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	<id>https://rimworldwiki.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Yetihamster</id>
	<title>RimWorld Wiki - User contributions [en]</title>
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	<updated>2026-05-18T22:27:36Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://rimworldwiki.com/index.php?title=Textiles&amp;diff=179846</id>
		<title>Textiles</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Textiles&amp;diff=179846"/>
		<updated>2026-04-30T03:15:19Z</updated>

		<summary type="html">&lt;p&gt;Yetihamster: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Resources_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
'''Textiles''' are materials typically used to make [[clothing]].  Textiles are divided into two categories:&lt;br /&gt;
* '''[[Fabrics]]''': Fibrous material typically harvested from [[plants]], or sheared from tamed [[animals]] (i.e. [[wool]])&lt;br /&gt;
* '''[[Leathers]]''': A byproduct of [[Butcher table|butchering]] animals&lt;br /&gt;
&lt;br /&gt;
Both can often be used interchangeably to produce items, though exceptions exist and specific materials differ as to value, beauty, and combat and temperature protection values.  As such, there are some textiles that are best used for different clothing, some for armor, some for hot/cold weather, some for furniture, etc.  See the relevant item's article for details and analysis on material selection.&lt;br /&gt;
&lt;br /&gt;
== Comparison table ==&lt;br /&gt;
Below is a list of material effects for fabrics and leathers. When a [[stuff]]able item is created from a textile, each of its base stats is multiplied by a factor for that stat belonging to the material used. Take &amp;quot;Armor - Sharp&amp;quot; for example. For this stat, [[Cloth]] has a ''factor'' of {{Q|Cloth|Armor - Sharp Factor}} and a [[duster]] has base stat of {{Q|Duster|Armor Factor - Sharp}}. Thus, the final &amp;quot;Armor - Sharp&amp;quot; of a Cloth Duster before [[quality]] multipliers is: {{Q|Cloth|Armor - Sharp Factor}} * {{Q|Duster|Armor Factor - Sharp}} or {{#expr: {{Q|Cloth|Armor - Sharp Factor}}*{{Q|Duster|Armor Factor - Sharp}} *100}}%&lt;br /&gt;
&lt;br /&gt;
This process is then repeated for each stat. The material's HP factor is applied to the items base HP, flammability factor to flammability etc. Insulation is not expressed as a percentage and is thus slightly different. For an example of how to calculate the insulation for a given piece of apparel, see [[Apparel#Insulation|Apparel]]&lt;br /&gt;
&lt;br /&gt;
Market value is the notable exception to this direct multiplicative relationship, but the value of a material does have a direct effect on that of the final product. See [[Market Value]] for details.&lt;br /&gt;
&amp;lt;includeonly&amp;gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! {{DLC Icons|{{{Name}}} }}&lt;br /&gt;
| {{{Stuff Category}}}&lt;br /&gt;
| data-sort-value=&amp;quot;{{{Beauty Factor}}}&amp;quot; | ×{{{Beauty Factor}}}&lt;br /&gt;
| data-sort-value=&amp;quot;{{{Max Hit Points Factor}}}&amp;quot; | ×{{{Max Hit Points Factor}}}&lt;br /&gt;
| data-sort-value=&amp;quot;{{{Flammability Factor}}}&amp;quot; | ×{{{Flammability Factor}}}&lt;br /&gt;
| data-sort-value=&amp;quot;{{{Armor - Sharp Factor}}}&amp;quot; | ×{{{Armor - Sharp Factor}}}&lt;br /&gt;
| data-sort-value=&amp;quot;{{{Armor - Blunt Factor}}}&amp;quot; | ×{{{Armor - Blunt Factor}}}&lt;br /&gt;
| data-sort-value=&amp;quot;{{{Armor - Heat Factor}}}&amp;quot; | ×{{{Armor - Heat Factor}}}&lt;br /&gt;
| data-sort-value=&amp;quot;{{{Insulation - Cold Factor}}}&amp;quot; | +{{Temperature|{{{Insulation - Cold Factor}}}||delta}}&lt;br /&gt;
| data-sort-value=&amp;quot;{{{Insulation - Heat Factor}}}&amp;quot; | +{{Temperature|{{{Insulation - Heat Factor}}}||delta}}&lt;br /&gt;
| data-sort-value=&amp;quot;{{{Market Value Base}}}&amp;quot; | {{{Market Value Base}}} {{Icon Small|silver}}&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&amp;lt;/includeonly&amp;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_09 text-center}}&lt;br /&gt;
! Name &lt;br /&gt;
! Stuff category &lt;br /&gt;
! data-sort-type=number | Beauty &lt;br /&gt;
! data-sort-type=number | Max Hit Points &lt;br /&gt;
! data-sort-type=number | Flammability &lt;br /&gt;
! data-sort-type=number | Armor - Sharp &lt;br /&gt;
! data-sort-type=number | Armor - Blunt &lt;br /&gt;
! data-sort-type=number | Armor - Heat &lt;br /&gt;
! data-sort-type=number | Insulation - Cold &lt;br /&gt;
! data-sort-type=number | Insulation - Heat &lt;br /&gt;
! data-sort-type=number | Market Value&lt;br /&gt;
{{#ask: [[Stuff Category::Fabric||Leathery]]&lt;br /&gt;
 | named args = true&lt;br /&gt;
 | ?Name&lt;br /&gt;
 | ?Stuff Category&lt;br /&gt;
 | ?Beauty Factor&lt;br /&gt;
 | ?Max Hit Points Factor&lt;br /&gt;
 | ?Flammability Factor&lt;br /&gt;
 | ?Armor - Sharp Factor&lt;br /&gt;
 | ?Armor - Blunt Factor&lt;br /&gt;
 | ?Armor - Heat Factor&lt;br /&gt;
 | ?Insulation - Cold Factor&lt;br /&gt;
 | ?Insulation - Heat Factor&lt;br /&gt;
 | ?Market Value Base&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = :Textiles&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sort = Stuff Category, From DLC, Name&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
All textiles have the following modifiers in common:&lt;br /&gt;
* [[Property:Work To Make|Work To Make Factor]] and [[Property:Work To Build|Work To Build Factor]] of 1.&lt;br /&gt;
&lt;br /&gt;
{{nav|materials|wide}}&lt;br /&gt;
[[Category:Material|#Textiles]]&lt;/div&gt;</summary>
		<author><name>Yetihamster</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Psychic_soothe_pulser&amp;diff=175574</id>
		<title>Psychic soothe pulser</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Psychic_soothe_pulser&amp;diff=175574"/>
		<updated>2026-02-20T04:27:37Z</updated>

		<summary type="html">&lt;p&gt;Yetihamster: /* Lore */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main|&lt;br /&gt;
| name = Psychic soothe pulser&lt;br /&gt;
| image  = Psychic_soothe_pulser.png|Psychic soothe pulser&lt;br /&gt;
| description = A one-use broad-wave psychic effector. The psychic pulse induces self-satisfying perceptual distortions, giving a temporary mood boost to everyone in the region.&lt;br /&gt;
| type = Artifact&lt;br /&gt;
| tech level = Archotech&lt;br /&gt;
| marketvalue = 600&lt;br /&gt;
| hp = 80&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| mass base = 0.5&lt;br /&gt;
| page verified for version = 1.3.3326&lt;br /&gt;
| thingSetMakerTags = RewardStandardHighFreq&lt;br /&gt;
}}&lt;br /&gt;
{{Info|A '''psychic soothe pulser''' is a single-use [[artifact]] which gives a &amp;quot;Strange feeling&amp;quot; thought with a +15 [[mood]] buff and 24 hour duration to every colonist on the map when activated.}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition == &lt;br /&gt;
Psychic soothe pulsers cannot be crafted. Instead they can only be obtained through [[trade]] with [[faction base]]s or exotic goods traders, as a reward from [[quests]], or by finding them in [[ancient shrine]]s.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
A psychic soothe pulser is a single-use artifact that can be activated by selecting a colonist, right-clicking the artifact, and selecting 'Activate'&lt;br /&gt;
&lt;br /&gt;
The pulser gives the &amp;quot;''Strange feeling''&amp;quot; thought with a {{+|15}} [[mood]] buff to every [[human]] pawn on the map upon activation, including prisoners and raiders. The size of the mood bonus is scaled directly proportionally to each pawn's [[Psychic Sensitivity]] - a [[Psychically hypersensitive|hypersensitive pawn]] will receive a {{+|27}} while a [[psychically deaf]] pawn will receive no buff at all. If the psychic sensitivity of the pawn changes while the thought is still present, the mood buff will change with it. &lt;br /&gt;
&lt;br /&gt;
The psychic soothe pulser's bonus can be stacked up to 3 times. The second pulse will add an additional {{+|11}} before psychic sensitivity effects, and the third will add {{+|9}}, for a total mood bonus of {{+|35}}.&lt;br /&gt;
&lt;br /&gt;
The mood buff lasts for 24 hours. Note that pawns entering the map after activation are not affected. &lt;br /&gt;
&lt;br /&gt;
Once it has been used once, the pulser disappears completely. It cannot be reloaded, nor can any resources be salvaged from it.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Psychic soothe pulsers are useful for any situation where a large number of colonists are suffering, or are likely to suffer, from a poor mood. Perhaps the most common example is long late-game raids, where colonists are deprived of [[rest]], [[saturation|food]], and [[recreation]], in addition to seeing [[corpse]]s or [[death]] - even of loved ones. Pulsers can keep pawns from [[mental break|breaking]] at inopportune times; mental breaks are dangerous for the pawn, and at the very least leaves the colony with 1 less defender.&lt;br /&gt;
&lt;br /&gt;
Psychic soothe pulsers can be also be used to counteract [[psychic drone]]s. A single pulser can completely nullify the effects of a low psychic drone and still have a {{+|3}} net effect on mood. Higher levels of drone will be reduced in intensity as well. Whilst doing so is expensive, it's possible to turn an extreme psychic drone's {{--|40}} effect on mood into a paltry {{--|5}} by activating 3 pulsers at the same time for the maximum soothe effect. By the time a colony is being affected by such extreme psychic events, it is likely in a position where it can afford to purchase multiple pulsers in preparation for such events.&lt;br /&gt;
&lt;br /&gt;
If possible, gather/save a few soothe pulsers for the [[ship launch]] or [[endings#Royal Ascent|royal ascent]]{{RoyaltyIcon}} [[endings]]. Not only are back-to-back raids quickly damaging to mood, but pawns often need to work to repair defenses when their needs are at their lowest.&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
Psychic effectors, like the psychic soothe pulser, are mentioned in the [[Lore#Specific_archotech-invented_technologies|Lore Primer]]. They are described as archotech in origin, with a completely unknown method of operation.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Added&lt;br /&gt;
* 1.1 - received new visual and sound effects on use.&lt;br /&gt;
&lt;br /&gt;
[[Category:Artifact]]&lt;/div&gt;</summary>
		<author><name>Yetihamster</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Acquisition&amp;diff=174317</id>
		<title>Template:Acquisition</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Acquisition&amp;diff=174317"/>
		<updated>2026-01-23T09:10:05Z</updated>

		<summary type="html">&lt;p&gt;Yetihamster: improved punctuation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
VARIABLES&lt;br /&gt;
--&amp;gt;{{#vardefine:pageName      | {{{ 1 | {{PAGENAME}} }}} }}{{#vardefine:displayName|{{Q|{{#var:pageName}}|Name}}}}{{#switch:{{Q|{{#var:pageName}}|Type}}|Psycast=There are two ways to acquire the {{lc:{{#var:displayName}}}} psycast:&lt;br /&gt;
# Upon reaching [[psylink]] level '''{{#vardefineecho:psylinkLevel|{{Q|{{#var:pageName}}|Psylink Level}}}}''', a random psycast of level {{#var:psylinkLevel}} is granted regardless of how this level up is achieved. This won't apply if the psycaster already knew one or more level {{#var:psylinkLevel}} psycast.&lt;br /&gt;
# {{#var:displayName}} can also be acquired from a [[psytrainer]] naming it. See the [[psytrainer]] page for further details.&lt;br /&gt;
|Psychic ritual=The {{lc:{{#var:displayName}}}} psychic ritual can be performed once every {{Ticks/gametime|{{Q|{{#var:pageName}}|Ritual Cooldown}}}} at a [[psychic ritual spot]]{{#if: {{Q|{{#var:pageName}}|Resource 1}}|&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt;at the cost of {{Required Resources|{{#var:pageName}}}}}}{{#if:{{#vardefineecho:tech1 | {{Q|{{#var:pageName}}|Required Research}}|}}|, once the [[Research#{{#var:tech1}}|{{#var:tech1}}]] research project has been completed. Note that this research requires [[Research#Anomaly|dark study]] to unlock.}} The ritual takes {{Ticks/gametime|{{Q|{{#var:pageName}}|Ritual Duration}}}} to complete.&lt;br /&gt;
|#default=&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:verb      | {{#switch: {{Q|{{#var:pageName}}|Type}} | Building = constructed | Mechanoid = gestated by a [[mechanitor]] | #default = crafted}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:prodFac1  | {{lc:{{Q|{{#var:pageName}}|Production Facility 1}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:prodFac   | {{#if: {{#var:prodFac1}} | &amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt;at a{{#switch:{{#sub:{{#var:prodFac1}}|0|1}}|a|e|i|o|u|y=n}} [[{{#var:prodFac1}}]]&amp;lt;!--&lt;br /&gt;
  --&amp;gt;{{#if: {{Q|{{#var:pageName}}|Production Facility 3}} | , [[{{lc:{{Q|{{#var:pageName}}|Production Facility 2}} }}]], or [[{{lc:{{Q|{{#var:pageName}}|Production Facility 3}} }}]]&lt;br /&gt;
     | {{#if: {{Q|{{#var:pageName}}|Production Facility 2}} | &amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt;or [[{{lc:{{Q|{{#var:pageName}}|Production Facility 2}} }}]] }}&lt;br /&gt;
}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:tech           | {{Q|{{#var:pageName}}|Required Research}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:tech1          | {{#explode:{{#var:tech}}|,|0}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:tech2          | {{#explode:{{#var:tech}}|,|1}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:tech3          | {{#explode:{{#var:tech}}|,|2}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:researchRequirementNote  | {{#if: {{#pos:Artificial metabolism, Brain wiring, Circadian influence, Compact weaponry, Flesh shaping, Healing factors, Jump packs, Molecular analysis, Neural computation, Poison synthesis, Specialized limbs, Skin hardening | {{#var:tech}} }} | Note that this research requires a [[techprint]]. | {{#if: {{#pos:Cataphract armor | {{#var:tech}} }} | Note that this research requires two [[techprint]]s.| {{#if: {{#pos:Bioferrite harvesting, Bioferrite shaping, Bioferrite weaponry, Bioferrite generator, Void sculptures, Insanity weaponry, Mutation weaponry, Atmospheric heater, Frenzy inducer, Sleep suppressor, Entity containment, Electroharvester, Disruptor flares, Proximity detector, Void provocation, Draw animals, Draw shamblers, Chronophagy, Psychophagy, Skip abduction, Summon fleshbeasts, Advanced psychic rituals, Provoke pit gate, Death refusal, Philophagy, Pleasure pulse, Neurosis pulse, Blood rain, Brainwipe, Serum synthesis, Metalblood serum, Mind-numb serum, Juggernaut serum, Bliss lobotomy, Ghoul infusion, Ghoul enhancements, Ghoul resurrection, Deadlife dust, Revenant invisibility| {{#var:tech}} }} | Note that this research requires [[Research#Anomaly|dark study]] to unlock.|{{#if: {{#pos:Wastepack atomizer, Ultra mechtech | {{#var:tech}} }} | Note that this research requires a [[nano structuring chip]] to unlock.| {{#if: {{#pos:High mechtech | {{#var:tech}} }} | Note that this research requires a [[powerfocus chip]] to unlock.| {{#if: {{#pos:Standard mechtech | {{#var:tech}} }} | Note that this research requires a [[signal chip]] to unlock.}} }} }} }} }} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:work/gestation | {{#switch: {{#expr:{{Q|{{#var:pageName}}|Gestation Cycles}}-1}} | 0 = 1 [[gestation cycle]] taking {{Ticks|1800}} to initiate and lasting a duration dependent on the [[Mech Gestation Speed]] of the mechanitor | -1 = {{Ticks|{{Q|{{#var:pageName}}|Work To Make}} }} of work modified by the {{#switch: {{#var:verb}} | constructed = [[construction speed]] of the builder | crafted = [[{{Q|{{#var:pageName}}|Work Speed Stat|General Labor Speed}}|{{lc:{{Q|{{#var:pageName}}|Work Speed Stat|general labor speed}} }}]] of the crafter}}{{#ifeq:{{Q|{{#var:pageName}}|Resource 1}}|Stuff|&amp;lt;nowiki&amp;gt;&amp;lt;/nowiki&amp;gt; and the {{#switch: {{#var:verb}} | constructed = [[Property:Work To Build Factor|work to build factor]] and [[Property:Work To Build Offset|offset]] | crafted = [[Property:Work To Make Factor|work to make factor]]}} of the material}} | #default = {{Q|{{#var:pageName}}|Gestation Cycles}} [[gestation cycle]]s taking {{Ticks|1800}} each to initiate and lasting a duration dependent on the [[Mech Gestation Speed]] of the mechanitor}} }}&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
TEXT&lt;br /&gt;
--&amp;gt;{{ucfirst:{{Plural||{{#var:displayName}}}} }} can be {{#var:verb}}{{#var:prodFac}}{{#if:{{#var:tech1}}|&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt;once the [[Research#{{#var:tech1}}|{{#var:tech1}}]]{{#if: {{#var:tech3}} | , [[Research#{{#var:tech3}}|{{#var:tech3}}]]}}{{#if: {{#var:tech2}} | &amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt;and [[Research#{{#var:tech2}}|{{#var:tech2}}]]}} research {{#if: {{#var:tech2}} | projects have | project has}} been completed. {{#var:researchRequirementNote}} Each requires|, each requiring}} {{Required Resources|{{#var:pageName}} }}{{#if: {{Q|{{#var:pageName}}|Skill 1}}|,|&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt;and}} {{#var:work/gestation}}{{#if: {{Q|{{#var:pageName}}|Skill 1}}|, and a [[{{lc:{{Q|{{#var:pageName}}|Skill 1}} }}]] skill of {{Q|{{#var:pageName}}|Skill 1 Level}} }}. {{#if:{{Q|{{#var:pageName}}|Bandwidth}}| They take up {{Q|{{#var:pageName}}|Bandwidth}} [[bandwidth]] from their linked mechanitor.}}{{#if:{{Q|{{#var:pageName}}|Style}}|Note that they can only be constructed by pawns that follow [[ideoligion]]s that include the [[{{Q|{{#var:pageName}}|Style}}]] style.{{#if: {{#pos: {{Q| {{#var:pageName}} | From DLC }} | Ideology (DLC) }} ||{{IdeologyIcon}}}}}}&amp;lt;!--Sleep accelerators can only be constructed by colonist with an [[Ideoligion]] containing the [[Ideoligion#Transhumanist|Transhumanist]] meme. --&amp;gt;{{#ifeq: {{Q|{{#var:pageName}}|Minifiable}} | false | &amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once constructed, they cannot be re-installed; they can only be deconstructed.}}&amp;lt;!--WIP: list of which traders an item can be bought from. So far it works with Property:Trades Single. --&amp;gt;&amp;lt;!-- {{#if: {{#ask: [[Trades Single::{{#var:pageName}}]]}} | &amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Plural||{{#var:displayName}} }} can also be bought from the following traders: {{#ask: [[Trades Single::{{#var:pageName}}]]}}.}} --&amp;gt;}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;{{Documentation}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Yetihamster</name></author>
	</entry>
</feed>