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		<id>https://rimworldwiki.com/index.php?title=Social&amp;diff=123498</id>
		<title>Social</title>
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		<updated>2022-12-26T05:25:09Z</updated>

		<summary type="html">&lt;p&gt;Yesennes: Marked romance controls as biotech only&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Character_Properties_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End Nav --&amp;gt;&lt;br /&gt;
{{for|the skill of the same name|Skills#Social{{!}}Skills}}&lt;br /&gt;
[[File:SocialTab.png|frame|Example of a social tab]]&lt;br /&gt;
Each colonist has a '''social''' tab where you can see their opinions of each other and their relatives (if any). Only humans may have opinions of each other. Social relationships are mostly for roleplaying purposes but they do have effects on gameplay as well. For example, if a colonist's opinion of another colonist is too low, they may start a social fight, which will (if the colonists are well armed) do damage to both. There is also a possibility that while on berserk a colonist's father is killed by another colonist, so the father's family will dislike the killer (for the values check under Opinions). &lt;br /&gt;
&lt;br /&gt;
The social needs of a pawn also came with marriages and lovers (as seen below in the Opinions section) and as of Alpha 14 humans now do incest. This means that a colonist's father and lover can be the same person.&lt;br /&gt;
&lt;br /&gt;
= Opinion =&lt;br /&gt;
There are multiple different types of relations possible between pawns. They are based on both the opinions between these pawns and their familial ties. Opinions are affected by social interaction and the actions of the player.&lt;br /&gt;
&lt;br /&gt;
== Beauty ==&lt;br /&gt;
{{Stub|section=1|reason=Exact Values need to be confirmed, list likely missing affecting thoughts. Stacking mechanics summary needed. Clarification that net beauty is important. Consider transclusion of [[Beauty (Pawn)]]}}&lt;br /&gt;
{{Main|Beauty (Pawn)}}&lt;br /&gt;
All beauty modifiers are cumulative. Each new level of beauty above or below 0 increments the opinion of the pawn held by others by {{+|}}/{{--|}} 20 and is capped at {{+|}}/{{--|}} 40 meaning anything more than 2 beauty (either positive or negative) have no effect on gameplay.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Effect&lt;br /&gt;
! Type&lt;br /&gt;
! Beauty Change&lt;br /&gt;
! Opinion Change&lt;br /&gt;
|-&lt;br /&gt;
! Beautiful&lt;br /&gt;
| Trait&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| +40&lt;br /&gt;
|- &lt;br /&gt;
! Pretty&lt;br /&gt;
| Trait&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| +20&lt;br /&gt;
|- &lt;br /&gt;
! Ugly&lt;br /&gt;
| Trait&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| -20&lt;br /&gt;
|- &lt;br /&gt;
! Staggeringly ugly&lt;br /&gt;
| Trait&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| -40&lt;br /&gt;
|-&lt;br /&gt;
! [[Stoneskin gland]] {{RoyaltyIcon}}&lt;br /&gt;
| [[Artificial body part]]&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| -40&lt;br /&gt;
|-&lt;br /&gt;
! [[Armorskin gland]] {{RoyaltyIcon}}&lt;br /&gt;
| [[Artificial body part]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| -20&lt;br /&gt;
|-&lt;br /&gt;
! [[Aesthetic nose]] {{RoyaltyIcon}}&lt;br /&gt;
| [[Artificial body part]]&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| +20&lt;br /&gt;
|-&lt;br /&gt;
! [[Aesthetic shaper]] {{RoyaltyIcon}}&lt;br /&gt;
| [[Artificial body part]]&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| +20&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Random Social Interactions ==&lt;br /&gt;
Random social interactions happen between pawns when they are in near vicinity of each other. The ratio between good and bad interactions (partially) depends on a hidden value called pawn compatibility. This value is random and can be found when toggling the dev tools. &lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Thought name&lt;br /&gt;
! Opinion&lt;br /&gt;
! Max cumulated opinion or stack limit per pawn&lt;br /&gt;
! Nullifying traits&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Chitchat&lt;br /&gt;
| 0.66&lt;br /&gt;
| 10&lt;br /&gt;
| [[Psychopath]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Had deep talk&lt;br /&gt;
| 15&lt;br /&gt;
| 10*&lt;br /&gt;
| [[Psychopath]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Slighted&lt;br /&gt;
| -5&lt;br /&gt;
| 10*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Insulted**&lt;br /&gt;
| -15&lt;br /&gt;
| 10*&lt;br /&gt;
| None&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;amp;#42; = Stack limit per pawn&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;#42;&amp;amp;#42; = Creates a thought that affects the mood&lt;br /&gt;
&lt;br /&gt;
=== Chitchat ===&lt;br /&gt;
The most common type of social interaction. This increases relation between the two pawns by 2/3 opinion each, capping out at 10. It is nullified by the psychopath trait.&lt;br /&gt;
=== Deep Talk ===&lt;br /&gt;
A type of social interaction that gives a large +15 opinion of each other. It caps out at 10 and is nullified by the psychopath trait.&lt;br /&gt;
=== Insulted ===&lt;br /&gt;
This social interaction provides a -15 opinion of the person who insulted the target and caps out at 10 insults. An insult has a chance of starting a social fight. An insulted person will also suffer a -5 moodlet.&lt;br /&gt;
=== Slighted ===&lt;br /&gt;
This social interaction is similar to being insulted, except only giving a -5 opinion. It also caps out at 10 interactions. Being slighted also has a small chance of starting a social fight. It does not give a negative moodlet.&lt;br /&gt;
=== Social Fights ===&lt;br /&gt;
Social fights have a small chance of starting when a pawn is insulted or slighted. The chance of a pawn starting a social fight is can be affected by traits such as bloodlust and a pawn's current level of inebriation. The pawns in social fights cannot be drafted or controlled, similar to mental breaks. Fighting pawns' character portraits will display a red lightning bolt. The two fighting pawns will continue fighting until after {{Ticks|420}}, or until the other pawn is downed or killed. Both pawns will suffer minor cut and bruise injuries, but there is a small chance that a pawn may lose their eye or even die. Pawns will not use melee weapons in fights.&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Thought name&lt;br /&gt;
! Opinion&lt;br /&gt;
! Max cumulated opinion or stack limit per pawn&lt;br /&gt;
! Nullifying traits&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Had angering fight&lt;br /&gt;
| -22&lt;br /&gt;
| 5*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Had cathartic fight&lt;br /&gt;
| 38&lt;br /&gt;
| 5*&lt;br /&gt;
| None&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;amp;#42; = Stack limit per pawn&lt;br /&gt;
&lt;br /&gt;
== Family by Blood ==&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Relation&lt;br /&gt;
! Opinion&lt;br /&gt;
! Opinion of killer if killed&lt;br /&gt;
! Incest Opinion&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Father/Mother/Son/Daughter/Birthmother&lt;br /&gt;
| 30&lt;br /&gt;
| -80&lt;br /&gt;
| -30&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Sibling&lt;br /&gt;
| 20&lt;br /&gt;
| -80&lt;br /&gt;
| -15&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Halfsibling&lt;br /&gt;
| 15&lt;br /&gt;
| -15&lt;br /&gt;
| -15&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Grandparent&lt;br /&gt;
| 15&lt;br /&gt;
| -15&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Grandchild&lt;br /&gt;
| 15&lt;br /&gt;
| -15&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Nephew/Niece&lt;br /&gt;
| 10&lt;br /&gt;
| -15&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Uncle/Aunt&lt;br /&gt;
| 10&lt;br /&gt;
| -15&lt;br /&gt;
| -15&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Cousin&lt;br /&gt;
| 10&lt;br /&gt;
| -15&lt;br /&gt;
| -15&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Greatgrandparent&lt;br /&gt;
| 5&lt;br /&gt;
| -15&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Greatgrandchild&lt;br /&gt;
| 5&lt;br /&gt;
| -15&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Granduncle/Grandaunt&lt;br /&gt;
| 5&lt;br /&gt;
| -15&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Grandnephew/Grandniece&lt;br /&gt;
| 5&lt;br /&gt;
| -15&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Secondcousin/Kin&lt;br /&gt;
| 5&lt;br /&gt;
| -15&lt;br /&gt;
| 0&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Non-Intimate Relations ==&lt;br /&gt;
There are currently three types of relations between non-intimate pawns: Rival, Acquaintance, and Friend. Strangely enough, a pawn may be friends with someone who considers them to be a rival.&lt;br /&gt;
=== Rival ===&lt;br /&gt;
A rival of another pawn has an opinion of that pawn between -100 and -20.&lt;br /&gt;
=== Acquaintance ===&lt;br /&gt;
An acquaintance has a relation between -20 and 20.&lt;br /&gt;
=== Friend ===&lt;br /&gt;
A friend has a relation with another pawn between 20 and 100.&lt;br /&gt;
&lt;br /&gt;
== Romance ==&lt;br /&gt;
{{Rewrite|section=1|reason=Quick and dirty move from [[Reproduction]] - needs cleanup and page integration}}&lt;br /&gt;
Human pawns can come together and become lovers, affecting their opinion of each other, their mood, their wishes for accomodation and allow the chance for [[lovin']].&lt;br /&gt;
&lt;br /&gt;
=== Romance Controls ===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
For any pawns over 16, the Social tab will have a &amp;quot;Romance...&amp;quot; button that allows the player to try instigating a romantic relationship between that pawn and  another of the gender they're attracted to. This can be tried every 12 days, and can be done even when the pawns are already in relationships. You can only attempt to romance a target pawn that has a high-enough opinion of the current pawn and isn't closely related to them. Beyond this, their relationship and relative ages affect the Romance abilities chance of success.&lt;br /&gt;
&lt;br /&gt;
====Limitations ====&lt;br /&gt;
When you've selected the current pawn and attempt to Romance a target pawn, it won't be allowed if: &lt;br /&gt;
* the target pawn has a negative opinion of the current pawn (stating &amp;quot;low opinion&amp;quot;)&lt;br /&gt;
* the likelihood of success is too low (stating &amp;quot;zero chance&amp;quot;)&lt;br /&gt;
* they are already in a relationship (stating something like &amp;quot;already Pawn's lover&amp;quot;)&lt;br /&gt;
* they are closely related (incestuous) &lt;br /&gt;
&lt;br /&gt;
Pawns that are under 16 or have an incompatible sexual attraction will not even be shown on the dropdown list of potential Romance... targets.&lt;br /&gt;
&lt;br /&gt;
====Likelihood of success====&lt;br /&gt;
With the current pawn selected, and the social tab open, you can see the chance of a Romance action's success by mousing over the target pawn's row in the social tab. It will tell you the probability of success and how it is calculated. The factors are: &lt;br /&gt;
* the target's opinion of the current pawn&lt;br /&gt;
* the pawns' relative ages (which additionally factors in each pawn's youth)&lt;br /&gt;
* certain genes and traits for the pawns&lt;br /&gt;
* the target pawn's opinions of the people they already are in relationships with (the chance of success is already 0% even if the pawn's opinion of their partner is only +20)&lt;br /&gt;
&lt;br /&gt;
The current pawn's beauty traits are major factors in the chance of success, beyond their influence on social opinions. An Ugly pawn (Beauty -1.0) has a x30% multiplier on success. A Pretty pawn (Beauty +1.0) has a x230% multiplier on success. Beauty here can be influenced by normal Beauty traits or Beauty-affecting genes. The beauty of the target pawn does not provide a multiplier or affect these chances: there is no boost from a pretty pawn romancing a pretty pawn and no extra penalty for an ugly pawn romancing a pretty pawn.&lt;br /&gt;
&lt;br /&gt;
Other genes can come into play as well. Someone with the Furskin gene has a x20% multiplier on romancing someone without it, and vice versa.&lt;br /&gt;
&lt;br /&gt;
'''Note on relative ages'''&lt;br /&gt;
The relative age factor doesn't just take into account the difference in age between colonists. It also factors in how old each colonist is. This effect is very large for young colonists. A 16 year-old's relative age factor with any colonist, of any age, will steadily increase from 0% to a maximum of about 25% as they age from 16 to 17 biological years. This factor is still affected by the other colonist's age as well: a late 16-year-old has a x4.4% multiplier on a relationship with a 46-year-old but a x4.1% multiplier with a 51-year-old. However, this is drastically outweighed by the youth effect, because that same 16-year-old only has a ~1% multiplier on their romance chance with a younger 16-year-old. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Relative Age maximum by pawn age&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=16, 17, 22&lt;br /&gt;
|y=0, 50, 100&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Relative Age (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Once a colonist has reached the point where relative age isn't affected by their own youth, relative age is more affected by the difference in colonist ages.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Relative Age multiplier by age of male partner for a 22-year-old female&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=16, 17, 28, 46, 55, 73&lt;br /&gt;
|y=0, 30, 100, 45, 20, 20&lt;br /&gt;
|xAxisTitle = Age difference (years)&lt;br /&gt;
|yAxisTitle = Relative Age (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Base opinions ===&lt;br /&gt;
Pawns can have romantic relationships. Pawns in intimate relationships have higher base opinions of each other.&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Relation&lt;br /&gt;
! Opinion&lt;br /&gt;
! Opinion of killer if killed&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Spouse&lt;br /&gt;
| 30&lt;br /&gt;
| -65&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Fiancé&lt;br /&gt;
| 30&lt;br /&gt;
| -65&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Lover&lt;br /&gt;
| 35&lt;br /&gt;
| -50&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Stepparent&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Stepchild&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Parent-in-law&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Child-in-law&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Exspouse&lt;br /&gt;
| -15&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Exlover&lt;br /&gt;
| -15&lt;br /&gt;
| 0&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt; &lt;br /&gt;
==== Lovers ====&lt;br /&gt;
Lovers have a +35 opinion of each other. Lovers are created by the romance social interaction. The romance social interaction can also be rebuffed, carrying a -10 opinion of the romance target for the romancer and a -15 opinion of the romancer for the romance target. Lovers will want to sleep together in [[Double bed]]s, [[Double bedroll]]s, or [[Double sleeping spot]]s, and will have a permanent positive moodlet based on the opinion of each other. These pawns can break up randomly or if their opinions of each other are too low. If their opinions of each other is high enough, one of the lovers may propose to get married. &lt;br /&gt;
==== Fiancés/Fiancées ====&lt;br /&gt;
After two lovers propose, they become Fiancés/Fiancées. They have a +30 opinion of each other. In the coming quadrums, they will have a marriage ceremony at the [[Marriage spot]] and become spouses.&lt;br /&gt;
==== Spouses ====&lt;br /&gt;
Spouses are married couples. Spouses have a +30 opinion of each other. Like all of the previous relationships, the couple will want to sleep together.&lt;br /&gt;
==== Ex-Lovers ====&lt;br /&gt;
Ex-Lovers are former lovers that have broken up through the breakup event. They have a -15 opinion of each other, but can get back together when their opinion rises back up. This is made hard by the fact that the target of the breakup will have an additional -50 opinion of the other person.&lt;br /&gt;
==== Ex-Spouses ====&lt;br /&gt;
Ex-Spouses are former spouses that have broken up through the breakup event. They have a -15 opinion of each other, but can get back together when their opinion rises back up. This is made hard by the fact that the target of the breakup will have an additional -70 opinion of the other person.&lt;br /&gt;
&lt;br /&gt;
==== Romantic Social Interactions ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Thought name&lt;br /&gt;
! Opinion&lt;br /&gt;
! Max cumulated opinion or stack limit per pawn&lt;br /&gt;
! Nullifying traits&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Rebuffed me**&lt;br /&gt;
| -10&lt;br /&gt;
| 5&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Failed to romance me&lt;br /&gt;
| -15&lt;br /&gt;
| 5*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Broke up with me**&lt;br /&gt;
| -50&lt;br /&gt;
| 1*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Affair**&lt;br /&gt;
| -70&lt;br /&gt;
| 1*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Divorced me**&lt;br /&gt;
| -70&lt;br /&gt;
| 1*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Rejected my proposal**&lt;br /&gt;
| -30&lt;br /&gt;
| 1*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! I rejected their proposal&lt;br /&gt;
| -15&lt;br /&gt;
| 1*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Honeymoon phase**&lt;br /&gt;
| 40&lt;br /&gt;
| 1*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Got some lovin'**&lt;br /&gt;
| 10&lt;br /&gt;
| 3*&lt;br /&gt;
| None&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;amp;#42; = Stack limit per pawn&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;#42;&amp;amp;#42; = Creates a thought that affects the mood&lt;br /&gt;
=== Lovin' ===&lt;br /&gt;
{{Stub|section=1|reason=General stub also investigate  JobDriver_Lovin }}&lt;br /&gt;
Lovers, Fiancé/Fiancées, and spouses may do lovin' if in a double sleeping place with each other. This will provide a positive mood boost for the two. For lovin' to happen the game checks every hour if the pawns are eligible (e.g., the pawns are not starving or bleeding, the pawns are in bed, et cetera). Both partners evaluate their mean-time-between seperately and is adjusted by the following:&lt;br /&gt;
&lt;br /&gt;
* [[Pain]]: mean-time-between is multiplied by 1/(1-pain).&lt;br /&gt;
* [[Consciousness]]: increases mean-time-between when lower than 50%.&lt;br /&gt;
* Age: up to age 14, 0%, age 16 to 25, 100%, age 80, 20%.&lt;br /&gt;
* [[Genes#Low libido|Low libido]] {{BiotechIcon}}: {{MTB}} ×2&lt;br /&gt;
* [[Genes#High libido|High libido]] {{BiotechIcon}}: {{MTB}} ×0.5&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Chance of Lovin' by Age&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart|width=200|height=200|xAxisTitle=Age|yAxisTitle=Chance of Lovin'|type=line|x=0, 14, 16, 25, 80, 100|y=0, 0, 1, 1, 0.2, 0.2|yType=number|yAxisMax=1|xAxisMax=100|linewidth=1|colors=black}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Affairs ===&lt;br /&gt;
If the opinion of another person is high enough and the opinion of the pawn's lover/fiancé/fiancée/spouse is low enough, a pawn may start an affair with another pawn. Their lover/fiancé/fiancée/spouse will suffer a massive -70 opinion of the adulterer.&lt;br /&gt;
&lt;br /&gt;
This is disabled for [[Ideology]] if specific setting for the ideoligions is set to have free range of spouse.&lt;br /&gt;
&lt;br /&gt;
==Misc actions==&lt;br /&gt;
Any opinion thoughts regarding selling of loved ones or bonded animals are against the warden of the colony.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Thought name&lt;br /&gt;
! Opinion&lt;br /&gt;
! Max cumulated opinion or stack limit per pawn&lt;br /&gt;
! Nullifying traits&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Harmed me&lt;br /&gt;
| -15&lt;br /&gt;
| 1*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Botched my surgery&lt;br /&gt;
| -20*&lt;br /&gt;
| 5&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Rescued me&lt;br /&gt;
| 15&lt;br /&gt;
| 3*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Recruited me&lt;br /&gt;
| 20&lt;br /&gt;
| 1*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Crashed together&lt;br /&gt;
| 25&lt;br /&gt;
| 1*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Sold my loved one**&lt;br /&gt;
| -10&lt;br /&gt;
| 2*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Sold my bonded animal**&lt;br /&gt;
| -10&lt;br /&gt;
| 2*&lt;br /&gt;
| None&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;amp;#42; = Stack limit per pawn&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;#42;&amp;amp;#42; = Creates a thought that affects the mood&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.13.1135|0.13.1135]] - Social/Opinion system added. Family members out to cousins and beyond are now tracked, as are lovers, fiancees, marriages and exes of the same. Lovin' is added and Colonists in relationships can now share beds. People may get in social fights with those they dislike (even neutrals and enemies do this). Marriage ceremonies and parties added. People who leave the map while traveling, fleeing, being kidnapped, etc. can come back later as raiders, visitors, joiners, etc.&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Pawns now sometimes take the family name of their partner upon marriage. Pawns now really like the pawn who rescued them.&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Yesennes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Social&amp;diff=123497</id>
		<title>Social</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Social&amp;diff=123497"/>
		<updated>2022-12-26T05:21:36Z</updated>

		<summary type="html">&lt;p&gt;Yesennes: Romance Controls don't exist&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Character_Properties_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End Nav --&amp;gt;&lt;br /&gt;
{{for|the skill of the same name|Skills#Social{{!}}Skills}}&lt;br /&gt;
[[File:SocialTab.png|frame|Example of a social tab]]&lt;br /&gt;
Each colonist has a '''social''' tab where you can see their opinions of each other and their relatives (if any). Only humans may have opinions of each other. Social relationships are mostly for roleplaying purposes but they do have effects on gameplay as well. For example, if a colonist's opinion of another colonist is too low, they may start a social fight, which will (if the colonists are well armed) do damage to both. There is also a possibility that while on berserk a colonist's father is killed by another colonist, so the father's family will dislike the killer (for the values check under Opinions). &lt;br /&gt;
&lt;br /&gt;
The social needs of a pawn also came with marriages and lovers (as seen below in the Opinions section) and as of Alpha 14 humans now do incest. This means that a colonist's father and lover can be the same person.&lt;br /&gt;
&lt;br /&gt;
= Opinion =&lt;br /&gt;
There are multiple different types of relations possible between pawns. They are based on both the opinions between these pawns and their familial ties. Opinions are affected by social interaction and the actions of the player.&lt;br /&gt;
&lt;br /&gt;
== Beauty ==&lt;br /&gt;
{{Stub|section=1|reason=Exact Values need to be confirmed, list likely missing affecting thoughts. Stacking mechanics summary needed. Clarification that net beauty is important. Consider transclusion of [[Beauty (Pawn)]]}}&lt;br /&gt;
{{Main|Beauty (Pawn)}}&lt;br /&gt;
All beauty modifiers are cumulative. Each new level of beauty above or below 0 increments the opinion of the pawn held by others by {{+|}}/{{--|}} 20 and is capped at {{+|}}/{{--|}} 40 meaning anything more than 2 beauty (either positive or negative) have no effect on gameplay.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Effect&lt;br /&gt;
! Type&lt;br /&gt;
! Beauty Change&lt;br /&gt;
! Opinion Change&lt;br /&gt;
|-&lt;br /&gt;
! Beautiful&lt;br /&gt;
| Trait&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| +40&lt;br /&gt;
|- &lt;br /&gt;
! Pretty&lt;br /&gt;
| Trait&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| +20&lt;br /&gt;
|- &lt;br /&gt;
! Ugly&lt;br /&gt;
| Trait&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| -20&lt;br /&gt;
|- &lt;br /&gt;
! Staggeringly ugly&lt;br /&gt;
| Trait&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| -40&lt;br /&gt;
|-&lt;br /&gt;
! [[Stoneskin gland]] {{RoyaltyIcon}}&lt;br /&gt;
| [[Artificial body part]]&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| -40&lt;br /&gt;
|-&lt;br /&gt;
! [[Armorskin gland]] {{RoyaltyIcon}}&lt;br /&gt;
| [[Artificial body part]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| -20&lt;br /&gt;
|-&lt;br /&gt;
! [[Aesthetic nose]] {{RoyaltyIcon}}&lt;br /&gt;
| [[Artificial body part]]&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| +20&lt;br /&gt;
|-&lt;br /&gt;
! [[Aesthetic shaper]] {{RoyaltyIcon}}&lt;br /&gt;
| [[Artificial body part]]&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| +20&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Random Social Interactions ==&lt;br /&gt;
Random social interactions happen between pawns when they are in near vicinity of each other. The ratio between good and bad interactions (partially) depends on a hidden value called pawn compatibility. This value is random and can be found when toggling the dev tools. &lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Thought name&lt;br /&gt;
! Opinion&lt;br /&gt;
! Max cumulated opinion or stack limit per pawn&lt;br /&gt;
! Nullifying traits&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Chitchat&lt;br /&gt;
| 0.66&lt;br /&gt;
| 10&lt;br /&gt;
| [[Psychopath]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Had deep talk&lt;br /&gt;
| 15&lt;br /&gt;
| 10*&lt;br /&gt;
| [[Psychopath]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Slighted&lt;br /&gt;
| -5&lt;br /&gt;
| 10*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Insulted**&lt;br /&gt;
| -15&lt;br /&gt;
| 10*&lt;br /&gt;
| None&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;amp;#42; = Stack limit per pawn&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;#42;&amp;amp;#42; = Creates a thought that affects the mood&lt;br /&gt;
&lt;br /&gt;
=== Chitchat ===&lt;br /&gt;
The most common type of social interaction. This increases relation between the two pawns by 2/3 opinion each, capping out at 10. It is nullified by the psychopath trait.&lt;br /&gt;
=== Deep Talk ===&lt;br /&gt;
A type of social interaction that gives a large +15 opinion of each other. It caps out at 10 and is nullified by the psychopath trait.&lt;br /&gt;
=== Insulted ===&lt;br /&gt;
This social interaction provides a -15 opinion of the person who insulted the target and caps out at 10 insults. An insult has a chance of starting a social fight. An insulted person will also suffer a -5 moodlet.&lt;br /&gt;
=== Slighted ===&lt;br /&gt;
This social interaction is similar to being insulted, except only giving a -5 opinion. It also caps out at 10 interactions. Being slighted also has a small chance of starting a social fight. It does not give a negative moodlet.&lt;br /&gt;
=== Social Fights ===&lt;br /&gt;
Social fights have a small chance of starting when a pawn is insulted or slighted. The chance of a pawn starting a social fight is can be affected by traits such as bloodlust and a pawn's current level of inebriation. The pawns in social fights cannot be drafted or controlled, similar to mental breaks. Fighting pawns' character portraits will display a red lightning bolt. The two fighting pawns will continue fighting until after {{Ticks|420}}, or until the other pawn is downed or killed. Both pawns will suffer minor cut and bruise injuries, but there is a small chance that a pawn may lose their eye or even die. Pawns will not use melee weapons in fights.&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Thought name&lt;br /&gt;
! Opinion&lt;br /&gt;
! Max cumulated opinion or stack limit per pawn&lt;br /&gt;
! Nullifying traits&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Had angering fight&lt;br /&gt;
| -22&lt;br /&gt;
| 5*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Had cathartic fight&lt;br /&gt;
| 38&lt;br /&gt;
| 5*&lt;br /&gt;
| None&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;amp;#42; = Stack limit per pawn&lt;br /&gt;
&lt;br /&gt;
== Family by Blood ==&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Relation&lt;br /&gt;
! Opinion&lt;br /&gt;
! Opinion of killer if killed&lt;br /&gt;
! Incest Opinion&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Father/Mother/Son/Daughter/Birthmother&lt;br /&gt;
| 30&lt;br /&gt;
| -80&lt;br /&gt;
| -30&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Sibling&lt;br /&gt;
| 20&lt;br /&gt;
| -80&lt;br /&gt;
| -15&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Halfsibling&lt;br /&gt;
| 15&lt;br /&gt;
| -15&lt;br /&gt;
| -15&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Grandparent&lt;br /&gt;
| 15&lt;br /&gt;
| -15&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Grandchild&lt;br /&gt;
| 15&lt;br /&gt;
| -15&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Nephew/Niece&lt;br /&gt;
| 10&lt;br /&gt;
| -15&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Uncle/Aunt&lt;br /&gt;
| 10&lt;br /&gt;
| -15&lt;br /&gt;
| -15&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Cousin&lt;br /&gt;
| 10&lt;br /&gt;
| -15&lt;br /&gt;
| -15&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Greatgrandparent&lt;br /&gt;
| 5&lt;br /&gt;
| -15&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Greatgrandchild&lt;br /&gt;
| 5&lt;br /&gt;
| -15&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Granduncle/Grandaunt&lt;br /&gt;
| 5&lt;br /&gt;
| -15&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Grandnephew/Grandniece&lt;br /&gt;
| 5&lt;br /&gt;
| -15&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Secondcousin/Kin&lt;br /&gt;
| 5&lt;br /&gt;
| -15&lt;br /&gt;
| 0&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Non-Intimate Relations ==&lt;br /&gt;
There are currently three types of relations between non-intimate pawns: Rival, Acquaintance, and Friend. Strangely enough, a pawn may be friends with someone who considers them to be a rival.&lt;br /&gt;
=== Rival ===&lt;br /&gt;
A rival of another pawn has an opinion of that pawn between -100 and -20.&lt;br /&gt;
=== Acquaintance ===&lt;br /&gt;
An acquaintance has a relation between -20 and 20.&lt;br /&gt;
=== Friend ===&lt;br /&gt;
A friend has a relation with another pawn between 20 and 100.&lt;br /&gt;
&lt;br /&gt;
== Romance ==&lt;br /&gt;
{{Rewrite|section=1|reason=Quick and dirty move from [[Reproduction]] - needs cleanup and page integration}}&lt;br /&gt;
Human pawns can come together and become lovers, affecting their opinion of each other, their mood, their wishes for accomodation and allow the chance for [[lovin']].&lt;br /&gt;
&lt;br /&gt;
====Limitations ====&lt;br /&gt;
When you've selected the current pawn and attempt to Romance a target pawn, it won't be allowed if: &lt;br /&gt;
* the target pawn has a negative opinion of the current pawn (stating &amp;quot;low opinion&amp;quot;)&lt;br /&gt;
* the likelihood of success is too low (stating &amp;quot;zero chance&amp;quot;)&lt;br /&gt;
* they are already in a relationship (stating something like &amp;quot;already Pawn's lover&amp;quot;)&lt;br /&gt;
* they are closely related (incestuous) &lt;br /&gt;
&lt;br /&gt;
Pawns that are under 16 or have an incompatible sexual attraction will not even be shown on the dropdown list of potential Romance... targets.&lt;br /&gt;
&lt;br /&gt;
====Likelihood of success====&lt;br /&gt;
With the current pawn selected, and the social tab open, you can see the chance of a Romance action's success by mousing over the target pawn's row in the social tab. It will tell you the probability of success and how it is calculated. The factors are: &lt;br /&gt;
* the target's opinion of the current pawn&lt;br /&gt;
* the pawns' relative ages (which additionally factors in each pawn's youth)&lt;br /&gt;
* certain genes and traits for the pawns&lt;br /&gt;
* the target pawn's opinions of the people they already are in relationships with (the chance of success is already 0% even if the pawn's opinion of their partner is only +20)&lt;br /&gt;
&lt;br /&gt;
The current pawn's beauty traits are major factors in the chance of success, beyond their influence on social opinions. An Ugly pawn (Beauty -1.0) has a x30% multiplier on success. A Pretty pawn (Beauty +1.0) has a x230% multiplier on success. Beauty here can be influenced by normal Beauty traits or Beauty-affecting genes. The beauty of the target pawn does not provide a multiplier or affect these chances: there is no boost from a pretty pawn romancing a pretty pawn and no extra penalty for an ugly pawn romancing a pretty pawn.&lt;br /&gt;
&lt;br /&gt;
Other genes can come into play as well. Someone with the Furskin gene has a x20% multiplier on romancing someone without it, and vice versa.&lt;br /&gt;
&lt;br /&gt;
'''Note on relative ages'''&lt;br /&gt;
The relative age factor doesn't just take into account the difference in age between colonists. It also factors in how old each colonist is. This effect is very large for young colonists. A 16 year-old's relative age factor with any colonist, of any age, will steadily increase from 0% to a maximum of about 25% as they age from 16 to 17 biological years. This factor is still affected by the other colonist's age as well: a late 16-year-old has a x4.4% multiplier on a relationship with a 46-year-old but a x4.1% multiplier with a 51-year-old. However, this is drastically outweighed by the youth effect, because that same 16-year-old only has a ~1% multiplier on their romance chance with a younger 16-year-old. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Relative Age maximum by pawn age&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=16, 17, 22&lt;br /&gt;
|y=0, 50, 100&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Relative Age (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Once a colonist has reached the point where relative age isn't affected by their own youth, relative age is more affected by the difference in colonist ages.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Relative Age multiplier by age of male partner for a 22-year-old female&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=16, 17, 28, 46, 55, 73&lt;br /&gt;
|y=0, 30, 100, 45, 20, 20&lt;br /&gt;
|xAxisTitle = Age difference (years)&lt;br /&gt;
|yAxisTitle = Relative Age (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Base opinions ===&lt;br /&gt;
Pawns can have romantic relationships. Pawns in intimate relationships have higher base opinions of each other.&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Relation&lt;br /&gt;
! Opinion&lt;br /&gt;
! Opinion of killer if killed&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Spouse&lt;br /&gt;
| 30&lt;br /&gt;
| -65&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Fiancé&lt;br /&gt;
| 30&lt;br /&gt;
| -65&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Lover&lt;br /&gt;
| 35&lt;br /&gt;
| -50&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Stepparent&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Stepchild&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Parent-in-law&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Child-in-law&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Exspouse&lt;br /&gt;
| -15&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Exlover&lt;br /&gt;
| -15&lt;br /&gt;
| 0&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt; &lt;br /&gt;
==== Lovers ====&lt;br /&gt;
Lovers have a +35 opinion of each other. Lovers are created by the romance social interaction. The romance social interaction can also be rebuffed, carrying a -10 opinion of the romance target for the romancer and a -15 opinion of the romancer for the romance target. Lovers will want to sleep together in [[Double bed]]s, [[Double bedroll]]s, or [[Double sleeping spot]]s, and will have a permanent positive moodlet based on the opinion of each other. These pawns can break up randomly or if their opinions of each other are too low. If their opinions of each other is high enough, one of the lovers may propose to get married. &lt;br /&gt;
==== Fiancés/Fiancées ====&lt;br /&gt;
After two lovers propose, they become Fiancés/Fiancées. They have a +30 opinion of each other. In the coming quadrums, they will have a marriage ceremony at the [[Marriage spot]] and become spouses.&lt;br /&gt;
==== Spouses ====&lt;br /&gt;
Spouses are married couples. Spouses have a +30 opinion of each other. Like all of the previous relationships, the couple will want to sleep together.&lt;br /&gt;
==== Ex-Lovers ====&lt;br /&gt;
Ex-Lovers are former lovers that have broken up through the breakup event. They have a -15 opinion of each other, but can get back together when their opinion rises back up. This is made hard by the fact that the target of the breakup will have an additional -50 opinion of the other person.&lt;br /&gt;
==== Ex-Spouses ====&lt;br /&gt;
Ex-Spouses are former spouses that have broken up through the breakup event. They have a -15 opinion of each other, but can get back together when their opinion rises back up. This is made hard by the fact that the target of the breakup will have an additional -70 opinion of the other person.&lt;br /&gt;
&lt;br /&gt;
==== Romantic Social Interactions ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Thought name&lt;br /&gt;
! Opinion&lt;br /&gt;
! Max cumulated opinion or stack limit per pawn&lt;br /&gt;
! Nullifying traits&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Rebuffed me**&lt;br /&gt;
| -10&lt;br /&gt;
| 5&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Failed to romance me&lt;br /&gt;
| -15&lt;br /&gt;
| 5*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Broke up with me**&lt;br /&gt;
| -50&lt;br /&gt;
| 1*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Affair**&lt;br /&gt;
| -70&lt;br /&gt;
| 1*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Divorced me**&lt;br /&gt;
| -70&lt;br /&gt;
| 1*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Rejected my proposal**&lt;br /&gt;
| -30&lt;br /&gt;
| 1*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! I rejected their proposal&lt;br /&gt;
| -15&lt;br /&gt;
| 1*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Honeymoon phase**&lt;br /&gt;
| 40&lt;br /&gt;
| 1*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Got some lovin'**&lt;br /&gt;
| 10&lt;br /&gt;
| 3*&lt;br /&gt;
| None&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;amp;#42; = Stack limit per pawn&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;#42;&amp;amp;#42; = Creates a thought that affects the mood&lt;br /&gt;
=== Lovin' ===&lt;br /&gt;
{{Stub|section=1|reason=General stub also investigate  JobDriver_Lovin }}&lt;br /&gt;
Lovers, Fiancé/Fiancées, and spouses may do lovin' if in a double sleeping place with each other. This will provide a positive mood boost for the two. For lovin' to happen the game checks every hour if the pawns are eligible (e.g., the pawns are not starving or bleeding, the pawns are in bed, et cetera). Both partners evaluate their mean-time-between seperately and is adjusted by the following:&lt;br /&gt;
&lt;br /&gt;
* [[Pain]]: mean-time-between is multiplied by 1/(1-pain).&lt;br /&gt;
* [[Consciousness]]: increases mean-time-between when lower than 50%.&lt;br /&gt;
* Age: up to age 14, 0%, age 16 to 25, 100%, age 80, 20%.&lt;br /&gt;
* [[Genes#Low libido|Low libido]] {{BiotechIcon}}: {{MTB}} ×2&lt;br /&gt;
* [[Genes#High libido|High libido]] {{BiotechIcon}}: {{MTB}} ×0.5&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Chance of Lovin' by Age&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart|width=200|height=200|xAxisTitle=Age|yAxisTitle=Chance of Lovin'|type=line|x=0, 14, 16, 25, 80, 100|y=0, 0, 1, 1, 0.2, 0.2|yType=number|yAxisMax=1|xAxisMax=100|linewidth=1|colors=black}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Affairs ===&lt;br /&gt;
If the opinion of another person is high enough and the opinion of the pawn's lover/fiancé/fiancée/spouse is low enough, a pawn may start an affair with another pawn. Their lover/fiancé/fiancée/spouse will suffer a massive -70 opinion of the adulterer.&lt;br /&gt;
&lt;br /&gt;
This is disabled for [[Ideology]] if specific setting for the ideoligions is set to have free range of spouse.&lt;br /&gt;
&lt;br /&gt;
==Misc actions==&lt;br /&gt;
Any opinion thoughts regarding selling of loved ones or bonded animals are against the warden of the colony.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Thought name&lt;br /&gt;
! Opinion&lt;br /&gt;
! Max cumulated opinion or stack limit per pawn&lt;br /&gt;
! Nullifying traits&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Harmed me&lt;br /&gt;
| -15&lt;br /&gt;
| 1*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Botched my surgery&lt;br /&gt;
| -20*&lt;br /&gt;
| 5&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Rescued me&lt;br /&gt;
| 15&lt;br /&gt;
| 3*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Recruited me&lt;br /&gt;
| 20&lt;br /&gt;
| 1*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Crashed together&lt;br /&gt;
| 25&lt;br /&gt;
| 1*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Sold my loved one**&lt;br /&gt;
| -10&lt;br /&gt;
| 2*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Sold my bonded animal**&lt;br /&gt;
| -10&lt;br /&gt;
| 2*&lt;br /&gt;
| None&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;amp;#42; = Stack limit per pawn&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;#42;&amp;amp;#42; = Creates a thought that affects the mood&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.13.1135|0.13.1135]] - Social/Opinion system added. Family members out to cousins and beyond are now tracked, as are lovers, fiancees, marriages and exes of the same. Lovin' is added and Colonists in relationships can now share beds. People may get in social fights with those they dislike (even neutrals and enemies do this). Marriage ceremonies and parties added. People who leave the map while traveling, fleeing, being kidnapped, etc. can come back later as raiders, visitors, joiners, etc.&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Pawns now sometimes take the family name of their partner upon marriage. Pawns now really like the pawn who rescued them.&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Yesennes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Foxfur&amp;diff=96646</id>
		<title>Foxfur</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Foxfur&amp;diff=96646"/>
		<updated>2021-11-22T05:35:02Z</updated>

		<summary type="html">&lt;p&gt;Yesennes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Define|Leather&lt;br /&gt;
| label = foxfur&lt;br /&gt;
| image = Foxfur&lt;br /&gt;
| color = (178,100,34)&lt;br /&gt;
| commonality = 0.25&lt;br /&gt;
| default color = (178,100,34)&lt;br /&gt;
| description = The pelt of a fox. It protects well from the cold and is quite luxurious, fetching a high price.&lt;br /&gt;
| path cost = 15&lt;br /&gt;
| stack limit = 75&lt;br /&gt;
| mass = 0.03&lt;br /&gt;
| beauty base = -4&lt;br /&gt;
| beauty factor = 2&lt;br /&gt;
| flammability base = 1.0&lt;br /&gt;
| flammability factor = 1.0&lt;br /&gt;
| armor - sharp factor = 0.81&lt;br /&gt;
| armor - blunt factor = 0.21&lt;br /&gt;
| armor - heat factor = 1.5&lt;br /&gt;
| insulation - cold factor = 20&lt;br /&gt;
| insulation - heat factor = 16&lt;br /&gt;
| market value base = 3.5&lt;br /&gt;
| max hit points base = 60&lt;br /&gt;
| deterioration rate base = 2.0&lt;br /&gt;
| max hit points factor = 1.0&lt;br /&gt;
| work to make factor = 1.0&lt;br /&gt;
| work to make offset = &lt;br /&gt;
| work to build factor = 1.0&lt;br /&gt;
| work to build offset = &lt;br /&gt;
| page verified for version = 1.2.2753&lt;br /&gt;
}}&lt;br /&gt;
{{Info|'''Foxfur''' is a type of [[leather]] produced when a [[Skills#Cooking|cook]] butchers an [[arctic fox|arctic]], [[fennec fox|fennec]], or [[red fox]] at a [[butcher table]].}}&lt;br /&gt;
&lt;br /&gt;
==Acquisition==&lt;br /&gt;
The following animals provide Foxfur. &lt;br /&gt;
{{Leather List}}&lt;br /&gt;
&lt;br /&gt;
==Analysis==&lt;br /&gt;
Foxfur is one of many [[textiles]] with protection stats almost identical to [[plainleather]]. However it diverges in most other values having better cold insulation, item hit points, market value and [[Property:Beauty Factor|beauty factor]]. It is somewhat comparable to [[Bluefur]] in this regard.&lt;br /&gt;
&lt;br /&gt;
As it is 6-way tied for the 11th most protective textile in the game, it is largely irrelevant as protective [[clothing]] after the very early game, and even then there are many other options that are just as good or better. While its cold insulation is moderately good, there are several textiles that provide both better protection and equivalent or better insulation, including [[Wolfskin|wolf]] and [[bearskin]], [[heavy fur]], [[devilstrand]] and, of course, [[thrumbofur]]. Thus, like its use in protection, foxfur will be superceded in this role after the early game. The fact other common leathers create items with 30% more hit points further solidifiees this obsolence, &lt;br /&gt;
&lt;br /&gt;
For use in [[furniture]], its place as the textile with the 8th highest [[Property:Beauty Factor|beauty factor]] and market value makes it a good choice for improving furniture [[beauty]] and [[room stats]]. However sourcing enough material to use this commonly will be difficult, as to gather enough fur for even a single [[armchair]] would require butchering of 5 foxes. &lt;br /&gt;
&lt;br /&gt;
Foxfur's high market value also make it a valuable commodity, especially if processed into a high [[quality]] item of [[clothing]] or [[furniture]] first. While the efficiency of raising foxes for the slaughter is unknown, it is likely inferior to [[chinchilla]]s and [[chinchilla fur]] for this purpose.&lt;br /&gt;
&lt;br /&gt;
==Version History==&lt;br /&gt;
*Foxfur was added in update 0.19/1.0 as a merger of different fur types from foxes: arctic foxskin, fennec foxskin and red foxskin.&lt;br /&gt;
&lt;br /&gt;
{{nav|materials|wide}}&lt;br /&gt;
[[Category:Material]]&lt;/div&gt;</summary>
		<author><name>Yesennes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Eggs&amp;diff=96442</id>
		<title>Eggs</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Eggs&amp;diff=96442"/>
		<updated>2021-11-15T22:59:23Z</updated>

		<summary type="html">&lt;p&gt;Yesennes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Define|Raw Food&lt;br /&gt;
| description = Eggs from an animal.&lt;br /&gt;
| nutrition = 0.25&lt;br /&gt;
| deterioration rate base = 2&lt;br /&gt;
| days to rot = 15&lt;br /&gt;
| mass = 0.15&lt;br /&gt;
| taste = Raw&lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
{{Info|Eggs are a type of [[animal]] product. They are carried inside a female of an egg-laying species until they are ready to be laid, at which point they become a workable item and the female's egg-laying timer resets to zero.}}&lt;br /&gt;
When laid, all types of '''eggs''' appear as a single egg. When there are two or more eggs in a stack, the image will change to represent a pile of eggs.&lt;br /&gt;
&lt;br /&gt;
== Fertilization ==&lt;br /&gt;
If a male of the same species is not present or fails to copulate with the female before she finishes laying the egg, the female will show &amp;quot;Unfertilized&amp;quot; on her animal page. Once the female lays the egg, it will be spawned as a new item and show &amp;lt;code&amp;gt;(unfert.)&amp;lt;/code&amp;gt; after the egg name. &lt;br /&gt;
&lt;br /&gt;
If a male of the same species is present and copulates with the female before she finishes laying the egg, the female will show &amp;quot;Fertilized&amp;quot; on her animal page. Once the female lays the egg, it will be spawned as a new item and show &amp;lt;code&amp;gt;(fert.)&amp;lt;/code&amp;gt; after the egg name.&lt;br /&gt;
&lt;br /&gt;
Both fertilized and unfertilized eggs are edible. If eaten raw, both generate the &amp;quot;[[Thoughts#Ate raw food|Ate raw food]]&amp;quot; thought. Eggs can be used as a substitute for [[meat]] when cooking [[meals]]. Each can substitute for 5 meat, e.g. a fine meal requires only one egg and 5 vegetables.&lt;br /&gt;
&lt;br /&gt;
== Unfertilized Eggs ==&lt;br /&gt;
All unfertilized eggs rot in 15 days unless refrigerated or frozen. &lt;br /&gt;
&lt;br /&gt;
== Fertilized Eggs ==&lt;br /&gt;
When protected from [[Ovivore|ovivorous]] animals and the elements, fertilized eggs will hatch into a baby animal, even if both parents die. The progress to hatching time is displayed on the item's properties when clicked. As of A16, extreme temperatures will kill the animal within the egg, rendering fertilized eggs unable to hatch. Eggs are safe between 0 - 50 degrees Celsius or 32 - 122 degrees Fahrenheit.&lt;br /&gt;
&lt;br /&gt;
An [[Egg box]] can be used to direct egg laying animals where to lay eggs.&lt;br /&gt;
&lt;br /&gt;
Fertilized eggs do not rot, but do deteriorate if left exposed to the elements.&lt;br /&gt;
&lt;br /&gt;
== Consumption ==&lt;br /&gt;
Eggs can be eaten for 0.25 nutrition. They can also be used as a cooking ingredient, substituting 5 normal ingredients for 1 egg. Eggs used this way can provide the meat needed in Fine and Lavish meals.&lt;br /&gt;
&lt;br /&gt;
== Version History == &lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Added&lt;br /&gt;
{{nav|Food|wide}}&lt;/div&gt;</summary>
		<author><name>Yesennes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Stone_blocks&amp;diff=96436</id>
		<title>Stone blocks</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Stone_blocks&amp;diff=96436"/>
		<updated>2021-11-15T22:27:29Z</updated>

		<summary type="html">&lt;p&gt;Yesennes: Fixed table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
'''Stone blocks''' are produced by cutting [[rock chunk]]s on a [[Stonecutter's table]] after researching Stonecutting. Colonist with 'crafting' enabled will perform this task, but performing it does not grant any skill progress. Stone blocks are always produced in batches of 20 per rock chunk. Blocks can also be salvaged by deconstructing abandoned structures.&lt;br /&gt;
&lt;br /&gt;
Stone blocks can be used to build walls and doors, lay fancy floors with faster walk speed and less ugliness penalty as well as furniture and production benches. It's also the prime resource for crafting sculptures.&lt;br /&gt;
{{#ask:[[Category:Stone Blocks]]&lt;br /&gt;
|?Description&lt;br /&gt;
|?Max Hit Points Factor&lt;br /&gt;
|?Beauty Offset&lt;br /&gt;
|?Beauty Factor&lt;br /&gt;
|?Work To Build Factor&lt;br /&gt;
|?Work To Make Factor}}&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
{{List|Stone Blocks}}&lt;br /&gt;
&lt;br /&gt;
==Version History==&lt;br /&gt;
* [[Version/0.2.363|0.2.363]] - added&lt;br /&gt;
[[Category:Material]]&lt;/div&gt;</summary>
		<author><name>Yesennes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Stone_tile&amp;diff=96434</id>
		<title>Stone tile</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Stone_tile&amp;diff=96434"/>
		<updated>2021-11-15T18:23:47Z</updated>

		<summary type="html">&lt;p&gt;Yesennes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main|structure|&lt;br /&gt;
| name = Stone tile&lt;br /&gt;
| description = Carefully-cut and fit stone tiles for a castle feeling. They are pretty to look at, but they take a long time to lay.&lt;br /&gt;
| image = StoneTile.png|Stone tile&lt;br /&gt;
| info = &lt;br /&gt;
| type = Floor&lt;br /&gt;
| type2 = &lt;br /&gt;
| placeable = True&lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
| speed = 1&lt;br /&gt;
| beauty = 1&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| research = Stonecutting&lt;br /&gt;
| work to make = 1100&lt;br /&gt;
| resource 1 = Stuff&lt;br /&gt;
| resource 1 amount = 4&lt;br /&gt;
| stuff tags = Stony&lt;br /&gt;
| marketvalue = 8&lt;br /&gt;
| skill 1 = Construction&lt;br /&gt;
| skill 1 level = 3&lt;br /&gt;
| page verified for version = 1.3.3101&lt;br /&gt;
}}&lt;br /&gt;
'''Stone tile''' are one of the [[floors]] that can be constructed, with a choice of [[Sandstone Blocks|Sandstone]], [[Granite Blocks|Granite]], [[Limestone Blocks|Limestone]], [[Slate Blocks|Slate]] or [[Marble Blocks|Marble]]. Most stone tiles have the same stats, but differs in texture. The only exception is Marble with a beauty of 2. Because of their non-flammable nature, they, along with stone walls, should replace [[wood]]en structures after a stable base has been set up.&lt;br /&gt;
&lt;br /&gt;
==Acquisition==&lt;br /&gt;
Constructing stone tiles of any type requires [[Research#Stonecutting|Stonecutting]] to be researched. Each tile requires {{Required Resources}}, {{Ticks|{{P|Work To Make}}}}, and a [[construction]] skill of 3.&lt;br /&gt;
&lt;br /&gt;
==Version History==&lt;br /&gt;
* [[Version/0.2.363|0.2.363]] - added&lt;br /&gt;
&lt;br /&gt;
{{nav|floor|wide}}&lt;br /&gt;
[[Category:Floor]]&lt;/div&gt;</summary>
		<author><name>Yesennes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Muffalo_wool&amp;diff=96433</id>
		<title>Muffalo wool</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Muffalo_wool&amp;diff=96433"/>
		<updated>2021-11-15T18:05:04Z</updated>

		<summary type="html">&lt;p&gt;Yesennes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Define|Fabric&lt;br /&gt;
| category = Fabric&lt;br /&gt;
| color = (179,192,186)&lt;br /&gt;
| default color = (179,192,186)&lt;br /&gt;
| default color two = (179,192,186)&lt;br /&gt;
| image = wool&lt;br /&gt;
| description = Soft, light and provides very good insulation. Muffalo wool clothes can keep the body warm even in very cold conditions.&lt;br /&gt;
| path cost = 15&lt;br /&gt;
| stack limit = 100&lt;br /&gt;
| max hit points base = 90&lt;br /&gt;
| armor - blunt factor = 0&lt;br /&gt;
| armor - heat factor = 1.1&lt;br /&gt;
| armor - sharp factor = 0.36&lt;br /&gt;
| flammability base = 0.4&lt;br /&gt;
| flammability factor = 1.7&lt;br /&gt;
| deterioration rate base = 3&lt;br /&gt;
| insulation - cold factor = 28&lt;br /&gt;
| insulation - heat factor = 12&lt;br /&gt;
| insulation - cold offset = &lt;br /&gt;
| insulation - heat offset = &lt;br /&gt;
| market value base = 2.7&lt;br /&gt;
| work to make factor = 1.0&lt;br /&gt;
| work to make offset = &lt;br /&gt;
| work to build factor = 1.0&lt;br /&gt;
| work to build offset = &lt;br /&gt;
| max hit points factor = 1.0&lt;br /&gt;
| mass = 0.028&lt;br /&gt;
| beauty base = -4&lt;br /&gt;
| beauty factor = 1.5&lt;br /&gt;
}}&lt;br /&gt;
{{Info|'''Muffalo wool''' is a type of [[fabric]] gathered by [[Skills#Animals|animal handlers]] by shearing tamed [[muffalo]]s.}}&lt;br /&gt;
&lt;br /&gt;
==Acquisition==&lt;br /&gt;
Muffalo wool is acquired by shearing tamed [[muffalo]]s - each muffalo can be sheared every {{Q|Muffalo|Shearing Interval Days}} days for {{Q|Muffalo|Wool Amount}} wool, for an average of {{Q|Muffalo|Daily Wool Average}} per day.&lt;br /&gt;
&lt;br /&gt;
It can also be purchased from [[trade]]rs.&lt;br /&gt;
&lt;br /&gt;
==Analysis==&lt;br /&gt;
Muffalo wool has the second worst protective stats of any [[textile]] in the game tied only with some other [[wools]], and besting [[cloth]] only by virtue of proving a significantly more heat armor, though still little in compared to textiles like [[Devilstrand]]. Like other wools however, where muffalo wool excels is in cold insulation, offering the 7th best cold insulation of any textile in the game. In comparison, its heat insulation is lacking at 19th of all textiles.&lt;br /&gt;
&lt;br /&gt;
Thus, it is almost entirely irrelevant as protective clothing. Additionally, its poor heat insulation make it unattractive in hot [[biomes]], except where bulk textiles of any sort are the primary requirement. Only its cold insulation provides utility in cold biomes, and in many of them other less insulative but more protective textiles will suffice. However, its ease of production and good insulation can make muffalo wool [[parka]]s or skin-layer apparel an easy way to provide winter clothing to a colony, and possibly sufficient to avoid sacrificing any other aspects of their outfit. Compared to other [[wools]], which largely fill the same niche, muffalo wool one of the better options, despite production being more costly with muffalo having the slowest Per Day production rate, while eating more than [[sheep]] and [[alpaca]]s. This is due to muffalo wool's exceptional cold insulation - if any wool is being used it is likely because of that cold insulation and the only wool better at that is [[megasloth wool]] sheared from the significantly harder-to-a-maintain [[megasloth]]. Thus muffalo wool leans into its primary use case heavily.&lt;br /&gt;
&lt;br /&gt;
For use in [[furniture]], it only has a somewhat improved [[Property:Beauty Factor|beauty factor]] over other common textiles, but its rapid redundancy as clothing, the ease of acquisition, and modest but not insignificant value makes it a solid choice for improving furniture [[beauty]] and providing bulk textiles for construction. If wool production is being acquired for this purpose however, the fast production rates of [[sheep wool|sheep]], [[alpaca wool|alpaca]] or [[megasloth wool]], or the lack of a tame maintenance requirement for sheep may be more advantageous if the option is available. Care should be taken as, like other wools in RimWorld, it is exceptionally flammable.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
Contrary to wool in real life, wool in [[RimWorld]] is more flammable than [[Cloth|cotton]], rather than less.&lt;br /&gt;
&lt;br /&gt;
{{Verified|1.3.3101}}&lt;br /&gt;
&lt;br /&gt;
{{nav|materials|wide}}&lt;br /&gt;
[[Category:Material]]&lt;/div&gt;</summary>
		<author><name>Yesennes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Smoke_shell&amp;diff=96432</id>
		<title>Smoke shell</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Smoke_shell&amp;diff=96432"/>
		<updated>2021-11-15T17:00:52Z</updated>

		<summary type="html">&lt;p&gt;Yesennes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
{{infobox main|resource|&lt;br /&gt;
| name = Smoke shell&lt;br /&gt;
| image = Smoke shell.png&lt;br /&gt;
| description = A shell that generates a cloud of smoke when detonated, obscuring incoming shots and preventing turrets from locking on. Can be fired from mortars or installed as a trap. Explodes when damaged.&lt;br /&gt;
| type = Crafted Resources&lt;br /&gt;
| type2 = Mortar shell&lt;br /&gt;
| path cost = 15&lt;br /&gt;
| stack limit = 25&lt;br /&gt;
| beauty = &lt;br /&gt;
| flammability = 1.0&lt;br /&gt;
| marketvalue = 55&lt;br /&gt;
| mass base = 1.25&lt;br /&gt;
| hp = 60&lt;br /&gt;
| deterioration = 1.5&lt;br /&gt;
| damage = 0&lt;br /&gt;
| damage type = Smoke&lt;br /&gt;
| velocity = 41&lt;br /&gt;
| blastRadius = 7.2&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 4&lt;br /&gt;
| work to make = 800&lt;br /&gt;
| production facility 1 = Machining table&lt;br /&gt;
| research = Mortars&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 25&lt;br /&gt;
| defName = Shell_Smoke&lt;br /&gt;
| thingCategories = MortarShells&lt;br /&gt;
| tradeTags = MortarShells&lt;br /&gt;
| page verified for version = 1.3.3066&lt;br /&gt;
}}&lt;br /&gt;
The '''smoke shell''' is a type of [[mortar shell]] that, upon exploding, releasing a cloud of [[smoke]] 7.2 tiles in radius. The cloud persists for ?? seconds&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Smoke shells are made using 25 [[steel]] at a [[machining table]] and requires [[Research#Mortars|Mortars]] to be researched. Requires a [[Skills#Crafting|Crafting skill]] of at least 4. The steel cost is increased to 35 if the [[AI_Storytellers#Player_tools|Classic Mortars]] difficulty option is enabled.&lt;br /&gt;
&lt;br /&gt;
It can also be purchased from [[traders]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
When fired from a mortar, {{lc:{{P|Name}}}}s releases a cloud of [[smoke]] in a {{P|Blast Radius}} tile radius. The cloud persists for ?? seconds&lt;br /&gt;
&lt;br /&gt;
When damaged beyond 70% of its health, it will explode after between {{ticks|30}} and {{ticks|60}}, releasing a cloud of smoke in a radius around itself. The radius depends on the quantity in the stack, with a single shell covering a 11 tile radius, and expanding this radius proportional to the square root of the stack size times 0.4 up to a maximum radius of {{#expr: 11+((24*0.4)^0.5) round 2}} tiles at a full stack of 25.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{See also|Smoke launcher}}&lt;br /&gt;
&lt;br /&gt;
The radius from an exploding smoke shell is significantly larger than that of a fired smoke shell. Depending on the purpose, placing a single shell and causing it to explode may be more efficient than firing it from a mortar.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Steel requirement decreased from 35 -&amp;gt; 25 unless Classic Mortar difficulty option enabled.&lt;br /&gt;
&lt;br /&gt;
[[Category: Crafted Resource]]&lt;br /&gt;
[[Category: Mortar shells]]&lt;/div&gt;</summary>
		<author><name>Yesennes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Devilstrand_(plant)&amp;diff=96393</id>
		<title>Devilstrand (plant)</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Devilstrand_(plant)&amp;diff=96393"/>
		<updated>2021-11-12T17:06:54Z</updated>

		<summary type="html">&lt;p&gt;Yesennes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}{{for|the fabric|devilstrand}}{{infobox main|plant|&lt;br /&gt;
|name = Devilstrand&lt;br /&gt;
|image = Devilstrand_mushroom.png|Devilstrand mushroom&lt;br /&gt;
|description = This fragile mushroom was genetically engineered to produce a silk net that is both difficult to tear and soft to the touch. While the mushroom takes a very long time to grow, only exotic ultra-tech fabrics outperform its devilstrand fibers.&amp;lt;br&amp;gt;Some say it's called devilstrand because of its red color. Others think it owes its name to the greed it inspires in people.&lt;br /&gt;
|type = Plant&lt;br /&gt;
|type2 = Domesticated&lt;br /&gt;
|path cost = 14&lt;br /&gt;
|hp = 85&lt;br /&gt;
|flammability = 1&lt;br /&gt;
|beauty outdoors = 1&lt;br /&gt;
|grow days = 22.5&lt;br /&gt;
|sow work = 400&lt;br /&gt;
|harvest work = 200&lt;br /&gt;
|product = devilstrand&lt;br /&gt;
|yield = 6&lt;br /&gt;
|min sowing skill = 10&lt;br /&gt;
|min fertility = 0.7&lt;br /&gt;
|fertility sensitivity = 1&lt;br /&gt;
|nutrition = 0.2&lt;br /&gt;
|sowTags = Ground&lt;br /&gt;
}}&lt;br /&gt;
{{Info|'''Devilstrand mushroom''' is a player-growable production crop with a low yield, and very long growing cycle. Can't be sown in hydroponics, and is immune to blight. Mature devilstrand yields 6 [[devilstrand]].}}&lt;br /&gt;
&lt;br /&gt;
Devilstrand mushrooms are entirely immune to blight.&lt;br /&gt;
==Growing==&lt;br /&gt;
Devilstrand has a base growing time of 22.5 days, needs a minimum soil fertility of 50%, and has a fertility sensitivity rating of 100%. Devilstrand can also only be sown by level 10 growers and above, and once the [[research#Devilstrand|Devilstrand]] research has been completed. Due to it's long growing cycle, in many biomes it needs to be planted in a greenhouse. The following table details how long it takes for devilstrand to grow in each growable ground type, factoring in the plant resting time and being in ideal growing conditions:&lt;br /&gt;
&lt;br /&gt;
{{Grow Table}}&lt;br /&gt;
&lt;br /&gt;
==Economy==&lt;br /&gt;
Devilstrand's raw product is devilstrand, which has a market value of 10 [[silver]]. The refined product with the largest profit margin is a [[duster]], having a -22.56%&amp;lt;ref&amp;gt;70% sell price multiplier and assuming normal quality. Your mileage may vary; see [[quality]] for more information on skill level's impact on the average market value of produced goods.&amp;lt;/ref&amp;gt; profit margin. The following table details silver per day, per plant. It only factors in the 50% selling markdown, the market value of the products, and the yield per day:&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 text-center}}&lt;br /&gt;
! Ground Type&lt;br /&gt;
| Gravel&lt;br /&gt;
| Soil&lt;br /&gt;
| Rich Soil&lt;br /&gt;
| Hydroponics&lt;br /&gt;
|- &lt;br /&gt;
! Raw&lt;br /&gt;
| 0.72&lt;br /&gt;
| 1.03&lt;br /&gt;
| 1.44&lt;br /&gt;
| -&lt;br /&gt;
|- &lt;br /&gt;
! Refined&lt;br /&gt;
| 0.56&lt;br /&gt;
| 0.8&lt;br /&gt;
| 1.12&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unlike [[cloth]] dusters, you'll actually be better off selling devilstrand than devilstrand dusters. This is because cloth dusters have a higher '''work:ingredient value''' ratio compared to devilstrand dusters; a larger market value gain relative to the total value of the ingredients.&lt;br /&gt;
&lt;br /&gt;
Generally, you can't generate a profit from devilstrand dusters unless you have at least a level 15 crafter doing the tailoring - and even then, cloth dusters would still be leaps and bounds better for economic purposes.&lt;br /&gt;
&lt;br /&gt;
==Version History==&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Nutrition increased from 0.15 -&amp;gt; 0.2&lt;br /&gt;
&lt;br /&gt;
{{nav|plant|wide}}&lt;br /&gt;
[[Category:Domesticated plants]]&lt;br /&gt;
[[Category:Resource plants]]&lt;/div&gt;</summary>
		<author><name>Yesennes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Skills&amp;diff=96365</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Skills&amp;diff=96365"/>
		<updated>2021-11-11T20:34:08Z</updated>

		<summary type="html">&lt;p&gt;Yesennes: /* Crafting */&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;
&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
Every character in RimWorld has a set of '''skills'''; these skills govern their effectiveness in the relevant tasks. A character may be unable to undertake certain work types due to [[backstories|backstory]] elements, and as such, the relevant skills will be disabled entirely, and show &amp;quot; - &amp;quot; under skills on the Bio tab. Experience points are gained by performing a relevant task or may be boosted by using a [[neurotrainer]].&lt;br /&gt;
&lt;br /&gt;
== Learning skills ==&lt;br /&gt;
{{see also|Training}}&lt;br /&gt;
&lt;br /&gt;
All skills are acquired and improved by performing their associated work types or tasks.  Doing so will earn the character ''experience points'' per skill, which in turn will ''level up'' the skills.  The resulting ''skill level'' then improves the performance in all associated tasks and types of work.  Skills are levelled 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 tactics can be employed to more effectively 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;
&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 a colonist to perform tasks they are ''good at'' (it is productive for your colony), as well as tasks they are ''passionate for'' (have them improve the associated skill and also keep them happy while working).&lt;br /&gt;
&lt;br /&gt;
=== Game mechanics related to skills and levels ===&lt;br /&gt;
&lt;br /&gt;
Skill levelling in ''RimWorld'' is very similar to many role playing games: ''experience points'' are constantly earned, and the skill is ''levelled up'' when certain thresholds are reached.&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. &lt;br /&gt;
&lt;br /&gt;
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;
As an example, consider the influence of ''mining skill'' on ''mining speed'':  12% additional mining speed is granted (additively, and relative to a &amp;quot;base speed&amp;quot;) by each skill level.  However, each additional 12% costs more and more XP, which translates into more and more time spent mining.  The same principle applies to many other skills, such as researching and the ''intellectual'' skill.&lt;br /&gt;
&lt;br /&gt;
An exception can be made for the '''artisan''' skills: ''crafting'' (ie. smithing and tailoring), ''artistic'' and ''construction''.  A high level in these skills allows creating items of exceptional quality (''excellent'' or better), and gives a good chance to create a ''legendary'' item when the pawn is ''inspired''.  Items get disproportionately more valuable at high quality levels.  This may compensate for the lost efficiency when training a master in a skill.&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;
==== 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.&lt;br /&gt;
&lt;br /&gt;
==== Decay ====&lt;br /&gt;
Furthermore, there is another mechanic in play called ''decay'': starting at 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 pawns from bouncing between levels when right around the threshold. Experience decay is an automatic mechanism and is independent of which and how many skills are used – not using or frequently using a skill (or other, unrelated skills) has no effect on the rate of decay, which only depends on the current skill level. Instead, gained XP simply cancels out loss and vice versa on a 1-to-1 basis.&lt;br /&gt;
&lt;br /&gt;
XP is lost at a faster and faster rate with higher skill levels.  This means that all XP earned after 55,000 total XP effectively has less value, especially for skills that a colonist does not use frequently, because it will disappear.  It becomes more and more expensive to even keep a master at his or her current level, let alone have them improve further.&lt;br /&gt;
&lt;br /&gt;
As an example, consider that roughly 3,500 XP is lost per day by a colonist at skill level 20.  This usually means that the colonist would have to be applying that skill more or less ''continuously'' during her work hours in order to never lose level 20.  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.&lt;br /&gt;
&lt;br /&gt;
So the higher you go, the harder it becomes to even maintain the current skill level.  This is why actual &amp;quot;legendary masters&amp;quot; are very rare, usually only achievable by colonists who are non-stop spamming a single ability (such as ''research'' or crafting artworks).&lt;br /&gt;
&lt;br /&gt;
====Traits and other factors====&lt;br /&gt;
Several [[traits]] affect pawn skills. Some directly add or subtract from the skills of the pawn - such as [[Traits#Brawler|Brawler]] which increases the Melee skill by +4 and decreases Shooting skill by -4. Others affect skill mechanics themselves. These include: &lt;br /&gt;
* [[Traits#Great memory|Great Memory]] - which halves the skill decay rate for a pawn.&lt;br /&gt;
* [[Traits#Too smart|Too Smart]] - which increases [[Global Learning Factor]] +75%, while also inflicting a penalty to mental break threshold.&lt;br /&gt;
* [[Traits#Fast learner|Fast Learner]] - which increases Global Learning Factor +75%&lt;br /&gt;
* [[Traits#Slow learner|Slow Learner]] - which decreases Global Learning Factor -75%&lt;br /&gt;
&lt;br /&gt;
Additionally, the [[learning assistant]] {{RoyaltyIcon}} implant increases Global Learning Factor +20%.&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;
== Passion ==&lt;br /&gt;
&lt;br /&gt;
[[File:Skill acquirement.png|525px|thumb|right|This character is currently learning &amp;quot;construction&amp;quot;.  The &amp;quot;soft&amp;quot; XP cap of 4000 per day has been reached.  This character's skill gains are further modified by the &amp;quot;Fast Learner&amp;quot; trait, and effectively also by the &amp;quot;Neurotic&amp;quot; trait that increases work speed.  (The green arrow on the &amp;quot;construction&amp;quot; skill bar is added by the popular &amp;quot;TD Enhancement Pack', and not visible in the unmodified game.)]]&lt;br /&gt;
&lt;br /&gt;
The learning speed in a skill depends on the ''passion'' for the skill.  Passions are indicated by a flame icon next to the skill experience bar on the character's ''Bio'' tab.&lt;br /&gt;
&lt;br /&gt;
Most commonly there is no ''passion'' for a skill, and the character learns this skill at 35% of the base rate.&lt;br /&gt;
&lt;br /&gt;
There is absolutely no way to change a character's skill passions in the unmodified game.&lt;br /&gt;
&lt;br /&gt;
There are colonist [[trait]]s that give global bonuses to skill learning: &amp;quot;Too smart&amp;quot; and &amp;quot;Fast Learner&amp;quot; both increase all skill acquirement by 75%.  This is independent of the passions for the individual skills.  Effects from these traits are not correctly explained in a skill's tooltip information.&lt;br /&gt;
&lt;br /&gt;
''Once colonists have acquired 4000 XP in a skill, per day, further learning of this skill is sharply reduced to 20% of the usual rate.''  This is indicated when mousing over a skill bar in the ''Bio'' tab.&lt;br /&gt;
&lt;br /&gt;
Skill gains from using a [[neurotrainer mech serum]] are influenced by ''passion''.  This makes the item a lot more valuable when used by characters with a passion for the associated skill.&lt;br /&gt;
&lt;br /&gt;
=== Effect on [[mood]] ===&lt;br /&gt;
&lt;br /&gt;
''Passion'' influences a character's [[mood]].  If the pawn is &amp;quot;interested in&amp;quot; or &amp;quot;burning for&amp;quot; learning a skill, this gives them a substantial mood boost for the duration of the activity.&lt;br /&gt;
* ''Interested'' gives +8 mood (&amp;quot;Minor passion for my work&amp;quot;).&lt;br /&gt;
* ''Burning'' gives +14 mood (&amp;quot;Burning passion for my work&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
In some cases this effect is not visible, if the activity is intermittent (such as hunting animals).&lt;br /&gt;
&lt;br /&gt;
The significant mood boosts can be used to keep a pawn from heaving a ''mental break'' by putting them on a task they are passionate for.&lt;br /&gt;
&lt;br /&gt;
=== Degrees of ''passion'' ===&lt;br /&gt;
The three levels of passion are:&lt;br /&gt;
&lt;br /&gt;
==== None ====&lt;br /&gt;
Skills with no flames; can be considered the default passion for a skill, and is the most common. Characters with no passion for a skill only gain experience at 35% of the standard rate.&lt;br /&gt;
&lt;br /&gt;
==== Interested ====&lt;br /&gt;
[[File:PassionMinor.png|24px|left]] Skills with one flame. Characters that are ''interested'' in a skill will gain experience at the standard rate of 100%.&lt;br /&gt;
&lt;br /&gt;
==== Burning ====&lt;br /&gt;
[[File:PassionMajor.png|24px|left]] Skills with two flames. Characters with a ''burning'' passion for a skill will gain experience at 150% of the standard rate.{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== List of skills ==&lt;br /&gt;
&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 [[Skills#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 a [[sculptor's table]].  &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 class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:20%&amp;quot;&amp;gt;&lt;br /&gt;
'''Items with a required Construction skill level:'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{#ask: [[Skill 1::Construction]]&lt;br /&gt;
| ?Skill 1 Level=Level&lt;br /&gt;
| sort = Skill 1 Level&lt;br /&gt;
| limit = 999&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&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.&lt;br /&gt;
&lt;br /&gt;
A cooking skill of at least 6 is required to make a [[fine meal]].&amp;lt;br/&amp;gt;&lt;br /&gt;
A cooking skill of at least 10 is required to make a [[lavish meal]].&lt;br /&gt;
&lt;br /&gt;
These additive increases are relative to a base value; that means each increase corresponds to a fixed amount.&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;
=== Crafting ===&lt;br /&gt;
The crafting skill affects the [[Menus#Smith|smith]], [[Menus#Tailor|tailor]] and [[Menus#Craft|craft]] work types, except cutting [[Stone Blocks]] or [[Electric smelter|smelting]]&lt;br /&gt;
&lt;br /&gt;
The Crafter's skill is a driving factor in the [[quality]] of crafted [[clothing]] and [[Neolithic Weapons|neolithic weapons]].&lt;br /&gt;
&lt;br /&gt;
The crafting skill determines the time it takes for a colonist to extract metal from slag and disassemble [[mechanoid]]s. It also determines the amount of resources produced.&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 class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:20%&amp;quot;&amp;gt;&lt;br /&gt;
'''Items with a required Crafting skill level:'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{#ask: [[Skill 1::Crafting]]&lt;br /&gt;
| ?Skill 1 Level=Level&lt;br /&gt;
| sort = Skill 1 Level&lt;br /&gt;
| limit = 999&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&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 incapacitated 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;
Medicine 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;
&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;
&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;
&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 [[Caravan#Foraging| forages]] while in a caravan. See [[Plant Work Speed]]&lt;br /&gt;
Each point increases speed by 11.5%.&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;
| Harvesting&lt;br /&gt;
| 50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Some plants require a minimum plants skill in order to plant them:&lt;br /&gt;
{{#ask: [[Category:Plants]] [[Minimum Required Growing Skill::&amp;gt;1]]&lt;br /&gt;
| ?Minimum Required Growing Skill = Required skill |+align=center&lt;br /&gt;
| sort=Minimum Required Growing Skill&lt;br /&gt;
| order=asc&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;
=== 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 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;
* [[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;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Yesennes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Spikecore_floor-star_(broad)&amp;diff=96364</id>
		<title>Spikecore floor-star (broad)</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Spikecore_floor-star_(broad)&amp;diff=96364"/>
		<updated>2021-11-11T19:12:44Z</updated>

		<summary type="html">&lt;p&gt;Yesennes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ideology}}{{Stub}}{{Image wanted|reason=Gallery of variants}}{{infobox main|structure|&lt;br /&gt;
|name = Spikecore floor-star (broad)&lt;br /&gt;
|image = Spikecore_floor-star_(broad).png&lt;br /&gt;
|description = A radial arrangement of metal pieces in a spikecore style, for decorating a floor.&lt;br /&gt;
|type = Building&lt;br /&gt;
|type2 = Floor&lt;br /&gt;
|placeable = true&lt;br /&gt;
|minifiable = true&lt;br /&gt;
|size = 4 ˣ 4&lt;br /&gt;
|mass base = 150&lt;br /&gt;
|sell price multiplier = 0.7&lt;br /&gt;
|beauty = 30&lt;br /&gt;
|edifice = false&lt;br /&gt;
|terrain affordance = heavy&lt;br /&gt;
|style = Spikecore&lt;br /&gt;
|styledominance = 40&lt;br /&gt;
|work to make = 2000&lt;br /&gt;
|resource 1 = Steel&lt;br /&gt;
|resource 1 amount = 150&lt;br /&gt;
|page verified for version = 1.3.3117&lt;br /&gt;
}}A '''Spikecore floor-star (broad)''' is a larger counterpart to the [[Spikecore floor-star (medium)]]. It significantly increases the dominance of the spikecore style to those who see it, and is also moderately beautiful. As it is not an edifice, other buildings can be built on top of it. There are several possible varieties of texture available - the texture is determined randomly upon completion.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Ideology DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{nav|floor|wide}}&lt;/div&gt;</summary>
		<author><name>Yesennes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Spikecore_floor-star_(medium)&amp;diff=96363</id>
		<title>Spikecore floor-star (medium)</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Spikecore_floor-star_(medium)&amp;diff=96363"/>
		<updated>2021-11-11T19:12:23Z</updated>

		<summary type="html">&lt;p&gt;Yesennes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ideology}}{{Stub}}{{Image wanted|reason=Gallery of variants}}{{infobox main|structure|&lt;br /&gt;
|name = Spikecore floor-star (medium)&lt;br /&gt;
|image = Spikecore_floor-star_(medium).png&lt;br /&gt;
|description = A radial arrangement of metal pieces in a spikecore style, for decorating a floor.&lt;br /&gt;
|type = Building&lt;br /&gt;
|type2 = Floor&lt;br /&gt;
|placeable = true&lt;br /&gt;
|minifiable = true&lt;br /&gt;
|size = 3 ˣ 3&lt;br /&gt;
|mass base = 100&lt;br /&gt;
|sell price multiplier = 0.7&lt;br /&gt;
|beauty = 15&lt;br /&gt;
|edifice = false&lt;br /&gt;
|terrain affordance = heavy&lt;br /&gt;
|style = Spikecore&lt;br /&gt;
|styledominance = 30&lt;br /&gt;
|work to make = 1000&lt;br /&gt;
|resource 1 = Steel&lt;br /&gt;
|resource 1 amount = 100&lt;br /&gt;
|page verified for version = 1.3.3117&lt;br /&gt;
}}A '''spikecore floor-star (medium)''' is a smaller counterpart to the [[spikecore floor-star (broad)]]. It significantly increases the dominance of the spikecore style to those who see it, and is also moderately beautiful. As it is not an edifice, other buildings can be built on top of it. There are several possible varieties of texture available - the texture is determined randomly upon completion.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Ideology DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{nav|floor|wide}}&lt;/div&gt;</summary>
		<author><name>Yesennes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Tool_cabinet&amp;diff=96362</id>
		<title>Tool cabinet</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Tool_cabinet&amp;diff=96362"/>
		<updated>2021-11-11T17:23:04Z</updated>

		<summary type="html">&lt;p&gt;Yesennes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{rewrite|reason=format standardization}}{{infobox main|misc|&lt;br /&gt;
|name = Tool cabinet&lt;br /&gt;
|image = Tool cabinet.png|Tool cabinet&lt;br /&gt;
|description = Increases work speed when placed near a workbench. One workbench can use up to two tool cabinets.&lt;br /&gt;
|type = Building&lt;br /&gt;
|type2 = Misc&lt;br /&gt;
|placeable = true&lt;br /&gt;
|path cost = 42&lt;br /&gt;
|passability = pass through only&lt;br /&gt;
|cover = 0.5&lt;br /&gt;
|minifiable = true&lt;br /&gt;
|size = 2 ˣ 1&lt;br /&gt;
|mass base = 20&lt;br /&gt;
|flammability = 0.5&lt;br /&gt;
|hp = 100&lt;br /&gt;
|sell price multiplier = 0.7&lt;br /&gt;
|terrain affordance = light&lt;br /&gt;
|research = complex furniture&lt;br /&gt;
|thingCategories = BuildingsMisc&lt;br /&gt;
|skill 1 = Construction&lt;br /&gt;
|skill 1 level = 4&lt;br /&gt;
|work to make = 1800&lt;br /&gt;
|resource 1 = Steel&lt;br /&gt;
|resource 1 amount = 200&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''tool cabinet''' is a passive building that provides a 6% work speed bonus to workbenches linked to it. It is a Facility and can be found in the Misc section of the Architect menu. Tool cabinets can be uninstalled and relocated at will.&lt;br /&gt;
&lt;br /&gt;
== Linkable workbenches ==&lt;br /&gt;
A tool cabinet can be linked to the workbenches listed below. These correspond with the requirements for the Workshop [[Room roles|Room role]], excluding the electric smelter. There is no limit to the number of workbenches a tool cabinet can connect to. A bench can at most connect to two tool cabinets, therefore allowing a possible 12% increase in work speed. &lt;br /&gt;
&lt;br /&gt;
The bonus may seem small at first, but adds up very quickly, effectively reducing the time needed to craft [[Marine armor]] from {{Ticks|{{Q|Marine armor|Work To Make}}}} to {{Ticks|{{#expr:{{Q|Marine armor|Work To Make#}}/1.12 round 0}}}}, a difference of approximately {{Ticks|{{#expr:{{Q|Marine armor|Work To Make#}}*0.107 round 0}}}} or {{#expr:{{Q|Marine armor|Work To Make#}}*0.107/2500 round 1}} in-game [[Time|hours]]. &lt;br /&gt;
{{#ask:[[Facility::Tool cabinet]][[Category:Production]]|format=ul}}&lt;br /&gt;
&lt;br /&gt;
== Creating a link ==&lt;br /&gt;
Links are automatically created when the tool cabinet and a supported bench are within range. The maximum range is shown in the image below. Links are shown simply as a white line and are visible by selecting a tool cabinet or a workbench. The info screen of a linked workbench will list its current Work Speed Factor.&lt;br /&gt;
[[File:ToolCabinetRange.png|none|450px|Maximum range from the tool cabinet to center of a workbench.]]&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Added&lt;br /&gt;
{{nav|misc|wide}}&lt;br /&gt;
[[Category:Miscellaneous]]&lt;/div&gt;</summary>
		<author><name>Yesennes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Wjyqw0icn4vzsdjh&amp;topic_postId=wjyqw0icn8u20hhp&amp;topic_revId=wjyqw0icn8u20hhp&amp;action=single-view</id>
		<title>Topic:Wjyqw0icn4vzsdjh</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Wjyqw0icn4vzsdjh&amp;topic_postId=wjyqw0icn8u20hhp&amp;topic_revId=wjyqw0icn8u20hhp&amp;action=single-view"/>
		<updated>2021-11-08T20:00:40Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:Yesennes&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:Yesennes (page does not exist)&quot;&gt;&lt;bdi&gt;Yesennes&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:Yesennes&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:Yesennes (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Yesennes&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Yesennes&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:Wjyqw0icn4vzsdjh&amp;amp;topic_showPostId=wjyqw0icn8u20hhp#flow-post-wjyqw0icn8u20hhp&quot;&gt;commented&lt;/a&gt; on &quot;Selling devilstrand dusters really bad?&quot; (&lt;em&gt;Either calculations or analysis on selling devilstrand dusters is incorrect or out of date, or I&amp;#039;m missing something. &amp;quot;be better off sell...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Yesennes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Steel_tile&amp;diff=96207</id>
		<title>Steel tile</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Steel_tile&amp;diff=96207"/>
		<updated>2021-11-08T18:25:06Z</updated>

		<summary type="html">&lt;p&gt;Yesennes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main|structure|&lt;br /&gt;
| name = Steel tile&lt;br /&gt;
| description = Steel tiles, for that spaceship look. They are pretty, and the smooth tile surface gets a bonus to cleanliness.&lt;br /&gt;
| image = ground metal tile.png|Steel tile&lt;br /&gt;
| info = &lt;br /&gt;
| type = Floor&lt;br /&gt;
| type2 = &lt;br /&gt;
| placeable = True&lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
| speed = 1&lt;br /&gt;
| beauty = 1&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| cleanliness = +0.2&lt;br /&gt;
| research = Smithing&lt;br /&gt;
| work to make = 800&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 7&lt;br /&gt;
| skill 1 = Construction&lt;br /&gt;
| skill 1 level = 3&lt;br /&gt;
| page verified for version = 1.3.3101&lt;br /&gt;
}}&lt;br /&gt;
'''Steel tile''' is one of the [[floors]] that you can construct. It can be constructed out of 7 [[steel]], making it the most expensive steel-type flooring.&lt;br /&gt;
&lt;br /&gt;
Steel tiles also has 0.2 [[Room stats#Cleanliness|cleanliness]] value.  Unlike [[Silver tile|silver]] and [[gold tile]], steel tile is not considered a fine floor for nobles in the [[Royalty DLC]].&lt;br /&gt;
&lt;br /&gt;
==Acquisition==&lt;br /&gt;
Constructing metal tiles requires [[Research#Smithing|Smithing]] to be researched. Each tile requires {{icon|steel|7}} [[steel]] and a [[construction]] skill of 3.&lt;br /&gt;
&lt;br /&gt;
==Analysis==&lt;br /&gt;
{{Stub|section=1}}&lt;br /&gt;
Unlike steel furniture and walls, steel tile will not burn. Steel tile provides less cleanliness per tile and per value (0.01503759398 vs 0.03389830508 cleanliness per value) than [[Sterile tile]] but it has a greater beauty (1 vs 0).&lt;br /&gt;
&lt;br /&gt;
==Version History==&lt;br /&gt;
Renamed from '''&amp;quot;metal tile&amp;quot;''' at some point, possibly with the introduction of other metal tiles like the [[gold tile|gold]] and [[silver tile]]s.&lt;br /&gt;
&lt;br /&gt;
{{nav|floor|wide}}&lt;br /&gt;
[[Category:Floor]]&lt;/div&gt;</summary>
		<author><name>Yesennes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Steel_tile&amp;diff=96206</id>
		<title>Steel tile</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Steel_tile&amp;diff=96206"/>
		<updated>2021-11-08T18:24:16Z</updated>

		<summary type="html">&lt;p&gt;Yesennes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main|structure|&lt;br /&gt;
| name = Steel tile&lt;br /&gt;
| description = Steel tiles, for that spaceship look. They are pretty, and the smooth tile surface gets a bonus to cleanliness.&lt;br /&gt;
| image = ground metal tile.png|Steel tile&lt;br /&gt;
| info = &lt;br /&gt;
| type = Floor&lt;br /&gt;
| type2 = &lt;br /&gt;
| placeable = True&lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
| speed = 1&lt;br /&gt;
| beauty = 1&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| cleanliness = +0.2&lt;br /&gt;
| research = Smithing&lt;br /&gt;
| work to make = 800&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 7&lt;br /&gt;
| skill 1 = Construction&lt;br /&gt;
| skill 1 level = 3&lt;br /&gt;
| page verified for version = 1.3.3101&lt;br /&gt;
}}&lt;br /&gt;
'''Steel tile''' is one of the [[floors]] that you can construct. It can be constructed out of 7 [[steel]], making it the most expensive steel-type flooring.&lt;br /&gt;
&lt;br /&gt;
Steel tiles also has 0.2 [[Room stats#Cleanliness|cleanliness]] value.  Unlike [[Silver tile|silver]] and [[gold tile]], steel tile is not considered a fine floor for nobles in the [[Royalty DLC]].&lt;br /&gt;
&lt;br /&gt;
==Acquisition==&lt;br /&gt;
Constructing metal tiles requires [[Research#Smithing|Smithing]] to be researched. Each tile requires {{icon|steel|7}} [[steel]] and a [[construction]] skill of 3.&lt;br /&gt;
&lt;br /&gt;
==Analysis==&lt;br /&gt;
{{Stub|section=1}}&lt;br /&gt;
Unlike steel furniture and walls, steel tile will not burn. Steel tile provides less cleanliness per tile and per value (0.01503759398 vs 0.03389830508 cleanliness per value) than [[Sterile Tile]] but it has a greater beauty (1 vs 0).&lt;br /&gt;
&lt;br /&gt;
==Version History==&lt;br /&gt;
Renamed from '''&amp;quot;metal tile&amp;quot;''' at some point, possibly with the introduction of other metal tiles like the [[gold tile|gold]] and [[silver tile]]s.&lt;br /&gt;
&lt;br /&gt;
{{nav|floor|wide}}&lt;br /&gt;
[[Category:Floor]]&lt;/div&gt;</summary>
		<author><name>Yesennes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Smokepop_pack&amp;diff=96105</id>
		<title>Smokepop pack</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Smokepop_pack&amp;diff=96105"/>
		<updated>2021-11-06T20:15:06Z</updated>

		<summary type="html">&lt;p&gt;Yesennes: Research for smokepop packs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}{{infobox main&lt;br /&gt;
|name = Smokepop pack&lt;br /&gt;
|image = SmokepopBelt.png|Smokepop pack&lt;br /&gt;
|description = A defensive smokescreen. When activated, it will release a cloud of smoke, obscuring incoming shots and preventing turrets from locking on.&lt;br /&gt;
|type = Gear&lt;br /&gt;
|type2 = Utility&lt;br /&gt;
|hp = 100&lt;br /&gt;
|marketvalue  = 166&lt;br /&gt;
|mass base = 3&lt;br /&gt;
| production facility 1 = Machining table&lt;br /&gt;
| research = Smokepop packs&lt;br /&gt;
|work to make = 1200&lt;br /&gt;
|resource 1 = Steel&lt;br /&gt;
|resource 1 amount = 20&lt;br /&gt;
|resource 2 = Component&lt;br /&gt;
|resource 2 amount = 1&lt;br /&gt;
|resource 3 = Chemfuel&lt;br /&gt;
|resource 3 amount = 40&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 3&lt;br /&gt;
|coverage = Waist&lt;br /&gt;
|layer = Belt&lt;br /&gt;
|thingCategories = ApparelUtility&lt;br /&gt;
|tags = BeltDefensePop&lt;br /&gt;
}}&lt;br /&gt;
The '''smokepop pack''' is a reusable defensive device that releases a cloud of [[smoke]] on command. It can be activated 3 times before needing to be reloaded for 10 [[chemfuel]]. Unlike the [[jump pack]], which uses 20 chemfuel per charge restored, reloading smokepop packs always costs 10 chemfuel even if there are charges left. Because of this, it is more efficient to spend all charges before reloading.&lt;br /&gt;
&lt;br /&gt;
The smoke reduces hit chance by 70% for any projectile that paths through smoke. Shooters will still be affected by smoke even when neither them nor the targets are standing in it, if there is smoke in between. The smoke also prevents [[turret]]s from locking onto targets. It dissipates after around 30 seconds.&lt;br /&gt;
&lt;br /&gt;
It does not affect melee hit or dodge chances.&lt;br /&gt;
==Acquisition==&lt;br /&gt;
The smokepop pack is crafted at the [[machining table]] by pawns with 3 crafting and above with {{icon|steel|20}} [[steel]], {{icon|chemfuel|40}} [[chemfuel]] and {{icon|component|1}} [[component]]s.&lt;br /&gt;
&lt;br /&gt;
== Analysis==&lt;br /&gt;
{{rewrite|section=1}}&lt;br /&gt;
It is a useful item for melee-based tactics, with the smoke giving melee colonists the chance to move in, though you will want to equip most of your colonists with the [[shield belt]] instead, which gives more solid protection on top of the smoke. However, if your attack force is mostly or completely comprised of brawlers or trained animals, a smokescreen deployed in the middle of a fight can protect your pawns from numerous enemy gunners better. Shield belts can significantly reduce or eliminate damage from few incompetent shooters, but they become useless if quickly destroyed by concentrated fire or [[EMP grenades|EMP explosions]]. A smokescreen covering the whole crowd can potentially prevent more damage by making a lot of enemy shots miss and allowing your shields to recharge, especially if outnumbered by somewhat skilled shooters with high-damage weapons. A good offensive tactic - [[Defense_tactics#Animals|combat-trained animals]] will take the first hits and force some gunners into melee, a pawn will rush in with them and cover the area with smoke followed by shielded allies, and everyone can enjoy combined ranged protection of smoke and shields. This tactic can be very effective against tight groups of enemies with few or no brawlers of their own and can devastate [[Raider#Siege|sieges]], but it is only relevant if you rely heavily on melee fighters, as covering enemies with smoke also greatly reduces effectiveness of your own gunners. For obvious reasons, smokescreens are useless when [[Defense_tactics#Melee_blocking|defending]] against all-melee raids or manhunter packs and should be swapped for shields to protect against potential friendly fire. You can also use the enemy's own packs to your advantage.&lt;br /&gt;
&lt;br /&gt;
Smokepop packs can be used to neutralize turrets by placing a smokescreen in line of sight or directly on top of a turret, allowing other pawns to safely destroy it, hit it with EMP weapons, or handle other threats.&lt;br /&gt;
&lt;br /&gt;
Ranged colonists don't synergize well with smoke while attacking, as it reduces their accuracy as well. It should not be used offensively when many other friendly gunners are nearby; rather, it should be used to cover ranged colonists so they can move out of a position under relative safety.&lt;br /&gt;
&lt;br /&gt;
== Quality Table ==&lt;br /&gt;
On explosion, the smokepop pack covers an area with smoke. The radius depends on the quality of the pack.&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt; &lt;br /&gt;
{{#vardefine:baseradius|4.9}}&lt;br /&gt;
{| {{STDT| c_12 text-center}}&lt;br /&gt;
!Quality&lt;br /&gt;
!Awful&lt;br /&gt;
!Poor&lt;br /&gt;
!Normal&lt;br /&gt;
!Good&lt;br /&gt;
!Excellent&lt;br /&gt;
!Masterwork&lt;br /&gt;
!Legendary&lt;br /&gt;
|- &lt;br /&gt;
!Explosion radius (tiles)&lt;br /&gt;
|{{#expr:{{#var:baseradius}}*0.84 round 1}}&lt;br /&gt;
|{{#expr:{{#var:baseradius}}*0.92 round 1}}&lt;br /&gt;
|{{#expr:{{#var:baseradius}}*1 round 1}}&lt;br /&gt;
|{{#expr:{{#var:baseradius}}*1.08 round 1}}&lt;br /&gt;
|{{#expr:{{#var:baseradius}}*1.16 round 1}}&lt;br /&gt;
|{{#expr:{{#var:baseradius}}*1.3 round 1}}&lt;br /&gt;
|{{#expr:{{#var:baseradius}}*1.5 round 1}}&lt;br /&gt;
|- newline&lt;br /&gt;
!Market Value&lt;br /&gt;
|{{#expr: {{Market Value|{{P|Market Value Base}}*0.5}} }}{{icon|silver}}&lt;br /&gt;
|{{#expr: {{Market Value|{{P|Market Value Base}}*0.75}} }}{{icon|silver}}&lt;br /&gt;
|{{#expr: {{Market Value|{{P|Market Value Base}}}} }}{{icon|silver}}&lt;br /&gt;
|{{#ifexpr: {{Market Value|{{P|Market Value Base}}*1.25}}&amp;gt;{{P|Market Value Base}}+500 |{{#expr:{{P|Market Value Base}}+500 }}| {{Market Value|{{P|Market Value Base}}*1.25}}}} {{icon|silver}}&lt;br /&gt;
|{{#ifexpr: {{Market Value|{{P|Market Value Base}}*1.50}}&amp;gt;{{P|Market Value Base}}+1000|{{#expr:{{P|Market Value Base}}+1000}}| {{Market Value|{{P|Market Value Base}}*1.50}}}}{{icon|silver}}&lt;br /&gt;
|{{#ifexpr: {{Market Value|{{P|Market Value Base}}*2.50}}&amp;gt;{{P|Market Value Base}}+2000|{{#expr:{{P|Market Value Base}}+2000}}| {{Market Value|{{P|Market Value Base}}*2.50}}}}{{icon|silver}}&lt;br /&gt;
|{{#ifexpr: {{Market Value|{{P|Market Value Base}}*5.00}}&amp;gt;{{P|Market Value Base}}+3000|{{#expr:{{P|Market Value Base}}+3000}}| {{Market Value|{{P|Market Value Base}}*5.00}}}}{{icon|silver}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that a larger explosion radius is not necessarily better, as smoke affects both sides of the battle.&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Version history==&lt;br /&gt;
* [[Version/0.17.1546|0.17.1546]] - Added as the '''smokepop belt'''.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Renamed to the '''smokepop pack''' from '''smokepop belt''', now has 3 charges, no longer disappears on use, and can be triggered manually instead of automatically triggering when hit by a projectile. &lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - AI will now only deploy an NPC's Smokepop pack if the offending attacker is hostile. This prevents friendly-fire from activating an NPC's Smokepop&lt;br /&gt;
&lt;br /&gt;
{{nav|utility|wide}}&lt;br /&gt;
[[Category:Utility]]&lt;/div&gt;</summary>
		<author><name>Yesennes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Dandelions&amp;diff=96103</id>
		<title>Dandelions</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Dandelions&amp;diff=96103"/>
		<updated>2021-11-06T16:45:43Z</updated>

		<summary type="html">&lt;p&gt;Yesennes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}{{infobox main|plant|&lt;br /&gt;
|name = Dandelions&lt;br /&gt;
|image = Dandelions.png| Dandelions&lt;br /&gt;
|description = A tiny yellow flower which grows in large clusters. Though it is often considered a weed, dandelions in bloom are quite beautiful.&lt;br /&gt;
|type = Plant&lt;br /&gt;
|type2 = Decorative&lt;br /&gt;
|hp = 85&lt;br /&gt;
|flammability = 1&lt;br /&gt;
|beauty = 4&lt;br /&gt;
|beauty outdoors = 4&lt;br /&gt;
|grow days = 2.5&lt;br /&gt;
|sow work = 170&lt;br /&gt;
|harvest work = 200&lt;br /&gt;
|min fertility = 0.05&lt;br /&gt;
|fertility sensitivity = 0&lt;br /&gt;
|nutrition = 0.25&lt;br /&gt;
|sowTags = Ground&lt;br /&gt;
|livesin_temperateforest = 0.5&lt;br /&gt;
|livesin_tundra = 0.1&lt;br /&gt;
|livesin_aridshrubland = 0.8&lt;br /&gt;
|livesin_desert = 0.5&lt;br /&gt;
}}&lt;br /&gt;
A common small flower that grows naturally in {{Habitats}}. Though it is often considered a weed, it is pleasant to look at, and easy to grow.&lt;br /&gt;
Dandelions can't be planted in pots, unlike roses and daylilies. They can however be grown in growing zones, usually as quick-growing grazing animal feed.&lt;br /&gt;
&lt;br /&gt;
==Light==&lt;br /&gt;
&lt;br /&gt;
Most plants typically require at least 51% [[Environment#Light|light]] to grow.&lt;br /&gt;
&lt;br /&gt;
Decorative Plants typically require at least 30% [[Environment#Light|light]] to grow. Dandelions falls into this light requirement. &lt;br /&gt;
&lt;br /&gt;
Most artificial light sources only provide 50% light.&lt;br /&gt;
&lt;br /&gt;
==Analysis== &lt;br /&gt;
&lt;br /&gt;
Dandelions only requires a skill of &amp;quot;0&amp;quot; (zero) &amp;amp; a light level of 30% to grow, compared to 51% for  animal feed specific hay grass. &lt;br /&gt;
&lt;br /&gt;
This allows it to be grown by torch or lamp light, indoors, without a sun lamp. Also it may be grown on fungal gravel, behaving exactly the same as when grown on &amp;quot;natural&amp;quot; gravel . &lt;br /&gt;
&lt;br /&gt;
{{nav|plant|wide}}&lt;br /&gt;
[[Category:Plants]][[Category:Decorative plants]]&lt;/div&gt;</summary>
		<author><name>Yesennes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Pemmican&amp;diff=95905</id>
		<title>Pemmican</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Pemmican&amp;diff=95905"/>
		<updated>2021-11-02T19:41:04Z</updated>

		<summary type="html">&lt;p&gt;Yesennes: Nutrition density in comparison with fine meal&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{rewrite|reason=Format standardization}}{{Define|Meal&lt;br /&gt;
| always haulable = true&lt;br /&gt;
| def name = Pemmican&lt;br /&gt;
| description = A preserved mashed mixture of fat and plant food. Tastes bland, but not offensive. It lasts a very long time without refrigeration. Great for traveling.&lt;br /&gt;
| draw gui overlay = true&lt;br /&gt;
| graphic class = Graphic_Single&lt;br /&gt;
| graphic path = Things/Item/Resource/Pemmican&lt;br /&gt;
| label = pemmican&lt;br /&gt;
| parent name = OrganicProductBase&lt;br /&gt;
| path cost = 15&lt;br /&gt;
| resource readout priority = Last&lt;br /&gt;
| selectable = true&lt;br /&gt;
| social properness matters =&lt;br /&gt;
| stack limit = 75&lt;br /&gt;
| thing class = Meal&lt;br /&gt;
| ticker type = Rare&lt;br /&gt;
| eat effect = EatVegetarian&lt;br /&gt;
| max num to ingest at once = 20&lt;br /&gt;
| nutrition = 0.05&lt;br /&gt;
| sound eat = Meal_Eat&lt;br /&gt;
| taste = Simple&lt;br /&gt;
| joy =&lt;br /&gt;
| preferability =&lt;br /&gt;
| use hit points = true&lt;br /&gt;
| deterioration rate base = 2&lt;br /&gt;
| flammability base = 0.6&lt;br /&gt;
| market value base = 1.4&lt;br /&gt;
| max hit points base = 60&lt;br /&gt;
| work to make base = 12&lt;br /&gt;
| mass = 0.018&lt;br /&gt;
| days to rot = 70&lt;br /&gt;
}}&lt;br /&gt;
{{Info|'''Pemmican''' is a low-tech long-lasting food, ideal for [[caravan]] trips. It can be [[Menus#cook|cooked]] (after [[Research#Pemmican|researched]]) from a mixture of 0.25 nutrition from meat and 0.25 nutrition from vegetables, without cooking skill requirement, on a [[campfire]], [[fueled stove]] or an [[electric stove]]. A single batch produces 16 pemmican with 0.05 nutrition each, for 0.8 nutrition total, and up to 20 can be consumed in one sitting. It can also be purchased from [[trade]]rs.}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Pemmican is very useful for long-term food storage before you get freezers, as it lasts 70 days unrefrigerated before rotting.  Producing pemmican takes 0.5 units of nutrition in ingredients and yields 0.8 units of nutrition as a result -- a 60% net nutrition gain.  Pemmican requires the exact same ingredients as a [[fine meal]], but:&lt;br /&gt;
* A fine meal provides more nutrition (0.9 vs. 0.8)&lt;br /&gt;
* A fine meal provides a +5 mood boost&lt;br /&gt;
* A fine meal expires much faster (4 days vs. 70 days)&lt;br /&gt;
* A fine meal can store more nutrition in a full stack (9 vs 3.75)&lt;br /&gt;
* A fine meal has a lower nutrition density (2.045 vs 2.777)&lt;br /&gt;
&lt;br /&gt;
While pemmican technically has a lower net nutrition gain than fine / simple meals, it is slightly more efficient while eating. Colonists try to eat just before actually getting [[Saturation#Levels of Saturation|hungry]], so they will typically eat at about 0.7-0.8 hunger. A set meal restores a fixed 0.9 nutrition in one single piece, so they will often waste about 15% of it. Because pemmican comes in smaller pieces, colonists will take only as much as they need, and typically only waste about 2.5% while eating. These differences are small and nearly cancel each other out, but may be important/interesting to some players.&lt;br /&gt;
&lt;br /&gt;
{{nav|Food|wide}}&lt;/div&gt;</summary>
		<author><name>Yesennes</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Chemfuel_powered_generator&amp;diff=95904</id>
		<title>Chemfuel powered generator</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Chemfuel_powered_generator&amp;diff=95904"/>
		<updated>2021-11-02T19:31:55Z</updated>

		<summary type="html">&lt;p&gt;Yesennes: Conversion from chemfuel to wood for powered generator comparison&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main|building|&lt;br /&gt;
|name = Chemfuel powered generator&lt;br /&gt;
|image = Chemfuel_powered_generator.png|128px&lt;br /&gt;
|description = Produces power by consuming chemfuel. Must be periodically refueled by hand.&lt;br /&gt;
|type = Building&lt;br /&gt;
|type2 = Power&lt;br /&gt;
|placeable = true&lt;br /&gt;
|path cost = 50&lt;br /&gt;
|passability = pass through only&lt;br /&gt;
|blockswind = true&lt;br /&gt;
|cover = 1&lt;br /&gt;
|minifiable = false&lt;br /&gt;
|size = 2 ˣ 2&lt;br /&gt;
|flammability = 1&lt;br /&gt;
|hp = 300&lt;br /&gt;
|beauty = -20&lt;br /&gt;
|power = 1000&lt;br /&gt;
|glowradius = 6&lt;br /&gt;
|glowcolor = (80, 112, 180)&lt;br /&gt;
|heatpersecond = 6&lt;br /&gt;
|terrain affordance = medium&lt;br /&gt;
|research = Electricity&lt;br /&gt;
|skill 1 = Construction&lt;br /&gt;
|skill 1 level = 6&lt;br /&gt;
|work to make = 2500&lt;br /&gt;
|resource 1 = Steel&lt;br /&gt;
|resource 1 amount = 100&lt;br /&gt;
|resource 2 = Component&lt;br /&gt;
|resource 2 amount = 3&lt;br /&gt;
}}&lt;br /&gt;
{{info|The '''chemfuel powered generator''' produces [[power]] from [[chemfuel]]. The generator is an exact analog to the [[wood-fired generator]], only the type of fuel is different.}}&lt;br /&gt;
&lt;br /&gt;
==Acquisition==&lt;br /&gt;
Chemfuel powered generators can be constructed once [[Research#Electricity|Electricity]] has been reduced. Each requires {{required Resources}}, and a [[Skills#Construction|Construction]] skill of 4.&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
The chemfuel powered generator consumes {{icon small|chemfuel}} 4.5 [[chemfuel]] per day and generates a constant 1000W as long as it is switched on. It can hold up to 30 fuel at a time, for a maximum run time of 6.66 days. Fuel consumption is not dependent on how much power is actually drawn.  Fuel has to be delivered to the generator by a [[Menus#Work_types|hauler colonists]]. It can be switched off; in the off state it will neither consume fuel nor produce power. &lt;br /&gt;
&lt;br /&gt;
It outputs [[light]] in a 6 tile radius, with the nearest 3 tiles being above 50% light level and considered lit.  Note that the light source is centered at the bottom-left tile of the generator, rather than the &amp;quot;true&amp;quot; center of the generator. It heats at a rate of 6 heat per second&amp;lt;sup&amp;gt;{{hover title|Provides comparison with other heat sources but doesn't explain how much it actually heats|[Exact mechanic unclear]}}&amp;lt;/sup&amp;gt;. Unlike many other heat sources, it does not appear to have a maximum temperature and will continue to heat up rooms indefinitely.&amp;lt;sup&amp;gt;[Confirmation needed]&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
If it is damaged below one third of its hitpoints, or {{#expr: {{P|Max Hit Points Base #}}/3}} HP, it has a chance&amp;lt;sup&amp;gt;[What chance?]&amp;lt;/sup&amp;gt; to explode. The generator will spark and emit a hissing sound shortly before exploding between {{ticks|70}} and {{ticks|150}} later. The explosion deals 10 [[Damage Type#Flame|Flame]] damage in a radius around itself that depends on the quantity of fuel in the generator. At 0 fuel, the explosion has a radius of 0 and only destroys the generator, and expanding this radius proportional to the square root of the fuel times 0.95 up to a maximum radius of {{#expr: 0+((30*0.95)^0.5) round 2}} tiles when fully fueled. This explosion leaves [[Filth|Chemfuel puddles]] which will then ignite and burn.&lt;br /&gt;
&lt;br /&gt;
==Analysis==&lt;br /&gt;
=== Fuel and energy economy ===&lt;br /&gt;
A chemfuel powered generator holds 30 chemfuel, consuming '''4.5 chemfuel per day''' (9 wood if made from wood).  A completely fueled-up generator will run for 6 days and 16 hours without refueling.  For comparison, the [[wood-fired generator]] uses 22 wood per day.&lt;br /&gt;
&lt;br /&gt;
==== Using boomalopes for fuel ====&lt;br /&gt;
A [[boomalope]] produces at most {{#show:Boomalope|?Daily Milk Average#}} chemfuel per day.  It is feasible to run  {{#expr:{{#show:Boomalope|?Daily Milk Average#}}/4.5*9 round 1}} generators indefinitely from a herd of 9 boomalopes (one boomalope can fuel ~{{#expr:{{#show:Boomalope|?Daily Milk Average#}}/4.5 round 2}} generators).  In practice this is not entirely attainable, because milking the animals and refueling the generators will not be a seamless process.&lt;br /&gt;
&lt;br /&gt;
==== Using the Infinite Chemreactor ====&lt;br /&gt;
The [[Infinite chemreactor]] is a world quest item that generates 75 chemfuel every ten days, or 7.5 chemfuel per day at a cost of 300 watts. This is enough to power a single generator, providing 700 watts of power, total, while leaving 3.5 chemfuel excess per day (35 chemfuel a 10 day cycle). 8 chemreactors are exactly enough to power 15 chemfuel generator, providing 12600 watts of power in total.&lt;br /&gt;
&lt;br /&gt;
==== Growing plants for fuel ====&lt;br /&gt;
Chemfuel generators together with hydroponics greenhouses and biofuel refineries produce a significant net energy profit, if the colonist workforce is available to run the setup.  The (simplified) conversion chain is&lt;br /&gt;
 ''Power'' (for greenhouse) → ''food'' (for refinery) → ''chemfuel'' (for generator) → ''power''&lt;br /&gt;
A lot of excess power is generated at the end of the chain.&lt;br /&gt;
&lt;br /&gt;
A single [[hydroponics basin]] can produce ~{{#expr:4*{{#show:Rice plant|?Harvest Yield Per Day (280)#}}*0.05 round 2}} raw nutrition per day (growing rice, and assuming a perfect grow operation).  This converts into ~{{#expr:{{#vardefineecho:chemfuel_per_basin_per_day|{{#expr:4*{{#show:Rice plant|?Harvest Yield Per Day (280)#}}*0.05*10 }}}} round 1}} chemfuel per day at a [[biofuel refinery]].  Therefore, the produce from a single basin fuels about {{#expr:4*{{#show:Rice plant|?Harvest Yield Per Day (280)#}}*0.05*10/4.5 round 1}} chemfuel generators.  This is not attainable in practice, but will serve as a guideline.  Theoretically, a single hydroponics basin lit by a sun lamp (in a group of 24 basins) uses 130W of power on average, including the sun lamp (190W if you assume day-time power draw).  This results in a theoretical net gain in energy of about 870W (810W during the day) per dedicated hydroponics basin.  However, the power draw of the refinery is not taken into account (it can be micro-managed if chemfuel is produced in batches, and will not play a big role in the overall economy).&lt;br /&gt;
&lt;br /&gt;
With adequate batteries to handle the day-night cycle of [[Sun lamp|sun lamps]], {{#expr:{{#vardefineecho:generators_needed_for_hydroponic_setup|{{#expr:(24*-{{#show:Hydroponics basin|?Power Consumption#}} + 0.5*-{{#show:Sun lamp|?Power Consumption#}})/{{#show:{{PAGENAME}}|?Power Consumption#}}}}}} round 1}} generators are needed to power a full hydroponics setup, which will require ~{{#expr:{{#var:generators_needed_for_hydroponic_setup}}*4.5 round 1}} chemfuel per day, or about {{#expr:{{#vardefineecho:chemfuel_dedicted_basins_needed|{{#expr:{{#var:generators_needed_for_hydroponic_setup}}*4.5/{{#var:chemfuel_per_basin_per_day}}}}}}round 1}} hydroponics basins dedicated to producing rice to turn into chemfuel.  This means that with {{#expr:ceil({{#var:generators_needed_for_hydroponic_setup}})}} generators, you can grow plants in {{#expr:floor(24 - {{#var:chemfuel_dedicted_basins_needed}})}} of the 24 hydroponics basins for free, with an average of {{#expr:(ceil({{#var:generators_needed_for_hydroponic_setup}}) - {{#var:generators_needed_for_hydroponic_setup}})*{{#show:{{PAGENAME}}|?Power Consumption#}}}}W of power spare. Note that this assumes 100% harvest efficiency - as harvest efficiency decreases at higher difficulties, the number of basins that must be dedicated to chemfuel production will increase in direct proportion.&lt;br /&gt;
&lt;br /&gt;
Corn can also be grown to feed chemfuel generators, with {{#expr:4.5*2/{{#show:Corn plant|?Harvest Yield Per Day (100)}} round 1}} tiles of [[corn plant]] in 100% fertility soil needed for each generator.&lt;br /&gt;
&lt;br /&gt;
==Version History==&lt;br /&gt;
* Beta 18 - Added.&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Refueling is now toggleable.&lt;br /&gt;
{{nav|power|wide}}&lt;br /&gt;
[[Category:Buildings]]&lt;br /&gt;
[[Category:Power]]&lt;/div&gt;</summary>
		<author><name>Yesennes</name></author>
	</entry>
</feed>