Biome !! Flat !! Small Hills !! Large Hills !! Mountains&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color1}}&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; | '''Easy'''&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Temperate Forest    ||  1  || 1.5 || 2.5 || 4&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Desert              ||  1  || 1.5 || 2.5 || 4&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Extreme Desert      ||  1  || 1.5 || 2.5 || 4&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Tundra              ||  1  || 1.5 || 2.5 || 4&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Boreal Forest       ||  1  || 1.5 || 2.5 || 4&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Arid Shrubland      ||  1  || 1.5 || 2.5 || 4&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color2}}&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | '''Moderate'''&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Sea Ice             || 1.5 ||  -  ||  -  ||  -&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color2}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Ice Sheet           || 1.5 ||  2  ||  3  || 4.5 &lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color2}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Tropical Forest     ||  2  || 2.5 || 3.5 ||  5&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color4}}&amp;quot;&lt;br /&gt;
| '''Difficult'''&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Temperate Swamp     ||  4  ||  -  ||  -  ||  -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Tabs ===&lt;br /&gt;
The inspection pane has tabs to manage the caravan and view details.&lt;br /&gt;
&lt;br /&gt;
In the 'Gear' tab, by clicking the red X you can drop items and lose them forever. Dropping items may be necessary if the caravan becomes overburdened and unable to move. &lt;br /&gt;
&lt;br /&gt;
You can also abandon colonists and prisoners in the 'Social' tab. Items carried by a dismissed pawn will be lost. Abandoning a caravan member will cause their friends and family to have sad thoughts, and if the colonist is unlikely to survive (such as low temperatures) there will be a more severe penalty. Colonists who survive may eventually make their way back to your colony, or return as part of an enemy raid or friendly caravan.&lt;br /&gt;
&lt;br /&gt;
In the 'Gear' tab you can swap gear by dragging and dropping gear onto different colonists, or to and from the caravan inventory.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Caravan gear and inventory from world view.png|Gear &amp;amp; Inventory&lt;br /&gt;
File:Caravan mass carried.png|Mass carried&lt;br /&gt;
File:Caravan needs.png|Status&lt;br /&gt;
File:Caravan health.png|Health&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once you arrive to the destination, just click the Trade icon to start negotiations.&lt;br /&gt;
[[File:Trade icon.png]]&lt;br /&gt;
&lt;br /&gt;
=== Route planner ===&lt;br /&gt;
[[File:Caravan_planner.png|600px|thumb|rifht|Caravan planner having planned a route based a caravan's speed.]]&lt;br /&gt;
&lt;br /&gt;
There is a route planner that allows you to roughly check the amount of time it takes to reach a destination, allowing you to plan ahead.&lt;br /&gt;
&lt;br /&gt;
When it is opened, you can drop various waypoints around the world map. The game will calculate the time it takes for a 1 tile/h caravan to travel through the planned route. You can also place the starting point on an existing caravan to determine the time taken for a journey based on that caravan's speed.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Returning home ===&lt;br /&gt;
&lt;br /&gt;
After you arrive back at your colony, you will notice two details must be addressed before continuing the game.&lt;br /&gt;
&lt;br /&gt;
* Pack animals may go straight to their animal bed or just wander around still with all your items inside their packing gear. If you happen to need something at the moment, you will have to make them drop it. You may want to restrict them to a roofed zone and wait for them to go there before doing this, so the dropped belongings won't deteriorate due to exposure, or you can wait until night when they are sleeping inside a room. Pack animals who have been trained for Obedience can be assigned to follow their master, who can be drafted to storage areas and wait until the animals follow him/her too to drop the items as well.&lt;br /&gt;
* Prisoners will still be carrying your caravan items too, even armor and weaponry (as odd as it may be). They will not unload their inventory after returning to base unless directed to through the gear tab, and will start to unload only after being recruited.&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;300px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Prisoners keep your caravan items too.png|'''Prisoners keep your caravan items'''&lt;br /&gt;
File:Caravan prisoner unloading inventory.png|'''Prisoner unloading inventory after recruitment'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Long distance journeys ===&lt;br /&gt;
&lt;br /&gt;
Many basic technology options prove to be very helpful for long distance travel. Make frequent use of [[Campfire]]s, [[Pemmican]], [[Passive cooler]]s and [[Crafting spot]]s to resupply your caravans and keep healthy on the road, instead of one large ride. Take advantage by building settlements whenever you run low on food or resources. Generated maps can have forageable food and animals to hunt or even tame into the convoy. Colonists will also need time off to relax and restore their joy.&lt;br /&gt;
&lt;br /&gt;
=== Multiple colonies and pitstops ===&lt;br /&gt;
&lt;br /&gt;
The game options let you choose how many colonies (up to 5) you can have active on the globe at once. Temporary maps from events do not count towards this limit. In order to build beyond the game menu limits, you must abandon an existing colony. &lt;br /&gt;
&lt;br /&gt;
Should you choose to make multiple settlements, it is not necessary to carry all your raw materials all the way from your home base to a new spot. Lighten the load by carrying valuables such as silver, gold, [[drugs]] and then trading them with your new neighbors, or if you settled close enough, use [[transport pod]]s to launch everything over.&lt;br /&gt;
&lt;br /&gt;
While traveling long distances consider bringing valuable items, then bartering for necessary supplies instead of bringing them.&lt;br /&gt;
&lt;br /&gt;
If you know certain resources will be scarce in your new map's biome, or if you want to save time mining, some resources can be [[Advanced_Endgame_Guide#Resource_compression|compressed]] -- that is, built into items with a lower mass than their raw materials.&lt;br /&gt;
&lt;br /&gt;
== Events ==&lt;br /&gt;
&lt;br /&gt;
Caravan events take place on the road, which means that neither side will be engaging with the benefit of a base. The action takes place in the open and the player must take advantage on terrain features to defend themselves. Those who survive will have a 24 hours window to perform vital needs such as doctoring, resting and feeding as well as re-packing. [[:File:Pirate fed to animal.png|Eliminated hostiles can be fed to your animals]].&lt;br /&gt;
&lt;br /&gt;
There are two different ways of re-packing: manually giving cargo animals the selected item to be carried or re-forming the caravan. The first alternative lets you make the most out of the area which may include mining, harvesting, and cooking, while the last option will instantly leave the place. Either way, before the countdown timer ends, all items must be put to be carried or they will be '''lost''' once the time runs out.&lt;br /&gt;
&lt;br /&gt;
==== Visibility ====&lt;br /&gt;
{{Stub|section=1|reason=Needs actual equation defining visibility based on total body size}}&lt;br /&gt;
Visibility is how easy your Caravan is to notice. It multiplies the chance that your caravan will be waylaid by enemies. Visibility does not affect your ability to find things you want. Visibility is based on the total body size of all people and animals in the caravan. The default visibility for 1 person in a caravan is 20%, it does not scale linearly for additional people, as two people is 36%. You can see the visibility in the upper right while forming a caravan.&lt;br /&gt;
&lt;br /&gt;
=== Ambush ===&lt;br /&gt;
Your caravan has been ambushed by an enemy faction. Colonists cannot exit the generated map until the attackers are defeated (killed, downed, or fled). If all are killed, the caravan is considered destroyed and will disappear along with any carried items.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Caravan ambushed right after leaving colony.png|1.- Red envelope alert zooms in to the battle tile.&lt;br /&gt;
File:Caravan ambushed by pirates.png|2.- You can see the incoming attackers from a distance.&lt;br /&gt;
File:Caravan ambushed in World view.png|3.- World view is a red dot.&lt;br /&gt;
File:Caravan ambushed victory.png|4.- Once victorious, you have 24 hours before the caravan automatically reforms to leave.&lt;br /&gt;
File:Capturing prisoners after ambush.png|5.- Make a tiny room enough to capture downed enemies with a sleeping spot each.&lt;br /&gt;
File:Prisoners brought to colony.png|Prisoners arrive to your colony, wandering around.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# The game notifies you that an ambush is taking place, prompting you to check on your caravan.&lt;br /&gt;
# Pause the game to survey the enemy and position yourself by taking cover behind terrain features.&lt;br /&gt;
# Check where it's happening. As it is, in this case, right next to the colony, it's possible to quickly send reinforcements. However, you cannot send the back-up caravan right into the battle, but must first move to an adjacent tile before joining your comrades.&lt;br /&gt;
# After an encounter ends, a 24-hour countdown begins so you can recover, pick up items, strip the dead/downed, and take care of any other need.&lt;br /&gt;
# To take prisoners, you should build the smallest room possible (remember you are on a countdown) which can just fit the same amount of sleeping spots for each downed enemy. Treat their wounds so they don't die while carrying them to your colony. Finally, reforming the caravan makes captives come with you (you will see them listed).&lt;br /&gt;
# Your prisoners are finally brought to your colony, but you see them wandering around (!!!). Don't worry as they won't attempt to escape. Your characters will proceed to unload their items. Eventually, wardens will come to pick them up and escort them to designated prison cells. Any incapacitated prisoners will remain downed and need to be carried.&lt;br /&gt;
&lt;br /&gt;
==== Manhunter Ambush ====&lt;br /&gt;
&lt;br /&gt;
Same as Ambush except with a manhunter pack of animals. Manhunters won't attempt to flee, and colonists can't either.&lt;br /&gt;
&lt;br /&gt;
=== Demand ===&lt;br /&gt;
&lt;br /&gt;
A number of pirates approach your caravan and demand that you give them items and/or hand over members as slaves. If you don't comply, they will proceed to assault the caravan. It's nearly always a better choice to fight back as pirates usually come in poor numbers.&lt;br /&gt;
&lt;br /&gt;
=== Encounter ===&lt;br /&gt;
Another friendly caravan crosses paths with you, opening an opportunity to trade. &lt;br /&gt;
&lt;br /&gt;
You can attack them if you wish, damaging faction relations. Your pawns may exit the map while engaging the caravan. Since you will be informed of their party composition but cannot clearly see who is in the caravan, you can decide if they're worth robbing.&lt;br /&gt;
&lt;br /&gt;
Sometimes when attacking them, they may decide to do a 'bloody exit', that is to exit as aggressively as possible.&lt;br /&gt;
&lt;br /&gt;
[[File:Caravan met peacefully.png|400px]]&lt;br /&gt;
&lt;br /&gt;
=== Reform caravan ===&lt;br /&gt;
You can only reform caravans if there are no hostile pawns on the map or they are all either downed or asleep.&lt;br /&gt;
&lt;br /&gt;
===Caravan Lost===&lt;br /&gt;
A caravan is lost if all colonists die or, if traveling on the world map, become incapacitated. All items, animals, and prisoners become unrecoverable. &lt;br /&gt;
&lt;br /&gt;
Colonists, animals, and prisoners can be banished via the 'Social' tab. Items carried by an adandoned pawn will be lost. Abandoning a caravan member will cause their friends and family to have sad thoughts, and if the colonist is unlikely to survive (such as in low temperatures), there will be a more severe penalty. Colonists who survive abandonment may eventually make their way back to your colony or return as part of an enemy raid or friendly caravan.&lt;br /&gt;
&lt;br /&gt;
== Attacking other settlements ==&lt;br /&gt;
{{Rewrite|section=1|reason=Cleanup, potential size reduction, updating from A16 -&amp;gt; Present}}&lt;br /&gt;
{{Image wanted|section=1|reason=Shows bases from A16, they have significantly changed since.}}&lt;br /&gt;
You may raid other settlements on the world map, much like other factions do to your colony. To do this, all you need is to send a caravan to a site, and select the &amp;quot;Attack&amp;quot; interaction option. Attacking settlements gives you an opportunity to steal valuable goods such as [[glitterworld medicine]], [[luciferium]], [[component]]s, as well as weapons and armor.&lt;br /&gt;
&lt;br /&gt;
* See [[Offense_tactics|offense tactics]] for specific tips on how to assault outposts and bases.&lt;br /&gt;
&lt;br /&gt;
=== Walkthrough ===&lt;br /&gt;
: The below shows bases from the Alpha 16 version of the game.  Settlement defenders of later updates are ''significantly strengthened'' and are harder to defeat and are not scaled down by easier difficulty as other raids are.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Caravan raiding another settlement.png|1.- Moving towards target settlement for raid&lt;br /&gt;
File:Generating map for new encounter.png|2.- Generating map for new encounter&lt;br /&gt;
File:Attack begun.png|3.- Attack begun&lt;br /&gt;
File:Studying enemies.png|4.- Studying enemies&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
: 1) Right click to select destination gives approximate travel time and distance.&amp;lt;p&amp;gt;&lt;br /&gt;
: 2) Once your caravan arrives, the game generates a map with an enemy base.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 3) The &amp;quot;Attack begun&amp;quot; blue envelope opens a message which allows you to see the targeted area.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 4) You can click on individual enemy members to see their character skills, gear, and health. Use this to prioritize your targets.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Enemy base layout.png|5.- Enemy base layout&lt;br /&gt;
File:Enemy base zoomed out.png|6.- Enemy base zoomed out&lt;br /&gt;
File:Enemy positioning and loot.png|7.- Enemy positioning and loot&lt;br /&gt;
File:Stampede 1.png|8.- First stampede&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
: 5) Base layout, nothing tricky.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 6) Terrain around enemy base is very simple, nothing too complicated.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 7) Approaching from the front will make enemies line up facing you right away automatically.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 8) [[Offense_tactics#Stampede|Stampede]] offense tactic to weaken their defenses. Train your offensive animals to be capable of &amp;quot;Release&amp;quot;, leaving pack animals behind&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Stampede casualty.png|9.- Stampede casualty&lt;br /&gt;
File:Using their base as your own.png|10.- Using their base as your own&lt;br /&gt;
File:Outpost destroyed 24h countdown.png|11.- Outpost destroyed, 24h countdown before leaving&lt;br /&gt;
File:Resting at enemy base.png|12.- Resting at enemy base&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
: 9) Stampede casualty with animal wounds.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 10) Tactics split and kite allows you to enter their base and use choke points, with friendly fire safety ensured. Melee with ranged shooting on his/her shoulder.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 11) After 8 of 11 enemies were killed, the remaining 3 start to flee and the game considers the outpost destroyed, and a 24-hour countdown timer begins for treating your wounded, looting and resting. You don't need to destroy the base once captured, just claim their doors and they will open as if they were yours from the beginning.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 12) Since they had three rooms, one can be used as an infirmary and another as a prison to handle your prisoners.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Looting.png|13.- Looting&lt;br /&gt;
File:Caravan back to home.png|14.- Caravan back to home&lt;br /&gt;
File:Unloading inventory.png|15.- Unloading inventory&lt;br /&gt;
File:Work tab order shift.png|16.- Work tab order shift&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
: 13) You can strip all your killed or downed enemies to take their weapons and armor. Be careful with the tainted apparel mood penalty if you took them off the dead, though.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 14) Once those 24 hours had passed, the game automatically kicks you back to the world map at which point you can return home and/or visit friendly outposts as well. If you want you can also choose 'Reform Caravan' which allows you to choose what you want to bring, and leave early.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 15) Once you arrive back home, characters will start unloading their inventory and sorting items properly.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 16) The work tab order will shift to a different sequence than the original before leaving. May be a problem, or not.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Changed caravan reform to be allowed with sleeping hostiles on site.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Volatile depressive</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Caravan&amp;diff=132844</id>
		<title>Caravan</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Caravan&amp;diff=132844"/>
		<updated>2023-04-04T20:39:34Z</updated>

		<summary type="html">&lt;p&gt;Volatile depressive: /* Events */  added event Caravan Lost&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
{{Stub|reason=Bedroll mechanics inc. rest efficiency, couples, etc}}&lt;br /&gt;
{{For|caravans visiting you from other factions|Trader}}&lt;br /&gt;
&lt;br /&gt;
'''Caravans''' are a group of one or more colonists who gather together for different purposes and leave the current map tile. Goods can be carried by animals, colonists, or prisoners to facilitate trading on your own schedule; a caravan can also act as a raid squad to attack other establishments. Each caravan is represented on the [[Menus#World|world map]] by a yellow icon. Double-clicking a caravan will select all caravans on the screen, allowing them all to be ordered to a single destination.&lt;br /&gt;
&lt;br /&gt;
Sending caravans out from your home, instead of just waiting for other tribes to come to you, creates trade opportunities at your pace, rather than wait for random traders to show at your location. It also provides a wider selection of goods since friendly outposts have much more inventory than the limited selection traders (who are restricted by carrying capacity) show up with. Also, you get a 2% price bonus for direct trading. It also avoids the cost for requesting traders at the [[comms console]].&lt;br /&gt;
&lt;br /&gt;
== Creation ==&lt;br /&gt;
&lt;br /&gt;
[[File:Form caravan icon.png|right]]&lt;br /&gt;
&lt;br /&gt;
In the World map, select the colony icon and click &amp;lt;tt&amp;gt;'Form caravan'&amp;lt;/tt&amp;gt;.  A dialog is shown to assign pawns, animals, and items.  You can create multiple caravans.&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;p&amp;gt;'''''Caution:''''' Clicking &amp;lt;tt&amp;gt;'Abandon'&amp;lt;/tt&amp;gt; on an unoccupied colony will not prompt for any confirmation before making it an [[:File:Abandoned faction base.png|inaccessible ruins and lost forever]].&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== People and Animals ===&lt;br /&gt;
Choose the colonists who will take part in the convoy, any [[pack animal]]s that will carry the items for sale, any prisoners you want to transport, or if you have [[Biotech]], any [[Mechanoid]] your Mechanitor possess. At least one colonist must be chosen. Make sure to select those whose health are in optimal conditions, as wounded and/or sick colonists slow the caravan down.&lt;br /&gt;
&lt;br /&gt;
There are three different arrangements when forming caravans:&lt;br /&gt;
* A caravan ''without'' pack animals forms up the quickest, as colonists only need to pack items on their backs and will leave without further delay.&lt;br /&gt;
* A caravan ''with'' pack animals suffers a loading phase where colonists must load the pack animals. This can take a long time if there are lots of items to pack and/or you don't have many haulers available.&lt;br /&gt;
* A caravans already traveling in the World Map will reform instantly and not require a hauling phase, regardless of any pack animals.&lt;br /&gt;
&lt;br /&gt;
Incapacitated pawns cannot be chosen to be part of the caravan initiation process, but once your caravan is traveling you can pick up incapacitated people to come with you. They will slow down your caravan by a lot, so be warned.&lt;br /&gt;
&lt;br /&gt;
The caravan will take the name of the best negotiator in the caravan.&lt;br /&gt;
&lt;br /&gt;
Mechanoids{{BiotechIcon}} inside a caravan without their overseer Mechanitor cannot be commanded to do anything when drafted as there is no signal for them to move or command to move towards, but can still be brought over as a caravan as long as the Mechanitor in question still has enough bandwidth to maintain their control in anywhere.&lt;br /&gt;
&lt;br /&gt;
[[File:Caravan party.png|300px]]&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
Use the Items tab to select supplies.  Only items located in your Stockpiles or Home Area are shown while initially packing; when reforming the caravan you can select any item on the map.&lt;br /&gt;
&lt;br /&gt;
The carrying capacity of humans and [[Pack animal|pack animals]] in a caravan is separate from their [[Carrying Capacity]] for hauling, and is given by their Body Size multiplied by 35. For humans, this includes the clothing, gear, and inventory that they already have.&lt;br /&gt;
&lt;br /&gt;
Caravan carrying capacity:&lt;br /&gt;
* [[Human]]: {{#expr:35*{{Q|Human|Body Size}} round 0}} kg&lt;br /&gt;
* [[Elephant]]: {{#expr:35*{{Q|Elephant|Body Size}} round 0}} kg&lt;br /&gt;
* [[Bison]]: {{#expr:35*{{Q|Bison|Body Size}} round 0}} kg&lt;br /&gt;
* [[Muffalo]]: {{#expr:35*{{Q|Muffalo|Body Size}} round 0}} kg&lt;br /&gt;
* [[Horse]]: {{#expr:35*{{Q|Horse|Body Size}} round 0}} kg&lt;br /&gt;
* [[Dromedary]]: {{#expr:35*{{Q|Dromedary|Body Size}} round 0}} kg&lt;br /&gt;
* [[Yak]]: {{#expr:35*{{Q|Yak|Body Size}} round 0}} kg&lt;br /&gt;
* [[Donkey]]: {{#expr:35*{{Q|Donkey|Body Size}} round 0}} kg&lt;br /&gt;
* [[Alpaca]]: {{#expr:35*{{Q|Alpaca|Body Size}} round 0}} kg&lt;br /&gt;
&lt;br /&gt;
Baby or juvenile animals have a reduced carrying capacity.&lt;br /&gt;
&lt;br /&gt;
If the colonist or animal is already carrying something (such as clothes worn), they will appear to have a reduced carry weight.&lt;br /&gt;
&lt;br /&gt;
The combined carrying capacity and mass of selected items is listed at the top. Buttons are used to select items/amounts. A double arrow [&amp;gt;&amp;gt;] will take the full quantity of an item. The arrow [&amp;gt;M] indicates you cannot carry the full quantity, but it will automatically take the maximum amount. When over capacity, the arrow [M&amp;lt;] will return some or all of those items so that the mass total does not exceed the caravan's carrying capacity.&lt;br /&gt;
&lt;br /&gt;
Modifier keys can be used to change the [&amp;gt;] arrow from +1 to adding more as follows:&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Key|CTRL}}: +10 &amp;lt;br/&amp;gt;{{Key|SHIFT}}: +100 &amp;lt;br/&amp;gt;{{Key|CTRL}}+{{Key|SHIFT}}: +1000. &amp;lt;br/&amp;gt;These keys work similarly for the [&amp;lt;] arrow to subtract.&lt;br /&gt;
&lt;br /&gt;
If a caravan member dies in the close-up view, they will drop their items which must be picked up. If they die on the global map (such as from blood loss), their gear will be lost. If all party members die, the entire caravan disappears and everything is lost.&lt;br /&gt;
&lt;br /&gt;
[[File:Caravan inventory.png|300px]]&lt;br /&gt;
&lt;br /&gt;
==== Food ====&lt;br /&gt;
&lt;br /&gt;
Caravans will feed as needed during the journey, so long as there's enough within the supply. Colonists who are part of a caravan will automatically forage for food while on the way, the speed of which depends on the environment and the colonist's growing skill.&lt;br /&gt;
&lt;br /&gt;
It's vital to bring sufficient food for the journey. If you're bringing pack animals the caravan may be slower so bring more food to compensate.&lt;br /&gt;
&lt;br /&gt;
Food spoils without refrigeration so careful selection is needed:&lt;br /&gt;
&lt;br /&gt;
* [[Simple meal]]s will suffice for short journeys (&amp;lt;2.4 days).&lt;br /&gt;
* [[Berries]] are good for mid-length journeys, despite being less weight-efficient. (&amp;lt;7 days).&lt;br /&gt;
* [[Pemmican]] will be needed for long-distance travel (up to 75 days).&lt;br /&gt;
* [[Packaged survival meal]]s will be necessary for extremely long journeys (&amp;gt;75 days).&lt;br /&gt;
&lt;br /&gt;
Supplies that expire soonest will be consumed first.&lt;br /&gt;
&lt;br /&gt;
While traveling, world map events may trigger such as [[manhunter pack]]s, raids, or other traders crossing paths, which can generate mini-maps. After threats have been eliminated, it's possible to scavenge a bit of food and herbal medicine before the map closes down. It is likely that you will have some items scattered in the mini-map; these must be picked up or chosen to take with your reformed caravan or they'll be lost forever.&lt;br /&gt;
&lt;br /&gt;
=== Formation process ===&lt;br /&gt;
&lt;br /&gt;
Once the order to form the caravan is given, colonists and animals will gather around a [[caravan hitching spot]] or a random place within your home area and wait for all members to assemble.&lt;br /&gt;
&lt;br /&gt;
It's recommended to put the caravan hitching spot inside your warehouse to reduce loading time.&lt;br /&gt;
&lt;br /&gt;
After assembly, they will gather any needed supplies, putting them on pack animals if available. When they finish, they will head out to the map edges and wait for the other members to arrive, then exit the colony map and enter the world map.&lt;br /&gt;
&lt;br /&gt;
Haulers not part of the caravan will also help in gathering the supplies.&lt;br /&gt;
&lt;br /&gt;
[[File:Caravan loading.png|500px|thumb|none|Notice the loading process as colonist start to take items towards the animals of burden.]]&lt;br /&gt;
&lt;br /&gt;
Colonists will ignore any needs during the formation, except food (once they're starving they'll take a break to eat if food is available). Should they feel exhausted during the process, they won't rest in their bedrooms but collapse near the caravan hitching spot.&lt;br /&gt;
&lt;br /&gt;
They will also override the 'Forbid' command, taking forbidden items. If there is less of an item than ordered (e.g. meals which other colonists ate during the process), members will take what they can and then carry on without stopping.&lt;br /&gt;
&lt;br /&gt;
A pawn can be temporarily interrupted by manually assigning them to do another task. They will resume caravan loading once the task is complete.&lt;br /&gt;
&lt;br /&gt;
Any mental break of its members will pause the process until that member recovers. Downing or killing that member will interrupt the process, causing it to be cancelled.&lt;br /&gt;
&lt;br /&gt;
[[File:The caravan formation process will continue when everyone recovers from a mental break.png|500px|thumb|none|Ufff...]]&lt;br /&gt;
&lt;br /&gt;
If the formation was successful, the character roster on top of the screen will split, showing those who stayed at home and those who left with the caravan by greying them on a different &amp;quot;box&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:Colonist roster of those at home and at caravan.png|500px]]&lt;br /&gt;
&lt;br /&gt;
=== Caravan route &amp;amp; pathing ===&lt;br /&gt;
&lt;br /&gt;
The 'Choose Route' button allows you to decide destinations for your colonists' caravan. Once a path is chosen, colonists will choose an exit direction that can best reduce travel time.&lt;br /&gt;
&lt;br /&gt;
Once items have been loaded, party members will proceed separate ways according to their own classifications made by the player.&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;300px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Caravan pathing.png| '''Caravan clear division between colonist path and muffalos' path.'''&lt;br /&gt;
File:Caravan pathing 2.png| '''The apparent reason behind the animal area drawn is to prevent them from eating your plantations.'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Tricks ===&lt;br /&gt;
* If a caravan includes a lot of animals and/or items, the process of gathering those can be ''very'' time consuming - starting a larger caravan at 0400, it's not unusual to leave (well) after 1200, 8+ hours of &amp;quot;Forming Caravan&amp;quot;.   To reduce this time, you can add additional pawns to the Caravan roster, dedicating them to the loading process, either when you create the Caravan or after (by selecting a pawn and clicking &amp;quot;Add to Caravan&amp;quot;).  You can remove them later the same way. You can even create the caravan with one set of pawns, add others, and remove the original set; this is handy to start the process as soon as possible if your desired travelers are busy early in the morning, or you just want them to get as much sleep as possible before the journey.&lt;br /&gt;
:* Once everything is gathered, colonists will lead all the animals to the edge of the map and then wait for everyone to get there, then disappear off to the World Map (with a small note to that effect in the top-left of the screen).  If you remove colonists from the caravan ''before'' leaving, their animals are released to wander and must be re-gathered by the (fewer) remaining caravaners, which might take another hour or more. It may be a good idea to let ''everyone'' keep their animals and leave the map together, then ''immediately'' pause the game and jump to the World Map, select the caravan and click &amp;quot;Split Caravan&amp;quot;, sending whichever colonists you wish instantly right back to the base map while the main body continues on. Be sure the &amp;quot;lift&amp;quot; ability of the remaining pawns is enough to carry all the intended items.&lt;br /&gt;
&lt;br /&gt;
* Sometimes you start forming a caravan late in the day, or realize you won't make the 2200 cut-off for traveling that day.  If you wait until ''after'' 2200 (when domestic animals sleep), you can create un-owned [[animal sleeping spot]]s around the [[caravan hitching spot]], un-form the caravan, and the (still-packed) animals will bed down there for the night. If you then start early the next morning (''well'' before they start to wake around 0600), they are all still right there and easy to round up when you re-create the caravan. There may be some unpacking/repacking of items, but your colonists won't have to chase the same animals all over the map again.&lt;br /&gt;
&lt;br /&gt;
* The act of gathering supplies allows a colonist to carry huge stacks of lightweight materials like cloth or food. This can be exploited to perform ''Super Hauling'' by having a colonist pick up all the goods on the map, drafting them into the storage room, and cancelling the caravan to unload. They will have hauled a massive number of supplies in one trip.&lt;br /&gt;
&lt;br /&gt;
== Traveling ==&lt;br /&gt;
Once your caravan enters the world map, you can give it orders.&lt;br /&gt;
&lt;br /&gt;
A caravan can:&lt;br /&gt;
* Move - Right-click to select destination. A line indicates the optimal route (accounting for terrain speed and elevation changes).&lt;br /&gt;
* Settle - Click Settle to create a new colony.&lt;br /&gt;
** You may not settle a new colony when already at maximum. The default maximum is one. This can increased to up to five in Menu - Options. &lt;br /&gt;
** Settling directly adjacent to your own colony or any other settlement is not allowed.&lt;br /&gt;
* Enter back into the colony - Right-click the colony.&lt;br /&gt;
* Split - Click the Split button. Each caravan must consist of at least one colonist.&lt;br /&gt;
* Merge - Select two or more caravans in the same tile (by dragging a square zone) and click Merge to form a single caravan.&lt;br /&gt;
* Trade - When a caravan has reached a friendly faction outpost, click the trade button to open the trade dialog window. &lt;br /&gt;
* Attack - A caravan can attack any faction outpost, regardless of relations status, though attacking will worsen relations.&lt;br /&gt;
* Offer gifts - If your relations with a faction are not high enough to trade, you can offer them gifts in an attempt to improve relations.&lt;br /&gt;
&lt;br /&gt;
[[File:Caravan optimal route.png|300px]]&lt;br /&gt;
&lt;br /&gt;
=== Status box ===&lt;br /&gt;
&lt;br /&gt;
Several items are displayed in the status box.&lt;br /&gt;
&lt;br /&gt;
#Movement status:&lt;br /&gt;
#* Traveling - moving to destination.&lt;br /&gt;
#* Resting - caravan automatically stops between hours 22 and 6 to sleep.&lt;br /&gt;
#* Waiting - no destination selected.&lt;br /&gt;
#* Stopped - stopped moving with reason given.&lt;br /&gt;
#Estimated time to destination - time to destination based on the current tile movement time.&lt;br /&gt;
#Days of food - compare this to 'estimated time to destination' to determine if your caravan has enough food for the journey.&lt;br /&gt;
#Base movement time: Movement speed based on the average speed of all the pawns in the caravan.&lt;br /&gt;
#Current tile movement time: Current movement speed based on the terrain, biome, weather (only affected during autumn-winter) or roads. (See table on this page for details.)&lt;br /&gt;
#Stealthiness: How stealthy your caravan is. Stealthier caravans are less prone to being ambushed.&lt;br /&gt;
&lt;br /&gt;
A caravan may stop for various reasons, such as when;&lt;br /&gt;
*Between hours 22 and 6 while the members sleep and rest.&lt;br /&gt;
**They still continue to rest even if all members are fully rested.&lt;br /&gt;
**Colonists who had been assigned to the night shift in the Restrict tab will still follow this schedule.&lt;br /&gt;
*All colonists are downed or having a minor/major mental break.&lt;br /&gt;
*Any member is having an extreme mental break.&lt;br /&gt;
**Nobody will be harmed even if the colonist is going berserk.&lt;br /&gt;
**Minor or major mental breaks won't stop the caravan as long as at least one person is still functional. If a colonist is in the midst of a mental break when you settle or get ambushed, they will still be having it when they appear on the map.&lt;br /&gt;
*The player manually pauses the caravan.&lt;br /&gt;
**While paused caravans forage faster, members can socialize and the caravan is less likely to be attacked.&lt;br /&gt;
&lt;br /&gt;
=== Sustenance ===&lt;br /&gt;
Pawns traveling in a caravan will eat automatically when necessary. Grazing animals, when hungry in a place with grazable plants, will instantly have their hunger bar refilled without any cost. If not, they will proceed to eat food carried in the caravan. Pawns will prioritize food that spoils earlier.&lt;br /&gt;
&lt;br /&gt;
If a colonist has an injury or disease that requires tending, doctors will tend to them as necessary, using medicine if available to them. If self-tend is on they will also tend to themselves.&lt;br /&gt;
&lt;br /&gt;
If you bring [[Beer]], [[Chocolate]], or [[Insect jelly]] along with you, colonists may consume them during their journey. The mood bonus they provide can help keep colonists sane when away from the colony for long stretches of time.&lt;br /&gt;
==== Foraging ====&lt;br /&gt;
{{rewrite|section=1|reason=Cleanup, verification, integration with [[Foraged Food Amount]]}}&lt;br /&gt;
Every colonist in a caravan can forage for raw food.&lt;br /&gt;
Each colonist can forage 0.09 nutrition per day per level of [[Skills#Plants|Plants]] at a baseline, i.e. in temperate forests or swamps. Given that each colonist consumes 1.6 nutrition per day, this means that a level 9 Plants colonist can break even with food consumption when the caravan is resting, and a level 18 Plants colonist can constantly forage more than he eats while traveling.&lt;br /&gt;
&lt;br /&gt;
Foraging is also affected by manipulation (50% importance, 100% max) and sight (90% importance), so giving caravanners [[bionic eye]]s or [[archotech eye]]s increases foraging.&lt;br /&gt;
&lt;br /&gt;
Having a tribal start grants a 170% multiplier to foraging, as shown by a &amp;quot;Faction Type: 170%&amp;quot; line in the tooltip. This means that in temperate forests or swamps, a level 6 Plants colonist will break even with food consumption when the caravan is resting, and a level 11 Plants colonist can constantly forge more than he eats while traveling. If Tribal colonists with good Plants skills have enough meals or other food to eat during a trip through terrain with good forage, they may return with a nontrivial quantity of berries.&lt;br /&gt;
&lt;br /&gt;
==== Energy ====&lt;br /&gt;
{{Biotech|No Category}}&lt;br /&gt;
When on the world map, [[mechanoid creation|friendly mechanoids]] consume no power. However, if a mechanoid does run out of power during the caravan, such as during an ambush, it will go under a permanent Dormant Self-charge state until someone brings it to a nearby mech recharger.&lt;br /&gt;
&lt;br /&gt;
=== Recreation ===&lt;br /&gt;
Colonists on caravan gain [[recreation]] while stopped at a rate of 10% per hour, of the Solitary type if they are alone, or a mix of Solitary and Social if two or more colonists are on the same caravan. Tolerance is gained at an equivalent rate to Extremely Low Expectations, regardless of the expectations at the colony or the amount of wealth taken on the caravan.&lt;br /&gt;
&lt;br /&gt;
=== Psyfocus ===&lt;br /&gt;
{{Royalty|No category}}&lt;br /&gt;
Pawns in a caravan will also regenerate [[psyfocus]] while remaining stationary or waiting.{{Check Tag|Rate?|How much psyfocus per hour? Add to both Psycasts and Caravan}} This however, does not apply when the caravan is resting due to sleep. This allows for usage of psycasts even while on long caravan journeys, provided some time is taken off to recharge.&lt;br /&gt;
&lt;br /&gt;
=== Caravan Schedule ===&lt;br /&gt;
{{Stub|section=1|reason=This section and its subsidiaries are rough outline only - it needs verification, expansion and clean up. Additionally: confirm [[Genes#Never sleep|Never sleep gene]] allows 24/7 caravaning. If yes, confirm whether [[circadian half-cycler]] does the same.}}&lt;br /&gt;
All caravans start moving at 0600 hours and stop at 2200 hours, and they rest while not moving. This travel routine is adhered to regardless of pawn traits or [[Assign|schedule]], i.e. a [[night owl]] pawn scheduled to sleep during the day will still caravan from 0600 to 2200 hours. If a newly formed caravan leaves the colony map after 2200 hours, it will enter the world map and rest until 0600 the next morning. Similarly, if they don't reach their destination tile by 2200, they will stop to rest, even if they are just moments away.&lt;br /&gt;
&lt;br /&gt;
===Caravan Movement Speed===&lt;br /&gt;
&lt;br /&gt;
Caravan movement speed follows the following equation:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Caravan movement speed''' = (13.6 * Multiplier from Ridden Animals * Multiplier from Carried Mass)/Terrain movement difficulty&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Rideable animals, carried mass, mass capacity, and terrain all directly impact caravan movement speed. Wounded or sick pawns also slow down caravans. &lt;br /&gt;
&lt;br /&gt;
==== Mounts ====&lt;br /&gt;
{{See also|Pack animals}}&lt;br /&gt;
{{Stub|section=1|reason=How do the inbetween ones work? If I have 1 at 1.6 and 1 at 1.3 do I get 1.45? Wb 1 at 1.6 and 10 without any mount? etc}}&lt;br /&gt;
Adding animals to a caravan may impose a multiplier on caravan speed based on the '''Caravan riding speed''' stat of the animal. The riding speed acts as a multiplier if there is one mount for every human pawn - for example, the caravan speed is multiplied by ×{{Q|Horse|Riding Speed}} if there is at least one [[horse]] for every human.&lt;br /&gt;
&lt;br /&gt;
You get the full multiplier if you have enough mounts for everybody. You get something in between if you don't bring enough or have a mix of speeds.&lt;br /&gt;
&lt;br /&gt;
{{#ask: [[Riding Speed::+]] &lt;br /&gt;
 | ?Riding Speed&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Carried mass ratio ====&lt;br /&gt;
Caravan speed also receives a multiplier based on the ratio of Mass Carrier/ Mass Capacity. This is between 200% speed for zero mass and 50% (?) for maximum mass.&lt;br /&gt;
&lt;br /&gt;
There is no distinction between carried and equipped mass - an equipped weapon weighs the same as it does when carried in a muffalo's inventory. However, some furniture like [[chair]]s have a lower mass than the materials they yield upon deconstruction.&lt;br /&gt;
&lt;br /&gt;
Caravan speed can be increased by lowering carried mass (dropping items) or adding more pack animals, ultimately decreasing the Mass Carried/Capacity ratio. The speed multiplier will asymptotically approach 200%, thus number of pack animals used has diminishing returns.&lt;br /&gt;
&lt;br /&gt;
==== Terrain ====&lt;br /&gt;
{{Rewrite|reason=Missing biomes and existing ones, and the effect of temperature and/or winter need to be verified.}}&lt;br /&gt;
The game will automatically plot the fastest route to your selected destination, so you will rarely have to pick and choose specific terrain. &lt;br /&gt;
&lt;br /&gt;
The following table lists the movement difficulty of individual world tiles. Flat terrain is naturally the easiest to travel, hills and mountains are slower, and roads will speed it up though any terrain. Average temperatures under {{Temperature|-17.1}} will start to cause movement difficulty to increase. Winter penalty maxes out at +2 movement difficulty at {{Temperature|-22.5}}.&lt;br /&gt;
&lt;br /&gt;
Note that 1 movement difficulty roughly equates to 0.06 days or roughly 1.44 hours at base human movement speed.&lt;br /&gt;
{{#vardefine: color1 | 66FF33}}{{#vardefine: color2 | 55DD33}}&amp;lt;!--E3D933--&amp;gt;{{#vardefine: color3 | BBCC22}}{{#vardefine: color4 | EE9900}}&lt;br /&gt;
:{| {{STDT| wikitable sortable text-center}}&lt;br /&gt;
! Terrain !! Biome !! Flat !! Small Hills !! Large Hills !! Mountains&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color1}}&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; | '''Easy'''&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Temperate Forest    ||  1  || 1.5 || 2.5 || 4&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Desert              ||  1  || 1.5 || 2.5 || 4&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Extreme Desert      ||  1  || 1.5 || 2.5 || 4&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Tundra              ||  1  || 1.5 || 2.5 || 4&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Boreal Forest       ||  1  || 1.5 || 2.5 || 4&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Arid Shrubland      ||  1  || 1.5 || 2.5 || 4&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color2}}&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | '''Moderate'''&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Sea Ice             || 1.5 ||  -  ||  -  ||  -&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color2}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Ice Sheet           || 1.5 ||  2  ||  3  || 4.5 &lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color2}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Tropical Forest     ||  2  || 2.5 || 3.5 ||  5&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color4}}&amp;quot;&lt;br /&gt;
| '''Difficult'''&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Temperate Swamp     ||  4  ||  -  ||  -  ||  -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Tabs ===&lt;br /&gt;
The inspection pane has tabs to manage the caravan and view details.&lt;br /&gt;
&lt;br /&gt;
In the 'Gear' tab, by clicking the red X you can drop items and lose them forever. Dropping items may be necessary if the caravan becomes overburdened and unable to move. &lt;br /&gt;
&lt;br /&gt;
You can also abandon colonists and prisoners in the 'Social' tab. Items carried by a dismissed pawn will be lost. Abandoning a caravan member will cause their friends and family to have sad thoughts, and if the colonist is unlikely to survive (such as low temperatures) there will be a more severe penalty. Colonists who survive may eventually make their way back to your colony, or return as part of an enemy raid or friendly caravan.&lt;br /&gt;
&lt;br /&gt;
In the 'Gear' tab you can swap gear by dragging and dropping gear onto different colonists, or to and from the caravan inventory.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Caravan gear and inventory from world view.png|Gear &amp;amp; Inventory&lt;br /&gt;
File:Caravan mass carried.png|Mass carried&lt;br /&gt;
File:Caravan needs.png|Status&lt;br /&gt;
File:Caravan health.png|Health&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once you arrive to the destination, just click the Trade icon to start negotiations.&lt;br /&gt;
[[File:Trade icon.png]]&lt;br /&gt;
&lt;br /&gt;
=== Route planner ===&lt;br /&gt;
[[File:Caravan_planner.png|600px|thumb|rifht|Caravan planner having planned a route based a caravan's speed.]]&lt;br /&gt;
&lt;br /&gt;
There is a route planner that allows you to roughly check the amount of time it takes to reach a destination, allowing you to plan ahead.&lt;br /&gt;
&lt;br /&gt;
When it is opened, you can drop various waypoints around the world map. The game will calculate the time it takes for a 1 tile/h caravan to travel through the planned route. You can also place the starting point on an existing caravan to determine the time taken for a journey based on that caravan's speed.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Returning home ===&lt;br /&gt;
&lt;br /&gt;
After you arrive back at your colony, you will notice two details must be addressed before continuing the game.&lt;br /&gt;
&lt;br /&gt;
* Pack animals may go straight to their animal bed or just wander around still with all your items inside their packing gear. If you happen to need something at the moment, you will have to make them drop it. You may want to restrict them to a roofed zone and wait for them to go there before doing this, so the dropped belongings won't deteriorate due to exposure, or you can wait until night when they are sleeping inside a room. Pack animals who have been trained for Obedience can be assigned to follow their master, who can be drafted to storage areas and wait until the animals follow him/her too to drop the items as well.&lt;br /&gt;
* Prisoners will still be carrying your caravan items too, even armor and weaponry (as odd as it may be). They will not unload their inventory after returning to base unless directed to through the gear tab, and will start to unload only after being recruited.&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;300px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Prisoners keep your caravan items too.png|'''Prisoners keep your caravan items'''&lt;br /&gt;
File:Caravan prisoner unloading inventory.png|'''Prisoner unloading inventory after recruitment'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Long distance journeys ===&lt;br /&gt;
&lt;br /&gt;
Many basic technology options prove to be very helpful for long distance travel. Make frequent use of [[Campfire]]s, [[Pemmican]], [[Passive cooler]]s and [[Crafting spot]]s to resupply your caravans and keep healthy on the road, instead of one large ride. Take advantage by building settlements whenever you run low on food or resources. Generated maps can have forageable food and animals to hunt or even tame into the convoy. Colonists will also need time off to relax and restore their joy.&lt;br /&gt;
&lt;br /&gt;
=== Multiple colonies and pitstops ===&lt;br /&gt;
&lt;br /&gt;
The game options let you choose how many colonies (up to 5) you can have active on the globe at once. Temporary maps from events do not count towards this limit. In order to build beyond the game menu limits, you must abandon an existing colony. &lt;br /&gt;
&lt;br /&gt;
Should you choose to make multiple settlements, it is not necessary to carry all your raw materials all the way from your home base to a new spot. Lighten the load by carrying valuables such as silver, gold, [[drugs]] and then trading them with your new neighbors, or if you settled close enough, use [[transport pod]]s to launch everything over.&lt;br /&gt;
&lt;br /&gt;
While traveling long distances consider bringing valuable items, then bartering for necessary supplies instead of bringing them.&lt;br /&gt;
&lt;br /&gt;
If you know certain resources will be scarce in your new map's biome, or if you want to save time mining, some resources can be [[Advanced_Endgame_Guide#Resource_compression|compressed]] -- that is, built into items with a lower mass than their raw materials.&lt;br /&gt;
&lt;br /&gt;
== Events ==&lt;br /&gt;
&lt;br /&gt;
Caravan events take place on the road, which means that neither side will be engaging with the benefit of a base. The action takes place in the open and the player must take advantage on terrain features to defend themselves. Those who survive will have a 24 hours window to perform vital needs such as doctoring, resting and feeding as well as re-packing. [[:File:Pirate fed to animal.png|Eliminated hostiles can be fed to your animals]].&lt;br /&gt;
&lt;br /&gt;
There are two different ways of re-packing: manually giving cargo animals the selected item to be carried or re-forming the caravan. The first alternative lets you make the most out of the area which may include mining, harvesting, and cooking, while the last option will instantly leave the place. Either way, before the countdown timer ends, all items must be put to be carried or they will be '''lost''' once the time runs out.&lt;br /&gt;
&lt;br /&gt;
==== Visibility ====&lt;br /&gt;
{{Stub|section=1|reason=Needs actual equation defining visibility based on total body size}}&lt;br /&gt;
Visibility is how easy your Caravan is to notice. It multiplies the chance that your caravan will be waylaid by enemies. Visibility does not affect your ability to find things you want. Visibility is based on the total body size of all people and animals in the caravan. The default visibility for 1 person in a caravan is 20%, it does not scale linearly for additional people, as two people is 36%. You can see the visibility in the upper right while forming a caravan.&lt;br /&gt;
&lt;br /&gt;
=== Ambush ===&lt;br /&gt;
Your caravan has been ambushed by an enemy faction. Colonists cannot exit the generated map until the attackers are defeated (killed, downed, or fled). If all are killed, the caravan is considered destroyed and will disappear along with any carried items.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Caravan ambushed right after leaving colony.png|1.- Red envelope alert zooms in to the battle tile.&lt;br /&gt;
File:Caravan ambushed by pirates.png|2.- You can see the incoming attackers from a distance.&lt;br /&gt;
File:Caravan ambushed in World view.png|3.- World view is a red dot.&lt;br /&gt;
File:Caravan ambushed victory.png|4.- Once victorious, you have 24 hours before the caravan automatically reforms to leave.&lt;br /&gt;
File:Capturing prisoners after ambush.png|5.- Make a tiny room enough to capture downed enemies with a sleeping spot each.&lt;br /&gt;
File:Prisoners brought to colony.png|Prisoners arrive to your colony, wandering around.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# The game notifies you that an ambush is taking place, prompting you to check on your caravan.&lt;br /&gt;
# Pause the game to survey the enemy and position yourself by taking cover behind terrain features.&lt;br /&gt;
# Check where it's happening. As it is, in this case, right next to the colony, it's possible to quickly send reinforcements. However, you cannot send the back-up caravan right into the battle, but must first move to an adjacent tile before joining your comrades.&lt;br /&gt;
# After an encounter ends, a 24-hour countdown begins so you can recover, pick up items, strip the dead/downed, and take care of any other need.&lt;br /&gt;
# To take prisoners, you should build the smallest room possible (remember you are on a countdown) which can just fit the same amount of sleeping spots for each downed enemy. Treat their wounds so they don't die while carrying them to your colony. Finally, reforming the caravan makes captives come with you (you will see them listed).&lt;br /&gt;
# Your prisoners are finally brought to your colony, but you see them wandering around (!!!). Don't worry as they won't attempt to escape. Your characters will proceed to unload their items. Eventually, wardens will come to pick them up and escort them to designated prison cells. Any incapacitated prisoners will remain downed and need to be carried.&lt;br /&gt;
&lt;br /&gt;
==== Manhunter Ambush ====&lt;br /&gt;
&lt;br /&gt;
Same as Ambush except with a manhunter pack of animals. Manhunters won't attempt to flee, and colonists can't either.&lt;br /&gt;
&lt;br /&gt;
=== Demand ===&lt;br /&gt;
&lt;br /&gt;
A number of pirates approach your caravan and demand that you give them items and/or hand over members as slaves. If you don't comply, they will proceed to assault the caravan. It's nearly always a better choice to fight back as pirates usually come in poor numbers.&lt;br /&gt;
&lt;br /&gt;
=== Encounter ===&lt;br /&gt;
Another friendly caravan crosses paths with you, opening an opportunity to trade. &lt;br /&gt;
&lt;br /&gt;
You can attack them if you wish, damaging faction relations. Your pawns may exit the map while engaging the caravan. Since you will be informed of their party composition but cannot clearly see who is in the caravan, you can decide if they're worth robbing.&lt;br /&gt;
&lt;br /&gt;
Sometimes when attacking them, they may decide to do a 'bloody exit', that is to exit as aggressively as possible.&lt;br /&gt;
&lt;br /&gt;
[[File:Caravan met peacefully.png|400px]]&lt;br /&gt;
&lt;br /&gt;
=== Reform caravan ===&lt;br /&gt;
You can only reform caravans if there are no hostile pawns on the map or they are all either downed or asleep.&lt;br /&gt;
&lt;br /&gt;
===Caravan Lost===&lt;br /&gt;
A caravan is lost if all colonists die or, if traveling on the world map, become incapacitated. All items, animals, and prisoners become unrecoverable. &lt;br /&gt;
&lt;br /&gt;
Colonists and prisoners can be abandoned via the 'Social' tab. Items carried by an adandoned pawn will be lost. Abandoning a caravan member will cause their friends and family to have sad thoughts, and if the colonist is unlikely to survive (such as in low temperatures), there will be a more severe penalty. Colonists who survive abandonment may eventually make their way back to your colony or return as part of an enemy raid or friendly caravan.&lt;br /&gt;
&lt;br /&gt;
== Attacking other settlements ==&lt;br /&gt;
{{Rewrite|section=1|reason=Cleanup, potential size reduction, updating from A16 -&amp;gt; Present}}&lt;br /&gt;
{{Image wanted|section=1|reason=Shows bases from A16, they have significantly changed since.}}&lt;br /&gt;
You may raid other settlements on the world map, much like other factions do to your colony. To do this, all you need is to send a caravan to a site, and select the &amp;quot;Attack&amp;quot; interaction option. Attacking settlements gives you an opportunity to steal valuable goods such as [[glitterworld medicine]], [[luciferium]], [[component]]s, as well as weapons and armor.&lt;br /&gt;
&lt;br /&gt;
* See [[Offense_tactics|offense tactics]] for specific tips on how to assault outposts and bases.&lt;br /&gt;
&lt;br /&gt;
=== Walkthrough ===&lt;br /&gt;
: The below shows bases from the Alpha 16 version of the game.  Settlement defenders of later updates are ''significantly strengthened'' and are harder to defeat and are not scaled down by easier difficulty as other raids are.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Caravan raiding another settlement.png|1.- Moving towards target settlement for raid&lt;br /&gt;
File:Generating map for new encounter.png|2.- Generating map for new encounter&lt;br /&gt;
File:Attack begun.png|3.- Attack begun&lt;br /&gt;
File:Studying enemies.png|4.- Studying enemies&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
: 1) Right click to select destination gives approximate travel time and distance.&amp;lt;p&amp;gt;&lt;br /&gt;
: 2) Once your caravan arrives, the game generates a map with an enemy base.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 3) The &amp;quot;Attack begun&amp;quot; blue envelope opens a message which allows you to see the targeted area.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 4) You can click on individual enemy members to see their character skills, gear, and health. Use this to prioritize your targets.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Enemy base layout.png|5.- Enemy base layout&lt;br /&gt;
File:Enemy base zoomed out.png|6.- Enemy base zoomed out&lt;br /&gt;
File:Enemy positioning and loot.png|7.- Enemy positioning and loot&lt;br /&gt;
File:Stampede 1.png|8.- First stampede&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
: 5) Base layout, nothing tricky.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 6) Terrain around enemy base is very simple, nothing too complicated.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 7) Approaching from the front will make enemies line up facing you right away automatically.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 8) [[Offense_tactics#Stampede|Stampede]] offense tactic to weaken their defenses. Train your offensive animals to be capable of &amp;quot;Release&amp;quot;, leaving pack animals behind&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Stampede casualty.png|9.- Stampede casualty&lt;br /&gt;
File:Using their base as your own.png|10.- Using their base as your own&lt;br /&gt;
File:Outpost destroyed 24h countdown.png|11.- Outpost destroyed, 24h countdown before leaving&lt;br /&gt;
File:Resting at enemy base.png|12.- Resting at enemy base&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
: 9) Stampede casualty with animal wounds.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 10) Tactics split and kite allows you to enter their base and use choke points, with friendly fire safety ensured. Melee with ranged shooting on his/her shoulder.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 11) After 8 of 11 enemies were killed, the remaining 3 start to flee and the game considers the outpost destroyed, and a 24-hour countdown timer begins for treating your wounded, looting and resting. You don't need to destroy the base once captured, just claim their doors and they will open as if they were yours from the beginning.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 12) Since they had three rooms, one can be used as an infirmary and another as a prison to handle your prisoners.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Looting.png|13.- Looting&lt;br /&gt;
File:Caravan back to home.png|14.- Caravan back to home&lt;br /&gt;
File:Unloading inventory.png|15.- Unloading inventory&lt;br /&gt;
File:Work tab order shift.png|16.- Work tab order shift&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
: 13) You can strip all your killed or downed enemies to take their weapons and armor. Be careful with the tainted apparel mood penalty if you took them off the dead, though.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 14) Once those 24 hours had passed, the game automatically kicks you back to the world map at which point you can return home and/or visit friendly outposts as well. If you want you can also choose 'Reform Caravan' which allows you to choose what you want to bring, and leave early.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 15) Once you arrive back home, characters will start unloading their inventory and sorting items properly.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 16) The work tab order will shift to a different sequence than the original before leaving. May be a problem, or not.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Changed caravan reform to be allowed with sleeping hostiles on site.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Volatile depressive</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Caravan&amp;diff=132843</id>
		<title>Caravan</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Caravan&amp;diff=132843"/>
		<updated>2023-04-04T20:01:32Z</updated>

		<summary type="html">&lt;p&gt;Volatile depressive: /* Carried mass ratio */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
{{Stub|reason=Bedroll mechanics inc. rest efficiency, couples, etc}}&lt;br /&gt;
{{For|caravans visiting you from other factions|Trader}}&lt;br /&gt;
&lt;br /&gt;
'''Caravans''' are a group of one or more colonists who gather together for different purposes and leave the current map tile. Goods can be carried by animals, colonists, or prisoners to facilitate trading on your own schedule; a caravan can also act as a raid squad to attack other establishments. Each caravan is represented on the [[Menus#World|world map]] by a yellow icon. Double-clicking a caravan will select all caravans on the screen, allowing them all to be ordered to a single destination.&lt;br /&gt;
&lt;br /&gt;
Sending caravans out from your home, instead of just waiting for other tribes to come to you, creates trade opportunities at your pace, rather than wait for random traders to show at your location. It also provides a wider selection of goods since friendly outposts have much more inventory than the limited selection traders (who are restricted by carrying capacity) show up with. Also, you get a 2% price bonus for direct trading. It also avoids the cost for requesting traders at the [[comms console]].&lt;br /&gt;
&lt;br /&gt;
== Creation ==&lt;br /&gt;
&lt;br /&gt;
[[File:Form caravan icon.png|right]]&lt;br /&gt;
&lt;br /&gt;
In the World map, select the colony icon and click &amp;lt;tt&amp;gt;'Form caravan'&amp;lt;/tt&amp;gt;.  A dialog is shown to assign pawns, animals, and items.  You can create multiple caravans.&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;p&amp;gt;'''''Caution:''''' Clicking &amp;lt;tt&amp;gt;'Abandon'&amp;lt;/tt&amp;gt; on an unoccupied colony will not prompt for any confirmation before making it an [[:File:Abandoned faction base.png|inaccessible ruins and lost forever]].&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== People and Animals ===&lt;br /&gt;
Choose the colonists who will take part in the convoy, any [[pack animal]]s that will carry the items for sale, any prisoners you want to transport, or if you have [[Biotech]], any [[Mechanoid]] your Mechanitor possess. At least one colonist must be chosen. Make sure to select those whose health are in optimal conditions, as wounded and/or sick colonists slow the caravan down.&lt;br /&gt;
&lt;br /&gt;
There are three different arrangements when forming caravans:&lt;br /&gt;
* A caravan ''without'' pack animals forms up the quickest, as colonists only need to pack items on their backs and will leave without further delay.&lt;br /&gt;
* A caravan ''with'' pack animals suffers a loading phase where colonists must load the pack animals. This can take a long time if there are lots of items to pack and/or you don't have many haulers available.&lt;br /&gt;
* A caravans already traveling in the World Map will reform instantly and not require a hauling phase, regardless of any pack animals.&lt;br /&gt;
&lt;br /&gt;
Incapacitated pawns cannot be chosen to be part of the caravan initiation process, but once your caravan is traveling you can pick up incapacitated people to come with you. They will slow down your caravan by a lot, so be warned.&lt;br /&gt;
&lt;br /&gt;
The caravan will take the name of the best negotiator in the caravan.&lt;br /&gt;
&lt;br /&gt;
Mechanoids{{BiotechIcon}} inside a caravan without their overseer Mechanitor cannot be commanded to do anything when drafted as there is no signal for them to move or command to move towards, but can still be brought over as a caravan as long as the Mechanitor in question still has enough bandwidth to maintain their control in anywhere.&lt;br /&gt;
&lt;br /&gt;
[[File:Caravan party.png|300px]]&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
Use the Items tab to select supplies.  Only items located in your Stockpiles or Home Area are shown while initially packing; when reforming the caravan you can select any item on the map.&lt;br /&gt;
&lt;br /&gt;
The carrying capacity of humans and [[Pack animal|pack animals]] in a caravan is separate from their [[Carrying Capacity]] for hauling, and is given by their Body Size multiplied by 35. For humans, this includes the clothing, gear, and inventory that they already have.&lt;br /&gt;
&lt;br /&gt;
Caravan carrying capacity:&lt;br /&gt;
* [[Human]]: {{#expr:35*{{Q|Human|Body Size}} round 0}} kg&lt;br /&gt;
* [[Elephant]]: {{#expr:35*{{Q|Elephant|Body Size}} round 0}} kg&lt;br /&gt;
* [[Bison]]: {{#expr:35*{{Q|Bison|Body Size}} round 0}} kg&lt;br /&gt;
* [[Muffalo]]: {{#expr:35*{{Q|Muffalo|Body Size}} round 0}} kg&lt;br /&gt;
* [[Horse]]: {{#expr:35*{{Q|Horse|Body Size}} round 0}} kg&lt;br /&gt;
* [[Dromedary]]: {{#expr:35*{{Q|Dromedary|Body Size}} round 0}} kg&lt;br /&gt;
* [[Yak]]: {{#expr:35*{{Q|Yak|Body Size}} round 0}} kg&lt;br /&gt;
* [[Donkey]]: {{#expr:35*{{Q|Donkey|Body Size}} round 0}} kg&lt;br /&gt;
* [[Alpaca]]: {{#expr:35*{{Q|Alpaca|Body Size}} round 0}} kg&lt;br /&gt;
&lt;br /&gt;
Baby or juvenile animals have a reduced carrying capacity.&lt;br /&gt;
&lt;br /&gt;
If the colonist or animal is already carrying something (such as clothes worn), they will appear to have a reduced carry weight.&lt;br /&gt;
&lt;br /&gt;
The combined carrying capacity and mass of selected items is listed at the top. Buttons are used to select items/amounts. A double arrow [&amp;gt;&amp;gt;] will take the full quantity of an item. The arrow [&amp;gt;M] indicates you cannot carry the full quantity, but it will automatically take the maximum amount. When over capacity, the arrow [M&amp;lt;] will return some or all of those items so that the mass total does not exceed the caravan's carrying capacity.&lt;br /&gt;
&lt;br /&gt;
Modifier keys can be used to change the [&amp;gt;] arrow from +1 to adding more as follows:&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Key|CTRL}}: +10 &amp;lt;br/&amp;gt;{{Key|SHIFT}}: +100 &amp;lt;br/&amp;gt;{{Key|CTRL}}+{{Key|SHIFT}}: +1000. &amp;lt;br/&amp;gt;These keys work similarly for the [&amp;lt;] arrow to subtract.&lt;br /&gt;
&lt;br /&gt;
If a caravan member dies in the close-up view, they will drop their items which must be picked up. If they die on the global map (such as from blood loss), their gear will be lost. If all party members die, the entire caravan disappears and everything is lost.&lt;br /&gt;
&lt;br /&gt;
[[File:Caravan inventory.png|300px]]&lt;br /&gt;
&lt;br /&gt;
==== Food ====&lt;br /&gt;
&lt;br /&gt;
Caravans will feed as needed during the journey, so long as there's enough within the supply. Colonists who are part of a caravan will automatically forage for food while on the way, the speed of which depends on the environment and the colonist's growing skill.&lt;br /&gt;
&lt;br /&gt;
It's vital to bring sufficient food for the journey. If you're bringing pack animals the caravan may be slower so bring more food to compensate.&lt;br /&gt;
&lt;br /&gt;
Food spoils without refrigeration so careful selection is needed:&lt;br /&gt;
&lt;br /&gt;
* [[Simple meal]]s will suffice for short journeys (&amp;lt;2.4 days).&lt;br /&gt;
* [[Berries]] are good for mid-length journeys, despite being less weight-efficient. (&amp;lt;7 days).&lt;br /&gt;
* [[Pemmican]] will be needed for long-distance travel (up to 75 days).&lt;br /&gt;
* [[Packaged survival meal]]s will be necessary for extremely long journeys (&amp;gt;75 days).&lt;br /&gt;
&lt;br /&gt;
Supplies that expire soonest will be consumed first.&lt;br /&gt;
&lt;br /&gt;
While traveling, world map events may trigger such as [[manhunter pack]]s, raids, or other traders crossing paths, which can generate mini-maps. After threats have been eliminated, it's possible to scavenge a bit of food and herbal medicine before the map closes down. It is likely that you will have some items scattered in the mini-map; these must be picked up or chosen to take with your reformed caravan or they'll be lost forever.&lt;br /&gt;
&lt;br /&gt;
=== Formation process ===&lt;br /&gt;
&lt;br /&gt;
Once the order to form the caravan is given, colonists and animals will gather around a [[caravan hitching spot]] or a random place within your home area and wait for all members to assemble.&lt;br /&gt;
&lt;br /&gt;
It's recommended to put the caravan hitching spot inside your warehouse to reduce loading time.&lt;br /&gt;
&lt;br /&gt;
After assembly, they will gather any needed supplies, putting them on pack animals if available. When they finish, they will head out to the map edges and wait for the other members to arrive, then exit the colony map and enter the world map.&lt;br /&gt;
&lt;br /&gt;
Haulers not part of the caravan will also help in gathering the supplies.&lt;br /&gt;
&lt;br /&gt;
[[File:Caravan loading.png|500px|thumb|none|Notice the loading process as colonist start to take items towards the animals of burden.]]&lt;br /&gt;
&lt;br /&gt;
Colonists will ignore any needs during the formation, except food (once they're starving they'll take a break to eat if food is available). Should they feel exhausted during the process, they won't rest in their bedrooms but collapse near the caravan hitching spot.&lt;br /&gt;
&lt;br /&gt;
They will also override the 'Forbid' command, taking forbidden items. If there is less of an item than ordered (e.g. meals which other colonists ate during the process), members will take what they can and then carry on without stopping.&lt;br /&gt;
&lt;br /&gt;
A pawn can be temporarily interrupted by manually assigning them to do another task. They will resume caravan loading once the task is complete.&lt;br /&gt;
&lt;br /&gt;
Any mental break of its members will pause the process until that member recovers. Downing or killing that member will interrupt the process, causing it to be cancelled.&lt;br /&gt;
&lt;br /&gt;
[[File:The caravan formation process will continue when everyone recovers from a mental break.png|500px|thumb|none|Ufff...]]&lt;br /&gt;
&lt;br /&gt;
If the formation was successful, the character roster on top of the screen will split, showing those who stayed at home and those who left with the caravan by greying them on a different &amp;quot;box&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:Colonist roster of those at home and at caravan.png|500px]]&lt;br /&gt;
&lt;br /&gt;
=== Caravan route &amp;amp; pathing ===&lt;br /&gt;
&lt;br /&gt;
The 'Choose Route' button allows you to decide destinations for your colonists' caravan. Once a path is chosen, colonists will choose an exit direction that can best reduce travel time.&lt;br /&gt;
&lt;br /&gt;
Once items have been loaded, party members will proceed separate ways according to their own classifications made by the player.&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;300px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Caravan pathing.png| '''Caravan clear division between colonist path and muffalos' path.'''&lt;br /&gt;
File:Caravan pathing 2.png| '''The apparent reason behind the animal area drawn is to prevent them from eating your plantations.'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Tricks ===&lt;br /&gt;
* If a caravan includes a lot of animals and/or items, the process of gathering those can be ''very'' time consuming - starting a larger caravan at 0400, it's not unusual to leave (well) after 1200, 8+ hours of &amp;quot;Forming Caravan&amp;quot;.   To reduce this time, you can add additional pawns to the Caravan roster, dedicating them to the loading process, either when you create the Caravan or after (by selecting a pawn and clicking &amp;quot;Add to Caravan&amp;quot;).  You can remove them later the same way. You can even create the caravan with one set of pawns, add others, and remove the original set; this is handy to start the process as soon as possible if your desired travelers are busy early in the morning, or you just want them to get as much sleep as possible before the journey.&lt;br /&gt;
:* Once everything is gathered, colonists will lead all the animals to the edge of the map and then wait for everyone to get there, then disappear off to the World Map (with a small note to that effect in the top-left of the screen).  If you remove colonists from the caravan ''before'' leaving, their animals are released to wander and must be re-gathered by the (fewer) remaining caravaners, which might take another hour or more. It may be a good idea to let ''everyone'' keep their animals and leave the map together, then ''immediately'' pause the game and jump to the World Map, select the caravan and click &amp;quot;Split Caravan&amp;quot;, sending whichever colonists you wish instantly right back to the base map while the main body continues on. Be sure the &amp;quot;lift&amp;quot; ability of the remaining pawns is enough to carry all the intended items.&lt;br /&gt;
&lt;br /&gt;
* Sometimes you start forming a caravan late in the day, or realize you won't make the 2200 cut-off for traveling that day.  If you wait until ''after'' 2200 (when domestic animals sleep), you can create un-owned [[animal sleeping spot]]s around the [[caravan hitching spot]], un-form the caravan, and the (still-packed) animals will bed down there for the night. If you then start early the next morning (''well'' before they start to wake around 0600), they are all still right there and easy to round up when you re-create the caravan. There may be some unpacking/repacking of items, but your colonists won't have to chase the same animals all over the map again.&lt;br /&gt;
&lt;br /&gt;
* The act of gathering supplies allows a colonist to carry huge stacks of lightweight materials like cloth or food. This can be exploited to perform ''Super Hauling'' by having a colonist pick up all the goods on the map, drafting them into the storage room, and cancelling the caravan to unload. They will have hauled a massive number of supplies in one trip.&lt;br /&gt;
&lt;br /&gt;
== Traveling ==&lt;br /&gt;
Once your caravan enters the world map, you can give it orders.&lt;br /&gt;
&lt;br /&gt;
A caravan can:&lt;br /&gt;
* Move - Right-click to select destination. A line indicates the optimal route (accounting for terrain speed and elevation changes).&lt;br /&gt;
* Settle - Click Settle to create a new colony.&lt;br /&gt;
** You may not settle a new colony when already at maximum. The default maximum is one. This can increased to up to five in Menu - Options. &lt;br /&gt;
** Settling directly adjacent to your own colony or any other settlement is not allowed.&lt;br /&gt;
* Enter back into the colony - Right-click the colony.&lt;br /&gt;
* Split - Click the Split button. Each caravan must consist of at least one colonist.&lt;br /&gt;
* Merge - Select two or more caravans in the same tile (by dragging a square zone) and click Merge to form a single caravan.&lt;br /&gt;
* Trade - When a caravan has reached a friendly faction outpost, click the trade button to open the trade dialog window. &lt;br /&gt;
* Attack - A caravan can attack any faction outpost, regardless of relations status, though attacking will worsen relations.&lt;br /&gt;
* Offer gifts - If your relations with a faction are not high enough to trade, you can offer them gifts in an attempt to improve relations.&lt;br /&gt;
&lt;br /&gt;
[[File:Caravan optimal route.png|300px]]&lt;br /&gt;
&lt;br /&gt;
=== Status box ===&lt;br /&gt;
&lt;br /&gt;
Several items are displayed in the status box.&lt;br /&gt;
&lt;br /&gt;
#Movement status:&lt;br /&gt;
#* Traveling - moving to destination.&lt;br /&gt;
#* Resting - caravan automatically stops between hours 22 and 6 to sleep.&lt;br /&gt;
#* Waiting - no destination selected.&lt;br /&gt;
#* Stopped - stopped moving with reason given.&lt;br /&gt;
#Estimated time to destination - time to destination based on the current tile movement time.&lt;br /&gt;
#Days of food - compare this to 'estimated time to destination' to determine if your caravan has enough food for the journey.&lt;br /&gt;
#Base movement time: Movement speed based on the average speed of all the pawns in the caravan.&lt;br /&gt;
#Current tile movement time: Current movement speed based on the terrain, biome, weather (only affected during autumn-winter) or roads. (See table on this page for details.)&lt;br /&gt;
#Stealthiness: How stealthy your caravan is. Stealthier caravans are less prone to being ambushed.&lt;br /&gt;
&lt;br /&gt;
A caravan may stop for various reasons, such as when;&lt;br /&gt;
*Between hours 22 and 6 while the members sleep and rest.&lt;br /&gt;
**They still continue to rest even if all members are fully rested.&lt;br /&gt;
**Colonists who had been assigned to the night shift in the Restrict tab will still follow this schedule.&lt;br /&gt;
*All colonists are downed or having a minor/major mental break.&lt;br /&gt;
*Any member is having an extreme mental break.&lt;br /&gt;
**Nobody will be harmed even if the colonist is going berserk.&lt;br /&gt;
**Minor or major mental breaks won't stop the caravan as long as at least one person is still functional. If a colonist is in the midst of a mental break when you settle or get ambushed, they will still be having it when they appear on the map.&lt;br /&gt;
*The player manually pauses the caravan.&lt;br /&gt;
**While paused caravans forage faster, members can socialize and the caravan is less likely to be attacked.&lt;br /&gt;
&lt;br /&gt;
=== Sustenance ===&lt;br /&gt;
Pawns traveling in a caravan will eat automatically when necessary. Grazing animals, when hungry in a place with grazable plants, will instantly have their hunger bar refilled without any cost. If not, they will proceed to eat food carried in the caravan. Pawns will prioritize food that spoils earlier.&lt;br /&gt;
&lt;br /&gt;
If a colonist has an injury or disease that requires tending, doctors will tend to them as necessary, using medicine if available to them. If self-tend is on they will also tend to themselves.&lt;br /&gt;
&lt;br /&gt;
If you bring [[Beer]], [[Chocolate]], or [[Insect jelly]] along with you, colonists may consume them during their journey. The mood bonus they provide can help keep colonists sane when away from the colony for long stretches of time.&lt;br /&gt;
==== Foraging ====&lt;br /&gt;
{{rewrite|section=1|reason=Cleanup, verification, integration with [[Foraged Food Amount]]}}&lt;br /&gt;
Every colonist in a caravan can forage for raw food.&lt;br /&gt;
Each colonist can forage 0.09 nutrition per day per level of [[Skills#Plants|Plants]] at a baseline, i.e. in temperate forests or swamps. Given that each colonist consumes 1.6 nutrition per day, this means that a level 9 Plants colonist can break even with food consumption when the caravan is resting, and a level 18 Plants colonist can constantly forage more than he eats while traveling.&lt;br /&gt;
&lt;br /&gt;
Foraging is also affected by manipulation (50% importance, 100% max) and sight (90% importance), so giving caravanners [[bionic eye]]s or [[archotech eye]]s increases foraging.&lt;br /&gt;
&lt;br /&gt;
Having a tribal start grants a 170% multiplier to foraging, as shown by a &amp;quot;Faction Type: 170%&amp;quot; line in the tooltip. This means that in temperate forests or swamps, a level 6 Plants colonist will break even with food consumption when the caravan is resting, and a level 11 Plants colonist can constantly forge more than he eats while traveling. If Tribal colonists with good Plants skills have enough meals or other food to eat during a trip through terrain with good forage, they may return with a nontrivial quantity of berries.&lt;br /&gt;
&lt;br /&gt;
==== Energy ====&lt;br /&gt;
{{Biotech|No Category}}&lt;br /&gt;
When on the world map, [[mechanoid creation|friendly mechanoids]] consume no power. However, if a mechanoid does run out of power during the caravan, such as during an ambush, it will go under a permanent Dormant Self-charge state until someone brings it to a nearby mech recharger.&lt;br /&gt;
&lt;br /&gt;
=== Recreation ===&lt;br /&gt;
Colonists on caravan gain [[recreation]] while stopped at a rate of 10% per hour, of the Solitary type if they are alone, or a mix of Solitary and Social if two or more colonists are on the same caravan. Tolerance is gained at an equivalent rate to Extremely Low Expectations, regardless of the expectations at the colony or the amount of wealth taken on the caravan.&lt;br /&gt;
&lt;br /&gt;
=== Psyfocus ===&lt;br /&gt;
{{Royalty|No category}}&lt;br /&gt;
Pawns in a caravan will also regenerate [[psyfocus]] while remaining stationary or waiting.{{Check Tag|Rate?|How much psyfocus per hour? Add to both Psycasts and Caravan}} This however, does not apply when the caravan is resting due to sleep. This allows for usage of psycasts even while on long caravan journeys, provided some time is taken off to recharge.&lt;br /&gt;
&lt;br /&gt;
=== Caravan Schedule ===&lt;br /&gt;
{{Stub|section=1|reason=This section and its subsidiaries are rough outline only - it needs verification, expansion and clean up. Additionally: confirm [[Genes#Never sleep|Never sleep gene]] allows 24/7 caravaning. If yes, confirm whether [[circadian half-cycler]] does the same.}}&lt;br /&gt;
All caravans start moving at 0600 hours and stop at 2200 hours, and they rest while not moving. This travel routine is adhered to regardless of pawn traits or [[Assign|schedule]], i.e. a [[night owl]] pawn scheduled to sleep during the day will still caravan from 0600 to 2200 hours. If a newly formed caravan leaves the colony map after 2200 hours, it will enter the world map and rest until 0600 the next morning. Similarly, if they don't reach their destination tile by 2200, they will stop to rest, even if they are just moments away.&lt;br /&gt;
&lt;br /&gt;
===Caravan Movement Speed===&lt;br /&gt;
&lt;br /&gt;
Caravan movement speed follows the following equation:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Caravan movement speed''' = (13.6 * Multiplier from Ridden Animals * Multiplier from Carried Mass)/Terrain movement difficulty&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Rideable animals, carried mass, mass capacity, and terrain all directly impact caravan movement speed. Wounded or sick pawns also slow down caravans. &lt;br /&gt;
&lt;br /&gt;
==== Mounts ====&lt;br /&gt;
{{See also|Pack animals}}&lt;br /&gt;
{{Stub|section=1|reason=How do the inbetween ones work? If I have 1 at 1.6 and 1 at 1.3 do I get 1.45? Wb 1 at 1.6 and 10 without any mount? etc}}&lt;br /&gt;
Adding animals to a caravan may impose a multiplier on caravan speed based on the '''Caravan riding speed''' stat of the animal. The riding speed acts as a multiplier if there is one mount for every human pawn - for example, the caravan speed is multiplied by ×{{Q|Horse|Riding Speed}} if there is at least one [[horse]] for every human.&lt;br /&gt;
&lt;br /&gt;
You get the full multiplier if you have enough mounts for everybody. You get something in between if you don't bring enough or have a mix of speeds.&lt;br /&gt;
&lt;br /&gt;
{{#ask: [[Riding Speed::+]] &lt;br /&gt;
 | ?Riding Speed&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Carried mass ratio ====&lt;br /&gt;
Caravan speed also receives a multiplier based on the ratio of Mass Carrier/ Mass Capacity. This is between 200% speed for zero mass and 50% (?) for maximum mass.&lt;br /&gt;
&lt;br /&gt;
There is no distinction between carried and equipped mass - an equipped weapon weighs the same as it does when carried in a muffalo's inventory. However, some furniture like [[chair]]s have a lower mass than the materials they yield upon deconstruction.&lt;br /&gt;
&lt;br /&gt;
Caravan speed can be increased by lowering carried mass (dropping items) or adding more pack animals, ultimately decreasing the Mass Carried/Capacity ratio. The speed multiplier will asymptotically approach 200%, thus number of pack animals used has diminishing returns.&lt;br /&gt;
&lt;br /&gt;
==== Terrain ====&lt;br /&gt;
{{Rewrite|reason=Missing biomes and existing ones, and the effect of temperature and/or winter need to be verified.}}&lt;br /&gt;
The game will automatically plot the fastest route to your selected destination, so you will rarely have to pick and choose specific terrain. &lt;br /&gt;
&lt;br /&gt;
The following table lists the movement difficulty of individual world tiles. Flat terrain is naturally the easiest to travel, hills and mountains are slower, and roads will speed it up though any terrain. Average temperatures under {{Temperature|-17.1}} will start to cause movement difficulty to increase. Winter penalty maxes out at +2 movement difficulty at {{Temperature|-22.5}}.&lt;br /&gt;
&lt;br /&gt;
Note that 1 movement difficulty roughly equates to 0.06 days or roughly 1.44 hours at base human movement speed.&lt;br /&gt;
{{#vardefine: color1 | 66FF33}}{{#vardefine: color2 | 55DD33}}&amp;lt;!--E3D933--&amp;gt;{{#vardefine: color3 | BBCC22}}{{#vardefine: color4 | EE9900}}&lt;br /&gt;
:{| {{STDT| wikitable sortable text-center}}&lt;br /&gt;
! Terrain !! Biome !! Flat !! Small Hills !! Large Hills !! Mountains&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color1}}&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; | '''Easy'''&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Temperate Forest    ||  1  || 1.5 || 2.5 || 4&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Desert              ||  1  || 1.5 || 2.5 || 4&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Extreme Desert      ||  1  || 1.5 || 2.5 || 4&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Tundra              ||  1  || 1.5 || 2.5 || 4&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Boreal Forest       ||  1  || 1.5 || 2.5 || 4&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Arid Shrubland      ||  1  || 1.5 || 2.5 || 4&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color2}}&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | '''Moderate'''&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Sea Ice             || 1.5 ||  -  ||  -  ||  -&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color2}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Ice Sheet           || 1.5 ||  2  ||  3  || 4.5 &lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color2}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Tropical Forest     ||  2  || 2.5 || 3.5 ||  5&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color4}}&amp;quot;&lt;br /&gt;
| '''Difficult'''&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Temperate Swamp     ||  4  ||  -  ||  -  ||  -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Tabs ===&lt;br /&gt;
The inspection pane has tabs to manage the caravan and view details.&lt;br /&gt;
&lt;br /&gt;
In the 'Gear' tab, by clicking the red X you can drop items and lose them forever. Dropping items may be necessary if the caravan becomes overburdened and unable to move. &lt;br /&gt;
&lt;br /&gt;
You can also abandon colonists and prisoners in the 'Social' tab. Items carried by a dismissed pawn will be lost. Abandoning a caravan member will cause their friends and family to have sad thoughts, and if the colonist is unlikely to survive (such as low temperatures) there will be a more severe penalty. Colonists who survive may eventually make their way back to your colony, or return as part of an enemy raid or friendly caravan.&lt;br /&gt;
&lt;br /&gt;
In the 'Gear' tab you can swap gear by dragging and dropping gear onto different colonists, or to and from the caravan inventory.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Caravan gear and inventory from world view.png|Gear &amp;amp; Inventory&lt;br /&gt;
File:Caravan mass carried.png|Mass carried&lt;br /&gt;
File:Caravan needs.png|Status&lt;br /&gt;
File:Caravan health.png|Health&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once you arrive to the destination, just click the Trade icon to start negotiations.&lt;br /&gt;
[[File:Trade icon.png]]&lt;br /&gt;
&lt;br /&gt;
=== Route planner ===&lt;br /&gt;
[[File:Caravan_planner.png|600px|thumb|rifht|Caravan planner having planned a route based a caravan's speed.]]&lt;br /&gt;
&lt;br /&gt;
There is a route planner that allows you to roughly check the amount of time it takes to reach a destination, allowing you to plan ahead.&lt;br /&gt;
&lt;br /&gt;
When it is opened, you can drop various waypoints around the world map. The game will calculate the time it takes for a 1 tile/h caravan to travel through the planned route. You can also place the starting point on an existing caravan to determine the time taken for a journey based on that caravan's speed.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Returning home ===&lt;br /&gt;
&lt;br /&gt;
After you arrive back at your colony, you will notice two details must be addressed before continuing the game.&lt;br /&gt;
&lt;br /&gt;
* Pack animals may go straight to their animal bed or just wander around still with all your items inside their packing gear. If you happen to need something at the moment, you will have to make them drop it. You may want to restrict them to a roofed zone and wait for them to go there before doing this, so the dropped belongings won't deteriorate due to exposure, or you can wait until night when they are sleeping inside a room. Pack animals who have been trained for Obedience can be assigned to follow their master, who can be drafted to storage areas and wait until the animals follow him/her too to drop the items as well.&lt;br /&gt;
* Prisoners will still be carrying your caravan items too, even armor and weaponry (as odd as it may be). They will not unload their inventory after returning to base unless directed to through the gear tab, and will start to unload only after being recruited.&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;300px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Prisoners keep your caravan items too.png|'''Prisoners keep your caravan items'''&lt;br /&gt;
File:Caravan prisoner unloading inventory.png|'''Prisoner unloading inventory after recruitment'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Long distance journeys ===&lt;br /&gt;
&lt;br /&gt;
Many basic technology options prove to be very helpful for long distance travel. Make frequent use of [[Campfire]]s, [[Pemmican]], [[Passive cooler]]s and [[Crafting spot]]s to resupply your caravans and keep healthy on the road, instead of one large ride. Take advantage by building settlements whenever you run low on food or resources. Generated maps can have forageable food and animals to hunt or even tame into the convoy. Colonists will also need time off to relax and restore their joy.&lt;br /&gt;
&lt;br /&gt;
=== Multiple colonies and pitstops ===&lt;br /&gt;
&lt;br /&gt;
The game options let you choose how many colonies (up to 5) you can have active on the globe at once. Temporary maps from events do not count towards this limit. In order to build beyond the game menu limits, you must abandon an existing colony. &lt;br /&gt;
&lt;br /&gt;
Should you choose to make multiple settlements, it is not necessary to carry all your raw materials all the way from your home base to a new spot. Lighten the load by carrying valuables such as silver, gold, [[drugs]] and then trading them with your new neighbors, or if you settled close enough, use [[transport pod]]s to launch everything over.&lt;br /&gt;
&lt;br /&gt;
While traveling long distances consider bringing valuable items, then bartering for necessary supplies instead of bringing them.&lt;br /&gt;
&lt;br /&gt;
If you know certain resources will be scarce in your new map's biome, or if you want to save time mining, some resources can be [[Advanced_Endgame_Guide#Resource_compression|compressed]] -- that is, built into items with a lower mass than their raw materials.&lt;br /&gt;
&lt;br /&gt;
== Events ==&lt;br /&gt;
&lt;br /&gt;
Caravan events take place on the road, which means that neither side will be engaging with the benefit of a base. The action takes place in the open and the player must take advantage on terrain features to defend themselves. Those who survive will have a 24 hours window to perform vital needs such as doctoring, resting and feeding as well as re-packing. [[:File:Pirate fed to animal.png|Eliminated hostiles can be fed to your animals]].&lt;br /&gt;
&lt;br /&gt;
There are two different ways of re-packing: manually giving cargo animals the selected item to be carried or re-forming the caravan. The first alternative lets you make the most out of the area which may include mining, harvesting, and cooking, while the last option will instantly leave the place. Either way, before the countdown timer ends, all items must be put to be carried or they will be '''lost''' once the time runs out.&lt;br /&gt;
&lt;br /&gt;
=== Visibility ===&lt;br /&gt;
{{Stub|section=1|reason=Needs actual equation defining visibility based on total body size}}&lt;br /&gt;
Visibility is how easy your Caravan is to notice. It multiplies the chance that your caravan will be waylaid by enemies. Visibility does not affect your ability to find things you want. Visibility is based on the total body size of all people and animals in the caravan. The default visibility for 1 person in a caravan is 20%, it does not scale linearly for additional people, as two people is 36%. You can see the visibility in the upper right while forming a caravan.&lt;br /&gt;
&lt;br /&gt;
=== Ambush ===&lt;br /&gt;
Your caravan has been ambushed by an enemy faction. Colonists cannot exit the map until the attackers are defeated (killed, downed, or fled). If all are killed, the caravan is considered destroyed and will disappear along with any carried items.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Caravan ambushed right after leaving colony.png|1.- Red envelope alert zooms in to the battle tile.&lt;br /&gt;
File:Caravan ambushed by pirates.png|2.- You can see the incoming attackers from a distance.&lt;br /&gt;
File:Caravan ambushed in World view.png|3.- World view is a red dot.&lt;br /&gt;
File:Caravan ambushed victory.png|4.- Once victorious, you have 24 hours before the caravan automatically reforms to leave.&lt;br /&gt;
File:Capturing prisoners after ambush.png|5.- Make a tiny room enough to capture downed enemies with a sleeping spot each.&lt;br /&gt;
File:Prisoners brought to colony.png|Prisoners arrive to your colony, wandering around.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# The game notifies you that an ambush is taking place, prompting you to check on your caravan.&lt;br /&gt;
# Pause the game to survey the enemy and position yourself by taking cover behind terrain features.&lt;br /&gt;
# Check where it's happening. As it is, in this case, right next to the colony, it's possible to quickly send reinforcements. However, you cannot send the back-up caravan right into the battle, but must first move to an adjacent tile before joining your comrades.&lt;br /&gt;
# After an encounter ends, a 24-hour countdown begins so you can recover, pick up items, strip the dead/downed, and take care of any other need.&lt;br /&gt;
# To take prisoners, you should build the smallest room possible (remember you are on a countdown) which can just fit the same amount of sleeping spots for each downed enemy. Treat their wounds so they don't die while carrying them to your colony. Finally, reforming the caravan makes captives come with you (you will see them listed).&lt;br /&gt;
# Your prisoners are finally brought to your colony, but you see them wandering around (!!!). Don't worry as they won't attempt to escape. Your characters will proceed to unload their items. Eventually, wardens will come to pick them up and escort them to designated prison cells. Any incapacitated prisoners will remain downed and need to be carried.&lt;br /&gt;
&lt;br /&gt;
==== Manhunter Ambush ====&lt;br /&gt;
&lt;br /&gt;
Same as Ambush except with a manhunter pack. Manhunters won't attempt to flee, and colonists can't either.&lt;br /&gt;
&lt;br /&gt;
=== Demand ===&lt;br /&gt;
&lt;br /&gt;
Pirates approach your caravan and demand that you give them items and hand over members as slaves. If you don't they will proceed to assault the caravan.&lt;br /&gt;
&lt;br /&gt;
You can see the number of pirates when they are demanding you hand over items, as well as the items they are demanding.&lt;br /&gt;
&lt;br /&gt;
It's nearly always a better choice to fight back as pirates usually come in poor numbers.&lt;br /&gt;
&lt;br /&gt;
=== Encounter ===&lt;br /&gt;
Another friendly caravan crosses paths with you, opening an opportunity to trade. &lt;br /&gt;
&lt;br /&gt;
You can attack them if you wish, damaging relations. Your pawns may exit the map while engaging the caravan. Since you will be informed of their party composition but cannot clearly see who is in the caravan, you can decide if they're worth robbing.&lt;br /&gt;
&lt;br /&gt;
Sometimes when attacking them, they may decide to do a 'bloody exit', that is to exit as aggressively as possible.&lt;br /&gt;
&lt;br /&gt;
[[File:Caravan met peacefully.png|400px]]&lt;br /&gt;
&lt;br /&gt;
=== Reform caravan ===&lt;br /&gt;
You can only reform caravans if there are no hostile pawns on the map or they are all either downed or asleep.&lt;br /&gt;
&lt;br /&gt;
== Attacking other settlements ==&lt;br /&gt;
{{Rewrite|section=1|reason=Cleanup, potential size reduction, updating from A16 -&amp;gt; Present}}&lt;br /&gt;
{{Image wanted|section=1|reason=Shows bases from A16, they have significantly changed since.}}&lt;br /&gt;
You may raid other settlements on the world map, much like other factions do to your colony. To do this, all you need is to send a caravan to a site, and select the &amp;quot;Attack&amp;quot; interaction option. Attacking settlements gives you an opportunity to steal valuable goods such as [[glitterworld medicine]], [[luciferium]], [[component]]s, as well as weapons and armor.&lt;br /&gt;
&lt;br /&gt;
* See [[Offense_tactics|offense tactics]] for specific tips on how to assault outposts and bases.&lt;br /&gt;
&lt;br /&gt;
=== Walkthrough ===&lt;br /&gt;
: The below shows bases from the Alpha 16 version of the game.  Settlement defenders of later updates are ''significantly strengthened'' and are harder to defeat and are not scaled down by easier difficulty as other raids are.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Caravan raiding another settlement.png|1.- Moving towards target settlement for raid&lt;br /&gt;
File:Generating map for new encounter.png|2.- Generating map for new encounter&lt;br /&gt;
File:Attack begun.png|3.- Attack begun&lt;br /&gt;
File:Studying enemies.png|4.- Studying enemies&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
: 1) Right click to select destination gives approximate travel time and distance.&amp;lt;p&amp;gt;&lt;br /&gt;
: 2) Once your caravan arrives, the game generates a map with an enemy base.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 3) The &amp;quot;Attack begun&amp;quot; blue envelope opens a message which allows you to see the targeted area.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 4) You can click on individual enemy members to see their character skills, gear, and health. Use this to prioritize your targets.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Enemy base layout.png|5.- Enemy base layout&lt;br /&gt;
File:Enemy base zoomed out.png|6.- Enemy base zoomed out&lt;br /&gt;
File:Enemy positioning and loot.png|7.- Enemy positioning and loot&lt;br /&gt;
File:Stampede 1.png|8.- First stampede&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
: 5) Base layout, nothing tricky.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 6) Terrain around enemy base is very simple, nothing too complicated.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 7) Approaching from the front will make enemies line up facing you right away automatically.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 8) [[Offense_tactics#Stampede|Stampede]] offense tactic to weaken their defenses. Train your offensive animals to be capable of &amp;quot;Release&amp;quot;, leaving pack animals behind&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Stampede casualty.png|9.- Stampede casualty&lt;br /&gt;
File:Using their base as your own.png|10.- Using their base as your own&lt;br /&gt;
File:Outpost destroyed 24h countdown.png|11.- Outpost destroyed, 24h countdown before leaving&lt;br /&gt;
File:Resting at enemy base.png|12.- Resting at enemy base&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
: 9) Stampede casualty with animal wounds.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 10) Tactics split and kite allows you to enter their base and use choke points, with friendly fire safety ensured. Melee with ranged shooting on his/her shoulder.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 11) After 8 of 11 enemies were killed, the remaining 3 start to flee and the game considers the outpost destroyed, and a 24-hour countdown timer begins for treating your wounded, looting and resting. You don't need to destroy the base once captured, just claim their doors and they will open as if they were yours from the beginning.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 12) Since they had three rooms, one can be used as an infirmary and another as a prison to handle your prisoners.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Looting.png|13.- Looting&lt;br /&gt;
File:Caravan back to home.png|14.- Caravan back to home&lt;br /&gt;
File:Unloading inventory.png|15.- Unloading inventory&lt;br /&gt;
File:Work tab order shift.png|16.- Work tab order shift&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
: 13) You can strip all your killed or downed enemies to take their weapons and armor. Be careful with the tainted apparel mood penalty if you took them off the dead, though.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 14) Once those 24 hours had passed, the game automatically kicks you back to the world map at which point you can return home and/or visit friendly outposts as well. If you want you can also choose 'Reform Caravan' which allows you to choose what you want to bring, and leave early.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 15) Once you arrive back home, characters will start unloading their inventory and sorting items properly.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 16) The work tab order will shift to a different sequence than the original before leaving. May be a problem, or not.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Changed caravan reform to be allowed with sleeping hostiles on site.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Volatile depressive</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Caravan&amp;diff=132842</id>
		<title>Caravan</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Caravan&amp;diff=132842"/>
		<updated>2023-04-04T19:58:31Z</updated>

		<summary type="html">&lt;p&gt;Volatile depressive: /* Movement speed */  caravan schedule subheading&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
{{Stub|reason=Bedroll mechanics inc. rest efficiency, couples, etc}}&lt;br /&gt;
{{For|caravans visiting you from other factions|Trader}}&lt;br /&gt;
&lt;br /&gt;
'''Caravans''' are a group of one or more colonists who gather together for different purposes and leave the current map tile. Goods can be carried by animals, colonists, or prisoners to facilitate trading on your own schedule; a caravan can also act as a raid squad to attack other establishments. Each caravan is represented on the [[Menus#World|world map]] by a yellow icon. Double-clicking a caravan will select all caravans on the screen, allowing them all to be ordered to a single destination.&lt;br /&gt;
&lt;br /&gt;
Sending caravans out from your home, instead of just waiting for other tribes to come to you, creates trade opportunities at your pace, rather than wait for random traders to show at your location. It also provides a wider selection of goods since friendly outposts have much more inventory than the limited selection traders (who are restricted by carrying capacity) show up with. Also, you get a 2% price bonus for direct trading. It also avoids the cost for requesting traders at the [[comms console]].&lt;br /&gt;
&lt;br /&gt;
== Creation ==&lt;br /&gt;
&lt;br /&gt;
[[File:Form caravan icon.png|right]]&lt;br /&gt;
&lt;br /&gt;
In the World map, select the colony icon and click &amp;lt;tt&amp;gt;'Form caravan'&amp;lt;/tt&amp;gt;.  A dialog is shown to assign pawns, animals, and items.  You can create multiple caravans.&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;p&amp;gt;'''''Caution:''''' Clicking &amp;lt;tt&amp;gt;'Abandon'&amp;lt;/tt&amp;gt; on an unoccupied colony will not prompt for any confirmation before making it an [[:File:Abandoned faction base.png|inaccessible ruins and lost forever]].&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== People and Animals ===&lt;br /&gt;
Choose the colonists who will take part in the convoy, any [[pack animal]]s that will carry the items for sale, any prisoners you want to transport, or if you have [[Biotech]], any [[Mechanoid]] your Mechanitor possess. At least one colonist must be chosen. Make sure to select those whose health are in optimal conditions, as wounded and/or sick colonists slow the caravan down.&lt;br /&gt;
&lt;br /&gt;
There are three different arrangements when forming caravans:&lt;br /&gt;
* A caravan ''without'' pack animals forms up the quickest, as colonists only need to pack items on their backs and will leave without further delay.&lt;br /&gt;
* A caravan ''with'' pack animals suffers a loading phase where colonists must load the pack animals. This can take a long time if there are lots of items to pack and/or you don't have many haulers available.&lt;br /&gt;
* A caravans already traveling in the World Map will reform instantly and not require a hauling phase, regardless of any pack animals.&lt;br /&gt;
&lt;br /&gt;
Incapacitated pawns cannot be chosen to be part of the caravan initiation process, but once your caravan is traveling you can pick up incapacitated people to come with you. They will slow down your caravan by a lot, so be warned.&lt;br /&gt;
&lt;br /&gt;
The caravan will take the name of the best negotiator in the caravan.&lt;br /&gt;
&lt;br /&gt;
Mechanoids{{BiotechIcon}} inside a caravan without their overseer Mechanitor cannot be commanded to do anything when drafted as there is no signal for them to move or command to move towards, but can still be brought over as a caravan as long as the Mechanitor in question still has enough bandwidth to maintain their control in anywhere.&lt;br /&gt;
&lt;br /&gt;
[[File:Caravan party.png|300px]]&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
Use the Items tab to select supplies.  Only items located in your Stockpiles or Home Area are shown while initially packing; when reforming the caravan you can select any item on the map.&lt;br /&gt;
&lt;br /&gt;
The carrying capacity of humans and [[Pack animal|pack animals]] in a caravan is separate from their [[Carrying Capacity]] for hauling, and is given by their Body Size multiplied by 35. For humans, this includes the clothing, gear, and inventory that they already have.&lt;br /&gt;
&lt;br /&gt;
Caravan carrying capacity:&lt;br /&gt;
* [[Human]]: {{#expr:35*{{Q|Human|Body Size}} round 0}} kg&lt;br /&gt;
* [[Elephant]]: {{#expr:35*{{Q|Elephant|Body Size}} round 0}} kg&lt;br /&gt;
* [[Bison]]: {{#expr:35*{{Q|Bison|Body Size}} round 0}} kg&lt;br /&gt;
* [[Muffalo]]: {{#expr:35*{{Q|Muffalo|Body Size}} round 0}} kg&lt;br /&gt;
* [[Horse]]: {{#expr:35*{{Q|Horse|Body Size}} round 0}} kg&lt;br /&gt;
* [[Dromedary]]: {{#expr:35*{{Q|Dromedary|Body Size}} round 0}} kg&lt;br /&gt;
* [[Yak]]: {{#expr:35*{{Q|Yak|Body Size}} round 0}} kg&lt;br /&gt;
* [[Donkey]]: {{#expr:35*{{Q|Donkey|Body Size}} round 0}} kg&lt;br /&gt;
* [[Alpaca]]: {{#expr:35*{{Q|Alpaca|Body Size}} round 0}} kg&lt;br /&gt;
&lt;br /&gt;
Baby or juvenile animals have a reduced carrying capacity.&lt;br /&gt;
&lt;br /&gt;
If the colonist or animal is already carrying something (such as clothes worn), they will appear to have a reduced carry weight.&lt;br /&gt;
&lt;br /&gt;
The combined carrying capacity and mass of selected items is listed at the top. Buttons are used to select items/amounts. A double arrow [&amp;gt;&amp;gt;] will take the full quantity of an item. The arrow [&amp;gt;M] indicates you cannot carry the full quantity, but it will automatically take the maximum amount. When over capacity, the arrow [M&amp;lt;] will return some or all of those items so that the mass total does not exceed the caravan's carrying capacity.&lt;br /&gt;
&lt;br /&gt;
Modifier keys can be used to change the [&amp;gt;] arrow from +1 to adding more as follows:&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Key|CTRL}}: +10 &amp;lt;br/&amp;gt;{{Key|SHIFT}}: +100 &amp;lt;br/&amp;gt;{{Key|CTRL}}+{{Key|SHIFT}}: +1000. &amp;lt;br/&amp;gt;These keys work similarly for the [&amp;lt;] arrow to subtract.&lt;br /&gt;
&lt;br /&gt;
If a caravan member dies in the close-up view, they will drop their items which must be picked up. If they die on the global map (such as from blood loss), their gear will be lost. If all party members die, the entire caravan disappears and everything is lost.&lt;br /&gt;
&lt;br /&gt;
[[File:Caravan inventory.png|300px]]&lt;br /&gt;
&lt;br /&gt;
==== Food ====&lt;br /&gt;
&lt;br /&gt;
Caravans will feed as needed during the journey, so long as there's enough within the supply. Colonists who are part of a caravan will automatically forage for food while on the way, the speed of which depends on the environment and the colonist's growing skill.&lt;br /&gt;
&lt;br /&gt;
It's vital to bring sufficient food for the journey. If you're bringing pack animals the caravan may be slower so bring more food to compensate.&lt;br /&gt;
&lt;br /&gt;
Food spoils without refrigeration so careful selection is needed:&lt;br /&gt;
&lt;br /&gt;
* [[Simple meal]]s will suffice for short journeys (&amp;lt;2.4 days).&lt;br /&gt;
* [[Berries]] are good for mid-length journeys, despite being less weight-efficient. (&amp;lt;7 days).&lt;br /&gt;
* [[Pemmican]] will be needed for long-distance travel (up to 75 days).&lt;br /&gt;
* [[Packaged survival meal]]s will be necessary for extremely long journeys (&amp;gt;75 days).&lt;br /&gt;
&lt;br /&gt;
Supplies that expire soonest will be consumed first.&lt;br /&gt;
&lt;br /&gt;
While traveling, world map events may trigger such as [[manhunter pack]]s, raids, or other traders crossing paths, which can generate mini-maps. After threats have been eliminated, it's possible to scavenge a bit of food and herbal medicine before the map closes down. It is likely that you will have some items scattered in the mini-map; these must be picked up or chosen to take with your reformed caravan or they'll be lost forever.&lt;br /&gt;
&lt;br /&gt;
=== Formation process ===&lt;br /&gt;
&lt;br /&gt;
Once the order to form the caravan is given, colonists and animals will gather around a [[caravan hitching spot]] or a random place within your home area and wait for all members to assemble.&lt;br /&gt;
&lt;br /&gt;
It's recommended to put the caravan hitching spot inside your warehouse to reduce loading time.&lt;br /&gt;
&lt;br /&gt;
After assembly, they will gather any needed supplies, putting them on pack animals if available. When they finish, they will head out to the map edges and wait for the other members to arrive, then exit the colony map and enter the world map.&lt;br /&gt;
&lt;br /&gt;
Haulers not part of the caravan will also help in gathering the supplies.&lt;br /&gt;
&lt;br /&gt;
[[File:Caravan loading.png|500px|thumb|none|Notice the loading process as colonist start to take items towards the animals of burden.]]&lt;br /&gt;
&lt;br /&gt;
Colonists will ignore any needs during the formation, except food (once they're starving they'll take a break to eat if food is available). Should they feel exhausted during the process, they won't rest in their bedrooms but collapse near the caravan hitching spot.&lt;br /&gt;
&lt;br /&gt;
They will also override the 'Forbid' command, taking forbidden items. If there is less of an item than ordered (e.g. meals which other colonists ate during the process), members will take what they can and then carry on without stopping.&lt;br /&gt;
&lt;br /&gt;
A pawn can be temporarily interrupted by manually assigning them to do another task. They will resume caravan loading once the task is complete.&lt;br /&gt;
&lt;br /&gt;
Any mental break of its members will pause the process until that member recovers. Downing or killing that member will interrupt the process, causing it to be cancelled.&lt;br /&gt;
&lt;br /&gt;
[[File:The caravan formation process will continue when everyone recovers from a mental break.png|500px|thumb|none|Ufff...]]&lt;br /&gt;
&lt;br /&gt;
If the formation was successful, the character roster on top of the screen will split, showing those who stayed at home and those who left with the caravan by greying them on a different &amp;quot;box&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:Colonist roster of those at home and at caravan.png|500px]]&lt;br /&gt;
&lt;br /&gt;
=== Caravan route &amp;amp; pathing ===&lt;br /&gt;
&lt;br /&gt;
The 'Choose Route' button allows you to decide destinations for your colonists' caravan. Once a path is chosen, colonists will choose an exit direction that can best reduce travel time.&lt;br /&gt;
&lt;br /&gt;
Once items have been loaded, party members will proceed separate ways according to their own classifications made by the player.&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;300px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Caravan pathing.png| '''Caravan clear division between colonist path and muffalos' path.'''&lt;br /&gt;
File:Caravan pathing 2.png| '''The apparent reason behind the animal area drawn is to prevent them from eating your plantations.'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Tricks ===&lt;br /&gt;
* If a caravan includes a lot of animals and/or items, the process of gathering those can be ''very'' time consuming - starting a larger caravan at 0400, it's not unusual to leave (well) after 1200, 8+ hours of &amp;quot;Forming Caravan&amp;quot;.   To reduce this time, you can add additional pawns to the Caravan roster, dedicating them to the loading process, either when you create the Caravan or after (by selecting a pawn and clicking &amp;quot;Add to Caravan&amp;quot;).  You can remove them later the same way. You can even create the caravan with one set of pawns, add others, and remove the original set; this is handy to start the process as soon as possible if your desired travelers are busy early in the morning, or you just want them to get as much sleep as possible before the journey.&lt;br /&gt;
:* Once everything is gathered, colonists will lead all the animals to the edge of the map and then wait for everyone to get there, then disappear off to the World Map (with a small note to that effect in the top-left of the screen).  If you remove colonists from the caravan ''before'' leaving, their animals are released to wander and must be re-gathered by the (fewer) remaining caravaners, which might take another hour or more. It may be a good idea to let ''everyone'' keep their animals and leave the map together, then ''immediately'' pause the game and jump to the World Map, select the caravan and click &amp;quot;Split Caravan&amp;quot;, sending whichever colonists you wish instantly right back to the base map while the main body continues on. Be sure the &amp;quot;lift&amp;quot; ability of the remaining pawns is enough to carry all the intended items.&lt;br /&gt;
&lt;br /&gt;
* Sometimes you start forming a caravan late in the day, or realize you won't make the 2200 cut-off for traveling that day.  If you wait until ''after'' 2200 (when domestic animals sleep), you can create un-owned [[animal sleeping spot]]s around the [[caravan hitching spot]], un-form the caravan, and the (still-packed) animals will bed down there for the night. If you then start early the next morning (''well'' before they start to wake around 0600), they are all still right there and easy to round up when you re-create the caravan. There may be some unpacking/repacking of items, but your colonists won't have to chase the same animals all over the map again.&lt;br /&gt;
&lt;br /&gt;
* The act of gathering supplies allows a colonist to carry huge stacks of lightweight materials like cloth or food. This can be exploited to perform ''Super Hauling'' by having a colonist pick up all the goods on the map, drafting them into the storage room, and cancelling the caravan to unload. They will have hauled a massive number of supplies in one trip.&lt;br /&gt;
&lt;br /&gt;
== Traveling ==&lt;br /&gt;
Once your caravan enters the world map, you can give it orders.&lt;br /&gt;
&lt;br /&gt;
A caravan can:&lt;br /&gt;
* Move - Right-click to select destination. A line indicates the optimal route (accounting for terrain speed and elevation changes).&lt;br /&gt;
* Settle - Click Settle to create a new colony.&lt;br /&gt;
** You may not settle a new colony when already at maximum. The default maximum is one. This can increased to up to five in Menu - Options. &lt;br /&gt;
** Settling directly adjacent to your own colony or any other settlement is not allowed.&lt;br /&gt;
* Enter back into the colony - Right-click the colony.&lt;br /&gt;
* Split - Click the Split button. Each caravan must consist of at least one colonist.&lt;br /&gt;
* Merge - Select two or more caravans in the same tile (by dragging a square zone) and click Merge to form a single caravan.&lt;br /&gt;
* Trade - When a caravan has reached a friendly faction outpost, click the trade button to open the trade dialog window. &lt;br /&gt;
* Attack - A caravan can attack any faction outpost, regardless of relations status, though attacking will worsen relations.&lt;br /&gt;
* Offer gifts - If your relations with a faction are not high enough to trade, you can offer them gifts in an attempt to improve relations.&lt;br /&gt;
&lt;br /&gt;
[[File:Caravan optimal route.png|300px]]&lt;br /&gt;
&lt;br /&gt;
=== Status box ===&lt;br /&gt;
&lt;br /&gt;
Several items are displayed in the status box.&lt;br /&gt;
&lt;br /&gt;
#Movement status:&lt;br /&gt;
#* Traveling - moving to destination.&lt;br /&gt;
#* Resting - caravan automatically stops between hours 22 and 6 to sleep.&lt;br /&gt;
#* Waiting - no destination selected.&lt;br /&gt;
#* Stopped - stopped moving with reason given.&lt;br /&gt;
#Estimated time to destination - time to destination based on the current tile movement time.&lt;br /&gt;
#Days of food - compare this to 'estimated time to destination' to determine if your caravan has enough food for the journey.&lt;br /&gt;
#Base movement time: Movement speed based on the average speed of all the pawns in the caravan.&lt;br /&gt;
#Current tile movement time: Current movement speed based on the terrain, biome, weather (only affected during autumn-winter) or roads. (See table on this page for details.)&lt;br /&gt;
#Stealthiness: How stealthy your caravan is. Stealthier caravans are less prone to being ambushed.&lt;br /&gt;
&lt;br /&gt;
A caravan may stop for various reasons, such as when;&lt;br /&gt;
*Between hours 22 and 6 while the members sleep and rest.&lt;br /&gt;
**They still continue to rest even if all members are fully rested.&lt;br /&gt;
**Colonists who had been assigned to the night shift in the Restrict tab will still follow this schedule.&lt;br /&gt;
*All colonists are downed or having a minor/major mental break.&lt;br /&gt;
*Any member is having an extreme mental break.&lt;br /&gt;
**Nobody will be harmed even if the colonist is going berserk.&lt;br /&gt;
**Minor or major mental breaks won't stop the caravan as long as at least one person is still functional. If a colonist is in the midst of a mental break when you settle or get ambushed, they will still be having it when they appear on the map.&lt;br /&gt;
*The player manually pauses the caravan.&lt;br /&gt;
**While paused caravans forage faster, members can socialize and the caravan is less likely to be attacked.&lt;br /&gt;
&lt;br /&gt;
=== Sustenance ===&lt;br /&gt;
Pawns traveling in a caravan will eat automatically when necessary. Grazing animals, when hungry in a place with grazable plants, will instantly have their hunger bar refilled without any cost. If not, they will proceed to eat food carried in the caravan. Pawns will prioritize food that spoils earlier.&lt;br /&gt;
&lt;br /&gt;
If a colonist has an injury or disease that requires tending, doctors will tend to them as necessary, using medicine if available to them. If self-tend is on they will also tend to themselves.&lt;br /&gt;
&lt;br /&gt;
If you bring [[Beer]], [[Chocolate]], or [[Insect jelly]] along with you, colonists may consume them during their journey. The mood bonus they provide can help keep colonists sane when away from the colony for long stretches of time.&lt;br /&gt;
==== Foraging ====&lt;br /&gt;
{{rewrite|section=1|reason=Cleanup, verification, integration with [[Foraged Food Amount]]}}&lt;br /&gt;
Every colonist in a caravan can forage for raw food.&lt;br /&gt;
Each colonist can forage 0.09 nutrition per day per level of [[Skills#Plants|Plants]] at a baseline, i.e. in temperate forests or swamps. Given that each colonist consumes 1.6 nutrition per day, this means that a level 9 Plants colonist can break even with food consumption when the caravan is resting, and a level 18 Plants colonist can constantly forage more than he eats while traveling.&lt;br /&gt;
&lt;br /&gt;
Foraging is also affected by manipulation (50% importance, 100% max) and sight (90% importance), so giving caravanners [[bionic eye]]s or [[archotech eye]]s increases foraging.&lt;br /&gt;
&lt;br /&gt;
Having a tribal start grants a 170% multiplier to foraging, as shown by a &amp;quot;Faction Type: 170%&amp;quot; line in the tooltip. This means that in temperate forests or swamps, a level 6 Plants colonist will break even with food consumption when the caravan is resting, and a level 11 Plants colonist can constantly forge more than he eats while traveling. If Tribal colonists with good Plants skills have enough meals or other food to eat during a trip through terrain with good forage, they may return with a nontrivial quantity of berries.&lt;br /&gt;
&lt;br /&gt;
==== Energy ====&lt;br /&gt;
{{Biotech|No Category}}&lt;br /&gt;
When on the world map, [[mechanoid creation|friendly mechanoids]] consume no power. However, if a mechanoid does run out of power during the caravan, such as during an ambush, it will go under a permanent Dormant Self-charge state until someone brings it to a nearby mech recharger.&lt;br /&gt;
&lt;br /&gt;
=== Recreation ===&lt;br /&gt;
Colonists on caravan gain [[recreation]] while stopped at a rate of 10% per hour, of the Solitary type if they are alone, or a mix of Solitary and Social if two or more colonists are on the same caravan. Tolerance is gained at an equivalent rate to Extremely Low Expectations, regardless of the expectations at the colony or the amount of wealth taken on the caravan.&lt;br /&gt;
&lt;br /&gt;
=== Psyfocus ===&lt;br /&gt;
{{Royalty|No category}}&lt;br /&gt;
Pawns in a caravan will also regenerate [[psyfocus]] while remaining stationary or waiting.{{Check Tag|Rate?|How much psyfocus per hour? Add to both Psycasts and Caravan}} This however, does not apply when the caravan is resting due to sleep. This allows for usage of psycasts even while on long caravan journeys, provided some time is taken off to recharge.&lt;br /&gt;
&lt;br /&gt;
=== Caravan Schedule ===&lt;br /&gt;
{{Stub|section=1|reason=This section and its subsidiaries are rough outline only - it needs verification, expansion and clean up. Additionally: confirm [[Genes#Never sleep|Never sleep gene]] allows 24/7 caravaning. If yes, confirm whether [[circadian half-cycler]] does the same.}}&lt;br /&gt;
All caravans start moving at 0600 hours and stop at 2200 hours, and they rest while not moving. This travel routine is adhered to regardless of pawn traits or [[Assign|schedule]], i.e. a [[night owl]] pawn scheduled to sleep during the day will still caravan from 0600 to 2200 hours. If a newly formed caravan leaves the colony map after 2200 hours, it will enter the world map and rest until 0600 the next morning. Similarly, if they don't reach their destination tile by 2200, they will stop to rest, even if they are just moments away.&lt;br /&gt;
&lt;br /&gt;
===Caravan Movement Speed===&lt;br /&gt;
&lt;br /&gt;
Caravan movement speed follows the following equation:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Caravan movement speed''' = (13.6 * Multiplier from Ridden Animals * Multiplier from Carried Mass)/Terrain movement difficulty&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Rideable animals, carried mass, mass capacity, and terrain all directly impact caravan movement speed. Wounded or sick pawns also slow down caravans. &lt;br /&gt;
&lt;br /&gt;
==== Mounts ====&lt;br /&gt;
{{See also|Pack animals}}&lt;br /&gt;
{{Stub|section=1|reason=How do the inbetween ones work? If I have 1 at 1.6 and 1 at 1.3 do I get 1.45? Wb 1 at 1.6 and 10 without any mount? etc}}&lt;br /&gt;
Adding animals to a caravan may impose a multiplier on caravan speed based on the '''Caravan riding speed''' stat of the animal. The riding speed acts as a multiplier if there is one mount for every human pawn - for example, the caravan speed is multiplied by ×{{Q|Horse|Riding Speed}} if there is at least one [[horse]] for every human.&lt;br /&gt;
&lt;br /&gt;
You get the full multiplier if you have enough mounts for everybody. You get something in between if you don't bring enough or have a mix of speeds.&lt;br /&gt;
&lt;br /&gt;
{{#ask: [[Riding Speed::+]] &lt;br /&gt;
 | ?Riding Speed&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Carried mass ratio ====&lt;br /&gt;
Caravan speed also receives a multiplier based on the ratio of Mass Carrier/ Mass Capacity. This is between 200% speed for zero mass and 50% (?) for maximum mass.&lt;br /&gt;
&lt;br /&gt;
There is no distinction between carried and equipped mass - an equipped weapon weighs the same as it does when carried in a muffalo's inventory. However, some furniture like [[chair]]s have a lower mass than the materials they yield upon deconstruction.&lt;br /&gt;
&lt;br /&gt;
Caravan speed can be increased by adding more pack animals and thereby decreasing the Mass Carried/Capacity ratio. The speed multiplier will asymptotically approach 200%, thus number of pack animals used has diminishing returns.&lt;br /&gt;
&lt;br /&gt;
==== Terrain ====&lt;br /&gt;
{{Rewrite|reason=Missing biomes and existing ones, and the effect of temperature and/or winter need to be verified.}}&lt;br /&gt;
The game will automatically plot the fastest route to your selected destination, so you will rarely have to pick and choose specific terrain. &lt;br /&gt;
&lt;br /&gt;
The following table lists the movement difficulty of individual world tiles. Flat terrain is naturally the easiest to travel, hills and mountains are slower, and roads will speed it up though any terrain. Average temperatures under {{Temperature|-17.1}} will start to cause movement difficulty to increase. Winter penalty maxes out at +2 movement difficulty at {{Temperature|-22.5}}.&lt;br /&gt;
&lt;br /&gt;
Note that 1 movement difficulty roughly equates to 0.06 days or roughly 1.44 hours at base human movement speed.&lt;br /&gt;
{{#vardefine: color1 | 66FF33}}{{#vardefine: color2 | 55DD33}}&amp;lt;!--E3D933--&amp;gt;{{#vardefine: color3 | BBCC22}}{{#vardefine: color4 | EE9900}}&lt;br /&gt;
:{| {{STDT| wikitable sortable text-center}}&lt;br /&gt;
! Terrain !! Biome !! Flat !! Small Hills !! Large Hills !! Mountains&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color1}}&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; | '''Easy'''&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Temperate Forest    ||  1  || 1.5 || 2.5 || 4&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Desert              ||  1  || 1.5 || 2.5 || 4&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Extreme Desert      ||  1  || 1.5 || 2.5 || 4&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Tundra              ||  1  || 1.5 || 2.5 || 4&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Boreal Forest       ||  1  || 1.5 || 2.5 || 4&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Arid Shrubland      ||  1  || 1.5 || 2.5 || 4&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color2}}&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | '''Moderate'''&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Sea Ice             || 1.5 ||  -  ||  -  ||  -&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color2}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Ice Sheet           || 1.5 ||  2  ||  3  || 4.5 &lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color2}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Tropical Forest     ||  2  || 2.5 || 3.5 ||  5&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color4}}&amp;quot;&lt;br /&gt;
| '''Difficult'''&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Temperate Swamp     ||  4  ||  -  ||  -  ||  -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Tabs ===&lt;br /&gt;
The inspection pane has tabs to manage the caravan and view details.&lt;br /&gt;
&lt;br /&gt;
In the 'Gear' tab, by clicking the red X you can drop items and lose them forever. Dropping items may be necessary if the caravan becomes overburdened and unable to move. &lt;br /&gt;
&lt;br /&gt;
You can also abandon colonists and prisoners in the 'Social' tab. Items carried by a dismissed pawn will be lost. Abandoning a caravan member will cause their friends and family to have sad thoughts, and if the colonist is unlikely to survive (such as low temperatures) there will be a more severe penalty. Colonists who survive may eventually make their way back to your colony, or return as part of an enemy raid or friendly caravan.&lt;br /&gt;
&lt;br /&gt;
In the 'Gear' tab you can swap gear by dragging and dropping gear onto different colonists, or to and from the caravan inventory.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Caravan gear and inventory from world view.png|Gear &amp;amp; Inventory&lt;br /&gt;
File:Caravan mass carried.png|Mass carried&lt;br /&gt;
File:Caravan needs.png|Status&lt;br /&gt;
File:Caravan health.png|Health&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once you arrive to the destination, just click the Trade icon to start negotiations.&lt;br /&gt;
[[File:Trade icon.png]]&lt;br /&gt;
&lt;br /&gt;
=== Route planner ===&lt;br /&gt;
[[File:Caravan_planner.png|600px|thumb|rifht|Caravan planner having planned a route based a caravan's speed.]]&lt;br /&gt;
&lt;br /&gt;
There is a route planner that allows you to roughly check the amount of time it takes to reach a destination, allowing you to plan ahead.&lt;br /&gt;
&lt;br /&gt;
When it is opened, you can drop various waypoints around the world map. The game will calculate the time it takes for a 1 tile/h caravan to travel through the planned route. You can also place the starting point on an existing caravan to determine the time taken for a journey based on that caravan's speed.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Returning home ===&lt;br /&gt;
&lt;br /&gt;
After you arrive back at your colony, you will notice two details must be addressed before continuing the game.&lt;br /&gt;
&lt;br /&gt;
* Pack animals may go straight to their animal bed or just wander around still with all your items inside their packing gear. If you happen to need something at the moment, you will have to make them drop it. You may want to restrict them to a roofed zone and wait for them to go there before doing this, so the dropped belongings won't deteriorate due to exposure, or you can wait until night when they are sleeping inside a room. Pack animals who have been trained for Obedience can be assigned to follow their master, who can be drafted to storage areas and wait until the animals follow him/her too to drop the items as well.&lt;br /&gt;
* Prisoners will still be carrying your caravan items too, even armor and weaponry (as odd as it may be). They will not unload their inventory after returning to base unless directed to through the gear tab, and will start to unload only after being recruited.&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;300px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Prisoners keep your caravan items too.png|'''Prisoners keep your caravan items'''&lt;br /&gt;
File:Caravan prisoner unloading inventory.png|'''Prisoner unloading inventory after recruitment'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Long distance journeys ===&lt;br /&gt;
&lt;br /&gt;
Many basic technology options prove to be very helpful for long distance travel. Make frequent use of [[Campfire]]s, [[Pemmican]], [[Passive cooler]]s and [[Crafting spot]]s to resupply your caravans and keep healthy on the road, instead of one large ride. Take advantage by building settlements whenever you run low on food or resources. Generated maps can have forageable food and animals to hunt or even tame into the convoy. Colonists will also need time off to relax and restore their joy.&lt;br /&gt;
&lt;br /&gt;
=== Multiple colonies and pitstops ===&lt;br /&gt;
&lt;br /&gt;
The game options let you choose how many colonies (up to 5) you can have active on the globe at once. Temporary maps from events do not count towards this limit. In order to build beyond the game menu limits, you must abandon an existing colony. &lt;br /&gt;
&lt;br /&gt;
Should you choose to make multiple settlements, it is not necessary to carry all your raw materials all the way from your home base to a new spot. Lighten the load by carrying valuables such as silver, gold, [[drugs]] and then trading them with your new neighbors, or if you settled close enough, use [[transport pod]]s to launch everything over.&lt;br /&gt;
&lt;br /&gt;
While traveling long distances consider bringing valuable items, then bartering for necessary supplies instead of bringing them.&lt;br /&gt;
&lt;br /&gt;
If you know certain resources will be scarce in your new map's biome, or if you want to save time mining, some resources can be [[Advanced_Endgame_Guide#Resource_compression|compressed]] -- that is, built into items with a lower mass than their raw materials.&lt;br /&gt;
&lt;br /&gt;
== Events ==&lt;br /&gt;
&lt;br /&gt;
Caravan events take place on the road, which means that neither side will be engaging with the benefit of a base. The action takes place in the open and the player must take advantage on terrain features to defend themselves. Those who survive will have a 24 hours window to perform vital needs such as doctoring, resting and feeding as well as re-packing. [[:File:Pirate fed to animal.png|Eliminated hostiles can be fed to your animals]].&lt;br /&gt;
&lt;br /&gt;
There are two different ways of re-packing: manually giving cargo animals the selected item to be carried or re-forming the caravan. The first alternative lets you make the most out of the area which may include mining, harvesting, and cooking, while the last option will instantly leave the place. Either way, before the countdown timer ends, all items must be put to be carried or they will be '''lost''' once the time runs out.&lt;br /&gt;
&lt;br /&gt;
=== Visibility ===&lt;br /&gt;
{{Stub|section=1|reason=Needs actual equation defining visibility based on total body size}}&lt;br /&gt;
Visibility is how easy your Caravan is to notice. It multiplies the chance that your caravan will be waylaid by enemies. Visibility does not affect your ability to find things you want. Visibility is based on the total body size of all people and animals in the caravan. The default visibility for 1 person in a caravan is 20%, it does not scale linearly for additional people, as two people is 36%. You can see the visibility in the upper right while forming a caravan.&lt;br /&gt;
&lt;br /&gt;
=== Ambush ===&lt;br /&gt;
Your caravan has been ambushed by an enemy faction. Colonists cannot exit the map until the attackers are defeated (killed, downed, or fled). If all are killed, the caravan is considered destroyed and will disappear along with any carried items.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Caravan ambushed right after leaving colony.png|1.- Red envelope alert zooms in to the battle tile.&lt;br /&gt;
File:Caravan ambushed by pirates.png|2.- You can see the incoming attackers from a distance.&lt;br /&gt;
File:Caravan ambushed in World view.png|3.- World view is a red dot.&lt;br /&gt;
File:Caravan ambushed victory.png|4.- Once victorious, you have 24 hours before the caravan automatically reforms to leave.&lt;br /&gt;
File:Capturing prisoners after ambush.png|5.- Make a tiny room enough to capture downed enemies with a sleeping spot each.&lt;br /&gt;
File:Prisoners brought to colony.png|Prisoners arrive to your colony, wandering around.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# The game notifies you that an ambush is taking place, prompting you to check on your caravan.&lt;br /&gt;
# Pause the game to survey the enemy and position yourself by taking cover behind terrain features.&lt;br /&gt;
# Check where it's happening. As it is, in this case, right next to the colony, it's possible to quickly send reinforcements. However, you cannot send the back-up caravan right into the battle, but must first move to an adjacent tile before joining your comrades.&lt;br /&gt;
# After an encounter ends, a 24-hour countdown begins so you can recover, pick up items, strip the dead/downed, and take care of any other need.&lt;br /&gt;
# To take prisoners, you should build the smallest room possible (remember you are on a countdown) which can just fit the same amount of sleeping spots for each downed enemy. Treat their wounds so they don't die while carrying them to your colony. Finally, reforming the caravan makes captives come with you (you will see them listed).&lt;br /&gt;
# Your prisoners are finally brought to your colony, but you see them wandering around (!!!). Don't worry as they won't attempt to escape. Your characters will proceed to unload their items. Eventually, wardens will come to pick them up and escort them to designated prison cells. Any incapacitated prisoners will remain downed and need to be carried.&lt;br /&gt;
&lt;br /&gt;
==== Manhunter Ambush ====&lt;br /&gt;
&lt;br /&gt;
Same as Ambush except with a manhunter pack. Manhunters won't attempt to flee, and colonists can't either.&lt;br /&gt;
&lt;br /&gt;
=== Demand ===&lt;br /&gt;
&lt;br /&gt;
Pirates approach your caravan and demand that you give them items and hand over members as slaves. If you don't they will proceed to assault the caravan.&lt;br /&gt;
&lt;br /&gt;
You can see the number of pirates when they are demanding you hand over items, as well as the items they are demanding.&lt;br /&gt;
&lt;br /&gt;
It's nearly always a better choice to fight back as pirates usually come in poor numbers.&lt;br /&gt;
&lt;br /&gt;
=== Encounter ===&lt;br /&gt;
Another friendly caravan crosses paths with you, opening an opportunity to trade. &lt;br /&gt;
&lt;br /&gt;
You can attack them if you wish, damaging relations. Your pawns may exit the map while engaging the caravan. Since you will be informed of their party composition but cannot clearly see who is in the caravan, you can decide if they're worth robbing.&lt;br /&gt;
&lt;br /&gt;
Sometimes when attacking them, they may decide to do a 'bloody exit', that is to exit as aggressively as possible.&lt;br /&gt;
&lt;br /&gt;
[[File:Caravan met peacefully.png|400px]]&lt;br /&gt;
&lt;br /&gt;
=== Reform caravan ===&lt;br /&gt;
You can only reform caravans if there are no hostile pawns on the map or they are all either downed or asleep.&lt;br /&gt;
&lt;br /&gt;
== Attacking other settlements ==&lt;br /&gt;
{{Rewrite|section=1|reason=Cleanup, potential size reduction, updating from A16 -&amp;gt; Present}}&lt;br /&gt;
{{Image wanted|section=1|reason=Shows bases from A16, they have significantly changed since.}}&lt;br /&gt;
You may raid other settlements on the world map, much like other factions do to your colony. To do this, all you need is to send a caravan to a site, and select the &amp;quot;Attack&amp;quot; interaction option. Attacking settlements gives you an opportunity to steal valuable goods such as [[glitterworld medicine]], [[luciferium]], [[component]]s, as well as weapons and armor.&lt;br /&gt;
&lt;br /&gt;
* See [[Offense_tactics|offense tactics]] for specific tips on how to assault outposts and bases.&lt;br /&gt;
&lt;br /&gt;
=== Walkthrough ===&lt;br /&gt;
: The below shows bases from the Alpha 16 version of the game.  Settlement defenders of later updates are ''significantly strengthened'' and are harder to defeat and are not scaled down by easier difficulty as other raids are.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Caravan raiding another settlement.png|1.- Moving towards target settlement for raid&lt;br /&gt;
File:Generating map for new encounter.png|2.- Generating map for new encounter&lt;br /&gt;
File:Attack begun.png|3.- Attack begun&lt;br /&gt;
File:Studying enemies.png|4.- Studying enemies&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
: 1) Right click to select destination gives approximate travel time and distance.&amp;lt;p&amp;gt;&lt;br /&gt;
: 2) Once your caravan arrives, the game generates a map with an enemy base.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 3) The &amp;quot;Attack begun&amp;quot; blue envelope opens a message which allows you to see the targeted area.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 4) You can click on individual enemy members to see their character skills, gear, and health. Use this to prioritize your targets.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Enemy base layout.png|5.- Enemy base layout&lt;br /&gt;
File:Enemy base zoomed out.png|6.- Enemy base zoomed out&lt;br /&gt;
File:Enemy positioning and loot.png|7.- Enemy positioning and loot&lt;br /&gt;
File:Stampede 1.png|8.- First stampede&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
: 5) Base layout, nothing tricky.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 6) Terrain around enemy base is very simple, nothing too complicated.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 7) Approaching from the front will make enemies line up facing you right away automatically.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 8) [[Offense_tactics#Stampede|Stampede]] offense tactic to weaken their defenses. Train your offensive animals to be capable of &amp;quot;Release&amp;quot;, leaving pack animals behind&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Stampede casualty.png|9.- Stampede casualty&lt;br /&gt;
File:Using their base as your own.png|10.- Using their base as your own&lt;br /&gt;
File:Outpost destroyed 24h countdown.png|11.- Outpost destroyed, 24h countdown before leaving&lt;br /&gt;
File:Resting at enemy base.png|12.- Resting at enemy base&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
: 9) Stampede casualty with animal wounds.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 10) Tactics split and kite allows you to enter their base and use choke points, with friendly fire safety ensured. Melee with ranged shooting on his/her shoulder.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 11) After 8 of 11 enemies were killed, the remaining 3 start to flee and the game considers the outpost destroyed, and a 24-hour countdown timer begins for treating your wounded, looting and resting. You don't need to destroy the base once captured, just claim their doors and they will open as if they were yours from the beginning.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 12) Since they had three rooms, one can be used as an infirmary and another as a prison to handle your prisoners.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Looting.png|13.- Looting&lt;br /&gt;
File:Caravan back to home.png|14.- Caravan back to home&lt;br /&gt;
File:Unloading inventory.png|15.- Unloading inventory&lt;br /&gt;
File:Work tab order shift.png|16.- Work tab order shift&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
: 13) You can strip all your killed or downed enemies to take their weapons and armor. Be careful with the tainted apparel mood penalty if you took them off the dead, though.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 14) Once those 24 hours had passed, the game automatically kicks you back to the world map at which point you can return home and/or visit friendly outposts as well. If you want you can also choose 'Reform Caravan' which allows you to choose what you want to bring, and leave early.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 15) Once you arrive back home, characters will start unloading their inventory and sorting items properly.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 16) The work tab order will shift to a different sequence than the original before leaving. May be a problem, or not.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Changed caravan reform to be allowed with sleeping hostiles on site.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Volatile depressive</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Caravan&amp;diff=132841</id>
		<title>Caravan</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Caravan&amp;diff=132841"/>
		<updated>2023-04-04T19:49:09Z</updated>

		<summary type="html">&lt;p&gt;Volatile depressive: /* Foraging */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
{{Stub|reason=Bedroll mechanics inc. rest efficiency, couples, etc}}&lt;br /&gt;
{{For|caravans visiting you from other factions|Trader}}&lt;br /&gt;
&lt;br /&gt;
'''Caravans''' are a group of one or more colonists who gather together for different purposes and leave the current map tile. Goods can be carried by animals, colonists, or prisoners to facilitate trading on your own schedule; a caravan can also act as a raid squad to attack other establishments. Each caravan is represented on the [[Menus#World|world map]] by a yellow icon. Double-clicking a caravan will select all caravans on the screen, allowing them all to be ordered to a single destination.&lt;br /&gt;
&lt;br /&gt;
Sending caravans out from your home, instead of just waiting for other tribes to come to you, creates trade opportunities at your pace, rather than wait for random traders to show at your location. It also provides a wider selection of goods since friendly outposts have much more inventory than the limited selection traders (who are restricted by carrying capacity) show up with. Also, you get a 2% price bonus for direct trading. It also avoids the cost for requesting traders at the [[comms console]].&lt;br /&gt;
&lt;br /&gt;
== Creation ==&lt;br /&gt;
&lt;br /&gt;
[[File:Form caravan icon.png|right]]&lt;br /&gt;
&lt;br /&gt;
In the World map, select the colony icon and click &amp;lt;tt&amp;gt;'Form caravan'&amp;lt;/tt&amp;gt;.  A dialog is shown to assign pawns, animals, and items.  You can create multiple caravans.&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;p&amp;gt;'''''Caution:''''' Clicking &amp;lt;tt&amp;gt;'Abandon'&amp;lt;/tt&amp;gt; on an unoccupied colony will not prompt for any confirmation before making it an [[:File:Abandoned faction base.png|inaccessible ruins and lost forever]].&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== People and Animals ===&lt;br /&gt;
Choose the colonists who will take part in the convoy, any [[pack animal]]s that will carry the items for sale, any prisoners you want to transport, or if you have [[Biotech]], any [[Mechanoid]] your Mechanitor possess. At least one colonist must be chosen. Make sure to select those whose health are in optimal conditions, as wounded and/or sick colonists slow the caravan down.&lt;br /&gt;
&lt;br /&gt;
There are three different arrangements when forming caravans:&lt;br /&gt;
* A caravan ''without'' pack animals forms up the quickest, as colonists only need to pack items on their backs and will leave without further delay.&lt;br /&gt;
* A caravan ''with'' pack animals suffers a loading phase where colonists must load the pack animals. This can take a long time if there are lots of items to pack and/or you don't have many haulers available.&lt;br /&gt;
* A caravans already traveling in the World Map will reform instantly and not require a hauling phase, regardless of any pack animals.&lt;br /&gt;
&lt;br /&gt;
Incapacitated pawns cannot be chosen to be part of the caravan initiation process, but once your caravan is traveling you can pick up incapacitated people to come with you. They will slow down your caravan by a lot, so be warned.&lt;br /&gt;
&lt;br /&gt;
The caravan will take the name of the best negotiator in the caravan.&lt;br /&gt;
&lt;br /&gt;
Mechanoids{{BiotechIcon}} inside a caravan without their overseer Mechanitor cannot be commanded to do anything when drafted as there is no signal for them to move or command to move towards, but can still be brought over as a caravan as long as the Mechanitor in question still has enough bandwidth to maintain their control in anywhere.&lt;br /&gt;
&lt;br /&gt;
[[File:Caravan party.png|300px]]&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
Use the Items tab to select supplies.  Only items located in your Stockpiles or Home Area are shown while initially packing; when reforming the caravan you can select any item on the map.&lt;br /&gt;
&lt;br /&gt;
The carrying capacity of humans and [[Pack animal|pack animals]] in a caravan is separate from their [[Carrying Capacity]] for hauling, and is given by their Body Size multiplied by 35. For humans, this includes the clothing, gear, and inventory that they already have.&lt;br /&gt;
&lt;br /&gt;
Caravan carrying capacity:&lt;br /&gt;
* [[Human]]: {{#expr:35*{{Q|Human|Body Size}} round 0}} kg&lt;br /&gt;
* [[Elephant]]: {{#expr:35*{{Q|Elephant|Body Size}} round 0}} kg&lt;br /&gt;
* [[Bison]]: {{#expr:35*{{Q|Bison|Body Size}} round 0}} kg&lt;br /&gt;
* [[Muffalo]]: {{#expr:35*{{Q|Muffalo|Body Size}} round 0}} kg&lt;br /&gt;
* [[Horse]]: {{#expr:35*{{Q|Horse|Body Size}} round 0}} kg&lt;br /&gt;
* [[Dromedary]]: {{#expr:35*{{Q|Dromedary|Body Size}} round 0}} kg&lt;br /&gt;
* [[Yak]]: {{#expr:35*{{Q|Yak|Body Size}} round 0}} kg&lt;br /&gt;
* [[Donkey]]: {{#expr:35*{{Q|Donkey|Body Size}} round 0}} kg&lt;br /&gt;
* [[Alpaca]]: {{#expr:35*{{Q|Alpaca|Body Size}} round 0}} kg&lt;br /&gt;
&lt;br /&gt;
Baby or juvenile animals have a reduced carrying capacity.&lt;br /&gt;
&lt;br /&gt;
If the colonist or animal is already carrying something (such as clothes worn), they will appear to have a reduced carry weight.&lt;br /&gt;
&lt;br /&gt;
The combined carrying capacity and mass of selected items is listed at the top. Buttons are used to select items/amounts. A double arrow [&amp;gt;&amp;gt;] will take the full quantity of an item. The arrow [&amp;gt;M] indicates you cannot carry the full quantity, but it will automatically take the maximum amount. When over capacity, the arrow [M&amp;lt;] will return some or all of those items so that the mass total does not exceed the caravan's carrying capacity.&lt;br /&gt;
&lt;br /&gt;
Modifier keys can be used to change the [&amp;gt;] arrow from +1 to adding more as follows:&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Key|CTRL}}: +10 &amp;lt;br/&amp;gt;{{Key|SHIFT}}: +100 &amp;lt;br/&amp;gt;{{Key|CTRL}}+{{Key|SHIFT}}: +1000. &amp;lt;br/&amp;gt;These keys work similarly for the [&amp;lt;] arrow to subtract.&lt;br /&gt;
&lt;br /&gt;
If a caravan member dies in the close-up view, they will drop their items which must be picked up. If they die on the global map (such as from blood loss), their gear will be lost. If all party members die, the entire caravan disappears and everything is lost.&lt;br /&gt;
&lt;br /&gt;
[[File:Caravan inventory.png|300px]]&lt;br /&gt;
&lt;br /&gt;
==== Food ====&lt;br /&gt;
&lt;br /&gt;
Caravans will feed as needed during the journey, so long as there's enough within the supply. Colonists who are part of a caravan will automatically forage for food while on the way, the speed of which depends on the environment and the colonist's growing skill.&lt;br /&gt;
&lt;br /&gt;
It's vital to bring sufficient food for the journey. If you're bringing pack animals the caravan may be slower so bring more food to compensate.&lt;br /&gt;
&lt;br /&gt;
Food spoils without refrigeration so careful selection is needed:&lt;br /&gt;
&lt;br /&gt;
* [[Simple meal]]s will suffice for short journeys (&amp;lt;2.4 days).&lt;br /&gt;
* [[Berries]] are good for mid-length journeys, despite being less weight-efficient. (&amp;lt;7 days).&lt;br /&gt;
* [[Pemmican]] will be needed for long-distance travel (up to 75 days).&lt;br /&gt;
* [[Packaged survival meal]]s will be necessary for extremely long journeys (&amp;gt;75 days).&lt;br /&gt;
&lt;br /&gt;
Supplies that expire soonest will be consumed first.&lt;br /&gt;
&lt;br /&gt;
While traveling, world map events may trigger such as [[manhunter pack]]s, raids, or other traders crossing paths, which can generate mini-maps. After threats have been eliminated, it's possible to scavenge a bit of food and herbal medicine before the map closes down. It is likely that you will have some items scattered in the mini-map; these must be picked up or chosen to take with your reformed caravan or they'll be lost forever.&lt;br /&gt;
&lt;br /&gt;
=== Formation process ===&lt;br /&gt;
&lt;br /&gt;
Once the order to form the caravan is given, colonists and animals will gather around a [[caravan hitching spot]] or a random place within your home area and wait for all members to assemble.&lt;br /&gt;
&lt;br /&gt;
It's recommended to put the caravan hitching spot inside your warehouse to reduce loading time.&lt;br /&gt;
&lt;br /&gt;
After assembly, they will gather any needed supplies, putting them on pack animals if available. When they finish, they will head out to the map edges and wait for the other members to arrive, then exit the colony map and enter the world map.&lt;br /&gt;
&lt;br /&gt;
Haulers not part of the caravan will also help in gathering the supplies.&lt;br /&gt;
&lt;br /&gt;
[[File:Caravan loading.png|500px|thumb|none|Notice the loading process as colonist start to take items towards the animals of burden.]]&lt;br /&gt;
&lt;br /&gt;
Colonists will ignore any needs during the formation, except food (once they're starving they'll take a break to eat if food is available). Should they feel exhausted during the process, they won't rest in their bedrooms but collapse near the caravan hitching spot.&lt;br /&gt;
&lt;br /&gt;
They will also override the 'Forbid' command, taking forbidden items. If there is less of an item than ordered (e.g. meals which other colonists ate during the process), members will take what they can and then carry on without stopping.&lt;br /&gt;
&lt;br /&gt;
A pawn can be temporarily interrupted by manually assigning them to do another task. They will resume caravan loading once the task is complete.&lt;br /&gt;
&lt;br /&gt;
Any mental break of its members will pause the process until that member recovers. Downing or killing that member will interrupt the process, causing it to be cancelled.&lt;br /&gt;
&lt;br /&gt;
[[File:The caravan formation process will continue when everyone recovers from a mental break.png|500px|thumb|none|Ufff...]]&lt;br /&gt;
&lt;br /&gt;
If the formation was successful, the character roster on top of the screen will split, showing those who stayed at home and those who left with the caravan by greying them on a different &amp;quot;box&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:Colonist roster of those at home and at caravan.png|500px]]&lt;br /&gt;
&lt;br /&gt;
=== Caravan route &amp;amp; pathing ===&lt;br /&gt;
&lt;br /&gt;
The 'Choose Route' button allows you to decide destinations for your colonists' caravan. Once a path is chosen, colonists will choose an exit direction that can best reduce travel time.&lt;br /&gt;
&lt;br /&gt;
Once items have been loaded, party members will proceed separate ways according to their own classifications made by the player.&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;300px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Caravan pathing.png| '''Caravan clear division between colonist path and muffalos' path.'''&lt;br /&gt;
File:Caravan pathing 2.png| '''The apparent reason behind the animal area drawn is to prevent them from eating your plantations.'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Tricks ===&lt;br /&gt;
* If a caravan includes a lot of animals and/or items, the process of gathering those can be ''very'' time consuming - starting a larger caravan at 0400, it's not unusual to leave (well) after 1200, 8+ hours of &amp;quot;Forming Caravan&amp;quot;.   To reduce this time, you can add additional pawns to the Caravan roster, dedicating them to the loading process, either when you create the Caravan or after (by selecting a pawn and clicking &amp;quot;Add to Caravan&amp;quot;).  You can remove them later the same way. You can even create the caravan with one set of pawns, add others, and remove the original set; this is handy to start the process as soon as possible if your desired travelers are busy early in the morning, or you just want them to get as much sleep as possible before the journey.&lt;br /&gt;
:* Once everything is gathered, colonists will lead all the animals to the edge of the map and then wait for everyone to get there, then disappear off to the World Map (with a small note to that effect in the top-left of the screen).  If you remove colonists from the caravan ''before'' leaving, their animals are released to wander and must be re-gathered by the (fewer) remaining caravaners, which might take another hour or more. It may be a good idea to let ''everyone'' keep their animals and leave the map together, then ''immediately'' pause the game and jump to the World Map, select the caravan and click &amp;quot;Split Caravan&amp;quot;, sending whichever colonists you wish instantly right back to the base map while the main body continues on. Be sure the &amp;quot;lift&amp;quot; ability of the remaining pawns is enough to carry all the intended items.&lt;br /&gt;
&lt;br /&gt;
* Sometimes you start forming a caravan late in the day, or realize you won't make the 2200 cut-off for traveling that day.  If you wait until ''after'' 2200 (when domestic animals sleep), you can create un-owned [[animal sleeping spot]]s around the [[caravan hitching spot]], un-form the caravan, and the (still-packed) animals will bed down there for the night. If you then start early the next morning (''well'' before they start to wake around 0600), they are all still right there and easy to round up when you re-create the caravan. There may be some unpacking/repacking of items, but your colonists won't have to chase the same animals all over the map again.&lt;br /&gt;
&lt;br /&gt;
* The act of gathering supplies allows a colonist to carry huge stacks of lightweight materials like cloth or food. This can be exploited to perform ''Super Hauling'' by having a colonist pick up all the goods on the map, drafting them into the storage room, and cancelling the caravan to unload. They will have hauled a massive number of supplies in one trip.&lt;br /&gt;
&lt;br /&gt;
== Traveling ==&lt;br /&gt;
Once your caravan enters the world map, you can give it orders.&lt;br /&gt;
&lt;br /&gt;
A caravan can:&lt;br /&gt;
* Move - Right-click to select destination. A line indicates the optimal route (accounting for terrain speed and elevation changes).&lt;br /&gt;
* Settle - Click Settle to create a new colony.&lt;br /&gt;
** You may not settle a new colony when already at maximum. The default maximum is one. This can increased to up to five in Menu - Options. &lt;br /&gt;
** Settling directly adjacent to your own colony or any other settlement is not allowed.&lt;br /&gt;
* Enter back into the colony - Right-click the colony.&lt;br /&gt;
* Split - Click the Split button. Each caravan must consist of at least one colonist.&lt;br /&gt;
* Merge - Select two or more caravans in the same tile (by dragging a square zone) and click Merge to form a single caravan.&lt;br /&gt;
* Trade - When a caravan has reached a friendly faction outpost, click the trade button to open the trade dialog window. &lt;br /&gt;
* Attack - A caravan can attack any faction outpost, regardless of relations status, though attacking will worsen relations.&lt;br /&gt;
* Offer gifts - If your relations with a faction are not high enough to trade, you can offer them gifts in an attempt to improve relations.&lt;br /&gt;
&lt;br /&gt;
[[File:Caravan optimal route.png|300px]]&lt;br /&gt;
&lt;br /&gt;
=== Status box ===&lt;br /&gt;
&lt;br /&gt;
Several items are displayed in the status box.&lt;br /&gt;
&lt;br /&gt;
#Movement status:&lt;br /&gt;
#* Traveling - moving to destination.&lt;br /&gt;
#* Resting - caravan automatically stops between hours 22 and 6 to sleep.&lt;br /&gt;
#* Waiting - no destination selected.&lt;br /&gt;
#* Stopped - stopped moving with reason given.&lt;br /&gt;
#Estimated time to destination - time to destination based on the current tile movement time.&lt;br /&gt;
#Days of food - compare this to 'estimated time to destination' to determine if your caravan has enough food for the journey.&lt;br /&gt;
#Base movement time: Movement speed based on the average speed of all the pawns in the caravan.&lt;br /&gt;
#Current tile movement time: Current movement speed based on the terrain, biome, weather (only affected during autumn-winter) or roads. (See table on this page for details.)&lt;br /&gt;
#Stealthiness: How stealthy your caravan is. Stealthier caravans are less prone to being ambushed.&lt;br /&gt;
&lt;br /&gt;
A caravan may stop for various reasons, such as when;&lt;br /&gt;
*Between hours 22 and 6 while the members sleep and rest.&lt;br /&gt;
**They still continue to rest even if all members are fully rested.&lt;br /&gt;
**Colonists who had been assigned to the night shift in the Restrict tab will still follow this schedule.&lt;br /&gt;
*All colonists are downed or having a minor/major mental break.&lt;br /&gt;
*Any member is having an extreme mental break.&lt;br /&gt;
**Nobody will be harmed even if the colonist is going berserk.&lt;br /&gt;
**Minor or major mental breaks won't stop the caravan as long as at least one person is still functional. If a colonist is in the midst of a mental break when you settle or get ambushed, they will still be having it when they appear on the map.&lt;br /&gt;
*The player manually pauses the caravan.&lt;br /&gt;
**While paused caravans forage faster, members can socialize and the caravan is less likely to be attacked.&lt;br /&gt;
&lt;br /&gt;
=== Sustenance ===&lt;br /&gt;
Pawns traveling in a caravan will eat automatically when necessary. Grazing animals, when hungry in a place with grazable plants, will instantly have their hunger bar refilled without any cost. If not, they will proceed to eat food carried in the caravan. Pawns will prioritize food that spoils earlier.&lt;br /&gt;
&lt;br /&gt;
If a colonist has an injury or disease that requires tending, doctors will tend to them as necessary, using medicine if available to them. If self-tend is on they will also tend to themselves.&lt;br /&gt;
&lt;br /&gt;
If you bring [[Beer]], [[Chocolate]], or [[Insect jelly]] along with you, colonists may consume them during their journey. The mood bonus they provide can help keep colonists sane when away from the colony for long stretches of time.&lt;br /&gt;
==== Foraging ====&lt;br /&gt;
{{rewrite|section=1|reason=Cleanup, verification, integration with [[Foraged Food Amount]]}}&lt;br /&gt;
Every colonist in a caravan can forage for raw food.&lt;br /&gt;
Each colonist can forage 0.09 nutrition per day per level of [[Skills#Plants|Plants]] at a baseline, i.e. in temperate forests or swamps. Given that each colonist consumes 1.6 nutrition per day, this means that a level 9 Plants colonist can break even with food consumption when the caravan is resting, and a level 18 Plants colonist can constantly forage more than he eats while traveling.&lt;br /&gt;
&lt;br /&gt;
Foraging is also affected by manipulation (50% importance, 100% max) and sight (90% importance), so giving caravanners [[bionic eye]]s or [[archotech eye]]s increases foraging.&lt;br /&gt;
&lt;br /&gt;
Having a tribal start grants a 170% multiplier to foraging, as shown by a &amp;quot;Faction Type: 170%&amp;quot; line in the tooltip. This means that in temperate forests or swamps, a level 6 Plants colonist will break even with food consumption when the caravan is resting, and a level 11 Plants colonist can constantly forge more than he eats while traveling. If Tribal colonists with good Plants skills have enough meals or other food to eat during a trip through terrain with good forage, they may return with a nontrivial quantity of berries.&lt;br /&gt;
&lt;br /&gt;
==== Energy ====&lt;br /&gt;
{{Biotech|No Category}}&lt;br /&gt;
When on the world map, [[mechanoid creation|friendly mechanoids]] consume no power. However, if a mechanoid does run out of power during the caravan, such as during an ambush, it will go under a permanent Dormant Self-charge state until someone brings it to a nearby mech recharger.&lt;br /&gt;
&lt;br /&gt;
=== Recreation ===&lt;br /&gt;
Colonists on caravan gain [[recreation]] while stopped at a rate of 10% per hour, of the Solitary type if they are alone, or a mix of Solitary and Social if two or more colonists are on the same caravan. Tolerance is gained at an equivalent rate to Extremely Low Expectations, regardless of the expectations at the colony or the amount of wealth taken on the caravan.&lt;br /&gt;
&lt;br /&gt;
=== Psyfocus ===&lt;br /&gt;
{{Royalty|No category}}&lt;br /&gt;
Pawns in a caravan will also regenerate [[psyfocus]] while remaining stationary or waiting.{{Check Tag|Rate?|How much psyfocus per hour? Add to both Psycasts and Caravan}} This however, does not apply when the caravan is resting due to sleep. This allows for usage of psycasts even while on long caravan journeys, provided some time is taken off to recharge.&lt;br /&gt;
&lt;br /&gt;
=== Movement speed ===&lt;br /&gt;
{{Stub|section=1|reason=This section and its subsidiaries are rough outline only - it needs verification, expansion and clean up. Additionally: confirm [[Genes#Never sleep|Never sleep gene]] allows 24/7 caravaning. If yes, confirm whether [[circadian half-cycler]] does the same.}}&lt;br /&gt;
All caravans start moving at 0600 and stop at 2200. It doesn't matter if every pawn is a [[night owl]] or scheduled to sleep during the day. If a newly formed caravan doesn't leave the colony map before 2200, it will enter the world map and stop until 0600 the next morning. Similarly, if they don't reach their destination tile by 2200, they will stop, even if they are moments from it.&lt;br /&gt;
&lt;br /&gt;
Caravan movement speed follows the following equation:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Caravan movement speed''' = (13.6 * Multiplier from Ridden Animals * Multiplier from Carried Mass)/Terrain movement difficulty&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Mounts ====&lt;br /&gt;
{{See also|Pack animals}}&lt;br /&gt;
{{Stub|section=1|reason=How do the inbetween ones work? If I have 1 at 1.6 and 1 at 1.3 do I get 1.45? Wb 1 at 1.6 and 10 without any mount? etc}}&lt;br /&gt;
Adding animals to a caravan may impose a multiplier on caravan speed based on the '''Caravan riding speed''' stat of the animal. The riding speed acts as a multiplier if there is one mount for every human pawn - for example, the caravan speed is multiplied by ×{{Q|Horse|Riding Speed}} if there is at least one [[horse]] for every human.&lt;br /&gt;
&lt;br /&gt;
You get the full multiplier if you have enough mounts for everybody. You get something in between if you don't bring enough or have a mix of speeds.&lt;br /&gt;
&lt;br /&gt;
{{#ask: [[Riding Speed::+]] &lt;br /&gt;
 | ?Riding Speed&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Carried mass ratio ====&lt;br /&gt;
Caravan speed also receives a multiplier based on the ratio of Mass Carrier/ Mass Capacity. This is between 200% speed for zero mass and 50% (?) for maximum mass.&lt;br /&gt;
&lt;br /&gt;
There is no distinction between carried and equipped mass - an equipped weapon weighs the same as it does when carried in a muffalo's inventory. However, some furniture like [[chair]]s have a lower mass than the materials they yield upon deconstruction.&lt;br /&gt;
&lt;br /&gt;
Caravan speed can be increased by adding more pack animals and thereby decreasing the Mass Carried/Capacity ratio. The speed multiplier will asymptotically approach 200%, thus number of pack animals used has diminishing returns.&lt;br /&gt;
&lt;br /&gt;
==== Terrain ====&lt;br /&gt;
{{Rewrite|reason=Missing biomes and existing ones, and the effect of temperature and/or winter need to be verified.}}&lt;br /&gt;
The game will automatically plot the fastest route to your selected destination, so you will rarely have to pick and choose specific terrain. &lt;br /&gt;
&lt;br /&gt;
The following table lists the movement difficulty of individual world tiles. Flat terrain is naturally the easiest to travel, hills and mountains are slower, and roads will speed it up though any terrain. Average temperatures under {{Temperature|-17.1}} will start to cause movement difficulty to increase. Winter penalty maxes out at +2 movement difficulty at {{Temperature|-22.5}}.&lt;br /&gt;
&lt;br /&gt;
Note that 1 movement difficulty roughly equates to 0.06 days or roughly 1.44 hours at base human movement speed.&lt;br /&gt;
{{#vardefine: color1 | 66FF33}}{{#vardefine: color2 | 55DD33}}&amp;lt;!--E3D933--&amp;gt;{{#vardefine: color3 | BBCC22}}{{#vardefine: color4 | EE9900}}&lt;br /&gt;
:{| {{STDT| wikitable sortable text-center}}&lt;br /&gt;
! Terrain !! Biome !! Flat !! Small Hills !! Large Hills !! Mountains&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color1}}&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; | '''Easy'''&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Temperate Forest    ||  1  || 1.5 || 2.5 || 4&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Desert              ||  1  || 1.5 || 2.5 || 4&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Extreme Desert      ||  1  || 1.5 || 2.5 || 4&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Tundra              ||  1  || 1.5 || 2.5 || 4&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Boreal Forest       ||  1  || 1.5 || 2.5 || 4&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Arid Shrubland      ||  1  || 1.5 || 2.5 || 4&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color2}}&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | '''Moderate'''&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Sea Ice             || 1.5 ||  -  ||  -  ||  -&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color2}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Ice Sheet           || 1.5 ||  2  ||  3  || 4.5 &lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color2}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Tropical Forest     ||  2  || 2.5 || 3.5 ||  5&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color4}}&amp;quot;&lt;br /&gt;
| '''Difficult'''&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Temperate Swamp     ||  4  ||  -  ||  -  ||  -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Tabs ===&lt;br /&gt;
The inspection pane has tabs to manage the caravan and view details.&lt;br /&gt;
&lt;br /&gt;
In the 'Gear' tab, by clicking the red X you can drop items and lose them forever. Dropping items may be necessary if the caravan becomes overburdened and unable to move. &lt;br /&gt;
&lt;br /&gt;
You can also abandon colonists and prisoners in the 'Social' tab. Items carried by a dismissed pawn will be lost. Abandoning a caravan member will cause their friends and family to have sad thoughts, and if the colonist is unlikely to survive (such as low temperatures) there will be a more severe penalty. Colonists who survive may eventually make their way back to your colony, or return as part of an enemy raid or friendly caravan.&lt;br /&gt;
&lt;br /&gt;
In the 'Gear' tab you can swap gear by dragging and dropping gear onto different colonists, or to and from the caravan inventory.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Caravan gear and inventory from world view.png|Gear &amp;amp; Inventory&lt;br /&gt;
File:Caravan mass carried.png|Mass carried&lt;br /&gt;
File:Caravan needs.png|Status&lt;br /&gt;
File:Caravan health.png|Health&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once you arrive to the destination, just click the Trade icon to start negotiations.&lt;br /&gt;
[[File:Trade icon.png]]&lt;br /&gt;
&lt;br /&gt;
=== Route planner ===&lt;br /&gt;
[[File:Caravan_planner.png|600px|thumb|rifht|Caravan planner having planned a route based a caravan's speed.]]&lt;br /&gt;
&lt;br /&gt;
There is a route planner that allows you to roughly check the amount of time it takes to reach a destination, allowing you to plan ahead.&lt;br /&gt;
&lt;br /&gt;
When it is opened, you can drop various waypoints around the world map. The game will calculate the time it takes for a 1 tile/h caravan to travel through the planned route. You can also place the starting point on an existing caravan to determine the time taken for a journey based on that caravan's speed.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Returning home ===&lt;br /&gt;
&lt;br /&gt;
After you arrive back at your colony, you will notice two details must be addressed before continuing the game.&lt;br /&gt;
&lt;br /&gt;
* Pack animals may go straight to their animal bed or just wander around still with all your items inside their packing gear. If you happen to need something at the moment, you will have to make them drop it. You may want to restrict them to a roofed zone and wait for them to go there before doing this, so the dropped belongings won't deteriorate due to exposure, or you can wait until night when they are sleeping inside a room. Pack animals who have been trained for Obedience can be assigned to follow their master, who can be drafted to storage areas and wait until the animals follow him/her too to drop the items as well.&lt;br /&gt;
* Prisoners will still be carrying your caravan items too, even armor and weaponry (as odd as it may be). They will not unload their inventory after returning to base unless directed to through the gear tab, and will start to unload only after being recruited.&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;300px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Prisoners keep your caravan items too.png|'''Prisoners keep your caravan items'''&lt;br /&gt;
File:Caravan prisoner unloading inventory.png|'''Prisoner unloading inventory after recruitment'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Long distance journeys ===&lt;br /&gt;
&lt;br /&gt;
Many basic technology options prove to be very helpful for long distance travel. Make frequent use of [[Campfire]]s, [[Pemmican]], [[Passive cooler]]s and [[Crafting spot]]s to resupply your caravans and keep healthy on the road, instead of one large ride. Take advantage by building settlements whenever you run low on food or resources. Generated maps can have forageable food and animals to hunt or even tame into the convoy. Colonists will also need time off to relax and restore their joy.&lt;br /&gt;
&lt;br /&gt;
=== Multiple colonies and pitstops ===&lt;br /&gt;
&lt;br /&gt;
The game options let you choose how many colonies (up to 5) you can have active on the globe at once. Temporary maps from events do not count towards this limit. In order to build beyond the game menu limits, you must abandon an existing colony. &lt;br /&gt;
&lt;br /&gt;
Should you choose to make multiple settlements, it is not necessary to carry all your raw materials all the way from your home base to a new spot. Lighten the load by carrying valuables such as silver, gold, [[drugs]] and then trading them with your new neighbors, or if you settled close enough, use [[transport pod]]s to launch everything over.&lt;br /&gt;
&lt;br /&gt;
While traveling long distances consider bringing valuable items, then bartering for necessary supplies instead of bringing them.&lt;br /&gt;
&lt;br /&gt;
If you know certain resources will be scarce in your new map's biome, or if you want to save time mining, some resources can be [[Advanced_Endgame_Guide#Resource_compression|compressed]] -- that is, built into items with a lower mass than their raw materials.&lt;br /&gt;
&lt;br /&gt;
== Events ==&lt;br /&gt;
&lt;br /&gt;
Caravan events take place on the road, which means that neither side will be engaging with the benefit of a base. The action takes place in the open and the player must take advantage on terrain features to defend themselves. Those who survive will have a 24 hours window to perform vital needs such as doctoring, resting and feeding as well as re-packing. [[:File:Pirate fed to animal.png|Eliminated hostiles can be fed to your animals]].&lt;br /&gt;
&lt;br /&gt;
There are two different ways of re-packing: manually giving cargo animals the selected item to be carried or re-forming the caravan. The first alternative lets you make the most out of the area which may include mining, harvesting, and cooking, while the last option will instantly leave the place. Either way, before the countdown timer ends, all items must be put to be carried or they will be '''lost''' once the time runs out.&lt;br /&gt;
&lt;br /&gt;
=== Visibility ===&lt;br /&gt;
{{Stub|section=1|reason=Needs actual equation defining visibility based on total body size}}&lt;br /&gt;
Visibility is how easy your Caravan is to notice. It multiplies the chance that your caravan will be waylaid by enemies. Visibility does not affect your ability to find things you want. Visibility is based on the total body size of all people and animals in the caravan. The default visibility for 1 person in a caravan is 20%, it does not scale linearly for additional people, as two people is 36%. You can see the visibility in the upper right while forming a caravan.&lt;br /&gt;
&lt;br /&gt;
=== Ambush ===&lt;br /&gt;
Your caravan has been ambushed by an enemy faction. Colonists cannot exit the map until the attackers are defeated (killed, downed, or fled). If all are killed, the caravan is considered destroyed and will disappear along with any carried items.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Caravan ambushed right after leaving colony.png|1.- Red envelope alert zooms in to the battle tile.&lt;br /&gt;
File:Caravan ambushed by pirates.png|2.- You can see the incoming attackers from a distance.&lt;br /&gt;
File:Caravan ambushed in World view.png|3.- World view is a red dot.&lt;br /&gt;
File:Caravan ambushed victory.png|4.- Once victorious, you have 24 hours before the caravan automatically reforms to leave.&lt;br /&gt;
File:Capturing prisoners after ambush.png|5.- Make a tiny room enough to capture downed enemies with a sleeping spot each.&lt;br /&gt;
File:Prisoners brought to colony.png|Prisoners arrive to your colony, wandering around.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# The game notifies you that an ambush is taking place, prompting you to check on your caravan.&lt;br /&gt;
# Pause the game to survey the enemy and position yourself by taking cover behind terrain features.&lt;br /&gt;
# Check where it's happening. As it is, in this case, right next to the colony, it's possible to quickly send reinforcements. However, you cannot send the back-up caravan right into the battle, but must first move to an adjacent tile before joining your comrades.&lt;br /&gt;
# After an encounter ends, a 24-hour countdown begins so you can recover, pick up items, strip the dead/downed, and take care of any other need.&lt;br /&gt;
# To take prisoners, you should build the smallest room possible (remember you are on a countdown) which can just fit the same amount of sleeping spots for each downed enemy. Treat their wounds so they don't die while carrying them to your colony. Finally, reforming the caravan makes captives come with you (you will see them listed).&lt;br /&gt;
# Your prisoners are finally brought to your colony, but you see them wandering around (!!!). Don't worry as they won't attempt to escape. Your characters will proceed to unload their items. Eventually, wardens will come to pick them up and escort them to designated prison cells. Any incapacitated prisoners will remain downed and need to be carried.&lt;br /&gt;
&lt;br /&gt;
==== Manhunter Ambush ====&lt;br /&gt;
&lt;br /&gt;
Same as Ambush except with a manhunter pack. Manhunters won't attempt to flee, and colonists can't either.&lt;br /&gt;
&lt;br /&gt;
=== Demand ===&lt;br /&gt;
&lt;br /&gt;
Pirates approach your caravan and demand that you give them items and hand over members as slaves. If you don't they will proceed to assault the caravan.&lt;br /&gt;
&lt;br /&gt;
You can see the number of pirates when they are demanding you hand over items, as well as the items they are demanding.&lt;br /&gt;
&lt;br /&gt;
It's nearly always a better choice to fight back as pirates usually come in poor numbers.&lt;br /&gt;
&lt;br /&gt;
=== Encounter ===&lt;br /&gt;
Another friendly caravan crosses paths with you, opening an opportunity to trade. &lt;br /&gt;
&lt;br /&gt;
You can attack them if you wish, damaging relations. Your pawns may exit the map while engaging the caravan. Since you will be informed of their party composition but cannot clearly see who is in the caravan, you can decide if they're worth robbing.&lt;br /&gt;
&lt;br /&gt;
Sometimes when attacking them, they may decide to do a 'bloody exit', that is to exit as aggressively as possible.&lt;br /&gt;
&lt;br /&gt;
[[File:Caravan met peacefully.png|400px]]&lt;br /&gt;
&lt;br /&gt;
=== Reform caravan ===&lt;br /&gt;
You can only reform caravans if there are no hostile pawns on the map or they are all either downed or asleep.&lt;br /&gt;
&lt;br /&gt;
== Attacking other settlements ==&lt;br /&gt;
{{Rewrite|section=1|reason=Cleanup, potential size reduction, updating from A16 -&amp;gt; Present}}&lt;br /&gt;
{{Image wanted|section=1|reason=Shows bases from A16, they have significantly changed since.}}&lt;br /&gt;
You may raid other settlements on the world map, much like other factions do to your colony. To do this, all you need is to send a caravan to a site, and select the &amp;quot;Attack&amp;quot; interaction option. Attacking settlements gives you an opportunity to steal valuable goods such as [[glitterworld medicine]], [[luciferium]], [[component]]s, as well as weapons and armor.&lt;br /&gt;
&lt;br /&gt;
* See [[Offense_tactics|offense tactics]] for specific tips on how to assault outposts and bases.&lt;br /&gt;
&lt;br /&gt;
=== Walkthrough ===&lt;br /&gt;
: The below shows bases from the Alpha 16 version of the game.  Settlement defenders of later updates are ''significantly strengthened'' and are harder to defeat and are not scaled down by easier difficulty as other raids are.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Caravan raiding another settlement.png|1.- Moving towards target settlement for raid&lt;br /&gt;
File:Generating map for new encounter.png|2.- Generating map for new encounter&lt;br /&gt;
File:Attack begun.png|3.- Attack begun&lt;br /&gt;
File:Studying enemies.png|4.- Studying enemies&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
: 1) Right click to select destination gives approximate travel time and distance.&amp;lt;p&amp;gt;&lt;br /&gt;
: 2) Once your caravan arrives, the game generates a map with an enemy base.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 3) The &amp;quot;Attack begun&amp;quot; blue envelope opens a message which allows you to see the targeted area.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 4) You can click on individual enemy members to see their character skills, gear, and health. Use this to prioritize your targets.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Enemy base layout.png|5.- Enemy base layout&lt;br /&gt;
File:Enemy base zoomed out.png|6.- Enemy base zoomed out&lt;br /&gt;
File:Enemy positioning and loot.png|7.- Enemy positioning and loot&lt;br /&gt;
File:Stampede 1.png|8.- First stampede&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
: 5) Base layout, nothing tricky.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 6) Terrain around enemy base is very simple, nothing too complicated.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 7) Approaching from the front will make enemies line up facing you right away automatically.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 8) [[Offense_tactics#Stampede|Stampede]] offense tactic to weaken their defenses. Train your offensive animals to be capable of &amp;quot;Release&amp;quot;, leaving pack animals behind&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Stampede casualty.png|9.- Stampede casualty&lt;br /&gt;
File:Using their base as your own.png|10.- Using their base as your own&lt;br /&gt;
File:Outpost destroyed 24h countdown.png|11.- Outpost destroyed, 24h countdown before leaving&lt;br /&gt;
File:Resting at enemy base.png|12.- Resting at enemy base&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
: 9) Stampede casualty with animal wounds.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 10) Tactics split and kite allows you to enter their base and use choke points, with friendly fire safety ensured. Melee with ranged shooting on his/her shoulder.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 11) After 8 of 11 enemies were killed, the remaining 3 start to flee and the game considers the outpost destroyed, and a 24-hour countdown timer begins for treating your wounded, looting and resting. You don't need to destroy the base once captured, just claim their doors and they will open as if they were yours from the beginning.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 12) Since they had three rooms, one can be used as an infirmary and another as a prison to handle your prisoners.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Looting.png|13.- Looting&lt;br /&gt;
File:Caravan back to home.png|14.- Caravan back to home&lt;br /&gt;
File:Unloading inventory.png|15.- Unloading inventory&lt;br /&gt;
File:Work tab order shift.png|16.- Work tab order shift&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
: 13) You can strip all your killed or downed enemies to take their weapons and armor. Be careful with the tainted apparel mood penalty if you took them off the dead, though.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 14) Once those 24 hours had passed, the game automatically kicks you back to the world map at which point you can return home and/or visit friendly outposts as well. If you want you can also choose 'Reform Caravan' which allows you to choose what you want to bring, and leave early.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 15) Once you arrive back home, characters will start unloading their inventory and sorting items properly.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 16) The work tab order will shift to a different sequence than the original before leaving. May be a problem, or not.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Changed caravan reform to be allowed with sleeping hostiles on site.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Volatile depressive</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Caravan&amp;diff=132840</id>
		<title>Caravan</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Caravan&amp;diff=132840"/>
		<updated>2023-04-04T19:33:07Z</updated>

		<summary type="html">&lt;p&gt;Volatile depressive: /* Carried mass ratio */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
{{Stub|reason=Bedroll mechanics inc. rest efficiency, couples, etc}}&lt;br /&gt;
{{For|caravans visiting you from other factions|Trader}}&lt;br /&gt;
&lt;br /&gt;
'''Caravans''' are a group of one or more colonists who gather together for different purposes and leave the current map tile. Goods can be carried by animals, colonists, or prisoners to facilitate trading on your own schedule; a caravan can also act as a raid squad to attack other establishments. Each caravan is represented on the [[Menus#World|world map]] by a yellow icon. Double-clicking a caravan will select all caravans on the screen, allowing them all to be ordered to a single destination.&lt;br /&gt;
&lt;br /&gt;
Sending caravans out from your home, instead of just waiting for other tribes to come to you, creates trade opportunities at your pace, rather than wait for random traders to show at your location. It also provides a wider selection of goods since friendly outposts have much more inventory than the limited selection traders (who are restricted by carrying capacity) show up with. Also, you get a 2% price bonus for direct trading. It also avoids the cost for requesting traders at the [[comms console]].&lt;br /&gt;
&lt;br /&gt;
== Creation ==&lt;br /&gt;
&lt;br /&gt;
[[File:Form caravan icon.png|right]]&lt;br /&gt;
&lt;br /&gt;
In the World map, select the colony icon and click &amp;lt;tt&amp;gt;'Form caravan'&amp;lt;/tt&amp;gt;.  A dialog is shown to assign pawns, animals, and items.  You can create multiple caravans.&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;p&amp;gt;'''''Caution:''''' Clicking &amp;lt;tt&amp;gt;'Abandon'&amp;lt;/tt&amp;gt; on an unoccupied colony will not prompt for any confirmation before making it an [[:File:Abandoned faction base.png|inaccessible ruins and lost forever]].&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== People and Animals ===&lt;br /&gt;
Choose the colonists who will take part in the convoy, any [[pack animal]]s that will carry the items for sale, any prisoners you want to transport, or if you have [[Biotech]], any [[Mechanoid]] your Mechanitor possess. At least one colonist must be chosen. Make sure to select those whose health are in optimal conditions, as wounded and/or sick colonists slow the caravan down.&lt;br /&gt;
&lt;br /&gt;
There are three different arrangements when forming caravans:&lt;br /&gt;
* A caravan ''without'' pack animals forms up the quickest, as colonists only need to pack items on their backs and will leave without further delay.&lt;br /&gt;
* A caravan ''with'' pack animals suffers a loading phase where colonists must load the pack animals. This can take a long time if there are lots of items to pack and/or you don't have many haulers available.&lt;br /&gt;
* A caravans already traveling in the World Map will reform instantly and not require a hauling phase, regardless of any pack animals.&lt;br /&gt;
&lt;br /&gt;
Incapacitated pawns cannot be chosen to be part of the caravan initiation process, but once your caravan is traveling you can pick up incapacitated people to come with you. They will slow down your caravan by a lot, so be warned.&lt;br /&gt;
&lt;br /&gt;
The caravan will take the name of the best negotiator in the caravan.&lt;br /&gt;
&lt;br /&gt;
Mechanoids{{BiotechIcon}} inside a caravan without their overseer Mechanitor cannot be commanded to do anything when drafted as there is no signal for them to move or command to move towards, but can still be brought over as a caravan as long as the Mechanitor in question still has enough bandwidth to maintain their control in anywhere.&lt;br /&gt;
&lt;br /&gt;
[[File:Caravan party.png|300px]]&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
Use the Items tab to select supplies.  Only items located in your Stockpiles or Home Area are shown while initially packing; when reforming the caravan you can select any item on the map.&lt;br /&gt;
&lt;br /&gt;
The carrying capacity of humans and [[Pack animal|pack animals]] in a caravan is separate from their [[Carrying Capacity]] for hauling, and is given by their Body Size multiplied by 35. For humans, this includes the clothing, gear, and inventory that they already have.&lt;br /&gt;
&lt;br /&gt;
Caravan carrying capacity:&lt;br /&gt;
* [[Human]]: {{#expr:35*{{Q|Human|Body Size}} round 0}} kg&lt;br /&gt;
* [[Elephant]]: {{#expr:35*{{Q|Elephant|Body Size}} round 0}} kg&lt;br /&gt;
* [[Bison]]: {{#expr:35*{{Q|Bison|Body Size}} round 0}} kg&lt;br /&gt;
* [[Muffalo]]: {{#expr:35*{{Q|Muffalo|Body Size}} round 0}} kg&lt;br /&gt;
* [[Horse]]: {{#expr:35*{{Q|Horse|Body Size}} round 0}} kg&lt;br /&gt;
* [[Dromedary]]: {{#expr:35*{{Q|Dromedary|Body Size}} round 0}} kg&lt;br /&gt;
* [[Yak]]: {{#expr:35*{{Q|Yak|Body Size}} round 0}} kg&lt;br /&gt;
* [[Donkey]]: {{#expr:35*{{Q|Donkey|Body Size}} round 0}} kg&lt;br /&gt;
* [[Alpaca]]: {{#expr:35*{{Q|Alpaca|Body Size}} round 0}} kg&lt;br /&gt;
&lt;br /&gt;
Baby or juvenile animals have a reduced carrying capacity.&lt;br /&gt;
&lt;br /&gt;
If the colonist or animal is already carrying something (such as clothes worn), they will appear to have a reduced carry weight.&lt;br /&gt;
&lt;br /&gt;
The combined carrying capacity and mass of selected items is listed at the top. Buttons are used to select items/amounts. A double arrow [&amp;gt;&amp;gt;] will take the full quantity of an item. The arrow [&amp;gt;M] indicates you cannot carry the full quantity, but it will automatically take the maximum amount. When over capacity, the arrow [M&amp;lt;] will return some or all of those items so that the mass total does not exceed the caravan's carrying capacity.&lt;br /&gt;
&lt;br /&gt;
Modifier keys can be used to change the [&amp;gt;] arrow from +1 to adding more as follows:&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Key|CTRL}}: +10 &amp;lt;br/&amp;gt;{{Key|SHIFT}}: +100 &amp;lt;br/&amp;gt;{{Key|CTRL}}+{{Key|SHIFT}}: +1000. &amp;lt;br/&amp;gt;These keys work similarly for the [&amp;lt;] arrow to subtract.&lt;br /&gt;
&lt;br /&gt;
If a caravan member dies in the close-up view, they will drop their items which must be picked up. If they die on the global map (such as from blood loss), their gear will be lost. If all party members die, the entire caravan disappears and everything is lost.&lt;br /&gt;
&lt;br /&gt;
[[File:Caravan inventory.png|300px]]&lt;br /&gt;
&lt;br /&gt;
==== Food ====&lt;br /&gt;
&lt;br /&gt;
Caravans will feed as needed during the journey, so long as there's enough within the supply. Colonists who are part of a caravan will automatically forage for food while on the way, the speed of which depends on the environment and the colonist's growing skill.&lt;br /&gt;
&lt;br /&gt;
It's vital to bring sufficient food for the journey. If you're bringing pack animals the caravan may be slower so bring more food to compensate.&lt;br /&gt;
&lt;br /&gt;
Food spoils without refrigeration so careful selection is needed:&lt;br /&gt;
&lt;br /&gt;
* [[Simple meal]]s will suffice for short journeys (&amp;lt;2.4 days).&lt;br /&gt;
* [[Berries]] are good for mid-length journeys, despite being less weight-efficient. (&amp;lt;7 days).&lt;br /&gt;
* [[Pemmican]] will be needed for long-distance travel (up to 75 days).&lt;br /&gt;
* [[Packaged survival meal]]s will be necessary for extremely long journeys (&amp;gt;75 days).&lt;br /&gt;
&lt;br /&gt;
Supplies that expire soonest will be consumed first.&lt;br /&gt;
&lt;br /&gt;
While traveling, world map events may trigger such as [[manhunter pack]]s, raids, or other traders crossing paths, which can generate mini-maps. After threats have been eliminated, it's possible to scavenge a bit of food and herbal medicine before the map closes down. It is likely that you will have some items scattered in the mini-map; these must be picked up or chosen to take with your reformed caravan or they'll be lost forever.&lt;br /&gt;
&lt;br /&gt;
=== Formation process ===&lt;br /&gt;
&lt;br /&gt;
Once the order to form the caravan is given, colonists and animals will gather around a [[caravan hitching spot]] or a random place within your home area and wait for all members to assemble.&lt;br /&gt;
&lt;br /&gt;
It's recommended to put the caravan hitching spot inside your warehouse to reduce loading time.&lt;br /&gt;
&lt;br /&gt;
After assembly, they will gather any needed supplies, putting them on pack animals if available. When they finish, they will head out to the map edges and wait for the other members to arrive, then exit the colony map and enter the world map.&lt;br /&gt;
&lt;br /&gt;
Haulers not part of the caravan will also help in gathering the supplies.&lt;br /&gt;
&lt;br /&gt;
[[File:Caravan loading.png|500px|thumb|none|Notice the loading process as colonist start to take items towards the animals of burden.]]&lt;br /&gt;
&lt;br /&gt;
Colonists will ignore any needs during the formation, except food (once they're starving they'll take a break to eat if food is available). Should they feel exhausted during the process, they won't rest in their bedrooms but collapse near the caravan hitching spot.&lt;br /&gt;
&lt;br /&gt;
They will also override the 'Forbid' command, taking forbidden items. If there is less of an item than ordered (e.g. meals which other colonists ate during the process), members will take what they can and then carry on without stopping.&lt;br /&gt;
&lt;br /&gt;
A pawn can be temporarily interrupted by manually assigning them to do another task. They will resume caravan loading once the task is complete.&lt;br /&gt;
&lt;br /&gt;
Any mental break of its members will pause the process until that member recovers. Downing or killing that member will interrupt the process, causing it to be cancelled.&lt;br /&gt;
&lt;br /&gt;
[[File:The caravan formation process will continue when everyone recovers from a mental break.png|500px|thumb|none|Ufff...]]&lt;br /&gt;
&lt;br /&gt;
If the formation was successful, the character roster on top of the screen will split, showing those who stayed at home and those who left with the caravan by greying them on a different &amp;quot;box&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:Colonist roster of those at home and at caravan.png|500px]]&lt;br /&gt;
&lt;br /&gt;
=== Caravan route &amp;amp; pathing ===&lt;br /&gt;
&lt;br /&gt;
The 'Choose Route' button allows you to decide destinations for your colonists' caravan. Once a path is chosen, colonists will choose an exit direction that can best reduce travel time.&lt;br /&gt;
&lt;br /&gt;
Once items have been loaded, party members will proceed separate ways according to their own classifications made by the player.&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;300px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Caravan pathing.png| '''Caravan clear division between colonist path and muffalos' path.'''&lt;br /&gt;
File:Caravan pathing 2.png| '''The apparent reason behind the animal area drawn is to prevent them from eating your plantations.'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Tricks ===&lt;br /&gt;
* If a caravan includes a lot of animals and/or items, the process of gathering those can be ''very'' time consuming - starting a larger caravan at 0400, it's not unusual to leave (well) after 1200, 8+ hours of &amp;quot;Forming Caravan&amp;quot;.   To reduce this time, you can add additional pawns to the Caravan roster, dedicating them to the loading process, either when you create the Caravan or after (by selecting a pawn and clicking &amp;quot;Add to Caravan&amp;quot;).  You can remove them later the same way. You can even create the caravan with one set of pawns, add others, and remove the original set; this is handy to start the process as soon as possible if your desired travelers are busy early in the morning, or you just want them to get as much sleep as possible before the journey.&lt;br /&gt;
:* Once everything is gathered, colonists will lead all the animals to the edge of the map and then wait for everyone to get there, then disappear off to the World Map (with a small note to that effect in the top-left of the screen).  If you remove colonists from the caravan ''before'' leaving, their animals are released to wander and must be re-gathered by the (fewer) remaining caravaners, which might take another hour or more. It may be a good idea to let ''everyone'' keep their animals and leave the map together, then ''immediately'' pause the game and jump to the World Map, select the caravan and click &amp;quot;Split Caravan&amp;quot;, sending whichever colonists you wish instantly right back to the base map while the main body continues on. Be sure the &amp;quot;lift&amp;quot; ability of the remaining pawns is enough to carry all the intended items.&lt;br /&gt;
&lt;br /&gt;
* Sometimes you start forming a caravan late in the day, or realize you won't make the 2200 cut-off for traveling that day.  If you wait until ''after'' 2200 (when domestic animals sleep), you can create un-owned [[animal sleeping spot]]s around the [[caravan hitching spot]], un-form the caravan, and the (still-packed) animals will bed down there for the night. If you then start early the next morning (''well'' before they start to wake around 0600), they are all still right there and easy to round up when you re-create the caravan. There may be some unpacking/repacking of items, but your colonists won't have to chase the same animals all over the map again.&lt;br /&gt;
&lt;br /&gt;
* The act of gathering supplies allows a colonist to carry huge stacks of lightweight materials like cloth or food. This can be exploited to perform ''Super Hauling'' by having a colonist pick up all the goods on the map, drafting them into the storage room, and cancelling the caravan to unload. They will have hauled a massive number of supplies in one trip.&lt;br /&gt;
&lt;br /&gt;
== Traveling ==&lt;br /&gt;
Once your caravan enters the world map, you can give it orders.&lt;br /&gt;
&lt;br /&gt;
A caravan can:&lt;br /&gt;
* Move - Right-click to select destination. A line indicates the optimal route (accounting for terrain speed and elevation changes).&lt;br /&gt;
* Settle - Click Settle to create a new colony.&lt;br /&gt;
** You may not settle a new colony when already at maximum. The default maximum is one. This can increased to up to five in Menu - Options. &lt;br /&gt;
** Settling directly adjacent to your own colony or any other settlement is not allowed.&lt;br /&gt;
* Enter back into the colony - Right-click the colony.&lt;br /&gt;
* Split - Click the Split button. Each caravan must consist of at least one colonist.&lt;br /&gt;
* Merge - Select two or more caravans in the same tile (by dragging a square zone) and click Merge to form a single caravan.&lt;br /&gt;
* Trade - When a caravan has reached a friendly faction outpost, click the trade button to open the trade dialog window. &lt;br /&gt;
* Attack - A caravan can attack any faction outpost, regardless of relations status, though attacking will worsen relations.&lt;br /&gt;
* Offer gifts - If your relations with a faction are not high enough to trade, you can offer them gifts in an attempt to improve relations.&lt;br /&gt;
&lt;br /&gt;
[[File:Caravan optimal route.png|300px]]&lt;br /&gt;
&lt;br /&gt;
=== Status box ===&lt;br /&gt;
&lt;br /&gt;
Several items are displayed in the status box.&lt;br /&gt;
&lt;br /&gt;
#Movement status:&lt;br /&gt;
#* Traveling - moving to destination.&lt;br /&gt;
#* Resting - caravan automatically stops between hours 22 and 6 to sleep.&lt;br /&gt;
#* Waiting - no destination selected.&lt;br /&gt;
#* Stopped - stopped moving with reason given.&lt;br /&gt;
#Estimated time to destination - time to destination based on the current tile movement time.&lt;br /&gt;
#Days of food - compare this to 'estimated time to destination' to determine if your caravan has enough food for the journey.&lt;br /&gt;
#Base movement time: Movement speed based on the average speed of all the pawns in the caravan.&lt;br /&gt;
#Current tile movement time: Current movement speed based on the terrain, biome, weather (only affected during autumn-winter) or roads. (See table on this page for details.)&lt;br /&gt;
#Stealthiness: How stealthy your caravan is. Stealthier caravans are less prone to being ambushed.&lt;br /&gt;
&lt;br /&gt;
A caravan may stop for various reasons, such as when;&lt;br /&gt;
*Between hours 22 and 6 while the members sleep and rest.&lt;br /&gt;
**They still continue to rest even if all members are fully rested.&lt;br /&gt;
**Colonists who had been assigned to the night shift in the Restrict tab will still follow this schedule.&lt;br /&gt;
*All colonists are downed or having a minor/major mental break.&lt;br /&gt;
*Any member is having an extreme mental break.&lt;br /&gt;
**Nobody will be harmed even if the colonist is going berserk.&lt;br /&gt;
**Minor or major mental breaks won't stop the caravan as long as at least one person is still functional. If a colonist is in the midst of a mental break when you settle or get ambushed, they will still be having it when they appear on the map.&lt;br /&gt;
*The player manually pauses the caravan.&lt;br /&gt;
**While paused caravans forage faster, members can socialize and the caravan is less likely to be attacked.&lt;br /&gt;
&lt;br /&gt;
=== Sustenance ===&lt;br /&gt;
Pawns traveling in a caravan will eat automatically when necessary. Grazing animals, when hungry in a place with grazable plants, will instantly have their hunger bar refilled without any cost. If not, they will proceed to eat food carried in the caravan. Pawns will prioritize food that spoils earlier.&lt;br /&gt;
&lt;br /&gt;
If a colonist has an injury or disease that requires tending, doctors will tend to them as necessary, using medicine if available to them. If self-tend is on they will also tend to themselves.&lt;br /&gt;
&lt;br /&gt;
If you bring [[Beer]], [[Chocolate]], or [[Insect jelly]] along with you, colonists may consume them during their journey. The mood bonus they provide can help keep colonists sane when away from the colony for long stretches of time.&lt;br /&gt;
==== Foraging ====&lt;br /&gt;
{{rewrite|section=1|reason=Cleanup, verification, integration with [[Foraged Food Amount]]}}&lt;br /&gt;
From Beta 19 onwards, every colonist in a caravan can forage for food.&lt;br /&gt;
&lt;br /&gt;
Each colonist can forage 0.09 nutrition per day per level of [[Skills#Plants|Plants]] at a baseline, i.e. in temperate forests or swamps. Given that each colonist consumes 1.6 nutrition per day, this means that a level 9 Plants colonist can break even with food consumption when the caravan is resting, and a level 18 Plants colonist can constantly forage more than he eats while traveling.&lt;br /&gt;
&lt;br /&gt;
Foraging is affected by manipulation (50% importance, 100% max) or sight (90% importance), so giving caravanners [[bionic eye]]s or [[archotech eye]]s can help increase forage and hence let your food stocks last longer.&lt;br /&gt;
&lt;br /&gt;
In addition, having a tribal start grants a 170% multiplier to foraging, as shown by a &amp;quot;Faction Type: 170%&amp;quot; line in the tooltip. This means that in temperate forests or swamps, a level 6 Plants colonist will break even with food consumption when the caravan is resting, and a level 11 Plants colonist can constantly forge more than he eats while traveling. If Tribal colonists with good Plants skills have enough meals or other food to eat during a trip through terrain with good forage, they may return with a nontrivial quantity of berries.&lt;br /&gt;
&lt;br /&gt;
==== Energy ====&lt;br /&gt;
{{Biotech|No Category}}&lt;br /&gt;
When on the world map, [[mechanoid creation|friendly mechanoids]] consume no power. However, if a mechanoid does run out of power during the caravan, such as during an ambush, it will go under a permanent Dormant Self-charge state until someone brings it to a nearby mech recharger.&lt;br /&gt;
&lt;br /&gt;
=== Recreation ===&lt;br /&gt;
Colonists on caravan gain [[recreation]] while stopped at a rate of 10% per hour, of the Solitary type if they are alone, or a mix of Solitary and Social if two or more colonists are on the same caravan. Tolerance is gained at an equivalent rate to Extremely Low Expectations, regardless of the expectations at the colony or the amount of wealth taken on the caravan.&lt;br /&gt;
&lt;br /&gt;
=== Psyfocus ===&lt;br /&gt;
{{Royalty|No category}}&lt;br /&gt;
Pawns in a caravan will also regenerate [[psyfocus]] while remaining stationary or waiting.{{Check Tag|Rate?|How much psyfocus per hour? Add to both Psycasts and Caravan}} This however, does not apply when the caravan is resting due to sleep. This allows for usage of psycasts even while on long caravan journeys, provided some time is taken off to recharge.&lt;br /&gt;
&lt;br /&gt;
=== Movement speed ===&lt;br /&gt;
{{Stub|section=1|reason=This section and its subsidiaries are rough outline only - it needs verification, expansion and clean up. Additionally: confirm [[Genes#Never sleep|Never sleep gene]] allows 24/7 caravaning. If yes, confirm whether [[circadian half-cycler]] does the same.}}&lt;br /&gt;
All caravans start moving at 0600 and stop at 2200. It doesn't matter if every pawn is a [[night owl]] or scheduled to sleep during the day. If a newly formed caravan doesn't leave the colony map before 2200, it will enter the world map and stop until 0600 the next morning. Similarly, if they don't reach their destination tile by 2200, they will stop, even if they are moments from it.&lt;br /&gt;
&lt;br /&gt;
Caravan movement speed follows the following equation:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Caravan movement speed''' = (13.6 * Multiplier from Ridden Animals * Multiplier from Carried Mass)/Terrain movement difficulty&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Mounts ====&lt;br /&gt;
{{See also|Pack animals}}&lt;br /&gt;
{{Stub|section=1|reason=How do the inbetween ones work? If I have 1 at 1.6 and 1 at 1.3 do I get 1.45? Wb 1 at 1.6 and 10 without any mount? etc}}&lt;br /&gt;
Adding animals to a caravan may impose a multiplier on caravan speed based on the '''Caravan riding speed''' stat of the animal. The riding speed acts as a multiplier if there is one mount for every human pawn - for example, the caravan speed is multiplied by ×{{Q|Horse|Riding Speed}} if there is at least one [[horse]] for every human.&lt;br /&gt;
&lt;br /&gt;
You get the full multiplier if you have enough mounts for everybody. You get something in between if you don't bring enough or have a mix of speeds.&lt;br /&gt;
&lt;br /&gt;
{{#ask: [[Riding Speed::+]] &lt;br /&gt;
 | ?Riding Speed&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Carried mass ratio ====&lt;br /&gt;
Caravan speed also receives a multiplier based on the ratio of Mass Carrier/ Mass Capacity. This is between 200% speed for zero mass and 50% (?) for maximum mass.&lt;br /&gt;
&lt;br /&gt;
There is no distinction between carried and equipped mass - an equipped weapon weighs the same as it does when carried in a muffalo's inventory. However, some furniture like [[chair]]s have a lower mass than the materials they yield upon deconstruction.&lt;br /&gt;
&lt;br /&gt;
Caravan speed can be increased by adding more pack animals and thereby decreasing the Mass Carried/Capacity ratio. The speed multiplier will asymptotically approach 200%, thus number of pack animals used has diminishing returns.&lt;br /&gt;
&lt;br /&gt;
==== Terrain ====&lt;br /&gt;
{{Rewrite|reason=Missing biomes and existing ones, and the effect of temperature and/or winter need to be verified.}}&lt;br /&gt;
The game will automatically plot the fastest route to your selected destination, so you will rarely have to pick and choose specific terrain. &lt;br /&gt;
&lt;br /&gt;
The following table lists the movement difficulty of individual world tiles. Flat terrain is naturally the easiest to travel, hills and mountains are slower, and roads will speed it up though any terrain. Average temperatures under {{Temperature|-17.1}} will start to cause movement difficulty to increase. Winter penalty maxes out at +2 movement difficulty at {{Temperature|-22.5}}.&lt;br /&gt;
&lt;br /&gt;
Note that 1 movement difficulty roughly equates to 0.06 days or roughly 1.44 hours at base human movement speed.&lt;br /&gt;
{{#vardefine: color1 | 66FF33}}{{#vardefine: color2 | 55DD33}}&amp;lt;!--E3D933--&amp;gt;{{#vardefine: color3 | BBCC22}}{{#vardefine: color4 | EE9900}}&lt;br /&gt;
:{| {{STDT| wikitable sortable text-center}}&lt;br /&gt;
! Terrain !! Biome !! Flat !! Small Hills !! Large Hills !! Mountains&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color1}}&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; | '''Easy'''&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Temperate Forest    ||  1  || 1.5 || 2.5 || 4&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Desert              ||  1  || 1.5 || 2.5 || 4&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Extreme Desert      ||  1  || 1.5 || 2.5 || 4&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Tundra              ||  1  || 1.5 || 2.5 || 4&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Boreal Forest       ||  1  || 1.5 || 2.5 || 4&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Arid Shrubland      ||  1  || 1.5 || 2.5 || 4&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color2}}&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | '''Moderate'''&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Sea Ice             || 1.5 ||  -  ||  -  ||  -&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color2}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Ice Sheet           || 1.5 ||  2  ||  3  || 4.5 &lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color2}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Tropical Forest     ||  2  || 2.5 || 3.5 ||  5&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color4}}&amp;quot;&lt;br /&gt;
| '''Difficult'''&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Temperate Swamp     ||  4  ||  -  ||  -  ||  -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Tabs ===&lt;br /&gt;
The inspection pane has tabs to manage the caravan and view details.&lt;br /&gt;
&lt;br /&gt;
In the 'Gear' tab, by clicking the red X you can drop items and lose them forever. Dropping items may be necessary if the caravan becomes overburdened and unable to move. &lt;br /&gt;
&lt;br /&gt;
You can also abandon colonists and prisoners in the 'Social' tab. Items carried by a dismissed pawn will be lost. Abandoning a caravan member will cause their friends and family to have sad thoughts, and if the colonist is unlikely to survive (such as low temperatures) there will be a more severe penalty. Colonists who survive may eventually make their way back to your colony, or return as part of an enemy raid or friendly caravan.&lt;br /&gt;
&lt;br /&gt;
In the 'Gear' tab you can swap gear by dragging and dropping gear onto different colonists, or to and from the caravan inventory.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Caravan gear and inventory from world view.png|Gear &amp;amp; Inventory&lt;br /&gt;
File:Caravan mass carried.png|Mass carried&lt;br /&gt;
File:Caravan needs.png|Status&lt;br /&gt;
File:Caravan health.png|Health&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once you arrive to the destination, just click the Trade icon to start negotiations.&lt;br /&gt;
[[File:Trade icon.png]]&lt;br /&gt;
&lt;br /&gt;
=== Route planner ===&lt;br /&gt;
[[File:Caravan_planner.png|600px|thumb|rifht|Caravan planner having planned a route based a caravan's speed.]]&lt;br /&gt;
&lt;br /&gt;
There is a route planner that allows you to roughly check the amount of time it takes to reach a destination, allowing you to plan ahead.&lt;br /&gt;
&lt;br /&gt;
When it is opened, you can drop various waypoints around the world map. The game will calculate the time it takes for a 1 tile/h caravan to travel through the planned route. You can also place the starting point on an existing caravan to determine the time taken for a journey based on that caravan's speed.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Returning home ===&lt;br /&gt;
&lt;br /&gt;
After you arrive back at your colony, you will notice two details must be addressed before continuing the game.&lt;br /&gt;
&lt;br /&gt;
* Pack animals may go straight to their animal bed or just wander around still with all your items inside their packing gear. If you happen to need something at the moment, you will have to make them drop it. You may want to restrict them to a roofed zone and wait for them to go there before doing this, so the dropped belongings won't deteriorate due to exposure, or you can wait until night when they are sleeping inside a room. Pack animals who have been trained for Obedience can be assigned to follow their master, who can be drafted to storage areas and wait until the animals follow him/her too to drop the items as well.&lt;br /&gt;
* Prisoners will still be carrying your caravan items too, even armor and weaponry (as odd as it may be). They will not unload their inventory after returning to base unless directed to through the gear tab, and will start to unload only after being recruited.&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;300px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Prisoners keep your caravan items too.png|'''Prisoners keep your caravan items'''&lt;br /&gt;
File:Caravan prisoner unloading inventory.png|'''Prisoner unloading inventory after recruitment'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Long distance journeys ===&lt;br /&gt;
&lt;br /&gt;
Many basic technology options prove to be very helpful for long distance travel. Make frequent use of [[Campfire]]s, [[Pemmican]], [[Passive cooler]]s and [[Crafting spot]]s to resupply your caravans and keep healthy on the road, instead of one large ride. Take advantage by building settlements whenever you run low on food or resources. Generated maps can have forageable food and animals to hunt or even tame into the convoy. Colonists will also need time off to relax and restore their joy.&lt;br /&gt;
&lt;br /&gt;
=== Multiple colonies and pitstops ===&lt;br /&gt;
&lt;br /&gt;
The game options let you choose how many colonies (up to 5) you can have active on the globe at once. Temporary maps from events do not count towards this limit. In order to build beyond the game menu limits, you must abandon an existing colony. &lt;br /&gt;
&lt;br /&gt;
Should you choose to make multiple settlements, it is not necessary to carry all your raw materials all the way from your home base to a new spot. Lighten the load by carrying valuables such as silver, gold, [[drugs]] and then trading them with your new neighbors, or if you settled close enough, use [[transport pod]]s to launch everything over.&lt;br /&gt;
&lt;br /&gt;
While traveling long distances consider bringing valuable items, then bartering for necessary supplies instead of bringing them.&lt;br /&gt;
&lt;br /&gt;
If you know certain resources will be scarce in your new map's biome, or if you want to save time mining, some resources can be [[Advanced_Endgame_Guide#Resource_compression|compressed]] -- that is, built into items with a lower mass than their raw materials.&lt;br /&gt;
&lt;br /&gt;
== Events ==&lt;br /&gt;
&lt;br /&gt;
Caravan events take place on the road, which means that neither side will be engaging with the benefit of a base. The action takes place in the open and the player must take advantage on terrain features to defend themselves. Those who survive will have a 24 hours window to perform vital needs such as doctoring, resting and feeding as well as re-packing. [[:File:Pirate fed to animal.png|Eliminated hostiles can be fed to your animals]].&lt;br /&gt;
&lt;br /&gt;
There are two different ways of re-packing: manually giving cargo animals the selected item to be carried or re-forming the caravan. The first alternative lets you make the most out of the area which may include mining, harvesting, and cooking, while the last option will instantly leave the place. Either way, before the countdown timer ends, all items must be put to be carried or they will be '''lost''' once the time runs out.&lt;br /&gt;
&lt;br /&gt;
=== Visibility ===&lt;br /&gt;
{{Stub|section=1|reason=Needs actual equation defining visibility based on total body size}}&lt;br /&gt;
Visibility is how easy your Caravan is to notice. It multiplies the chance that your caravan will be waylaid by enemies. Visibility does not affect your ability to find things you want. Visibility is based on the total body size of all people and animals in the caravan. The default visibility for 1 person in a caravan is 20%, it does not scale linearly for additional people, as two people is 36%. You can see the visibility in the upper right while forming a caravan.&lt;br /&gt;
&lt;br /&gt;
=== Ambush ===&lt;br /&gt;
Your caravan has been ambushed by an enemy faction. Colonists cannot exit the map until the attackers are defeated (killed, downed, or fled). If all are killed, the caravan is considered destroyed and will disappear along with any carried items.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Caravan ambushed right after leaving colony.png|1.- Red envelope alert zooms in to the battle tile.&lt;br /&gt;
File:Caravan ambushed by pirates.png|2.- You can see the incoming attackers from a distance.&lt;br /&gt;
File:Caravan ambushed in World view.png|3.- World view is a red dot.&lt;br /&gt;
File:Caravan ambushed victory.png|4.- Once victorious, you have 24 hours before the caravan automatically reforms to leave.&lt;br /&gt;
File:Capturing prisoners after ambush.png|5.- Make a tiny room enough to capture downed enemies with a sleeping spot each.&lt;br /&gt;
File:Prisoners brought to colony.png|Prisoners arrive to your colony, wandering around.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# The game notifies you that an ambush is taking place, prompting you to check on your caravan.&lt;br /&gt;
# Pause the game to survey the enemy and position yourself by taking cover behind terrain features.&lt;br /&gt;
# Check where it's happening. As it is, in this case, right next to the colony, it's possible to quickly send reinforcements. However, you cannot send the back-up caravan right into the battle, but must first move to an adjacent tile before joining your comrades.&lt;br /&gt;
# After an encounter ends, a 24-hour countdown begins so you can recover, pick up items, strip the dead/downed, and take care of any other need.&lt;br /&gt;
# To take prisoners, you should build the smallest room possible (remember you are on a countdown) which can just fit the same amount of sleeping spots for each downed enemy. Treat their wounds so they don't die while carrying them to your colony. Finally, reforming the caravan makes captives come with you (you will see them listed).&lt;br /&gt;
# Your prisoners are finally brought to your colony, but you see them wandering around (!!!). Don't worry as they won't attempt to escape. Your characters will proceed to unload their items. Eventually, wardens will come to pick them up and escort them to designated prison cells. Any incapacitated prisoners will remain downed and need to be carried.&lt;br /&gt;
&lt;br /&gt;
==== Manhunter Ambush ====&lt;br /&gt;
&lt;br /&gt;
Same as Ambush except with a manhunter pack. Manhunters won't attempt to flee, and colonists can't either.&lt;br /&gt;
&lt;br /&gt;
=== Demand ===&lt;br /&gt;
&lt;br /&gt;
Pirates approach your caravan and demand that you give them items and hand over members as slaves. If you don't they will proceed to assault the caravan.&lt;br /&gt;
&lt;br /&gt;
You can see the number of pirates when they are demanding you hand over items, as well as the items they are demanding.&lt;br /&gt;
&lt;br /&gt;
It's nearly always a better choice to fight back as pirates usually come in poor numbers.&lt;br /&gt;
&lt;br /&gt;
=== Encounter ===&lt;br /&gt;
Another friendly caravan crosses paths with you, opening an opportunity to trade. &lt;br /&gt;
&lt;br /&gt;
You can attack them if you wish, damaging relations. Your pawns may exit the map while engaging the caravan. Since you will be informed of their party composition but cannot clearly see who is in the caravan, you can decide if they're worth robbing.&lt;br /&gt;
&lt;br /&gt;
Sometimes when attacking them, they may decide to do a 'bloody exit', that is to exit as aggressively as possible.&lt;br /&gt;
&lt;br /&gt;
[[File:Caravan met peacefully.png|400px]]&lt;br /&gt;
&lt;br /&gt;
=== Reform caravan ===&lt;br /&gt;
You can only reform caravans if there are no hostile pawns on the map or they are all either downed or asleep.&lt;br /&gt;
&lt;br /&gt;
== Attacking other settlements ==&lt;br /&gt;
{{Rewrite|section=1|reason=Cleanup, potential size reduction, updating from A16 -&amp;gt; Present}}&lt;br /&gt;
{{Image wanted|section=1|reason=Shows bases from A16, they have significantly changed since.}}&lt;br /&gt;
You may raid other settlements on the world map, much like other factions do to your colony. To do this, all you need is to send a caravan to a site, and select the &amp;quot;Attack&amp;quot; interaction option. Attacking settlements gives you an opportunity to steal valuable goods such as [[glitterworld medicine]], [[luciferium]], [[component]]s, as well as weapons and armor.&lt;br /&gt;
&lt;br /&gt;
* See [[Offense_tactics|offense tactics]] for specific tips on how to assault outposts and bases.&lt;br /&gt;
&lt;br /&gt;
=== Walkthrough ===&lt;br /&gt;
: The below shows bases from the Alpha 16 version of the game.  Settlement defenders of later updates are ''significantly strengthened'' and are harder to defeat and are not scaled down by easier difficulty as other raids are.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Caravan raiding another settlement.png|1.- Moving towards target settlement for raid&lt;br /&gt;
File:Generating map for new encounter.png|2.- Generating map for new encounter&lt;br /&gt;
File:Attack begun.png|3.- Attack begun&lt;br /&gt;
File:Studying enemies.png|4.- Studying enemies&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
: 1) Right click to select destination gives approximate travel time and distance.&amp;lt;p&amp;gt;&lt;br /&gt;
: 2) Once your caravan arrives, the game generates a map with an enemy base.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 3) The &amp;quot;Attack begun&amp;quot; blue envelope opens a message which allows you to see the targeted area.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 4) You can click on individual enemy members to see their character skills, gear, and health. Use this to prioritize your targets.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Enemy base layout.png|5.- Enemy base layout&lt;br /&gt;
File:Enemy base zoomed out.png|6.- Enemy base zoomed out&lt;br /&gt;
File:Enemy positioning and loot.png|7.- Enemy positioning and loot&lt;br /&gt;
File:Stampede 1.png|8.- First stampede&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
: 5) Base layout, nothing tricky.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 6) Terrain around enemy base is very simple, nothing too complicated.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 7) Approaching from the front will make enemies line up facing you right away automatically.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 8) [[Offense_tactics#Stampede|Stampede]] offense tactic to weaken their defenses. Train your offensive animals to be capable of &amp;quot;Release&amp;quot;, leaving pack animals behind&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Stampede casualty.png|9.- Stampede casualty&lt;br /&gt;
File:Using their base as your own.png|10.- Using their base as your own&lt;br /&gt;
File:Outpost destroyed 24h countdown.png|11.- Outpost destroyed, 24h countdown before leaving&lt;br /&gt;
File:Resting at enemy base.png|12.- Resting at enemy base&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
: 9) Stampede casualty with animal wounds.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 10) Tactics split and kite allows you to enter their base and use choke points, with friendly fire safety ensured. Melee with ranged shooting on his/her shoulder.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 11) After 8 of 11 enemies were killed, the remaining 3 start to flee and the game considers the outpost destroyed, and a 24-hour countdown timer begins for treating your wounded, looting and resting. You don't need to destroy the base once captured, just claim their doors and they will open as if they were yours from the beginning.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 12) Since they had three rooms, one can be used as an infirmary and another as a prison to handle your prisoners.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Looting.png|13.- Looting&lt;br /&gt;
File:Caravan back to home.png|14.- Caravan back to home&lt;br /&gt;
File:Unloading inventory.png|15.- Unloading inventory&lt;br /&gt;
File:Work tab order shift.png|16.- Work tab order shift&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
: 13) You can strip all your killed or downed enemies to take their weapons and armor. Be careful with the tainted apparel mood penalty if you took them off the dead, though.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 14) Once those 24 hours had passed, the game automatically kicks you back to the world map at which point you can return home and/or visit friendly outposts as well. If you want you can also choose 'Reform Caravan' which allows you to choose what you want to bring, and leave early.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 15) Once you arrive back home, characters will start unloading their inventory and sorting items properly.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 16) The work tab order will shift to a different sequence than the original before leaving. May be a problem, or not.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Changed caravan reform to be allowed with sleeping hostiles on site.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Volatile depressive</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Caravan&amp;diff=132839</id>
		<title>Caravan</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Caravan&amp;diff=132839"/>
		<updated>2023-04-04T19:28:54Z</updated>

		<summary type="html">&lt;p&gt;Volatile depressive: /* Mounts */  finished an incomplete sentence&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
{{Stub|reason=Bedroll mechanics inc. rest efficiency, couples, etc}}&lt;br /&gt;
{{For|caravans visiting you from other factions|Trader}}&lt;br /&gt;
&lt;br /&gt;
'''Caravans''' are a group of one or more colonists who gather together for different purposes and leave the current map tile. Goods can be carried by animals, colonists, or prisoners to facilitate trading on your own schedule; a caravan can also act as a raid squad to attack other establishments. Each caravan is represented on the [[Menus#World|world map]] by a yellow icon. Double-clicking a caravan will select all caravans on the screen, allowing them all to be ordered to a single destination.&lt;br /&gt;
&lt;br /&gt;
Sending caravans out from your home, instead of just waiting for other tribes to come to you, creates trade opportunities at your pace, rather than wait for random traders to show at your location. It also provides a wider selection of goods since friendly outposts have much more inventory than the limited selection traders (who are restricted by carrying capacity) show up with. Also, you get a 2% price bonus for direct trading. It also avoids the cost for requesting traders at the [[comms console]].&lt;br /&gt;
&lt;br /&gt;
== Creation ==&lt;br /&gt;
&lt;br /&gt;
[[File:Form caravan icon.png|right]]&lt;br /&gt;
&lt;br /&gt;
In the World map, select the colony icon and click &amp;lt;tt&amp;gt;'Form caravan'&amp;lt;/tt&amp;gt;.  A dialog is shown to assign pawns, animals, and items.  You can create multiple caravans.&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;p&amp;gt;'''''Caution:''''' Clicking &amp;lt;tt&amp;gt;'Abandon'&amp;lt;/tt&amp;gt; on an unoccupied colony will not prompt for any confirmation before making it an [[:File:Abandoned faction base.png|inaccessible ruins and lost forever]].&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== People and Animals ===&lt;br /&gt;
Choose the colonists who will take part in the convoy, any [[pack animal]]s that will carry the items for sale, any prisoners you want to transport, or if you have [[Biotech]], any [[Mechanoid]] your Mechanitor possess. At least one colonist must be chosen. Make sure to select those whose health are in optimal conditions, as wounded and/or sick colonists slow the caravan down.&lt;br /&gt;
&lt;br /&gt;
There are three different arrangements when forming caravans:&lt;br /&gt;
* A caravan ''without'' pack animals forms up the quickest, as colonists only need to pack items on their backs and will leave without further delay.&lt;br /&gt;
* A caravan ''with'' pack animals suffers a loading phase where colonists must load the pack animals. This can take a long time if there are lots of items to pack and/or you don't have many haulers available.&lt;br /&gt;
* A caravans already traveling in the World Map will reform instantly and not require a hauling phase, regardless of any pack animals.&lt;br /&gt;
&lt;br /&gt;
Incapacitated pawns cannot be chosen to be part of the caravan initiation process, but once your caravan is traveling you can pick up incapacitated people to come with you. They will slow down your caravan by a lot, so be warned.&lt;br /&gt;
&lt;br /&gt;
The caravan will take the name of the best negotiator in the caravan.&lt;br /&gt;
&lt;br /&gt;
Mechanoids{{BiotechIcon}} inside a caravan without their overseer Mechanitor cannot be commanded to do anything when drafted as there is no signal for them to move or command to move towards, but can still be brought over as a caravan as long as the Mechanitor in question still has enough bandwidth to maintain their control in anywhere.&lt;br /&gt;
&lt;br /&gt;
[[File:Caravan party.png|300px]]&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
Use the Items tab to select supplies.  Only items located in your Stockpiles or Home Area are shown while initially packing; when reforming the caravan you can select any item on the map.&lt;br /&gt;
&lt;br /&gt;
The carrying capacity of humans and [[Pack animal|pack animals]] in a caravan is separate from their [[Carrying Capacity]] for hauling, and is given by their Body Size multiplied by 35. For humans, this includes the clothing, gear, and inventory that they already have.&lt;br /&gt;
&lt;br /&gt;
Caravan carrying capacity:&lt;br /&gt;
* [[Human]]: {{#expr:35*{{Q|Human|Body Size}} round 0}} kg&lt;br /&gt;
* [[Elephant]]: {{#expr:35*{{Q|Elephant|Body Size}} round 0}} kg&lt;br /&gt;
* [[Bison]]: {{#expr:35*{{Q|Bison|Body Size}} round 0}} kg&lt;br /&gt;
* [[Muffalo]]: {{#expr:35*{{Q|Muffalo|Body Size}} round 0}} kg&lt;br /&gt;
* [[Horse]]: {{#expr:35*{{Q|Horse|Body Size}} round 0}} kg&lt;br /&gt;
* [[Dromedary]]: {{#expr:35*{{Q|Dromedary|Body Size}} round 0}} kg&lt;br /&gt;
* [[Yak]]: {{#expr:35*{{Q|Yak|Body Size}} round 0}} kg&lt;br /&gt;
* [[Donkey]]: {{#expr:35*{{Q|Donkey|Body Size}} round 0}} kg&lt;br /&gt;
* [[Alpaca]]: {{#expr:35*{{Q|Alpaca|Body Size}} round 0}} kg&lt;br /&gt;
&lt;br /&gt;
Baby or juvenile animals have a reduced carrying capacity.&lt;br /&gt;
&lt;br /&gt;
If the colonist or animal is already carrying something (such as clothes worn), they will appear to have a reduced carry weight.&lt;br /&gt;
&lt;br /&gt;
The combined carrying capacity and mass of selected items is listed at the top. Buttons are used to select items/amounts. A double arrow [&amp;gt;&amp;gt;] will take the full quantity of an item. The arrow [&amp;gt;M] indicates you cannot carry the full quantity, but it will automatically take the maximum amount. When over capacity, the arrow [M&amp;lt;] will return some or all of those items so that the mass total does not exceed the caravan's carrying capacity.&lt;br /&gt;
&lt;br /&gt;
Modifier keys can be used to change the [&amp;gt;] arrow from +1 to adding more as follows:&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Key|CTRL}}: +10 &amp;lt;br/&amp;gt;{{Key|SHIFT}}: +100 &amp;lt;br/&amp;gt;{{Key|CTRL}}+{{Key|SHIFT}}: +1000. &amp;lt;br/&amp;gt;These keys work similarly for the [&amp;lt;] arrow to subtract.&lt;br /&gt;
&lt;br /&gt;
If a caravan member dies in the close-up view, they will drop their items which must be picked up. If they die on the global map (such as from blood loss), their gear will be lost. If all party members die, the entire caravan disappears and everything is lost.&lt;br /&gt;
&lt;br /&gt;
[[File:Caravan inventory.png|300px]]&lt;br /&gt;
&lt;br /&gt;
==== Food ====&lt;br /&gt;
&lt;br /&gt;
Caravans will feed as needed during the journey, so long as there's enough within the supply. Colonists who are part of a caravan will automatically forage for food while on the way, the speed of which depends on the environment and the colonist's growing skill.&lt;br /&gt;
&lt;br /&gt;
It's vital to bring sufficient food for the journey. If you're bringing pack animals the caravan may be slower so bring more food to compensate.&lt;br /&gt;
&lt;br /&gt;
Food spoils without refrigeration so careful selection is needed:&lt;br /&gt;
&lt;br /&gt;
* [[Simple meal]]s will suffice for short journeys (&amp;lt;2.4 days).&lt;br /&gt;
* [[Berries]] are good for mid-length journeys, despite being less weight-efficient. (&amp;lt;7 days).&lt;br /&gt;
* [[Pemmican]] will be needed for long-distance travel (up to 75 days).&lt;br /&gt;
* [[Packaged survival meal]]s will be necessary for extremely long journeys (&amp;gt;75 days).&lt;br /&gt;
&lt;br /&gt;
Supplies that expire soonest will be consumed first.&lt;br /&gt;
&lt;br /&gt;
While traveling, world map events may trigger such as [[manhunter pack]]s, raids, or other traders crossing paths, which can generate mini-maps. After threats have been eliminated, it's possible to scavenge a bit of food and herbal medicine before the map closes down. It is likely that you will have some items scattered in the mini-map; these must be picked up or chosen to take with your reformed caravan or they'll be lost forever.&lt;br /&gt;
&lt;br /&gt;
=== Formation process ===&lt;br /&gt;
&lt;br /&gt;
Once the order to form the caravan is given, colonists and animals will gather around a [[caravan hitching spot]] or a random place within your home area and wait for all members to assemble.&lt;br /&gt;
&lt;br /&gt;
It's recommended to put the caravan hitching spot inside your warehouse to reduce loading time.&lt;br /&gt;
&lt;br /&gt;
After assembly, they will gather any needed supplies, putting them on pack animals if available. When they finish, they will head out to the map edges and wait for the other members to arrive, then exit the colony map and enter the world map.&lt;br /&gt;
&lt;br /&gt;
Haulers not part of the caravan will also help in gathering the supplies.&lt;br /&gt;
&lt;br /&gt;
[[File:Caravan loading.png|500px|thumb|none|Notice the loading process as colonist start to take items towards the animals of burden.]]&lt;br /&gt;
&lt;br /&gt;
Colonists will ignore any needs during the formation, except food (once they're starving they'll take a break to eat if food is available). Should they feel exhausted during the process, they won't rest in their bedrooms but collapse near the caravan hitching spot.&lt;br /&gt;
&lt;br /&gt;
They will also override the 'Forbid' command, taking forbidden items. If there is less of an item than ordered (e.g. meals which other colonists ate during the process), members will take what they can and then carry on without stopping.&lt;br /&gt;
&lt;br /&gt;
A pawn can be temporarily interrupted by manually assigning them to do another task. They will resume caravan loading once the task is complete.&lt;br /&gt;
&lt;br /&gt;
Any mental break of its members will pause the process until that member recovers. Downing or killing that member will interrupt the process, causing it to be cancelled.&lt;br /&gt;
&lt;br /&gt;
[[File:The caravan formation process will continue when everyone recovers from a mental break.png|500px|thumb|none|Ufff...]]&lt;br /&gt;
&lt;br /&gt;
If the formation was successful, the character roster on top of the screen will split, showing those who stayed at home and those who left with the caravan by greying them on a different &amp;quot;box&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:Colonist roster of those at home and at caravan.png|500px]]&lt;br /&gt;
&lt;br /&gt;
=== Caravan route &amp;amp; pathing ===&lt;br /&gt;
&lt;br /&gt;
The 'Choose Route' button allows you to decide destinations for your colonists' caravan. Once a path is chosen, colonists will choose an exit direction that can best reduce travel time.&lt;br /&gt;
&lt;br /&gt;
Once items have been loaded, party members will proceed separate ways according to their own classifications made by the player.&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;300px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Caravan pathing.png| '''Caravan clear division between colonist path and muffalos' path.'''&lt;br /&gt;
File:Caravan pathing 2.png| '''The apparent reason behind the animal area drawn is to prevent them from eating your plantations.'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Tricks ===&lt;br /&gt;
* If a caravan includes a lot of animals and/or items, the process of gathering those can be ''very'' time consuming - starting a larger caravan at 0400, it's not unusual to leave (well) after 1200, 8+ hours of &amp;quot;Forming Caravan&amp;quot;.   To reduce this time, you can add additional pawns to the Caravan roster, dedicating them to the loading process, either when you create the Caravan or after (by selecting a pawn and clicking &amp;quot;Add to Caravan&amp;quot;).  You can remove them later the same way. You can even create the caravan with one set of pawns, add others, and remove the original set; this is handy to start the process as soon as possible if your desired travelers are busy early in the morning, or you just want them to get as much sleep as possible before the journey.&lt;br /&gt;
:* Once everything is gathered, colonists will lead all the animals to the edge of the map and then wait for everyone to get there, then disappear off to the World Map (with a small note to that effect in the top-left of the screen).  If you remove colonists from the caravan ''before'' leaving, their animals are released to wander and must be re-gathered by the (fewer) remaining caravaners, which might take another hour or more. It may be a good idea to let ''everyone'' keep their animals and leave the map together, then ''immediately'' pause the game and jump to the World Map, select the caravan and click &amp;quot;Split Caravan&amp;quot;, sending whichever colonists you wish instantly right back to the base map while the main body continues on. Be sure the &amp;quot;lift&amp;quot; ability of the remaining pawns is enough to carry all the intended items.&lt;br /&gt;
&lt;br /&gt;
* Sometimes you start forming a caravan late in the day, or realize you won't make the 2200 cut-off for traveling that day.  If you wait until ''after'' 2200 (when domestic animals sleep), you can create un-owned [[animal sleeping spot]]s around the [[caravan hitching spot]], un-form the caravan, and the (still-packed) animals will bed down there for the night. If you then start early the next morning (''well'' before they start to wake around 0600), they are all still right there and easy to round up when you re-create the caravan. There may be some unpacking/repacking of items, but your colonists won't have to chase the same animals all over the map again.&lt;br /&gt;
&lt;br /&gt;
* The act of gathering supplies allows a colonist to carry huge stacks of lightweight materials like cloth or food. This can be exploited to perform ''Super Hauling'' by having a colonist pick up all the goods on the map, drafting them into the storage room, and cancelling the caravan to unload. They will have hauled a massive number of supplies in one trip.&lt;br /&gt;
&lt;br /&gt;
== Traveling ==&lt;br /&gt;
Once your caravan enters the world map, you can give it orders.&lt;br /&gt;
&lt;br /&gt;
A caravan can:&lt;br /&gt;
* Move - Right-click to select destination. A line indicates the optimal route (accounting for terrain speed and elevation changes).&lt;br /&gt;
* Settle - Click Settle to create a new colony.&lt;br /&gt;
** You may not settle a new colony when already at maximum. The default maximum is one. This can increased to up to five in Menu - Options. &lt;br /&gt;
** Settling directly adjacent to your own colony or any other settlement is not allowed.&lt;br /&gt;
* Enter back into the colony - Right-click the colony.&lt;br /&gt;
* Split - Click the Split button. Each caravan must consist of at least one colonist.&lt;br /&gt;
* Merge - Select two or more caravans in the same tile (by dragging a square zone) and click Merge to form a single caravan.&lt;br /&gt;
* Trade - When a caravan has reached a friendly faction outpost, click the trade button to open the trade dialog window. &lt;br /&gt;
* Attack - A caravan can attack any faction outpost, regardless of relations status, though attacking will worsen relations.&lt;br /&gt;
* Offer gifts - If your relations with a faction are not high enough to trade, you can offer them gifts in an attempt to improve relations.&lt;br /&gt;
&lt;br /&gt;
[[File:Caravan optimal route.png|300px]]&lt;br /&gt;
&lt;br /&gt;
=== Status box ===&lt;br /&gt;
&lt;br /&gt;
Several items are displayed in the status box.&lt;br /&gt;
&lt;br /&gt;
#Movement status:&lt;br /&gt;
#* Traveling - moving to destination.&lt;br /&gt;
#* Resting - caravan automatically stops between hours 22 and 6 to sleep.&lt;br /&gt;
#* Waiting - no destination selected.&lt;br /&gt;
#* Stopped - stopped moving with reason given.&lt;br /&gt;
#Estimated time to destination - time to destination based on the current tile movement time.&lt;br /&gt;
#Days of food - compare this to 'estimated time to destination' to determine if your caravan has enough food for the journey.&lt;br /&gt;
#Base movement time: Movement speed based on the average speed of all the pawns in the caravan.&lt;br /&gt;
#Current tile movement time: Current movement speed based on the terrain, biome, weather (only affected during autumn-winter) or roads. (See table on this page for details.)&lt;br /&gt;
#Stealthiness: How stealthy your caravan is. Stealthier caravans are less prone to being ambushed.&lt;br /&gt;
&lt;br /&gt;
A caravan may stop for various reasons, such as when;&lt;br /&gt;
*Between hours 22 and 6 while the members sleep and rest.&lt;br /&gt;
**They still continue to rest even if all members are fully rested.&lt;br /&gt;
**Colonists who had been assigned to the night shift in the Restrict tab will still follow this schedule.&lt;br /&gt;
*All colonists are downed or having a minor/major mental break.&lt;br /&gt;
*Any member is having an extreme mental break.&lt;br /&gt;
**Nobody will be harmed even if the colonist is going berserk.&lt;br /&gt;
**Minor or major mental breaks won't stop the caravan as long as at least one person is still functional. If a colonist is in the midst of a mental break when you settle or get ambushed, they will still be having it when they appear on the map.&lt;br /&gt;
*The player manually pauses the caravan.&lt;br /&gt;
**While paused caravans forage faster, members can socialize and the caravan is less likely to be attacked.&lt;br /&gt;
&lt;br /&gt;
=== Sustenance ===&lt;br /&gt;
Pawns traveling in a caravan will eat automatically when necessary. Grazing animals, when hungry in a place with grazable plants, will instantly have their hunger bar refilled without any cost. If not, they will proceed to eat food carried in the caravan. Pawns will prioritize food that spoils earlier.&lt;br /&gt;
&lt;br /&gt;
If a colonist has an injury or disease that requires tending, doctors will tend to them as necessary, using medicine if available to them. If self-tend is on they will also tend to themselves.&lt;br /&gt;
&lt;br /&gt;
If you bring [[Beer]], [[Chocolate]], or [[Insect jelly]] along with you, colonists may consume them during their journey. The mood bonus they provide can help keep colonists sane when away from the colony for long stretches of time.&lt;br /&gt;
==== Foraging ====&lt;br /&gt;
{{rewrite|section=1|reason=Cleanup, verification, integration with [[Foraged Food Amount]]}}&lt;br /&gt;
From Beta 19 onwards, every colonist in a caravan can forage for food.&lt;br /&gt;
&lt;br /&gt;
Each colonist can forage 0.09 nutrition per day per level of [[Skills#Plants|Plants]] at a baseline, i.e. in temperate forests or swamps. Given that each colonist consumes 1.6 nutrition per day, this means that a level 9 Plants colonist can break even with food consumption when the caravan is resting, and a level 18 Plants colonist can constantly forage more than he eats while traveling.&lt;br /&gt;
&lt;br /&gt;
Foraging is affected by manipulation (50% importance, 100% max) or sight (90% importance), so giving caravanners [[bionic eye]]s or [[archotech eye]]s can help increase forage and hence let your food stocks last longer.&lt;br /&gt;
&lt;br /&gt;
In addition, having a tribal start grants a 170% multiplier to foraging, as shown by a &amp;quot;Faction Type: 170%&amp;quot; line in the tooltip. This means that in temperate forests or swamps, a level 6 Plants colonist will break even with food consumption when the caravan is resting, and a level 11 Plants colonist can constantly forge more than he eats while traveling. If Tribal colonists with good Plants skills have enough meals or other food to eat during a trip through terrain with good forage, they may return with a nontrivial quantity of berries.&lt;br /&gt;
&lt;br /&gt;
==== Energy ====&lt;br /&gt;
{{Biotech|No Category}}&lt;br /&gt;
When on the world map, [[mechanoid creation|friendly mechanoids]] consume no power. However, if a mechanoid does run out of power during the caravan, such as during an ambush, it will go under a permanent Dormant Self-charge state until someone brings it to a nearby mech recharger.&lt;br /&gt;
&lt;br /&gt;
=== Recreation ===&lt;br /&gt;
Colonists on caravan gain [[recreation]] while stopped at a rate of 10% per hour, of the Solitary type if they are alone, or a mix of Solitary and Social if two or more colonists are on the same caravan. Tolerance is gained at an equivalent rate to Extremely Low Expectations, regardless of the expectations at the colony or the amount of wealth taken on the caravan.&lt;br /&gt;
&lt;br /&gt;
=== Psyfocus ===&lt;br /&gt;
{{Royalty|No category}}&lt;br /&gt;
Pawns in a caravan will also regenerate [[psyfocus]] while remaining stationary or waiting.{{Check Tag|Rate?|How much psyfocus per hour? Add to both Psycasts and Caravan}} This however, does not apply when the caravan is resting due to sleep. This allows for usage of psycasts even while on long caravan journeys, provided some time is taken off to recharge.&lt;br /&gt;
&lt;br /&gt;
=== Movement speed ===&lt;br /&gt;
{{Stub|section=1|reason=This section and its subsidiaries are rough outline only - it needs verification, expansion and clean up. Additionally: confirm [[Genes#Never sleep|Never sleep gene]] allows 24/7 caravaning. If yes, confirm whether [[circadian half-cycler]] does the same.}}&lt;br /&gt;
All caravans start moving at 0600 and stop at 2200. It doesn't matter if every pawn is a [[night owl]] or scheduled to sleep during the day. If a newly formed caravan doesn't leave the colony map before 2200, it will enter the world map and stop until 0600 the next morning. Similarly, if they don't reach their destination tile by 2200, they will stop, even if they are moments from it.&lt;br /&gt;
&lt;br /&gt;
Caravan movement speed follows the following equation:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Caravan movement speed''' = (13.6 * Multiplier from Ridden Animals * Multiplier from Carried Mass)/Terrain movement difficulty&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Mounts ====&lt;br /&gt;
{{See also|Pack animals}}&lt;br /&gt;
{{Stub|section=1|reason=How do the inbetween ones work? If I have 1 at 1.6 and 1 at 1.3 do I get 1.45? Wb 1 at 1.6 and 10 without any mount? etc}}&lt;br /&gt;
Adding animals to a caravan may impose a multiplier on caravan speed based on the '''Caravan riding speed''' stat of the animal. The riding speed acts as a multiplier if there is one mount for every human pawn - for example, the caravan speed is multiplied by ×{{Q|Horse|Riding Speed}} if there is at least one [[horse]] for every human.&lt;br /&gt;
&lt;br /&gt;
You get the full multiplier if you have enough mounts for everybody. You get something in between if you don't bring enough or have a mix of speeds.&lt;br /&gt;
&lt;br /&gt;
{{#ask: [[Riding Speed::+]] &lt;br /&gt;
 | ?Riding Speed&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Carried mass ratio ====&lt;br /&gt;
Caravan speed also receives a multiplier based on the ratio of Mass Carried / Mass Capacity. This is between 200% speed for zero mass and 50% (?) for maximum mass.&lt;br /&gt;
&lt;br /&gt;
There is no distinction between carried and equipped mass - an equipped weapon weighs the same as it does when carried in a muffalo's inventory. However, some furniture like [[chair]]s have a lower mass than the materials they yield upon deconstruction.&lt;br /&gt;
&lt;br /&gt;
Caravan speed can be increased by adding more pack animals and thus increasing caravan Mass Capacity. Speed will asymptotically approach the 200% multiplier, thus number of pack animals used has diminishing returns.&lt;br /&gt;
&lt;br /&gt;
==== Terrain ====&lt;br /&gt;
{{Rewrite|reason=Missing biomes and existing ones, and the effect of temperature and/or winter need to be verified.}}&lt;br /&gt;
The game will automatically plot the fastest route to your selected destination, so you will rarely have to pick and choose specific terrain. &lt;br /&gt;
&lt;br /&gt;
The following table lists the movement difficulty of individual world tiles. Flat terrain is naturally the easiest to travel, hills and mountains are slower, and roads will speed it up though any terrain. Average temperatures under {{Temperature|-17.1}} will start to cause movement difficulty to increase. Winter penalty maxes out at +2 movement difficulty at {{Temperature|-22.5}}.&lt;br /&gt;
&lt;br /&gt;
Note that 1 movement difficulty roughly equates to 0.06 days or roughly 1.44 hours at base human movement speed.&lt;br /&gt;
{{#vardefine: color1 | 66FF33}}{{#vardefine: color2 | 55DD33}}&amp;lt;!--E3D933--&amp;gt;{{#vardefine: color3 | BBCC22}}{{#vardefine: color4 | EE9900}}&lt;br /&gt;
:{| {{STDT| wikitable sortable text-center}}&lt;br /&gt;
! Terrain !! Biome !! Flat !! Small Hills !! Large Hills !! Mountains&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color1}}&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; | '''Easy'''&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Temperate Forest    ||  1  || 1.5 || 2.5 || 4&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Desert              ||  1  || 1.5 || 2.5 || 4&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Extreme Desert      ||  1  || 1.5 || 2.5 || 4&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Tundra              ||  1  || 1.5 || 2.5 || 4&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Boreal Forest       ||  1  || 1.5 || 2.5 || 4&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Arid Shrubland      ||  1  || 1.5 || 2.5 || 4&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color2}}&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | '''Moderate'''&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Sea Ice             || 1.5 ||  -  ||  -  ||  -&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color2}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Ice Sheet           || 1.5 ||  2  ||  3  || 4.5 &lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color2}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Tropical Forest     ||  2  || 2.5 || 3.5 ||  5&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color4}}&amp;quot;&lt;br /&gt;
| '''Difficult'''&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Temperate Swamp     ||  4  ||  -  ||  -  ||  -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Tabs ===&lt;br /&gt;
The inspection pane has tabs to manage the caravan and view details.&lt;br /&gt;
&lt;br /&gt;
In the 'Gear' tab, by clicking the red X you can drop items and lose them forever. Dropping items may be necessary if the caravan becomes overburdened and unable to move. &lt;br /&gt;
&lt;br /&gt;
You can also abandon colonists and prisoners in the 'Social' tab. Items carried by a dismissed pawn will be lost. Abandoning a caravan member will cause their friends and family to have sad thoughts, and if the colonist is unlikely to survive (such as low temperatures) there will be a more severe penalty. Colonists who survive may eventually make their way back to your colony, or return as part of an enemy raid or friendly caravan.&lt;br /&gt;
&lt;br /&gt;
In the 'Gear' tab you can swap gear by dragging and dropping gear onto different colonists, or to and from the caravan inventory.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Caravan gear and inventory from world view.png|Gear &amp;amp; Inventory&lt;br /&gt;
File:Caravan mass carried.png|Mass carried&lt;br /&gt;
File:Caravan needs.png|Status&lt;br /&gt;
File:Caravan health.png|Health&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once you arrive to the destination, just click the Trade icon to start negotiations.&lt;br /&gt;
[[File:Trade icon.png]]&lt;br /&gt;
&lt;br /&gt;
=== Route planner ===&lt;br /&gt;
[[File:Caravan_planner.png|600px|thumb|rifht|Caravan planner having planned a route based a caravan's speed.]]&lt;br /&gt;
&lt;br /&gt;
There is a route planner that allows you to roughly check the amount of time it takes to reach a destination, allowing you to plan ahead.&lt;br /&gt;
&lt;br /&gt;
When it is opened, you can drop various waypoints around the world map. The game will calculate the time it takes for a 1 tile/h caravan to travel through the planned route. You can also place the starting point on an existing caravan to determine the time taken for a journey based on that caravan's speed.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Returning home ===&lt;br /&gt;
&lt;br /&gt;
After you arrive back at your colony, you will notice two details must be addressed before continuing the game.&lt;br /&gt;
&lt;br /&gt;
* Pack animals may go straight to their animal bed or just wander around still with all your items inside their packing gear. If you happen to need something at the moment, you will have to make them drop it. You may want to restrict them to a roofed zone and wait for them to go there before doing this, so the dropped belongings won't deteriorate due to exposure, or you can wait until night when they are sleeping inside a room. Pack animals who have been trained for Obedience can be assigned to follow their master, who can be drafted to storage areas and wait until the animals follow him/her too to drop the items as well.&lt;br /&gt;
* Prisoners will still be carrying your caravan items too, even armor and weaponry (as odd as it may be). They will not unload their inventory after returning to base unless directed to through the gear tab, and will start to unload only after being recruited.&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;300px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Prisoners keep your caravan items too.png|'''Prisoners keep your caravan items'''&lt;br /&gt;
File:Caravan prisoner unloading inventory.png|'''Prisoner unloading inventory after recruitment'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Long distance journeys ===&lt;br /&gt;
&lt;br /&gt;
Many basic technology options prove to be very helpful for long distance travel. Make frequent use of [[Campfire]]s, [[Pemmican]], [[Passive cooler]]s and [[Crafting spot]]s to resupply your caravans and keep healthy on the road, instead of one large ride. Take advantage by building settlements whenever you run low on food or resources. Generated maps can have forageable food and animals to hunt or even tame into the convoy. Colonists will also need time off to relax and restore their joy.&lt;br /&gt;
&lt;br /&gt;
=== Multiple colonies and pitstops ===&lt;br /&gt;
&lt;br /&gt;
The game options let you choose how many colonies (up to 5) you can have active on the globe at once. Temporary maps from events do not count towards this limit. In order to build beyond the game menu limits, you must abandon an existing colony. &lt;br /&gt;
&lt;br /&gt;
Should you choose to make multiple settlements, it is not necessary to carry all your raw materials all the way from your home base to a new spot. Lighten the load by carrying valuables such as silver, gold, [[drugs]] and then trading them with your new neighbors, or if you settled close enough, use [[transport pod]]s to launch everything over.&lt;br /&gt;
&lt;br /&gt;
While traveling long distances consider bringing valuable items, then bartering for necessary supplies instead of bringing them.&lt;br /&gt;
&lt;br /&gt;
If you know certain resources will be scarce in your new map's biome, or if you want to save time mining, some resources can be [[Advanced_Endgame_Guide#Resource_compression|compressed]] -- that is, built into items with a lower mass than their raw materials.&lt;br /&gt;
&lt;br /&gt;
== Events ==&lt;br /&gt;
&lt;br /&gt;
Caravan events take place on the road, which means that neither side will be engaging with the benefit of a base. The action takes place in the open and the player must take advantage on terrain features to defend themselves. Those who survive will have a 24 hours window to perform vital needs such as doctoring, resting and feeding as well as re-packing. [[:File:Pirate fed to animal.png|Eliminated hostiles can be fed to your animals]].&lt;br /&gt;
&lt;br /&gt;
There are two different ways of re-packing: manually giving cargo animals the selected item to be carried or re-forming the caravan. The first alternative lets you make the most out of the area which may include mining, harvesting, and cooking, while the last option will instantly leave the place. Either way, before the countdown timer ends, all items must be put to be carried or they will be '''lost''' once the time runs out.&lt;br /&gt;
&lt;br /&gt;
=== Visibility ===&lt;br /&gt;
{{Stub|section=1|reason=Needs actual equation defining visibility based on total body size}}&lt;br /&gt;
Visibility is how easy your Caravan is to notice. It multiplies the chance that your caravan will be waylaid by enemies. Visibility does not affect your ability to find things you want. Visibility is based on the total body size of all people and animals in the caravan. The default visibility for 1 person in a caravan is 20%, it does not scale linearly for additional people, as two people is 36%. You can see the visibility in the upper right while forming a caravan.&lt;br /&gt;
&lt;br /&gt;
=== Ambush ===&lt;br /&gt;
Your caravan has been ambushed by an enemy faction. Colonists cannot exit the map until the attackers are defeated (killed, downed, or fled). If all are killed, the caravan is considered destroyed and will disappear along with any carried items.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Caravan ambushed right after leaving colony.png|1.- Red envelope alert zooms in to the battle tile.&lt;br /&gt;
File:Caravan ambushed by pirates.png|2.- You can see the incoming attackers from a distance.&lt;br /&gt;
File:Caravan ambushed in World view.png|3.- World view is a red dot.&lt;br /&gt;
File:Caravan ambushed victory.png|4.- Once victorious, you have 24 hours before the caravan automatically reforms to leave.&lt;br /&gt;
File:Capturing prisoners after ambush.png|5.- Make a tiny room enough to capture downed enemies with a sleeping spot each.&lt;br /&gt;
File:Prisoners brought to colony.png|Prisoners arrive to your colony, wandering around.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# The game notifies you that an ambush is taking place, prompting you to check on your caravan.&lt;br /&gt;
# Pause the game to survey the enemy and position yourself by taking cover behind terrain features.&lt;br /&gt;
# Check where it's happening. As it is, in this case, right next to the colony, it's possible to quickly send reinforcements. However, you cannot send the back-up caravan right into the battle, but must first move to an adjacent tile before joining your comrades.&lt;br /&gt;
# After an encounter ends, a 24-hour countdown begins so you can recover, pick up items, strip the dead/downed, and take care of any other need.&lt;br /&gt;
# To take prisoners, you should build the smallest room possible (remember you are on a countdown) which can just fit the same amount of sleeping spots for each downed enemy. Treat their wounds so they don't die while carrying them to your colony. Finally, reforming the caravan makes captives come with you (you will see them listed).&lt;br /&gt;
# Your prisoners are finally brought to your colony, but you see them wandering around (!!!). Don't worry as they won't attempt to escape. Your characters will proceed to unload their items. Eventually, wardens will come to pick them up and escort them to designated prison cells. Any incapacitated prisoners will remain downed and need to be carried.&lt;br /&gt;
&lt;br /&gt;
==== Manhunter Ambush ====&lt;br /&gt;
&lt;br /&gt;
Same as Ambush except with a manhunter pack. Manhunters won't attempt to flee, and colonists can't either.&lt;br /&gt;
&lt;br /&gt;
=== Demand ===&lt;br /&gt;
&lt;br /&gt;
Pirates approach your caravan and demand that you give them items and hand over members as slaves. If you don't they will proceed to assault the caravan.&lt;br /&gt;
&lt;br /&gt;
You can see the number of pirates when they are demanding you hand over items, as well as the items they are demanding.&lt;br /&gt;
&lt;br /&gt;
It's nearly always a better choice to fight back as pirates usually come in poor numbers.&lt;br /&gt;
&lt;br /&gt;
=== Encounter ===&lt;br /&gt;
Another friendly caravan crosses paths with you, opening an opportunity to trade. &lt;br /&gt;
&lt;br /&gt;
You can attack them if you wish, damaging relations. Your pawns may exit the map while engaging the caravan. Since you will be informed of their party composition but cannot clearly see who is in the caravan, you can decide if they're worth robbing.&lt;br /&gt;
&lt;br /&gt;
Sometimes when attacking them, they may decide to do a 'bloody exit', that is to exit as aggressively as possible.&lt;br /&gt;
&lt;br /&gt;
[[File:Caravan met peacefully.png|400px]]&lt;br /&gt;
&lt;br /&gt;
=== Reform caravan ===&lt;br /&gt;
You can only reform caravans if there are no hostile pawns on the map or they are all either downed or asleep.&lt;br /&gt;
&lt;br /&gt;
== Attacking other settlements ==&lt;br /&gt;
{{Rewrite|section=1|reason=Cleanup, potential size reduction, updating from A16 -&amp;gt; Present}}&lt;br /&gt;
{{Image wanted|section=1|reason=Shows bases from A16, they have significantly changed since.}}&lt;br /&gt;
You may raid other settlements on the world map, much like other factions do to your colony. To do this, all you need is to send a caravan to a site, and select the &amp;quot;Attack&amp;quot; interaction option. Attacking settlements gives you an opportunity to steal valuable goods such as [[glitterworld medicine]], [[luciferium]], [[component]]s, as well as weapons and armor.&lt;br /&gt;
&lt;br /&gt;
* See [[Offense_tactics|offense tactics]] for specific tips on how to assault outposts and bases.&lt;br /&gt;
&lt;br /&gt;
=== Walkthrough ===&lt;br /&gt;
: The below shows bases from the Alpha 16 version of the game.  Settlement defenders of later updates are ''significantly strengthened'' and are harder to defeat and are not scaled down by easier difficulty as other raids are.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Caravan raiding another settlement.png|1.- Moving towards target settlement for raid&lt;br /&gt;
File:Generating map for new encounter.png|2.- Generating map for new encounter&lt;br /&gt;
File:Attack begun.png|3.- Attack begun&lt;br /&gt;
File:Studying enemies.png|4.- Studying enemies&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
: 1) Right click to select destination gives approximate travel time and distance.&amp;lt;p&amp;gt;&lt;br /&gt;
: 2) Once your caravan arrives, the game generates a map with an enemy base.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 3) The &amp;quot;Attack begun&amp;quot; blue envelope opens a message which allows you to see the targeted area.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 4) You can click on individual enemy members to see their character skills, gear, and health. Use this to prioritize your targets.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Enemy base layout.png|5.- Enemy base layout&lt;br /&gt;
File:Enemy base zoomed out.png|6.- Enemy base zoomed out&lt;br /&gt;
File:Enemy positioning and loot.png|7.- Enemy positioning and loot&lt;br /&gt;
File:Stampede 1.png|8.- First stampede&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
: 5) Base layout, nothing tricky.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 6) Terrain around enemy base is very simple, nothing too complicated.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 7) Approaching from the front will make enemies line up facing you right away automatically.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 8) [[Offense_tactics#Stampede|Stampede]] offense tactic to weaken their defenses. Train your offensive animals to be capable of &amp;quot;Release&amp;quot;, leaving pack animals behind&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Stampede casualty.png|9.- Stampede casualty&lt;br /&gt;
File:Using their base as your own.png|10.- Using their base as your own&lt;br /&gt;
File:Outpost destroyed 24h countdown.png|11.- Outpost destroyed, 24h countdown before leaving&lt;br /&gt;
File:Resting at enemy base.png|12.- Resting at enemy base&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
: 9) Stampede casualty with animal wounds.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 10) Tactics split and kite allows you to enter their base and use choke points, with friendly fire safety ensured. Melee with ranged shooting on his/her shoulder.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 11) After 8 of 11 enemies were killed, the remaining 3 start to flee and the game considers the outpost destroyed, and a 24-hour countdown timer begins for treating your wounded, looting and resting. You don't need to destroy the base once captured, just claim their doors and they will open as if they were yours from the beginning.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 12) Since they had three rooms, one can be used as an infirmary and another as a prison to handle your prisoners.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Looting.png|13.- Looting&lt;br /&gt;
File:Caravan back to home.png|14.- Caravan back to home&lt;br /&gt;
File:Unloading inventory.png|15.- Unloading inventory&lt;br /&gt;
File:Work tab order shift.png|16.- Work tab order shift&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
: 13) You can strip all your killed or downed enemies to take their weapons and armor. Be careful with the tainted apparel mood penalty if you took them off the dead, though.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 14) Once those 24 hours had passed, the game automatically kicks you back to the world map at which point you can return home and/or visit friendly outposts as well. If you want you can also choose 'Reform Caravan' which allows you to choose what you want to bring, and leave early.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 15) Once you arrive back home, characters will start unloading their inventory and sorting items properly.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 16) The work tab order will shift to a different sequence than the original before leaving. May be a problem, or not.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Changed caravan reform to be allowed with sleeping hostiles on site.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Volatile depressive</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Caravan&amp;diff=132838</id>
		<title>Caravan</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Caravan&amp;diff=132838"/>
		<updated>2023-04-04T19:24:59Z</updated>

		<summary type="html">&lt;p&gt;Volatile depressive: /* Carried mass ratio */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
{{Stub|reason=Bedroll mechanics inc. rest efficiency, couples, etc}}&lt;br /&gt;
{{For|caravans visiting you from other factions|Trader}}&lt;br /&gt;
&lt;br /&gt;
'''Caravans''' are a group of one or more colonists who gather together for different purposes and leave the current map tile. Goods can be carried by animals, colonists, or prisoners to facilitate trading on your own schedule; a caravan can also act as a raid squad to attack other establishments. Each caravan is represented on the [[Menus#World|world map]] by a yellow icon. Double-clicking a caravan will select all caravans on the screen, allowing them all to be ordered to a single destination.&lt;br /&gt;
&lt;br /&gt;
Sending caravans out from your home, instead of just waiting for other tribes to come to you, creates trade opportunities at your pace, rather than wait for random traders to show at your location. It also provides a wider selection of goods since friendly outposts have much more inventory than the limited selection traders (who are restricted by carrying capacity) show up with. Also, you get a 2% price bonus for direct trading. It also avoids the cost for requesting traders at the [[comms console]].&lt;br /&gt;
&lt;br /&gt;
== Creation ==&lt;br /&gt;
&lt;br /&gt;
[[File:Form caravan icon.png|right]]&lt;br /&gt;
&lt;br /&gt;
In the World map, select the colony icon and click &amp;lt;tt&amp;gt;'Form caravan'&amp;lt;/tt&amp;gt;.  A dialog is shown to assign pawns, animals, and items.  You can create multiple caravans.&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;p&amp;gt;'''''Caution:''''' Clicking &amp;lt;tt&amp;gt;'Abandon'&amp;lt;/tt&amp;gt; on an unoccupied colony will not prompt for any confirmation before making it an [[:File:Abandoned faction base.png|inaccessible ruins and lost forever]].&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== People and Animals ===&lt;br /&gt;
Choose the colonists who will take part in the convoy, any [[pack animal]]s that will carry the items for sale, any prisoners you want to transport, or if you have [[Biotech]], any [[Mechanoid]] your Mechanitor possess. At least one colonist must be chosen. Make sure to select those whose health are in optimal conditions, as wounded and/or sick colonists slow the caravan down.&lt;br /&gt;
&lt;br /&gt;
There are three different arrangements when forming caravans:&lt;br /&gt;
* A caravan ''without'' pack animals forms up the quickest, as colonists only need to pack items on their backs and will leave without further delay.&lt;br /&gt;
* A caravan ''with'' pack animals suffers a loading phase where colonists must load the pack animals. This can take a long time if there are lots of items to pack and/or you don't have many haulers available.&lt;br /&gt;
* A caravans already traveling in the World Map will reform instantly and not require a hauling phase, regardless of any pack animals.&lt;br /&gt;
&lt;br /&gt;
Incapacitated pawns cannot be chosen to be part of the caravan initiation process, but once your caravan is traveling you can pick up incapacitated people to come with you. They will slow down your caravan by a lot, so be warned.&lt;br /&gt;
&lt;br /&gt;
The caravan will take the name of the best negotiator in the caravan.&lt;br /&gt;
&lt;br /&gt;
Mechanoids{{BiotechIcon}} inside a caravan without their overseer Mechanitor cannot be commanded to do anything when drafted as there is no signal for them to move or command to move towards, but can still be brought over as a caravan as long as the Mechanitor in question still has enough bandwidth to maintain their control in anywhere.&lt;br /&gt;
&lt;br /&gt;
[[File:Caravan party.png|300px]]&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
Use the Items tab to select supplies.  Only items located in your Stockpiles or Home Area are shown while initially packing; when reforming the caravan you can select any item on the map.&lt;br /&gt;
&lt;br /&gt;
The carrying capacity of humans and [[Pack animal|pack animals]] in a caravan is separate from their [[Carrying Capacity]] for hauling, and is given by their Body Size multiplied by 35. For humans, this includes the clothing, gear, and inventory that they already have.&lt;br /&gt;
&lt;br /&gt;
Caravan carrying capacity:&lt;br /&gt;
* [[Human]]: {{#expr:35*{{Q|Human|Body Size}} round 0}} kg&lt;br /&gt;
* [[Elephant]]: {{#expr:35*{{Q|Elephant|Body Size}} round 0}} kg&lt;br /&gt;
* [[Bison]]: {{#expr:35*{{Q|Bison|Body Size}} round 0}} kg&lt;br /&gt;
* [[Muffalo]]: {{#expr:35*{{Q|Muffalo|Body Size}} round 0}} kg&lt;br /&gt;
* [[Horse]]: {{#expr:35*{{Q|Horse|Body Size}} round 0}} kg&lt;br /&gt;
* [[Dromedary]]: {{#expr:35*{{Q|Dromedary|Body Size}} round 0}} kg&lt;br /&gt;
* [[Yak]]: {{#expr:35*{{Q|Yak|Body Size}} round 0}} kg&lt;br /&gt;
* [[Donkey]]: {{#expr:35*{{Q|Donkey|Body Size}} round 0}} kg&lt;br /&gt;
* [[Alpaca]]: {{#expr:35*{{Q|Alpaca|Body Size}} round 0}} kg&lt;br /&gt;
&lt;br /&gt;
Baby or juvenile animals have a reduced carrying capacity.&lt;br /&gt;
&lt;br /&gt;
If the colonist or animal is already carrying something (such as clothes worn), they will appear to have a reduced carry weight.&lt;br /&gt;
&lt;br /&gt;
The combined carrying capacity and mass of selected items is listed at the top. Buttons are used to select items/amounts. A double arrow [&amp;gt;&amp;gt;] will take the full quantity of an item. The arrow [&amp;gt;M] indicates you cannot carry the full quantity, but it will automatically take the maximum amount. When over capacity, the arrow [M&amp;lt;] will return some or all of those items so that the mass total does not exceed the caravan's carrying capacity.&lt;br /&gt;
&lt;br /&gt;
Modifier keys can be used to change the [&amp;gt;] arrow from +1 to adding more as follows:&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Key|CTRL}}: +10 &amp;lt;br/&amp;gt;{{Key|SHIFT}}: +100 &amp;lt;br/&amp;gt;{{Key|CTRL}}+{{Key|SHIFT}}: +1000. &amp;lt;br/&amp;gt;These keys work similarly for the [&amp;lt;] arrow to subtract.&lt;br /&gt;
&lt;br /&gt;
If a caravan member dies in the close-up view, they will drop their items which must be picked up. If they die on the global map (such as from blood loss), their gear will be lost. If all party members die, the entire caravan disappears and everything is lost.&lt;br /&gt;
&lt;br /&gt;
[[File:Caravan inventory.png|300px]]&lt;br /&gt;
&lt;br /&gt;
==== Food ====&lt;br /&gt;
&lt;br /&gt;
Caravans will feed as needed during the journey, so long as there's enough within the supply. Colonists who are part of a caravan will automatically forage for food while on the way, the speed of which depends on the environment and the colonist's growing skill.&lt;br /&gt;
&lt;br /&gt;
It's vital to bring sufficient food for the journey. If you're bringing pack animals the caravan may be slower so bring more food to compensate.&lt;br /&gt;
&lt;br /&gt;
Food spoils without refrigeration so careful selection is needed:&lt;br /&gt;
&lt;br /&gt;
* [[Simple meal]]s will suffice for short journeys (&amp;lt;2.4 days).&lt;br /&gt;
* [[Berries]] are good for mid-length journeys, despite being less weight-efficient. (&amp;lt;7 days).&lt;br /&gt;
* [[Pemmican]] will be needed for long-distance travel (up to 75 days).&lt;br /&gt;
* [[Packaged survival meal]]s will be necessary for extremely long journeys (&amp;gt;75 days).&lt;br /&gt;
&lt;br /&gt;
Supplies that expire soonest will be consumed first.&lt;br /&gt;
&lt;br /&gt;
While traveling, world map events may trigger such as [[manhunter pack]]s, raids, or other traders crossing paths, which can generate mini-maps. After threats have been eliminated, it's possible to scavenge a bit of food and herbal medicine before the map closes down. It is likely that you will have some items scattered in the mini-map; these must be picked up or chosen to take with your reformed caravan or they'll be lost forever.&lt;br /&gt;
&lt;br /&gt;
=== Formation process ===&lt;br /&gt;
&lt;br /&gt;
Once the order to form the caravan is given, colonists and animals will gather around a [[caravan hitching spot]] or a random place within your home area and wait for all members to assemble.&lt;br /&gt;
&lt;br /&gt;
It's recommended to put the caravan hitching spot inside your warehouse to reduce loading time.&lt;br /&gt;
&lt;br /&gt;
After assembly, they will gather any needed supplies, putting them on pack animals if available. When they finish, they will head out to the map edges and wait for the other members to arrive, then exit the colony map and enter the world map.&lt;br /&gt;
&lt;br /&gt;
Haulers not part of the caravan will also help in gathering the supplies.&lt;br /&gt;
&lt;br /&gt;
[[File:Caravan loading.png|500px|thumb|none|Notice the loading process as colonist start to take items towards the animals of burden.]]&lt;br /&gt;
&lt;br /&gt;
Colonists will ignore any needs during the formation, except food (once they're starving they'll take a break to eat if food is available). Should they feel exhausted during the process, they won't rest in their bedrooms but collapse near the caravan hitching spot.&lt;br /&gt;
&lt;br /&gt;
They will also override the 'Forbid' command, taking forbidden items. If there is less of an item than ordered (e.g. meals which other colonists ate during the process), members will take what they can and then carry on without stopping.&lt;br /&gt;
&lt;br /&gt;
A pawn can be temporarily interrupted by manually assigning them to do another task. They will resume caravan loading once the task is complete.&lt;br /&gt;
&lt;br /&gt;
Any mental break of its members will pause the process until that member recovers. Downing or killing that member will interrupt the process, causing it to be cancelled.&lt;br /&gt;
&lt;br /&gt;
[[File:The caravan formation process will continue when everyone recovers from a mental break.png|500px|thumb|none|Ufff...]]&lt;br /&gt;
&lt;br /&gt;
If the formation was successful, the character roster on top of the screen will split, showing those who stayed at home and those who left with the caravan by greying them on a different &amp;quot;box&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:Colonist roster of those at home and at caravan.png|500px]]&lt;br /&gt;
&lt;br /&gt;
=== Caravan route &amp;amp; pathing ===&lt;br /&gt;
&lt;br /&gt;
The 'Choose Route' button allows you to decide destinations for your colonists' caravan. Once a path is chosen, colonists will choose an exit direction that can best reduce travel time.&lt;br /&gt;
&lt;br /&gt;
Once items have been loaded, party members will proceed separate ways according to their own classifications made by the player.&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;300px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Caravan pathing.png| '''Caravan clear division between colonist path and muffalos' path.'''&lt;br /&gt;
File:Caravan pathing 2.png| '''The apparent reason behind the animal area drawn is to prevent them from eating your plantations.'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Tricks ===&lt;br /&gt;
* If a caravan includes a lot of animals and/or items, the process of gathering those can be ''very'' time consuming - starting a larger caravan at 0400, it's not unusual to leave (well) after 1200, 8+ hours of &amp;quot;Forming Caravan&amp;quot;.   To reduce this time, you can add additional pawns to the Caravan roster, dedicating them to the loading process, either when you create the Caravan or after (by selecting a pawn and clicking &amp;quot;Add to Caravan&amp;quot;).  You can remove them later the same way. You can even create the caravan with one set of pawns, add others, and remove the original set; this is handy to start the process as soon as possible if your desired travelers are busy early in the morning, or you just want them to get as much sleep as possible before the journey.&lt;br /&gt;
:* Once everything is gathered, colonists will lead all the animals to the edge of the map and then wait for everyone to get there, then disappear off to the World Map (with a small note to that effect in the top-left of the screen).  If you remove colonists from the caravan ''before'' leaving, their animals are released to wander and must be re-gathered by the (fewer) remaining caravaners, which might take another hour or more. It may be a good idea to let ''everyone'' keep their animals and leave the map together, then ''immediately'' pause the game and jump to the World Map, select the caravan and click &amp;quot;Split Caravan&amp;quot;, sending whichever colonists you wish instantly right back to the base map while the main body continues on. Be sure the &amp;quot;lift&amp;quot; ability of the remaining pawns is enough to carry all the intended items.&lt;br /&gt;
&lt;br /&gt;
* Sometimes you start forming a caravan late in the day, or realize you won't make the 2200 cut-off for traveling that day.  If you wait until ''after'' 2200 (when domestic animals sleep), you can create un-owned [[animal sleeping spot]]s around the [[caravan hitching spot]], un-form the caravan, and the (still-packed) animals will bed down there for the night. If you then start early the next morning (''well'' before they start to wake around 0600), they are all still right there and easy to round up when you re-create the caravan. There may be some unpacking/repacking of items, but your colonists won't have to chase the same animals all over the map again.&lt;br /&gt;
&lt;br /&gt;
* The act of gathering supplies allows a colonist to carry huge stacks of lightweight materials like cloth or food. This can be exploited to perform ''Super Hauling'' by having a colonist pick up all the goods on the map, drafting them into the storage room, and cancelling the caravan to unload. They will have hauled a massive number of supplies in one trip.&lt;br /&gt;
&lt;br /&gt;
== Traveling ==&lt;br /&gt;
Once your caravan enters the world map, you can give it orders.&lt;br /&gt;
&lt;br /&gt;
A caravan can:&lt;br /&gt;
* Move - Right-click to select destination. A line indicates the optimal route (accounting for terrain speed and elevation changes).&lt;br /&gt;
* Settle - Click Settle to create a new colony.&lt;br /&gt;
** You may not settle a new colony when already at maximum. The default maximum is one. This can increased to up to five in Menu - Options. &lt;br /&gt;
** Settling directly adjacent to your own colony or any other settlement is not allowed.&lt;br /&gt;
* Enter back into the colony - Right-click the colony.&lt;br /&gt;
* Split - Click the Split button. Each caravan must consist of at least one colonist.&lt;br /&gt;
* Merge - Select two or more caravans in the same tile (by dragging a square zone) and click Merge to form a single caravan.&lt;br /&gt;
* Trade - When a caravan has reached a friendly faction outpost, click the trade button to open the trade dialog window. &lt;br /&gt;
* Attack - A caravan can attack any faction outpost, regardless of relations status, though attacking will worsen relations.&lt;br /&gt;
* Offer gifts - If your relations with a faction are not high enough to trade, you can offer them gifts in an attempt to improve relations.&lt;br /&gt;
&lt;br /&gt;
[[File:Caravan optimal route.png|300px]]&lt;br /&gt;
&lt;br /&gt;
=== Status box ===&lt;br /&gt;
&lt;br /&gt;
Several items are displayed in the status box.&lt;br /&gt;
&lt;br /&gt;
#Movement status:&lt;br /&gt;
#* Traveling - moving to destination.&lt;br /&gt;
#* Resting - caravan automatically stops between hours 22 and 6 to sleep.&lt;br /&gt;
#* Waiting - no destination selected.&lt;br /&gt;
#* Stopped - stopped moving with reason given.&lt;br /&gt;
#Estimated time to destination - time to destination based on the current tile movement time.&lt;br /&gt;
#Days of food - compare this to 'estimated time to destination' to determine if your caravan has enough food for the journey.&lt;br /&gt;
#Base movement time: Movement speed based on the average speed of all the pawns in the caravan.&lt;br /&gt;
#Current tile movement time: Current movement speed based on the terrain, biome, weather (only affected during autumn-winter) or roads. (See table on this page for details.)&lt;br /&gt;
#Stealthiness: How stealthy your caravan is. Stealthier caravans are less prone to being ambushed.&lt;br /&gt;
&lt;br /&gt;
A caravan may stop for various reasons, such as when;&lt;br /&gt;
*Between hours 22 and 6 while the members sleep and rest.&lt;br /&gt;
**They still continue to rest even if all members are fully rested.&lt;br /&gt;
**Colonists who had been assigned to the night shift in the Restrict tab will still follow this schedule.&lt;br /&gt;
*All colonists are downed or having a minor/major mental break.&lt;br /&gt;
*Any member is having an extreme mental break.&lt;br /&gt;
**Nobody will be harmed even if the colonist is going berserk.&lt;br /&gt;
**Minor or major mental breaks won't stop the caravan as long as at least one person is still functional. If a colonist is in the midst of a mental break when you settle or get ambushed, they will still be having it when they appear on the map.&lt;br /&gt;
*The player manually pauses the caravan.&lt;br /&gt;
**While paused caravans forage faster, members can socialize and the caravan is less likely to be attacked.&lt;br /&gt;
&lt;br /&gt;
=== Sustenance ===&lt;br /&gt;
Pawns traveling in a caravan will eat automatically when necessary. Grazing animals, when hungry in a place with grazable plants, will instantly have their hunger bar refilled without any cost. If not, they will proceed to eat food carried in the caravan. Pawns will prioritize food that spoils earlier.&lt;br /&gt;
&lt;br /&gt;
If a colonist has an injury or disease that requires tending, doctors will tend to them as necessary, using medicine if available to them. If self-tend is on they will also tend to themselves.&lt;br /&gt;
&lt;br /&gt;
If you bring [[Beer]], [[Chocolate]], or [[Insect jelly]] along with you, colonists may consume them during their journey. The mood bonus they provide can help keep colonists sane when away from the colony for long stretches of time.&lt;br /&gt;
==== Foraging ====&lt;br /&gt;
{{rewrite|section=1|reason=Cleanup, verification, integration with [[Foraged Food Amount]]}}&lt;br /&gt;
From Beta 19 onwards, every colonist in a caravan can forage for food.&lt;br /&gt;
&lt;br /&gt;
Each colonist can forage 0.09 nutrition per day per level of [[Skills#Plants|Plants]] at a baseline, i.e. in temperate forests or swamps. Given that each colonist consumes 1.6 nutrition per day, this means that a level 9 Plants colonist can break even with food consumption when the caravan is resting, and a level 18 Plants colonist can constantly forage more than he eats while traveling.&lt;br /&gt;
&lt;br /&gt;
Foraging is affected by manipulation (50% importance, 100% max) or sight (90% importance), so giving caravanners [[bionic eye]]s or [[archotech eye]]s can help increase forage and hence let your food stocks last longer.&lt;br /&gt;
&lt;br /&gt;
In addition, having a tribal start grants a 170% multiplier to foraging, as shown by a &amp;quot;Faction Type: 170%&amp;quot; line in the tooltip. This means that in temperate forests or swamps, a level 6 Plants colonist will break even with food consumption when the caravan is resting, and a level 11 Plants colonist can constantly forge more than he eats while traveling. If Tribal colonists with good Plants skills have enough meals or other food to eat during a trip through terrain with good forage, they may return with a nontrivial quantity of berries.&lt;br /&gt;
&lt;br /&gt;
==== Energy ====&lt;br /&gt;
{{Biotech|No Category}}&lt;br /&gt;
When on the world map, [[mechanoid creation|friendly mechanoids]] consume no power. However, if a mechanoid does run out of power during the caravan, such as during an ambush, it will go under a permanent Dormant Self-charge state until someone brings it to a nearby mech recharger.&lt;br /&gt;
&lt;br /&gt;
=== Recreation ===&lt;br /&gt;
Colonists on caravan gain [[recreation]] while stopped at a rate of 10% per hour, of the Solitary type if they are alone, or a mix of Solitary and Social if two or more colonists are on the same caravan. Tolerance is gained at an equivalent rate to Extremely Low Expectations, regardless of the expectations at the colony or the amount of wealth taken on the caravan.&lt;br /&gt;
&lt;br /&gt;
=== Psyfocus ===&lt;br /&gt;
{{Royalty|No category}}&lt;br /&gt;
Pawns in a caravan will also regenerate [[psyfocus]] while remaining stationary or waiting.{{Check Tag|Rate?|How much psyfocus per hour? Add to both Psycasts and Caravan}} This however, does not apply when the caravan is resting due to sleep. This allows for usage of psycasts even while on long caravan journeys, provided some time is taken off to recharge.&lt;br /&gt;
&lt;br /&gt;
=== Movement speed ===&lt;br /&gt;
{{Stub|section=1|reason=This section and its subsidiaries are rough outline only - it needs verification, expansion and clean up. Additionally: confirm [[Genes#Never sleep|Never sleep gene]] allows 24/7 caravaning. If yes, confirm whether [[circadian half-cycler]] does the same.}}&lt;br /&gt;
All caravans start moving at 0600 and stop at 2200. It doesn't matter if every pawn is a [[night owl]] or scheduled to sleep during the day. If a newly formed caravan doesn't leave the colony map before 2200, it will enter the world map and stop until 0600 the next morning. Similarly, if they don't reach their destination tile by 2200, they will stop, even if they are moments from it.&lt;br /&gt;
&lt;br /&gt;
Caravan movement speed follows the following equation:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Caravan movement speed''' = (13.6 * Multiplier from Ridden Animals * Multiplier from Carried Mass)/Terrain movement difficulty&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Mounts ====&lt;br /&gt;
{{See also|Pack animals}}&lt;br /&gt;
{{Stub|section=1|reason=How do the inbetween ones work? If I have 1 at 1.6 and 1 at 1.3 do I get 1.45? Wb 1 at 1.6 and 10 without any mount? etc}}&lt;br /&gt;
A multiplier based on the riding speed of the animals in the caravan. The riding speed acts as a multiplier if there is one mount for every human pawn - for example, the caravan speed is multiplied by ×{{Q|Horse|Riding Speed}} if there is at least one [[horse]] for every human.&lt;br /&gt;
&lt;br /&gt;
You get the full multiplier if you have enough mounts for everybody. You get something in between if you don't bring enough or have a mix of speeds.&lt;br /&gt;
&lt;br /&gt;
{{#ask: [[Riding Speed::+]] &lt;br /&gt;
 | ?Riding Speed&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Carried mass ratio ====&lt;br /&gt;
Caravan speed also receives a multiplier based on the ratio of Mass Carried / Mass Capacity. This is between 200% speed for zero mass and 50% (?) for maximum mass.&lt;br /&gt;
&lt;br /&gt;
There is no distinction between carried and equipped mass - an equipped weapon weighs the same as it does when carried in a muffalo's inventory. However, some furniture like [[chair]]s have a lower mass than the materials they yield upon deconstruction.&lt;br /&gt;
&lt;br /&gt;
Caravan speed can be increased by adding more pack animals and thus increasing caravan Mass Capacity. Speed will asymptotically approach the 200% multiplier, thus number of pack animals used has diminishing returns.&lt;br /&gt;
&lt;br /&gt;
==== Terrain ====&lt;br /&gt;
{{Rewrite|reason=Missing biomes and existing ones, and the effect of temperature and/or winter need to be verified.}}&lt;br /&gt;
The game will automatically plot the fastest route to your selected destination, so you will rarely have to pick and choose specific terrain. &lt;br /&gt;
&lt;br /&gt;
The following table lists the movement difficulty of individual world tiles. Flat terrain is naturally the easiest to travel, hills and mountains are slower, and roads will speed it up though any terrain. Average temperatures under {{Temperature|-17.1}} will start to cause movement difficulty to increase. Winter penalty maxes out at +2 movement difficulty at {{Temperature|-22.5}}.&lt;br /&gt;
&lt;br /&gt;
Note that 1 movement difficulty roughly equates to 0.06 days or roughly 1.44 hours at base human movement speed.&lt;br /&gt;
{{#vardefine: color1 | 66FF33}}{{#vardefine: color2 | 55DD33}}&amp;lt;!--E3D933--&amp;gt;{{#vardefine: color3 | BBCC22}}{{#vardefine: color4 | EE9900}}&lt;br /&gt;
:{| {{STDT| wikitable sortable text-center}}&lt;br /&gt;
! Terrain !! Biome !! Flat !! Small Hills !! Large Hills !! Mountains&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color1}}&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; | '''Easy'''&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Temperate Forest    ||  1  || 1.5 || 2.5 || 4&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Desert              ||  1  || 1.5 || 2.5 || 4&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Extreme Desert      ||  1  || 1.5 || 2.5 || 4&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Tundra              ||  1  || 1.5 || 2.5 || 4&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Boreal Forest       ||  1  || 1.5 || 2.5 || 4&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Arid Shrubland      ||  1  || 1.5 || 2.5 || 4&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color2}}&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | '''Moderate'''&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Sea Ice             || 1.5 ||  -  ||  -  ||  -&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color2}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Ice Sheet           || 1.5 ||  2  ||  3  || 4.5 &lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color2}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Tropical Forest     ||  2  || 2.5 || 3.5 ||  5&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color4}}&amp;quot;&lt;br /&gt;
| '''Difficult'''&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Temperate Swamp     ||  4  ||  -  ||  -  ||  -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Tabs ===&lt;br /&gt;
The inspection pane has tabs to manage the caravan and view details.&lt;br /&gt;
&lt;br /&gt;
In the 'Gear' tab, by clicking the red X you can drop items and lose them forever. Dropping items may be necessary if the caravan becomes overburdened and unable to move. &lt;br /&gt;
&lt;br /&gt;
You can also abandon colonists and prisoners in the 'Social' tab. Items carried by a dismissed pawn will be lost. Abandoning a caravan member will cause their friends and family to have sad thoughts, and if the colonist is unlikely to survive (such as low temperatures) there will be a more severe penalty. Colonists who survive may eventually make their way back to your colony, or return as part of an enemy raid or friendly caravan.&lt;br /&gt;
&lt;br /&gt;
In the 'Gear' tab you can swap gear by dragging and dropping gear onto different colonists, or to and from the caravan inventory.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Caravan gear and inventory from world view.png|Gear &amp;amp; Inventory&lt;br /&gt;
File:Caravan mass carried.png|Mass carried&lt;br /&gt;
File:Caravan needs.png|Status&lt;br /&gt;
File:Caravan health.png|Health&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once you arrive to the destination, just click the Trade icon to start negotiations.&lt;br /&gt;
[[File:Trade icon.png]]&lt;br /&gt;
&lt;br /&gt;
=== Route planner ===&lt;br /&gt;
[[File:Caravan_planner.png|600px|thumb|rifht|Caravan planner having planned a route based a caravan's speed.]]&lt;br /&gt;
&lt;br /&gt;
There is a route planner that allows you to roughly check the amount of time it takes to reach a destination, allowing you to plan ahead.&lt;br /&gt;
&lt;br /&gt;
When it is opened, you can drop various waypoints around the world map. The game will calculate the time it takes for a 1 tile/h caravan to travel through the planned route. You can also place the starting point on an existing caravan to determine the time taken for a journey based on that caravan's speed.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Returning home ===&lt;br /&gt;
&lt;br /&gt;
After you arrive back at your colony, you will notice two details must be addressed before continuing the game.&lt;br /&gt;
&lt;br /&gt;
* Pack animals may go straight to their animal bed or just wander around still with all your items inside their packing gear. If you happen to need something at the moment, you will have to make them drop it. You may want to restrict them to a roofed zone and wait for them to go there before doing this, so the dropped belongings won't deteriorate due to exposure, or you can wait until night when they are sleeping inside a room. Pack animals who have been trained for Obedience can be assigned to follow their master, who can be drafted to storage areas and wait until the animals follow him/her too to drop the items as well.&lt;br /&gt;
* Prisoners will still be carrying your caravan items too, even armor and weaponry (as odd as it may be). They will not unload their inventory after returning to base unless directed to through the gear tab, and will start to unload only after being recruited.&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;300px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Prisoners keep your caravan items too.png|'''Prisoners keep your caravan items'''&lt;br /&gt;
File:Caravan prisoner unloading inventory.png|'''Prisoner unloading inventory after recruitment'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Long distance journeys ===&lt;br /&gt;
&lt;br /&gt;
Many basic technology options prove to be very helpful for long distance travel. Make frequent use of [[Campfire]]s, [[Pemmican]], [[Passive cooler]]s and [[Crafting spot]]s to resupply your caravans and keep healthy on the road, instead of one large ride. Take advantage by building settlements whenever you run low on food or resources. Generated maps can have forageable food and animals to hunt or even tame into the convoy. Colonists will also need time off to relax and restore their joy.&lt;br /&gt;
&lt;br /&gt;
=== Multiple colonies and pitstops ===&lt;br /&gt;
&lt;br /&gt;
The game options let you choose how many colonies (up to 5) you can have active on the globe at once. Temporary maps from events do not count towards this limit. In order to build beyond the game menu limits, you must abandon an existing colony. &lt;br /&gt;
&lt;br /&gt;
Should you choose to make multiple settlements, it is not necessary to carry all your raw materials all the way from your home base to a new spot. Lighten the load by carrying valuables such as silver, gold, [[drugs]] and then trading them with your new neighbors, or if you settled close enough, use [[transport pod]]s to launch everything over.&lt;br /&gt;
&lt;br /&gt;
While traveling long distances consider bringing valuable items, then bartering for necessary supplies instead of bringing them.&lt;br /&gt;
&lt;br /&gt;
If you know certain resources will be scarce in your new map's biome, or if you want to save time mining, some resources can be [[Advanced_Endgame_Guide#Resource_compression|compressed]] -- that is, built into items with a lower mass than their raw materials.&lt;br /&gt;
&lt;br /&gt;
== Events ==&lt;br /&gt;
&lt;br /&gt;
Caravan events take place on the road, which means that neither side will be engaging with the benefit of a base. The action takes place in the open and the player must take advantage on terrain features to defend themselves. Those who survive will have a 24 hours window to perform vital needs such as doctoring, resting and feeding as well as re-packing. [[:File:Pirate fed to animal.png|Eliminated hostiles can be fed to your animals]].&lt;br /&gt;
&lt;br /&gt;
There are two different ways of re-packing: manually giving cargo animals the selected item to be carried or re-forming the caravan. The first alternative lets you make the most out of the area which may include mining, harvesting, and cooking, while the last option will instantly leave the place. Either way, before the countdown timer ends, all items must be put to be carried or they will be '''lost''' once the time runs out.&lt;br /&gt;
&lt;br /&gt;
=== Visibility ===&lt;br /&gt;
{{Stub|section=1|reason=Needs actual equation defining visibility based on total body size}}&lt;br /&gt;
Visibility is how easy your Caravan is to notice. It multiplies the chance that your caravan will be waylaid by enemies. Visibility does not affect your ability to find things you want. Visibility is based on the total body size of all people and animals in the caravan. The default visibility for 1 person in a caravan is 20%, it does not scale linearly for additional people, as two people is 36%. You can see the visibility in the upper right while forming a caravan.&lt;br /&gt;
&lt;br /&gt;
=== Ambush ===&lt;br /&gt;
Your caravan has been ambushed by an enemy faction. Colonists cannot exit the map until the attackers are defeated (killed, downed, or fled). If all are killed, the caravan is considered destroyed and will disappear along with any carried items.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Caravan ambushed right after leaving colony.png|1.- Red envelope alert zooms in to the battle tile.&lt;br /&gt;
File:Caravan ambushed by pirates.png|2.- You can see the incoming attackers from a distance.&lt;br /&gt;
File:Caravan ambushed in World view.png|3.- World view is a red dot.&lt;br /&gt;
File:Caravan ambushed victory.png|4.- Once victorious, you have 24 hours before the caravan automatically reforms to leave.&lt;br /&gt;
File:Capturing prisoners after ambush.png|5.- Make a tiny room enough to capture downed enemies with a sleeping spot each.&lt;br /&gt;
File:Prisoners brought to colony.png|Prisoners arrive to your colony, wandering around.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# The game notifies you that an ambush is taking place, prompting you to check on your caravan.&lt;br /&gt;
# Pause the game to survey the enemy and position yourself by taking cover behind terrain features.&lt;br /&gt;
# Check where it's happening. As it is, in this case, right next to the colony, it's possible to quickly send reinforcements. However, you cannot send the back-up caravan right into the battle, but must first move to an adjacent tile before joining your comrades.&lt;br /&gt;
# After an encounter ends, a 24-hour countdown begins so you can recover, pick up items, strip the dead/downed, and take care of any other need.&lt;br /&gt;
# To take prisoners, you should build the smallest room possible (remember you are on a countdown) which can just fit the same amount of sleeping spots for each downed enemy. Treat their wounds so they don't die while carrying them to your colony. Finally, reforming the caravan makes captives come with you (you will see them listed).&lt;br /&gt;
# Your prisoners are finally brought to your colony, but you see them wandering around (!!!). Don't worry as they won't attempt to escape. Your characters will proceed to unload their items. Eventually, wardens will come to pick them up and escort them to designated prison cells. Any incapacitated prisoners will remain downed and need to be carried.&lt;br /&gt;
&lt;br /&gt;
==== Manhunter Ambush ====&lt;br /&gt;
&lt;br /&gt;
Same as Ambush except with a manhunter pack. Manhunters won't attempt to flee, and colonists can't either.&lt;br /&gt;
&lt;br /&gt;
=== Demand ===&lt;br /&gt;
&lt;br /&gt;
Pirates approach your caravan and demand that you give them items and hand over members as slaves. If you don't they will proceed to assault the caravan.&lt;br /&gt;
&lt;br /&gt;
You can see the number of pirates when they are demanding you hand over items, as well as the items they are demanding.&lt;br /&gt;
&lt;br /&gt;
It's nearly always a better choice to fight back as pirates usually come in poor numbers.&lt;br /&gt;
&lt;br /&gt;
=== Encounter ===&lt;br /&gt;
Another friendly caravan crosses paths with you, opening an opportunity to trade. &lt;br /&gt;
&lt;br /&gt;
You can attack them if you wish, damaging relations. Your pawns may exit the map while engaging the caravan. Since you will be informed of their party composition but cannot clearly see who is in the caravan, you can decide if they're worth robbing.&lt;br /&gt;
&lt;br /&gt;
Sometimes when attacking them, they may decide to do a 'bloody exit', that is to exit as aggressively as possible.&lt;br /&gt;
&lt;br /&gt;
[[File:Caravan met peacefully.png|400px]]&lt;br /&gt;
&lt;br /&gt;
=== Reform caravan ===&lt;br /&gt;
You can only reform caravans if there are no hostile pawns on the map or they are all either downed or asleep.&lt;br /&gt;
&lt;br /&gt;
== Attacking other settlements ==&lt;br /&gt;
{{Rewrite|section=1|reason=Cleanup, potential size reduction, updating from A16 -&amp;gt; Present}}&lt;br /&gt;
{{Image wanted|section=1|reason=Shows bases from A16, they have significantly changed since.}}&lt;br /&gt;
You may raid other settlements on the world map, much like other factions do to your colony. To do this, all you need is to send a caravan to a site, and select the &amp;quot;Attack&amp;quot; interaction option. Attacking settlements gives you an opportunity to steal valuable goods such as [[glitterworld medicine]], [[luciferium]], [[component]]s, as well as weapons and armor.&lt;br /&gt;
&lt;br /&gt;
* See [[Offense_tactics|offense tactics]] for specific tips on how to assault outposts and bases.&lt;br /&gt;
&lt;br /&gt;
=== Walkthrough ===&lt;br /&gt;
: The below shows bases from the Alpha 16 version of the game.  Settlement defenders of later updates are ''significantly strengthened'' and are harder to defeat and are not scaled down by easier difficulty as other raids are.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Caravan raiding another settlement.png|1.- Moving towards target settlement for raid&lt;br /&gt;
File:Generating map for new encounter.png|2.- Generating map for new encounter&lt;br /&gt;
File:Attack begun.png|3.- Attack begun&lt;br /&gt;
File:Studying enemies.png|4.- Studying enemies&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
: 1) Right click to select destination gives approximate travel time and distance.&amp;lt;p&amp;gt;&lt;br /&gt;
: 2) Once your caravan arrives, the game generates a map with an enemy base.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 3) The &amp;quot;Attack begun&amp;quot; blue envelope opens a message which allows you to see the targeted area.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 4) You can click on individual enemy members to see their character skills, gear, and health. Use this to prioritize your targets.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Enemy base layout.png|5.- Enemy base layout&lt;br /&gt;
File:Enemy base zoomed out.png|6.- Enemy base zoomed out&lt;br /&gt;
File:Enemy positioning and loot.png|7.- Enemy positioning and loot&lt;br /&gt;
File:Stampede 1.png|8.- First stampede&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
: 5) Base layout, nothing tricky.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 6) Terrain around enemy base is very simple, nothing too complicated.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 7) Approaching from the front will make enemies line up facing you right away automatically.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 8) [[Offense_tactics#Stampede|Stampede]] offense tactic to weaken their defenses. Train your offensive animals to be capable of &amp;quot;Release&amp;quot;, leaving pack animals behind&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Stampede casualty.png|9.- Stampede casualty&lt;br /&gt;
File:Using their base as your own.png|10.- Using their base as your own&lt;br /&gt;
File:Outpost destroyed 24h countdown.png|11.- Outpost destroyed, 24h countdown before leaving&lt;br /&gt;
File:Resting at enemy base.png|12.- Resting at enemy base&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
: 9) Stampede casualty with animal wounds.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 10) Tactics split and kite allows you to enter their base and use choke points, with friendly fire safety ensured. Melee with ranged shooting on his/her shoulder.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 11) After 8 of 11 enemies were killed, the remaining 3 start to flee and the game considers the outpost destroyed, and a 24-hour countdown timer begins for treating your wounded, looting and resting. You don't need to destroy the base once captured, just claim their doors and they will open as if they were yours from the beginning.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 12) Since they had three rooms, one can be used as an infirmary and another as a prison to handle your prisoners.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Looting.png|13.- Looting&lt;br /&gt;
File:Caravan back to home.png|14.- Caravan back to home&lt;br /&gt;
File:Unloading inventory.png|15.- Unloading inventory&lt;br /&gt;
File:Work tab order shift.png|16.- Work tab order shift&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
: 13) You can strip all your killed or downed enemies to take their weapons and armor. Be careful with the tainted apparel mood penalty if you took them off the dead, though.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 14) Once those 24 hours had passed, the game automatically kicks you back to the world map at which point you can return home and/or visit friendly outposts as well. If you want you can also choose 'Reform Caravan' which allows you to choose what you want to bring, and leave early.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 15) Once you arrive back home, characters will start unloading their inventory and sorting items properly.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 16) The work tab order will shift to a different sequence than the original before leaving. May be a problem, or not.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Changed caravan reform to be allowed with sleeping hostiles on site.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Volatile depressive</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Caravan&amp;diff=132837</id>
		<title>Caravan</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Caravan&amp;diff=132837"/>
		<updated>2023-04-04T19:22:31Z</updated>

		<summary type="html">&lt;p&gt;Volatile depressive: /* Carried mass ratio */  rewrote a wonky section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
{{Stub|reason=Bedroll mechanics inc. rest efficiency, couples, etc}}&lt;br /&gt;
{{For|caravans visiting you from other factions|Trader}}&lt;br /&gt;
&lt;br /&gt;
'''Caravans''' are a group of one or more colonists who gather together for different purposes and leave the current map tile. Goods can be carried by animals, colonists, or prisoners to facilitate trading on your own schedule; a caravan can also act as a raid squad to attack other establishments. Each caravan is represented on the [[Menus#World|world map]] by a yellow icon. Double-clicking a caravan will select all caravans on the screen, allowing them all to be ordered to a single destination.&lt;br /&gt;
&lt;br /&gt;
Sending caravans out from your home, instead of just waiting for other tribes to come to you, creates trade opportunities at your pace, rather than wait for random traders to show at your location. It also provides a wider selection of goods since friendly outposts have much more inventory than the limited selection traders (who are restricted by carrying capacity) show up with. Also, you get a 2% price bonus for direct trading. It also avoids the cost for requesting traders at the [[comms console]].&lt;br /&gt;
&lt;br /&gt;
== Creation ==&lt;br /&gt;
&lt;br /&gt;
[[File:Form caravan icon.png|right]]&lt;br /&gt;
&lt;br /&gt;
In the World map, select the colony icon and click &amp;lt;tt&amp;gt;'Form caravan'&amp;lt;/tt&amp;gt;.  A dialog is shown to assign pawns, animals, and items.  You can create multiple caravans.&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;p&amp;gt;'''''Caution:''''' Clicking &amp;lt;tt&amp;gt;'Abandon'&amp;lt;/tt&amp;gt; on an unoccupied colony will not prompt for any confirmation before making it an [[:File:Abandoned faction base.png|inaccessible ruins and lost forever]].&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== People and Animals ===&lt;br /&gt;
Choose the colonists who will take part in the convoy, any [[pack animal]]s that will carry the items for sale, any prisoners you want to transport, or if you have [[Biotech]], any [[Mechanoid]] your Mechanitor possess. At least one colonist must be chosen. Make sure to select those whose health are in optimal conditions, as wounded and/or sick colonists slow the caravan down.&lt;br /&gt;
&lt;br /&gt;
There are three different arrangements when forming caravans:&lt;br /&gt;
* A caravan ''without'' pack animals forms up the quickest, as colonists only need to pack items on their backs and will leave without further delay.&lt;br /&gt;
* A caravan ''with'' pack animals suffers a loading phase where colonists must load the pack animals. This can take a long time if there are lots of items to pack and/or you don't have many haulers available.&lt;br /&gt;
* A caravans already traveling in the World Map will reform instantly and not require a hauling phase, regardless of any pack animals.&lt;br /&gt;
&lt;br /&gt;
Incapacitated pawns cannot be chosen to be part of the caravan initiation process, but once your caravan is traveling you can pick up incapacitated people to come with you. They will slow down your caravan by a lot, so be warned.&lt;br /&gt;
&lt;br /&gt;
The caravan will take the name of the best negotiator in the caravan.&lt;br /&gt;
&lt;br /&gt;
Mechanoids{{BiotechIcon}} inside a caravan without their overseer Mechanitor cannot be commanded to do anything when drafted as there is no signal for them to move or command to move towards, but can still be brought over as a caravan as long as the Mechanitor in question still has enough bandwidth to maintain their control in anywhere.&lt;br /&gt;
&lt;br /&gt;
[[File:Caravan party.png|300px]]&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
Use the Items tab to select supplies.  Only items located in your Stockpiles or Home Area are shown while initially packing; when reforming the caravan you can select any item on the map.&lt;br /&gt;
&lt;br /&gt;
The carrying capacity of humans and [[Pack animal|pack animals]] in a caravan is separate from their [[Carrying Capacity]] for hauling, and is given by their Body Size multiplied by 35. For humans, this includes the clothing, gear, and inventory that they already have.&lt;br /&gt;
&lt;br /&gt;
Caravan carrying capacity:&lt;br /&gt;
* [[Human]]: {{#expr:35*{{Q|Human|Body Size}} round 0}} kg&lt;br /&gt;
* [[Elephant]]: {{#expr:35*{{Q|Elephant|Body Size}} round 0}} kg&lt;br /&gt;
* [[Bison]]: {{#expr:35*{{Q|Bison|Body Size}} round 0}} kg&lt;br /&gt;
* [[Muffalo]]: {{#expr:35*{{Q|Muffalo|Body Size}} round 0}} kg&lt;br /&gt;
* [[Horse]]: {{#expr:35*{{Q|Horse|Body Size}} round 0}} kg&lt;br /&gt;
* [[Dromedary]]: {{#expr:35*{{Q|Dromedary|Body Size}} round 0}} kg&lt;br /&gt;
* [[Yak]]: {{#expr:35*{{Q|Yak|Body Size}} round 0}} kg&lt;br /&gt;
* [[Donkey]]: {{#expr:35*{{Q|Donkey|Body Size}} round 0}} kg&lt;br /&gt;
* [[Alpaca]]: {{#expr:35*{{Q|Alpaca|Body Size}} round 0}} kg&lt;br /&gt;
&lt;br /&gt;
Baby or juvenile animals have a reduced carrying capacity.&lt;br /&gt;
&lt;br /&gt;
If the colonist or animal is already carrying something (such as clothes worn), they will appear to have a reduced carry weight.&lt;br /&gt;
&lt;br /&gt;
The combined carrying capacity and mass of selected items is listed at the top. Buttons are used to select items/amounts. A double arrow [&amp;gt;&amp;gt;] will take the full quantity of an item. The arrow [&amp;gt;M] indicates you cannot carry the full quantity, but it will automatically take the maximum amount. When over capacity, the arrow [M&amp;lt;] will return some or all of those items so that the mass total does not exceed the caravan's carrying capacity.&lt;br /&gt;
&lt;br /&gt;
Modifier keys can be used to change the [&amp;gt;] arrow from +1 to adding more as follows:&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Key|CTRL}}: +10 &amp;lt;br/&amp;gt;{{Key|SHIFT}}: +100 &amp;lt;br/&amp;gt;{{Key|CTRL}}+{{Key|SHIFT}}: +1000. &amp;lt;br/&amp;gt;These keys work similarly for the [&amp;lt;] arrow to subtract.&lt;br /&gt;
&lt;br /&gt;
If a caravan member dies in the close-up view, they will drop their items which must be picked up. If they die on the global map (such as from blood loss), their gear will be lost. If all party members die, the entire caravan disappears and everything is lost.&lt;br /&gt;
&lt;br /&gt;
[[File:Caravan inventory.png|300px]]&lt;br /&gt;
&lt;br /&gt;
==== Food ====&lt;br /&gt;
&lt;br /&gt;
Caravans will feed as needed during the journey, so long as there's enough within the supply. Colonists who are part of a caravan will automatically forage for food while on the way, the speed of which depends on the environment and the colonist's growing skill.&lt;br /&gt;
&lt;br /&gt;
It's vital to bring sufficient food for the journey. If you're bringing pack animals the caravan may be slower so bring more food to compensate.&lt;br /&gt;
&lt;br /&gt;
Food spoils without refrigeration so careful selection is needed:&lt;br /&gt;
&lt;br /&gt;
* [[Simple meal]]s will suffice for short journeys (&amp;lt;2.4 days).&lt;br /&gt;
* [[Berries]] are good for mid-length journeys, despite being less weight-efficient. (&amp;lt;7 days).&lt;br /&gt;
* [[Pemmican]] will be needed for long-distance travel (up to 75 days).&lt;br /&gt;
* [[Packaged survival meal]]s will be necessary for extremely long journeys (&amp;gt;75 days).&lt;br /&gt;
&lt;br /&gt;
Supplies that expire soonest will be consumed first.&lt;br /&gt;
&lt;br /&gt;
While traveling, world map events may trigger such as [[manhunter pack]]s, raids, or other traders crossing paths, which can generate mini-maps. After threats have been eliminated, it's possible to scavenge a bit of food and herbal medicine before the map closes down. It is likely that you will have some items scattered in the mini-map; these must be picked up or chosen to take with your reformed caravan or they'll be lost forever.&lt;br /&gt;
&lt;br /&gt;
=== Formation process ===&lt;br /&gt;
&lt;br /&gt;
Once the order to form the caravan is given, colonists and animals will gather around a [[caravan hitching spot]] or a random place within your home area and wait for all members to assemble.&lt;br /&gt;
&lt;br /&gt;
It's recommended to put the caravan hitching spot inside your warehouse to reduce loading time.&lt;br /&gt;
&lt;br /&gt;
After assembly, they will gather any needed supplies, putting them on pack animals if available. When they finish, they will head out to the map edges and wait for the other members to arrive, then exit the colony map and enter the world map.&lt;br /&gt;
&lt;br /&gt;
Haulers not part of the caravan will also help in gathering the supplies.&lt;br /&gt;
&lt;br /&gt;
[[File:Caravan loading.png|500px|thumb|none|Notice the loading process as colonist start to take items towards the animals of burden.]]&lt;br /&gt;
&lt;br /&gt;
Colonists will ignore any needs during the formation, except food (once they're starving they'll take a break to eat if food is available). Should they feel exhausted during the process, they won't rest in their bedrooms but collapse near the caravan hitching spot.&lt;br /&gt;
&lt;br /&gt;
They will also override the 'Forbid' command, taking forbidden items. If there is less of an item than ordered (e.g. meals which other colonists ate during the process), members will take what they can and then carry on without stopping.&lt;br /&gt;
&lt;br /&gt;
A pawn can be temporarily interrupted by manually assigning them to do another task. They will resume caravan loading once the task is complete.&lt;br /&gt;
&lt;br /&gt;
Any mental break of its members will pause the process until that member recovers. Downing or killing that member will interrupt the process, causing it to be cancelled.&lt;br /&gt;
&lt;br /&gt;
[[File:The caravan formation process will continue when everyone recovers from a mental break.png|500px|thumb|none|Ufff...]]&lt;br /&gt;
&lt;br /&gt;
If the formation was successful, the character roster on top of the screen will split, showing those who stayed at home and those who left with the caravan by greying them on a different &amp;quot;box&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:Colonist roster of those at home and at caravan.png|500px]]&lt;br /&gt;
&lt;br /&gt;
=== Caravan route &amp;amp; pathing ===&lt;br /&gt;
&lt;br /&gt;
The 'Choose Route' button allows you to decide destinations for your colonists' caravan. Once a path is chosen, colonists will choose an exit direction that can best reduce travel time.&lt;br /&gt;
&lt;br /&gt;
Once items have been loaded, party members will proceed separate ways according to their own classifications made by the player.&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;300px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Caravan pathing.png| '''Caravan clear division between colonist path and muffalos' path.'''&lt;br /&gt;
File:Caravan pathing 2.png| '''The apparent reason behind the animal area drawn is to prevent them from eating your plantations.'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Tricks ===&lt;br /&gt;
* If a caravan includes a lot of animals and/or items, the process of gathering those can be ''very'' time consuming - starting a larger caravan at 0400, it's not unusual to leave (well) after 1200, 8+ hours of &amp;quot;Forming Caravan&amp;quot;.   To reduce this time, you can add additional pawns to the Caravan roster, dedicating them to the loading process, either when you create the Caravan or after (by selecting a pawn and clicking &amp;quot;Add to Caravan&amp;quot;).  You can remove them later the same way. You can even create the caravan with one set of pawns, add others, and remove the original set; this is handy to start the process as soon as possible if your desired travelers are busy early in the morning, or you just want them to get as much sleep as possible before the journey.&lt;br /&gt;
:* Once everything is gathered, colonists will lead all the animals to the edge of the map and then wait for everyone to get there, then disappear off to the World Map (with a small note to that effect in the top-left of the screen).  If you remove colonists from the caravan ''before'' leaving, their animals are released to wander and must be re-gathered by the (fewer) remaining caravaners, which might take another hour or more. It may be a good idea to let ''everyone'' keep their animals and leave the map together, then ''immediately'' pause the game and jump to the World Map, select the caravan and click &amp;quot;Split Caravan&amp;quot;, sending whichever colonists you wish instantly right back to the base map while the main body continues on. Be sure the &amp;quot;lift&amp;quot; ability of the remaining pawns is enough to carry all the intended items.&lt;br /&gt;
&lt;br /&gt;
* Sometimes you start forming a caravan late in the day, or realize you won't make the 2200 cut-off for traveling that day.  If you wait until ''after'' 2200 (when domestic animals sleep), you can create un-owned [[animal sleeping spot]]s around the [[caravan hitching spot]], un-form the caravan, and the (still-packed) animals will bed down there for the night. If you then start early the next morning (''well'' before they start to wake around 0600), they are all still right there and easy to round up when you re-create the caravan. There may be some unpacking/repacking of items, but your colonists won't have to chase the same animals all over the map again.&lt;br /&gt;
&lt;br /&gt;
* The act of gathering supplies allows a colonist to carry huge stacks of lightweight materials like cloth or food. This can be exploited to perform ''Super Hauling'' by having a colonist pick up all the goods on the map, drafting them into the storage room, and cancelling the caravan to unload. They will have hauled a massive number of supplies in one trip.&lt;br /&gt;
&lt;br /&gt;
== Traveling ==&lt;br /&gt;
Once your caravan enters the world map, you can give it orders.&lt;br /&gt;
&lt;br /&gt;
A caravan can:&lt;br /&gt;
* Move - Right-click to select destination. A line indicates the optimal route (accounting for terrain speed and elevation changes).&lt;br /&gt;
* Settle - Click Settle to create a new colony.&lt;br /&gt;
** You may not settle a new colony when already at maximum. The default maximum is one. This can increased to up to five in Menu - Options. &lt;br /&gt;
** Settling directly adjacent to your own colony or any other settlement is not allowed.&lt;br /&gt;
* Enter back into the colony - Right-click the colony.&lt;br /&gt;
* Split - Click the Split button. Each caravan must consist of at least one colonist.&lt;br /&gt;
* Merge - Select two or more caravans in the same tile (by dragging a square zone) and click Merge to form a single caravan.&lt;br /&gt;
* Trade - When a caravan has reached a friendly faction outpost, click the trade button to open the trade dialog window. &lt;br /&gt;
* Attack - A caravan can attack any faction outpost, regardless of relations status, though attacking will worsen relations.&lt;br /&gt;
* Offer gifts - If your relations with a faction are not high enough to trade, you can offer them gifts in an attempt to improve relations.&lt;br /&gt;
&lt;br /&gt;
[[File:Caravan optimal route.png|300px]]&lt;br /&gt;
&lt;br /&gt;
=== Status box ===&lt;br /&gt;
&lt;br /&gt;
Several items are displayed in the status box.&lt;br /&gt;
&lt;br /&gt;
#Movement status:&lt;br /&gt;
#* Traveling - moving to destination.&lt;br /&gt;
#* Resting - caravan automatically stops between hours 22 and 6 to sleep.&lt;br /&gt;
#* Waiting - no destination selected.&lt;br /&gt;
#* Stopped - stopped moving with reason given.&lt;br /&gt;
#Estimated time to destination - time to destination based on the current tile movement time.&lt;br /&gt;
#Days of food - compare this to 'estimated time to destination' to determine if your caravan has enough food for the journey.&lt;br /&gt;
#Base movement time: Movement speed based on the average speed of all the pawns in the caravan.&lt;br /&gt;
#Current tile movement time: Current movement speed based on the terrain, biome, weather (only affected during autumn-winter) or roads. (See table on this page for details.)&lt;br /&gt;
#Stealthiness: How stealthy your caravan is. Stealthier caravans are less prone to being ambushed.&lt;br /&gt;
&lt;br /&gt;
A caravan may stop for various reasons, such as when;&lt;br /&gt;
*Between hours 22 and 6 while the members sleep and rest.&lt;br /&gt;
**They still continue to rest even if all members are fully rested.&lt;br /&gt;
**Colonists who had been assigned to the night shift in the Restrict tab will still follow this schedule.&lt;br /&gt;
*All colonists are downed or having a minor/major mental break.&lt;br /&gt;
*Any member is having an extreme mental break.&lt;br /&gt;
**Nobody will be harmed even if the colonist is going berserk.&lt;br /&gt;
**Minor or major mental breaks won't stop the caravan as long as at least one person is still functional. If a colonist is in the midst of a mental break when you settle or get ambushed, they will still be having it when they appear on the map.&lt;br /&gt;
*The player manually pauses the caravan.&lt;br /&gt;
**While paused caravans forage faster, members can socialize and the caravan is less likely to be attacked.&lt;br /&gt;
&lt;br /&gt;
=== Sustenance ===&lt;br /&gt;
Pawns traveling in a caravan will eat automatically when necessary. Grazing animals, when hungry in a place with grazable plants, will instantly have their hunger bar refilled without any cost. If not, they will proceed to eat food carried in the caravan. Pawns will prioritize food that spoils earlier.&lt;br /&gt;
&lt;br /&gt;
If a colonist has an injury or disease that requires tending, doctors will tend to them as necessary, using medicine if available to them. If self-tend is on they will also tend to themselves.&lt;br /&gt;
&lt;br /&gt;
If you bring [[Beer]], [[Chocolate]], or [[Insect jelly]] along with you, colonists may consume them during their journey. The mood bonus they provide can help keep colonists sane when away from the colony for long stretches of time.&lt;br /&gt;
==== Foraging ====&lt;br /&gt;
{{rewrite|section=1|reason=Cleanup, verification, integration with [[Foraged Food Amount]]}}&lt;br /&gt;
From Beta 19 onwards, every colonist in a caravan can forage for food.&lt;br /&gt;
&lt;br /&gt;
Each colonist can forage 0.09 nutrition per day per level of [[Skills#Plants|Plants]] at a baseline, i.e. in temperate forests or swamps. Given that each colonist consumes 1.6 nutrition per day, this means that a level 9 Plants colonist can break even with food consumption when the caravan is resting, and a level 18 Plants colonist can constantly forage more than he eats while traveling.&lt;br /&gt;
&lt;br /&gt;
Foraging is affected by manipulation (50% importance, 100% max) or sight (90% importance), so giving caravanners [[bionic eye]]s or [[archotech eye]]s can help increase forage and hence let your food stocks last longer.&lt;br /&gt;
&lt;br /&gt;
In addition, having a tribal start grants a 170% multiplier to foraging, as shown by a &amp;quot;Faction Type: 170%&amp;quot; line in the tooltip. This means that in temperate forests or swamps, a level 6 Plants colonist will break even with food consumption when the caravan is resting, and a level 11 Plants colonist can constantly forge more than he eats while traveling. If Tribal colonists with good Plants skills have enough meals or other food to eat during a trip through terrain with good forage, they may return with a nontrivial quantity of berries.&lt;br /&gt;
&lt;br /&gt;
==== Energy ====&lt;br /&gt;
{{Biotech|No Category}}&lt;br /&gt;
When on the world map, [[mechanoid creation|friendly mechanoids]] consume no power. However, if a mechanoid does run out of power during the caravan, such as during an ambush, it will go under a permanent Dormant Self-charge state until someone brings it to a nearby mech recharger.&lt;br /&gt;
&lt;br /&gt;
=== Recreation ===&lt;br /&gt;
Colonists on caravan gain [[recreation]] while stopped at a rate of 10% per hour, of the Solitary type if they are alone, or a mix of Solitary and Social if two or more colonists are on the same caravan. Tolerance is gained at an equivalent rate to Extremely Low Expectations, regardless of the expectations at the colony or the amount of wealth taken on the caravan.&lt;br /&gt;
&lt;br /&gt;
=== Psyfocus ===&lt;br /&gt;
{{Royalty|No category}}&lt;br /&gt;
Pawns in a caravan will also regenerate [[psyfocus]] while remaining stationary or waiting.{{Check Tag|Rate?|How much psyfocus per hour? Add to both Psycasts and Caravan}} This however, does not apply when the caravan is resting due to sleep. This allows for usage of psycasts even while on long caravan journeys, provided some time is taken off to recharge.&lt;br /&gt;
&lt;br /&gt;
=== Movement speed ===&lt;br /&gt;
{{Stub|section=1|reason=This section and its subsidiaries are rough outline only - it needs verification, expansion and clean up. Additionally: confirm [[Genes#Never sleep|Never sleep gene]] allows 24/7 caravaning. If yes, confirm whether [[circadian half-cycler]] does the same.}}&lt;br /&gt;
All caravans start moving at 0600 and stop at 2200. It doesn't matter if every pawn is a [[night owl]] or scheduled to sleep during the day. If a newly formed caravan doesn't leave the colony map before 2200, it will enter the world map and stop until 0600 the next morning. Similarly, if they don't reach their destination tile by 2200, they will stop, even if they are moments from it.&lt;br /&gt;
&lt;br /&gt;
Caravan movement speed follows the following equation:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Caravan movement speed''' = (13.6 * Multiplier from Ridden Animals * Multiplier from Carried Mass)/Terrain movement difficulty&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Mounts ====&lt;br /&gt;
{{See also|Pack animals}}&lt;br /&gt;
{{Stub|section=1|reason=How do the inbetween ones work? If I have 1 at 1.6 and 1 at 1.3 do I get 1.45? Wb 1 at 1.6 and 10 without any mount? etc}}&lt;br /&gt;
A multiplier based on the riding speed of the animals in the caravan. The riding speed acts as a multiplier if there is one mount for every human pawn - for example, the caravan speed is multiplied by ×{{Q|Horse|Riding Speed}} if there is at least one [[horse]] for every human.&lt;br /&gt;
&lt;br /&gt;
You get the full multiplier if you have enough mounts for everybody. You get something in between if you don't bring enough or have a mix of speeds.&lt;br /&gt;
&lt;br /&gt;
{{#ask: [[Riding Speed::+]] &lt;br /&gt;
 | ?Riding Speed&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Carried mass ratio ====&lt;br /&gt;
Caravan speed also receives a multiplier based on the ratio of Mass Carried / Mass Capacity. This is between 200% speed for zero mass and 50% (?) for maximum mass.&lt;br /&gt;
&lt;br /&gt;
There is no distinction between carried and equipped mass - an equipped weapon weighs the same as it does when carried in a muffalo's inventory. However, some furniture like [[chairs]] have a lower mass than the materials they yield upon deconstruction.&lt;br /&gt;
&lt;br /&gt;
Caravan speed can be increased by adding more pack animals and thus increasing caravan Mass Capacity. Speed will asymptotically approach the 200% multiplier, thus number of pack animals used has diminishing returns.&lt;br /&gt;
&lt;br /&gt;
==== Terrain ====&lt;br /&gt;
{{Rewrite|reason=Missing biomes and existing ones, and the effect of temperature and/or winter need to be verified.}}&lt;br /&gt;
The game will automatically plot the fastest route to your selected destination, so you will rarely have to pick and choose specific terrain. &lt;br /&gt;
&lt;br /&gt;
The following table lists the movement difficulty of individual world tiles. Flat terrain is naturally the easiest to travel, hills and mountains are slower, and roads will speed it up though any terrain. Average temperatures under {{Temperature|-17.1}} will start to cause movement difficulty to increase. Winter penalty maxes out at +2 movement difficulty at {{Temperature|-22.5}}.&lt;br /&gt;
&lt;br /&gt;
Note that 1 movement difficulty roughly equates to 0.06 days or roughly 1.44 hours at base human movement speed.&lt;br /&gt;
{{#vardefine: color1 | 66FF33}}{{#vardefine: color2 | 55DD33}}&amp;lt;!--E3D933--&amp;gt;{{#vardefine: color3 | BBCC22}}{{#vardefine: color4 | EE9900}}&lt;br /&gt;
:{| {{STDT| wikitable sortable text-center}}&lt;br /&gt;
! Terrain !! Biome !! Flat !! Small Hills !! Large Hills !! Mountains&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color1}}&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; | '''Easy'''&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Temperate Forest    ||  1  || 1.5 || 2.5 || 4&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Desert              ||  1  || 1.5 || 2.5 || 4&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Extreme Desert      ||  1  || 1.5 || 2.5 || 4&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Tundra              ||  1  || 1.5 || 2.5 || 4&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Boreal Forest       ||  1  || 1.5 || 2.5 || 4&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Arid Shrubland      ||  1  || 1.5 || 2.5 || 4&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color2}}&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | '''Moderate'''&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Sea Ice             || 1.5 ||  -  ||  -  ||  -&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color2}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Ice Sheet           || 1.5 ||  2  ||  3  || 4.5 &lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color2}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Tropical Forest     ||  2  || 2.5 || 3.5 ||  5&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color4}}&amp;quot;&lt;br /&gt;
| '''Difficult'''&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Temperate Swamp     ||  4  ||  -  ||  -  ||  -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Tabs ===&lt;br /&gt;
The inspection pane has tabs to manage the caravan and view details.&lt;br /&gt;
&lt;br /&gt;
In the 'Gear' tab, by clicking the red X you can drop items and lose them forever. Dropping items may be necessary if the caravan becomes overburdened and unable to move. &lt;br /&gt;
&lt;br /&gt;
You can also abandon colonists and prisoners in the 'Social' tab. Items carried by a dismissed pawn will be lost. Abandoning a caravan member will cause their friends and family to have sad thoughts, and if the colonist is unlikely to survive (such as low temperatures) there will be a more severe penalty. Colonists who survive may eventually make their way back to your colony, or return as part of an enemy raid or friendly caravan.&lt;br /&gt;
&lt;br /&gt;
In the 'Gear' tab you can swap gear by dragging and dropping gear onto different colonists, or to and from the caravan inventory.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Caravan gear and inventory from world view.png|Gear &amp;amp; Inventory&lt;br /&gt;
File:Caravan mass carried.png|Mass carried&lt;br /&gt;
File:Caravan needs.png|Status&lt;br /&gt;
File:Caravan health.png|Health&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once you arrive to the destination, just click the Trade icon to start negotiations.&lt;br /&gt;
[[File:Trade icon.png]]&lt;br /&gt;
&lt;br /&gt;
=== Route planner ===&lt;br /&gt;
[[File:Caravan_planner.png|600px|thumb|rifht|Caravan planner having planned a route based a caravan's speed.]]&lt;br /&gt;
&lt;br /&gt;
There is a route planner that allows you to roughly check the amount of time it takes to reach a destination, allowing you to plan ahead.&lt;br /&gt;
&lt;br /&gt;
When it is opened, you can drop various waypoints around the world map. The game will calculate the time it takes for a 1 tile/h caravan to travel through the planned route. You can also place the starting point on an existing caravan to determine the time taken for a journey based on that caravan's speed.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Returning home ===&lt;br /&gt;
&lt;br /&gt;
After you arrive back at your colony, you will notice two details must be addressed before continuing the game.&lt;br /&gt;
&lt;br /&gt;
* Pack animals may go straight to their animal bed or just wander around still with all your items inside their packing gear. If you happen to need something at the moment, you will have to make them drop it. You may want to restrict them to a roofed zone and wait for them to go there before doing this, so the dropped belongings won't deteriorate due to exposure, or you can wait until night when they are sleeping inside a room. Pack animals who have been trained for Obedience can be assigned to follow their master, who can be drafted to storage areas and wait until the animals follow him/her too to drop the items as well.&lt;br /&gt;
* Prisoners will still be carrying your caravan items too, even armor and weaponry (as odd as it may be). They will not unload their inventory after returning to base unless directed to through the gear tab, and will start to unload only after being recruited.&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;300px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Prisoners keep your caravan items too.png|'''Prisoners keep your caravan items'''&lt;br /&gt;
File:Caravan prisoner unloading inventory.png|'''Prisoner unloading inventory after recruitment'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Long distance journeys ===&lt;br /&gt;
&lt;br /&gt;
Many basic technology options prove to be very helpful for long distance travel. Make frequent use of [[Campfire]]s, [[Pemmican]], [[Passive cooler]]s and [[Crafting spot]]s to resupply your caravans and keep healthy on the road, instead of one large ride. Take advantage by building settlements whenever you run low on food or resources. Generated maps can have forageable food and animals to hunt or even tame into the convoy. Colonists will also need time off to relax and restore their joy.&lt;br /&gt;
&lt;br /&gt;
=== Multiple colonies and pitstops ===&lt;br /&gt;
&lt;br /&gt;
The game options let you choose how many colonies (up to 5) you can have active on the globe at once. Temporary maps from events do not count towards this limit. In order to build beyond the game menu limits, you must abandon an existing colony. &lt;br /&gt;
&lt;br /&gt;
Should you choose to make multiple settlements, it is not necessary to carry all your raw materials all the way from your home base to a new spot. Lighten the load by carrying valuables such as silver, gold, [[drugs]] and then trading them with your new neighbors, or if you settled close enough, use [[transport pod]]s to launch everything over.&lt;br /&gt;
&lt;br /&gt;
While traveling long distances consider bringing valuable items, then bartering for necessary supplies instead of bringing them.&lt;br /&gt;
&lt;br /&gt;
If you know certain resources will be scarce in your new map's biome, or if you want to save time mining, some resources can be [[Advanced_Endgame_Guide#Resource_compression|compressed]] -- that is, built into items with a lower mass than their raw materials.&lt;br /&gt;
&lt;br /&gt;
== Events ==&lt;br /&gt;
&lt;br /&gt;
Caravan events take place on the road, which means that neither side will be engaging with the benefit of a base. The action takes place in the open and the player must take advantage on terrain features to defend themselves. Those who survive will have a 24 hours window to perform vital needs such as doctoring, resting and feeding as well as re-packing. [[:File:Pirate fed to animal.png|Eliminated hostiles can be fed to your animals]].&lt;br /&gt;
&lt;br /&gt;
There are two different ways of re-packing: manually giving cargo animals the selected item to be carried or re-forming the caravan. The first alternative lets you make the most out of the area which may include mining, harvesting, and cooking, while the last option will instantly leave the place. Either way, before the countdown timer ends, all items must be put to be carried or they will be '''lost''' once the time runs out.&lt;br /&gt;
&lt;br /&gt;
=== Visibility ===&lt;br /&gt;
{{Stub|section=1|reason=Needs actual equation defining visibility based on total body size}}&lt;br /&gt;
Visibility is how easy your Caravan is to notice. It multiplies the chance that your caravan will be waylaid by enemies. Visibility does not affect your ability to find things you want. Visibility is based on the total body size of all people and animals in the caravan. The default visibility for 1 person in a caravan is 20%, it does not scale linearly for additional people, as two people is 36%. You can see the visibility in the upper right while forming a caravan.&lt;br /&gt;
&lt;br /&gt;
=== Ambush ===&lt;br /&gt;
Your caravan has been ambushed by an enemy faction. Colonists cannot exit the map until the attackers are defeated (killed, downed, or fled). If all are killed, the caravan is considered destroyed and will disappear along with any carried items.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Caravan ambushed right after leaving colony.png|1.- Red envelope alert zooms in to the battle tile.&lt;br /&gt;
File:Caravan ambushed by pirates.png|2.- You can see the incoming attackers from a distance.&lt;br /&gt;
File:Caravan ambushed in World view.png|3.- World view is a red dot.&lt;br /&gt;
File:Caravan ambushed victory.png|4.- Once victorious, you have 24 hours before the caravan automatically reforms to leave.&lt;br /&gt;
File:Capturing prisoners after ambush.png|5.- Make a tiny room enough to capture downed enemies with a sleeping spot each.&lt;br /&gt;
File:Prisoners brought to colony.png|Prisoners arrive to your colony, wandering around.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# The game notifies you that an ambush is taking place, prompting you to check on your caravan.&lt;br /&gt;
# Pause the game to survey the enemy and position yourself by taking cover behind terrain features.&lt;br /&gt;
# Check where it's happening. As it is, in this case, right next to the colony, it's possible to quickly send reinforcements. However, you cannot send the back-up caravan right into the battle, but must first move to an adjacent tile before joining your comrades.&lt;br /&gt;
# After an encounter ends, a 24-hour countdown begins so you can recover, pick up items, strip the dead/downed, and take care of any other need.&lt;br /&gt;
# To take prisoners, you should build the smallest room possible (remember you are on a countdown) which can just fit the same amount of sleeping spots for each downed enemy. Treat their wounds so they don't die while carrying them to your colony. Finally, reforming the caravan makes captives come with you (you will see them listed).&lt;br /&gt;
# Your prisoners are finally brought to your colony, but you see them wandering around (!!!). Don't worry as they won't attempt to escape. Your characters will proceed to unload their items. Eventually, wardens will come to pick them up and escort them to designated prison cells. Any incapacitated prisoners will remain downed and need to be carried.&lt;br /&gt;
&lt;br /&gt;
==== Manhunter Ambush ====&lt;br /&gt;
&lt;br /&gt;
Same as Ambush except with a manhunter pack. Manhunters won't attempt to flee, and colonists can't either.&lt;br /&gt;
&lt;br /&gt;
=== Demand ===&lt;br /&gt;
&lt;br /&gt;
Pirates approach your caravan and demand that you give them items and hand over members as slaves. If you don't they will proceed to assault the caravan.&lt;br /&gt;
&lt;br /&gt;
You can see the number of pirates when they are demanding you hand over items, as well as the items they are demanding.&lt;br /&gt;
&lt;br /&gt;
It's nearly always a better choice to fight back as pirates usually come in poor numbers.&lt;br /&gt;
&lt;br /&gt;
=== Encounter ===&lt;br /&gt;
Another friendly caravan crosses paths with you, opening an opportunity to trade. &lt;br /&gt;
&lt;br /&gt;
You can attack them if you wish, damaging relations. Your pawns may exit the map while engaging the caravan. Since you will be informed of their party composition but cannot clearly see who is in the caravan, you can decide if they're worth robbing.&lt;br /&gt;
&lt;br /&gt;
Sometimes when attacking them, they may decide to do a 'bloody exit', that is to exit as aggressively as possible.&lt;br /&gt;
&lt;br /&gt;
[[File:Caravan met peacefully.png|400px]]&lt;br /&gt;
&lt;br /&gt;
=== Reform caravan ===&lt;br /&gt;
You can only reform caravans if there are no hostile pawns on the map or they are all either downed or asleep.&lt;br /&gt;
&lt;br /&gt;
== Attacking other settlements ==&lt;br /&gt;
{{Rewrite|section=1|reason=Cleanup, potential size reduction, updating from A16 -&amp;gt; Present}}&lt;br /&gt;
{{Image wanted|section=1|reason=Shows bases from A16, they have significantly changed since.}}&lt;br /&gt;
You may raid other settlements on the world map, much like other factions do to your colony. To do this, all you need is to send a caravan to a site, and select the &amp;quot;Attack&amp;quot; interaction option. Attacking settlements gives you an opportunity to steal valuable goods such as [[glitterworld medicine]], [[luciferium]], [[component]]s, as well as weapons and armor.&lt;br /&gt;
&lt;br /&gt;
* See [[Offense_tactics|offense tactics]] for specific tips on how to assault outposts and bases.&lt;br /&gt;
&lt;br /&gt;
=== Walkthrough ===&lt;br /&gt;
: The below shows bases from the Alpha 16 version of the game.  Settlement defenders of later updates are ''significantly strengthened'' and are harder to defeat and are not scaled down by easier difficulty as other raids are.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Caravan raiding another settlement.png|1.- Moving towards target settlement for raid&lt;br /&gt;
File:Generating map for new encounter.png|2.- Generating map for new encounter&lt;br /&gt;
File:Attack begun.png|3.- Attack begun&lt;br /&gt;
File:Studying enemies.png|4.- Studying enemies&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
: 1) Right click to select destination gives approximate travel time and distance.&amp;lt;p&amp;gt;&lt;br /&gt;
: 2) Once your caravan arrives, the game generates a map with an enemy base.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 3) The &amp;quot;Attack begun&amp;quot; blue envelope opens a message which allows you to see the targeted area.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 4) You can click on individual enemy members to see their character skills, gear, and health. Use this to prioritize your targets.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Enemy base layout.png|5.- Enemy base layout&lt;br /&gt;
File:Enemy base zoomed out.png|6.- Enemy base zoomed out&lt;br /&gt;
File:Enemy positioning and loot.png|7.- Enemy positioning and loot&lt;br /&gt;
File:Stampede 1.png|8.- First stampede&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
: 5) Base layout, nothing tricky.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 6) Terrain around enemy base is very simple, nothing too complicated.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 7) Approaching from the front will make enemies line up facing you right away automatically.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 8) [[Offense_tactics#Stampede|Stampede]] offense tactic to weaken their defenses. Train your offensive animals to be capable of &amp;quot;Release&amp;quot;, leaving pack animals behind&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Stampede casualty.png|9.- Stampede casualty&lt;br /&gt;
File:Using their base as your own.png|10.- Using their base as your own&lt;br /&gt;
File:Outpost destroyed 24h countdown.png|11.- Outpost destroyed, 24h countdown before leaving&lt;br /&gt;
File:Resting at enemy base.png|12.- Resting at enemy base&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
: 9) Stampede casualty with animal wounds.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 10) Tactics split and kite allows you to enter their base and use choke points, with friendly fire safety ensured. Melee with ranged shooting on his/her shoulder.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 11) After 8 of 11 enemies were killed, the remaining 3 start to flee and the game considers the outpost destroyed, and a 24-hour countdown timer begins for treating your wounded, looting and resting. You don't need to destroy the base once captured, just claim their doors and they will open as if they were yours from the beginning.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 12) Since they had three rooms, one can be used as an infirmary and another as a prison to handle your prisoners.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Looting.png|13.- Looting&lt;br /&gt;
File:Caravan back to home.png|14.- Caravan back to home&lt;br /&gt;
File:Unloading inventory.png|15.- Unloading inventory&lt;br /&gt;
File:Work tab order shift.png|16.- Work tab order shift&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
: 13) You can strip all your killed or downed enemies to take their weapons and armor. Be careful with the tainted apparel mood penalty if you took them off the dead, though.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 14) Once those 24 hours had passed, the game automatically kicks you back to the world map at which point you can return home and/or visit friendly outposts as well. If you want you can also choose 'Reform Caravan' which allows you to choose what you want to bring, and leave early.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 15) Once you arrive back home, characters will start unloading their inventory and sorting items properly.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 16) The work tab order will shift to a different sequence than the original before leaving. May be a problem, or not.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Changed caravan reform to be allowed with sleeping hostiles on site.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Volatile depressive</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Growing_zone&amp;diff=132719</id>
		<title>Growing zone</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Growing_zone&amp;diff=132719"/>
		<updated>2023-03-31T14:19:49Z</updated>

		<summary type="html">&lt;p&gt;Volatile depressive: added more cross-references and tried to apply consistent terminology (cell info))&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{for|the skill|Skills#Plants{{!}}Plants}}{{for|the work type|Work#Grow{{!}}Grow}}&lt;br /&gt;
{{rewrite|reason= Format standardization - complete separation of Summary and Analysis, cleanup, and stub - growing zone options and their gizmo images, mechanics inc. harvesting/cutting/crop swapping/etc, harvest yield factors (difficulty, skill, RNG, etc) }}{{infobox main|area|&lt;br /&gt;
|name = Growing zone&lt;br /&gt;
|image = zone4.png|Growing zone&lt;br /&gt;
|description = A zone where your colonists will try to grow a certain kind of plant.&lt;br /&gt;
|type = Zones&lt;br /&gt;
|placeable = True&lt;br /&gt;
|size = 1 ˣ 1 +&lt;br /&gt;
|blockswind = false&lt;br /&gt;
}}&lt;br /&gt;
A '''growing zone''', or grow zone, designates where [[Work#Grow|grower]] pawns can '''sow''' and/or '''harvest''' [[plants]], including [[trees]] and [[decorative plants]]. They are a major source of [[food]], [[wood]], [[herbal medicine]], [[drugs]], [[tinctoria]], and textiles like [[devilstrand]] for a colony.&lt;br /&gt;
&lt;br /&gt;
== Acquisition == &lt;br /&gt;
Growing zones do not require a [[colonist]] to construct or deconstruct, nor is there a cost, work time, or [[skill]] requirements for placing them. Instead, they are simply selected from the Architect &amp;gt; Zone [[user interface|menu]] and placed directly on the ground by the player, similar to other [[zones]]. &lt;br /&gt;
&lt;br /&gt;
[[Environment]] dictates growing zone placement. Growing zones can only be placed on [[roof|unroofed]] cells of '''fertile''' terrain. Terrain type is displayed in the lower left corner of the screen '''[[user interface|cell info]]''' by hovering the mouse over a cell with no object selected. Grow zones can't be placed on roofed or unfertile cells: sand, mud, ice, natural stone, water, or constructed [[floors]].{{Check Tag|Detail|There is a specific fertility cut off - what is it?}} &lt;br /&gt;
&lt;br /&gt;
Colonists will never sow growing zones on days outside of the '''growing period''', which is a period of time varying in length according to tile latitude and [[biome]]. For example, the growing period in the northern hemisphere of the rimworld usually begins early in the month of [[time|Aprimay]] (spring) and ends in mid or late Septober (autumn). The local growing period is shown in the [[user interface|inspect pane]] when a growing zone is selected. The inspect pane will also detail the quantity and age of plants within the zone and a UI for zone settings.&lt;br /&gt;
&lt;br /&gt;
Most plants have a '''Min growth temperature''' of {{Temperature|0}} and a '''Max growth temperature''' of {{Temperature|58.0}}. Growing zones outside these temperatures result in growth stagnation and eventual plant death. &lt;br /&gt;
&lt;br /&gt;
Most plants cannot grow below a light level of 51%, visible in the cell info. Colonists will not sow these squares, and existing plants will die. However, fungi crops like [[glowstool]], [[agarilux]] and [[nutrifungus]]{{IdeologyIcon}} only grow in darkness. &lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
Terrain fertility is shown in the cell info. Fertility determines speed of plant growth, with higher fertility generally resulting in faster growth rates. All plants also have a '''minimum fertility requirement''' below which they will not grow. Fertility does not affect harvest yield, though. Types of growable terrain include rich soil, normal soil, stoney soil, lichen-covered soil in [[Ideology]], and gravel. See [[Plants#Fertility|Fertility]] for more details.&lt;br /&gt;
&lt;br /&gt;
Trees planted in growing zones need a 1 tile radius in all directions free of other objects or plants, even those in a separate zone. Growers will remove wild trees and plants next to growing zones to accommodate this radius.&lt;br /&gt;
&lt;br /&gt;
* '''Note''': If a colonist is given an order to sow a crop, and that field's plant-type is then changed, the colonist will sow the ''original'' plant type, the one that existed ''when the order was given''. This is working as intended; you can change a productive growing zone's plant-type, and the new type will be automatically sown ''after'' the current crop is harvested so no current planting will be affected, only future planting. So if you change your mind ''before'' planting, make sure to cancel/renew any pre-existing sowing orders! &lt;br /&gt;
&lt;br /&gt;
Growing zones do not require any &amp;quot;maintenance&amp;quot; from pawns, such as watering or fertilization.&lt;br /&gt;
&lt;br /&gt;
If none of your growers have the '''required minimum skill''' to grow a species of crop, the plant will simply not be sown.&lt;br /&gt;
&lt;br /&gt;
Colonists will automatically clear growing zones of [[rock chunk]]s and place them around the edge of the zone without need for manual [[Orders#Haul_things|haul]] orders per item. Colonists also remove plants not of the type designated by the zone without the need to designate [[chop wood]], [[harvest]], or [[cut plants]].&lt;br /&gt;
&lt;br /&gt;
=== Contextual menu ===&lt;br /&gt;
When a growing zone is selected, an inspect pane and UI appears to allow the player to configure the growing zone's individual settings, including plant species to sow, renaming, resizing, hiding, toggle allowing sowing, and toggle cutting. The inspect pane will also detail the quantity and age of plants within the zone.&lt;br /&gt;
&lt;br /&gt;
If the zone's crop is changed and sowing and cutting are both allowed, colonists will cut any existing plants and re-sow the zone.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
''Allow sowing'' after [[Raid]]s. This is true for [[Cassandra Classic]] and [[Phoebe Chillax]].&lt;br /&gt;
&lt;br /&gt;
===Design===&lt;br /&gt;
Areas of rich soil should generally be prioritized for growing zone placement, but since only growth rate is affected not yield, planting larger fields of crops is roughly as work efficient. It simply takes longer to get a return, with more time and thus risk for crop damage to occur, and more travel and hauling time. Thus, while rich soil should be prioritized if convenient, it is not generally worth planting fields on the other side of the map just to exploit it. Fields nearby to your freezer or kitchen are recommended.&lt;br /&gt;
&lt;br /&gt;
[[Floor]]ing to prevent wild plant growth allows for faster movement through your fields, while [[roof]]ed walkways for the same purpose can also come in handy during [[winter]] or [[Events_Guide#toxic fallout|toxic fallout]]. Both can be combined. &lt;br /&gt;
&lt;br /&gt;
Estimating the correct size of a growing zone is not easy with so many [[Plants#Growth rate factors|factors]] and [[Events#Generally Bad|events]] affecting harvest. A quick rule of thumb is to grow 10+ tiles of food crops per colonist in a biome with year-round growing. If the colony hunts as well, it will accumulate some food reserves, which can be saved for winter, fed to prisoners, or sold. More crops should be planted if other factors reduce yields, such as when pawns have low average [[skill#Grow|Growing skill]] and in biomes and latitudes with shorter growing periods.&lt;br /&gt;
&lt;br /&gt;
===Risk Management===&lt;br /&gt;
Random [[blight]] epidemics can spread to other crops of any species within a 4 tile radius. Leaving 4 tile wide gaps between your crop fields will mitigate its spread. &lt;br /&gt;
&lt;br /&gt;
Neither toxic fallout nor drought kills crops. Plants do not grow under light levels of 51%, such as during a solar eclipse or at night. &lt;br /&gt;
&lt;br /&gt;
Hostile raiders will set fire to growing zones if they get the chance. Clear all wild plants and flammable items within 3 tiles of growing zones to prevent the spread of [[fire]]. &lt;br /&gt;
The use of nearby [[firefoam popper]]s or [[foam turret]]s is also recommended. &lt;br /&gt;
&lt;br /&gt;
Bad temperatures will stop plant growth and kill your crops. Below their Min growth temperature, individual plants will spontaneously despawn with a warning note: &amp;quot;''x'' plant has died due to cold.&amp;quot;.&lt;br /&gt;
Thus, it is a waste of time to sow fields at the end of the growing season, as the cold will prevent your crops from reaching harvest maturity (~66% maturity.)&lt;br /&gt;
&lt;br /&gt;
Wild and tamed animals will eat most plants in growing zones once the plant reaches harvest age (~66% total maturity). It is advisable to use Zones to restrict tamed animals and walls/[[fence]]s to keep wild beasts out. Harvesting a plant at full maturity generally yields more [[nutrition]] than consuming the growing plant. &lt;br /&gt;
&lt;br /&gt;
===Harvesting wild plants ===&lt;br /&gt;
Growing zones can be used to automatically harvest [[ambrosia]] sprouts or wild [[healroot]] and chop trees when they reach maturity. Forbid sowing in the growing zone but allow cutting, and colonists will automatically harvest plants within the zone when they grow to full maturity.&lt;br /&gt;
&lt;br /&gt;
You can double-click an empty tile inside a growing zone to highlight all growing zones on the visible portion of the map. This can be handy in a biome with winter to forbid sowing as winter approaches - but be sure to turn sowing back on before spring!&lt;br /&gt;
&lt;br /&gt;
[[File:Growing zones example.png|600px|thumb|center|An example of different growing zones, growing potatoes, cotton, rice, and trees]]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Hydroponics basin]]&lt;br /&gt;
&lt;br /&gt;
{{nav|zone}}&lt;br /&gt;
[[Category:Zones]]&lt;/div&gt;</summary>
		<author><name>Volatile depressive</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=World&amp;diff=132718</id>
		<title>World</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=World&amp;diff=132718"/>
		<updated>2023-03-31T14:18:38Z</updated>

		<summary type="html">&lt;p&gt;Volatile depressive: the tiles are not squares&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Menus#World]]&lt;br /&gt;
&lt;br /&gt;
{{Rewrite|reason=Why does this page have content if its a redirect?}}&lt;br /&gt;
The world overview page shows you an overview of the planet your colonists have landed on. Selecting a point on the map will provide the following information about that tile:&lt;br /&gt;
&lt;br /&gt;
&amp;amp;#9642; Position in longitude/latitude&lt;br /&gt;
&lt;br /&gt;
&amp;amp;#9642; Elevation in meters&lt;br /&gt;
&lt;br /&gt;
&amp;amp;#9642; Average temperature&lt;br /&gt;
&lt;br /&gt;
&amp;amp;#9642; Biome type&lt;br /&gt;
&lt;br /&gt;
&amp;amp;#9642; Terrain type&lt;br /&gt;
&lt;br /&gt;
&amp;amp;#9642; Rainfall in millimeters&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Mode&amp;quot; button will configure the map to display a worldwide overview of:&lt;br /&gt;
&lt;br /&gt;
&amp;amp;#9642; Biomes&lt;br /&gt;
&lt;br /&gt;
&amp;amp;#9642; Elevation&lt;br /&gt;
&lt;br /&gt;
&amp;amp;#9642; Rainfall&lt;br /&gt;
&lt;br /&gt;
&amp;amp;#9642; Temperature&lt;br /&gt;
&lt;br /&gt;
&amp;amp;#9642; All&lt;/div&gt;</summary>
		<author><name>Volatile depressive</name></author>
	</entry>
</feed>