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	<updated>2026-04-05T23:06:23Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.8</generator>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Uzww3oy54ey0soel&amp;topic_postId=v0bkx6ut3hmuh9xp&amp;topic_revId=v0bkx6ut3hmuh9xp&amp;action=single-view</id>
		<title>Topic:Uzww3oy54ey0soel</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Uzww3oy54ey0soel&amp;topic_postId=v0bkx6ut3hmuh9xp&amp;topic_revId=v0bkx6ut3hmuh9xp&amp;action=single-view"/>
		<updated>2019-05-24T14:14:24Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:Yoshida_Keiji&quot; class=&quot;mw-userlink&quot; title=&quot;User:Yoshida Keiji&quot;&gt;&lt;bdi&gt;Yoshida Keiji&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:Yoshida_Keiji&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:Yoshida Keiji&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Yoshida_Keiji&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Yoshida Keiji&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:Uzww3oy54ey0soel&amp;amp;topic_showPostId=v0bkx6ut3hmuh9xp#flow-post-v0bkx6ut3hmuh9xp&quot;&gt;commented&lt;/a&gt; on &quot;Writing Style&quot; (&lt;em&gt;Now I see what your problem is, you are very confused in many points. You just shot yourself to the foot and I can “win” the argument by...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Yoshida Keiji</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Uzww3oy54ey0soel&amp;topic_postId=v09p7b8nu4cbko7h&amp;topic_revId=v09p7b8nu4cbko7h&amp;action=single-view</id>
		<title>Topic:Uzww3oy54ey0soel</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Uzww3oy54ey0soel&amp;topic_postId=v09p7b8nu4cbko7h&amp;topic_revId=v09p7b8nu4cbko7h&amp;action=single-view"/>
		<updated>2019-05-23T17:58:25Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:Yoshida_Keiji&quot; class=&quot;mw-userlink&quot; title=&quot;User:Yoshida Keiji&quot;&gt;&lt;bdi&gt;Yoshida Keiji&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:Yoshida_Keiji&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:Yoshida Keiji&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Yoshida_Keiji&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Yoshida Keiji&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:Uzww3oy54ey0soel&amp;amp;topic_showPostId=v09p7b8nu4cbko7h#flow-post-v09p7b8nu4cbko7h&quot;&gt;commented&lt;/a&gt; on &quot;Writing Style&quot; (&lt;em&gt;Yeah, of course... We can always listen to what User:Sex Pistols says and switch back to &amp;quot;Anarchy in the U.K.&amp;quot; mode, that way we can end...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Yoshida Keiji</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Uzww3oy54ey0soel&amp;topic_postId=v052d994url8n1cd&amp;topic_revId=v052d994url8n1cd&amp;action=single-view</id>
		<title>Topic:Uzww3oy54ey0soel</title>
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		<updated>2019-05-21T16:02:40Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:Yoshida_Keiji&quot; class=&quot;mw-userlink&quot; title=&quot;User:Yoshida Keiji&quot;&gt;&lt;bdi&gt;Yoshida Keiji&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:Yoshida_Keiji&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:Yoshida Keiji&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Yoshida_Keiji&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Yoshida Keiji&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:Uzww3oy54ey0soel&amp;amp;topic_showPostId=v052d994url8n1cd#flow-post-v052d994url8n1cd&quot;&gt;commented&lt;/a&gt; on &quot;Writing Style&quot; (&lt;em&gt;Here we are addressing the Revision number 63.510 on the page Bionic stomach. Now..., I’m gonna be bringing forth some insight with the s...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Yoshida Keiji</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Uzww3oy54ey0soel&amp;topic_postId=uzya56ztxlqszgjx&amp;topic_revId=uzya56ztxlqszgjx&amp;action=single-view</id>
		<title>Topic:Uzww3oy54ey0soel</title>
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		<updated>2019-05-18T14:57:17Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:Yoshida_Keiji&quot; class=&quot;mw-userlink&quot; title=&quot;User:Yoshida Keiji&quot;&gt;&lt;bdi&gt;Yoshida Keiji&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:Yoshida_Keiji&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:Yoshida Keiji&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Yoshida_Keiji&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Yoshida Keiji&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:Uzww3oy54ey0soel&amp;amp;topic_showPostId=uzya56ztxlqszgjx#flow-post-uzya56ztxlqszgjx&quot;&gt;commented&lt;/a&gt; on &quot;Writing Style&quot; (&lt;em&gt;I’m sorry to see you frustrated about the methodology. It is an all Wikipedias across and wide standard format you are single handily cha...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Yoshida Keiji</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Bionic_stomach&amp;diff=63518</id>
		<title>Bionic stomach</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Bionic_stomach&amp;diff=63518"/>
		<updated>2019-05-17T12:48:30Z</updated>

		<summary type="html">&lt;p&gt;Yoshida Keiji: Undo revision 63510 by Bullwinkle (talk) Redundant content, it is already written below. Follow Wikipedia Policies &amp;amp; Guidelines which are community wide consented and not a single person view.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Define|Body Part&lt;br /&gt;
| image = Artificial Organ&lt;br /&gt;
| always haulable = true&lt;br /&gt;
| def name = BionicStomach&lt;br /&gt;
| description = &amp;quot;An advanced artificial stomach. A set of sensors and chemical synthesizers effectively digest any energy-bearing foodstuff. An integrated lattice-dust healing system automatically repairs any damage caused by the powerful acids. It is better than a biological stomach in every way.&amp;quot; &lt;br /&gt;
| graphic class = Graphic_Single&lt;br /&gt;
| graphic path = Things/Item/BodyPart/ArtificialOrgan&lt;br /&gt;
| is body part = true&lt;br /&gt;
| label = bionic leg&lt;br /&gt;
| parent name = BodyPartBase&lt;br /&gt;
| path cost = 10&lt;br /&gt;
| selectable = true&lt;br /&gt;
| thing class = ThingWithComps&lt;br /&gt;
| ticker type = Never&lt;br /&gt;
| use hit points = true&lt;br /&gt;
| flammability base = 1.0&lt;br /&gt;
| market value base = 1500&lt;br /&gt;
| max hit points base = 50&lt;br /&gt;
| mass = &lt;br /&gt;
}}&lt;br /&gt;
A Bionic stomach is an organ replacement that has 125% efficiency, increases metabolism by 25%.&lt;br /&gt;
&lt;br /&gt;
It can be purchased from a trader or crafted with {{icon|plasteel|10}} and {{icon|advcomponent|3}}.&lt;br /&gt;
&lt;br /&gt;
=== Usage ===&lt;br /&gt;
&lt;br /&gt;
It can be used to instantly treat gut worms as the new bionic stomach replaces the diseased part. With it installed, further infections are also prevented.&lt;br /&gt;
&lt;br /&gt;
Interestingly, the increased metabolism from a bionic stomach slightly improves rest efficiency (rather than food digestion as expected from a stomach), meaning the colonist will require less sleep.&lt;br /&gt;
&lt;br /&gt;
=== Installation ===&lt;br /&gt;
See also: [[Doctoring#Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
Installing the bionic stomach requires 2 additional [[Medical_Items#Medicine|medicine]], herbal or better.&lt;br /&gt;
&lt;br /&gt;
{{nav/body_parts}}&lt;/div&gt;</summary>
		<author><name>Yoshida Keiji</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Machine_pistol&amp;diff=63485</id>
		<title>Machine pistol</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Machine_pistol&amp;diff=63485"/>
		<updated>2019-05-12T16:16:56Z</updated>

		<summary type="html">&lt;p&gt;Yoshida Keiji: Rollback, see: Terminology&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{infobox main|weapon|&lt;br /&gt;
|name = Machine pistol&lt;br /&gt;
|image = MachinePistol.png|Machine pistol&lt;br /&gt;
|description =&amp;quot;A micro-submachine gun. It is short-ranged, but very light in the hands. Its rate of fire tends to make up for its weakness.&amp;quot;&lt;br /&gt;
|type = Equipment&lt;br /&gt;
|type2 = Weapons&lt;br /&gt;
|class = Modern&lt;br /&gt;
|damage = 6&lt;br /&gt;
|armorPenetration = 9&lt;br /&gt;
|range = 19.9&lt;br /&gt;
|velocity = 55&lt;br /&gt;
|accuracyTouch = 90&lt;br /&gt;
|accuracyShort = 65&lt;br /&gt;
|accuracyMedium = 35&lt;br /&gt;
|accuracyLong = 15&lt;br /&gt;
|accuracyAvg = 71.8&lt;br /&gt;
|mode = Burst&lt;br /&gt;
|burst = 3&lt;br /&gt;
|burstTicks = 7&lt;br /&gt;
|warmup = 30&lt;br /&gt;
|cooldown = 54&lt;br /&gt;
|DPS = DPS&lt;br /&gt;
|sell = {{icon|silver|220}}&lt;br /&gt;
|buy = {{icon|steel|45}} + {{icon|component|3}}&lt;br /&gt;
|mass base = 2.5&lt;br /&gt;
|stoppingPower = 0.5&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
{{info|The machine pistol is a slightly lighter, multi-shot firearm in RimWorld which fires 3-shot bursts of rounds which deal a low amount of damage each; a slightly shorter delay between each shot; a very short time between bursts; slightly shorter range and slightly higher overall accuracy.}}&lt;br /&gt;
===Acquisition===&lt;br /&gt;
Machine pistols can be purchased from outlander and orbital combat suppliers, outlander settlements, or obtained from the following [[raider#Humanlike|raider]] kinds:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Raider Kind !! Chance !! Average Quality !! Health&lt;br /&gt;
|-&lt;br /&gt;
| Scavenger Gunner || 25.20% || Normal || 40-110%&lt;br /&gt;
|-&lt;br /&gt;
| Pirate Gunner || 22.26% || Normal || 70-230%&lt;br /&gt;
|-&lt;br /&gt;
| Villager || 5.32% || Poor || 20-200%&lt;br /&gt;
|-&lt;br /&gt;
| Town Guard || 17.63% || Normal || 60-200%&lt;br /&gt;
|-&lt;br /&gt;
| Mercenary Gunner || 10.38% || Normal || 70-320%&lt;br /&gt;
|-&lt;br /&gt;
| Ancient Soldier || 8.61% || Normal || 100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Machine pistols can also be crafted at a [[machining table]] once the [[Research#BlowbackOperation|blowback operation]] research has been completed; from 45 [[steel]], 3 [[component]]s and {{Ticks|11000}} of work. A crafting skill of at least 4 is required.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Analysis==&lt;br /&gt;
Despite its low per-shot damage, the machine pistol still has a respectable damage output owing to its excellent rate of fire, easily outclassing the [[autopistol]], and even going toe-to-toe with the more expensive [[pump shotgun]]. Its very high close-up accuracy and the aforementioned fire rate also makes the machine pistol an excellent weapon for low-skilled shooters, as well as general close-quarters combat. The machine pistol's also very easy to acquire due to earlygame raiders often using it as well as its relative ease of manufacture.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
However, unlike the pump shotgun or even the [[revolver]], the machine pistol isn't able to stagger advancing [[human]]s or [[Lancer|human-]][[Scyther|sized]] [[mechanoid]]s. The machine pistol also unsurprisingly has poor armor penetration which somewhat limits it towards the midgame onwards, but it still manages to keep up with the pump shotgun. Almost every other ranged weapon in the game also out-ranges the machine pistol - exceptions including [[Pila|hand-]][[Frag grenades|thrown]] [[Molotov cocktails|weapons]] and shotguns.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Another result of the machine pistol's low per-shot damage is that it's very unlikely to outright kill humans, but any human that gets downed by a machine pistol will usually have many bleeding gunshot wounds that need tending. Therefore, it's advisable to use at least [[herbal medicine]] to be able to patch up multiple wounds per tend, unless you're confident that your doctors can patch each individual wound quickly enough.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The machine pistol is best suited as a close-quarters engagement weapon due to its high close-up accuracy and good damage output, and it's also a good weapon for hit-and-run tactics due to its burst-shot nature and very short warmup/cooldown cycle. Due to its low per-shot damage though, as well as its relatively short range, it's ill-advised to use the machine pistol as a hunting weapon since it'll easily send animals into a manhunting rage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Against an unarmored human, a machine pistol can kill with 7 hits to the torso, 5 hits to the head or 4 hits to the neck; cripple or destroy limbs in 5 hits; and cripple or destroy eyes and digits with 2 hits. A single hit to the brain will cause debilitating brain damage, but typically won't kill unless the victim's [[consciousness]] hits 0%. It'll generally take around 11 hits (~8.3 seconds average) to incapacitate that human from pain shock. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Overall, the machine pistol is best paired with a careful shooter up to level 12, then with a trigger-happy shooter beyond that point.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Weapons that would typically supplant the machine pistol include the [[chain shotgun]] and [[heavy SMG]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Melee Combat==&lt;br /&gt;
{| {{STDT| c_12 text-center}}&lt;br /&gt;
!Tool&lt;br /&gt;
!Attack&lt;br /&gt;
!Damage Type&lt;br /&gt;
!Power&lt;br /&gt;
!AP&lt;br /&gt;
!Cooldown&lt;br /&gt;
!Likelihood&lt;br /&gt;
!Base DPS&lt;br /&gt;
|- &lt;br /&gt;
!Overall&lt;br /&gt;
!-&lt;br /&gt;
!-&lt;br /&gt;
!9&lt;br /&gt;
!13%&lt;br /&gt;
!2.00s&lt;br /&gt;
!-&lt;br /&gt;
!4.50&lt;br /&gt;
|- newline&lt;br /&gt;
|Grip&lt;br /&gt;
|Blunt&lt;br /&gt;
|Blunt&lt;br /&gt;
|9&lt;br /&gt;
|13%&lt;br /&gt;
|2.00s&lt;br /&gt;
|50.00%&lt;br /&gt;
|4.50&lt;br /&gt;
|- newline&lt;br /&gt;
|Barrel&lt;br /&gt;
|Blunt&lt;br /&gt;
|Blunt&lt;br /&gt;
|9&lt;br /&gt;
|13%&lt;br /&gt;
|2.00s&lt;br /&gt;
|25.00%&lt;br /&gt;
|4.50&lt;br /&gt;
|- newline&lt;br /&gt;
|Barrel&lt;br /&gt;
|Poke&lt;br /&gt;
|Blunt&lt;br /&gt;
|9&lt;br /&gt;
|13%&lt;br /&gt;
|2.00s&lt;br /&gt;
|25.00%&lt;br /&gt;
|4.50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Machine Pistol vs. Comparable Weapons==&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
    Table cell hex colour values for win rates:&lt;br /&gt;
    0 - 20.83% win rate = #FF6969&lt;br /&gt;
    20.84 - 31.24% win rate = #FF9B72&lt;br /&gt;
    31.25 - 43.74% win rate = #FFCD7B&lt;br /&gt;
    43.75 - 56.25% win rate = #FFFF85&lt;br /&gt;
    56.26 - 68.75% win rate = #CDFF7B&lt;br /&gt;
    68.76 - 79.16% win rate = #9BFF72&lt;br /&gt;
    79.17 - 100.00% win rate = #69FF69&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
This section goes over how well the machine pistol fares against comparable weapons (similar value, tech level or similar characteristics) in 1 vs. 1 combat. &lt;br /&gt;
&lt;br /&gt;
=== Methodology ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px;overflow:auto&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* All testing is semi-automated which allows for large sample sizes to be gathered per set of results with ease&lt;br /&gt;
* All pawns have skill levels of 14 in ranged and melee&lt;br /&gt;
* No pawns have any traits that affect combat performance&lt;br /&gt;
* All pawns are of at least 18 years of age and completely healthy&lt;br /&gt;
* Pawns are divided by walls to prevent stray shots from skewing results in any way&lt;br /&gt;
* Weather is always kept clear&lt;br /&gt;
* No cover is used for either team&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Results in the tables below are the percentages of battles that machine pistols either won or tied against the weapon listed in the first column of said tables, with a sample size of 2,000 battles per result. Higher percentages are better.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Unarmored====&lt;br /&gt;
For the unarmored testing, all pawns wore normal quality [[plainleather]] [[pants]], plainleather [[button-down shirt]]s, plainleather [[duster]]s and plainleather [[cowboy hat]]s.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Other Weapon !! 3 !! 7 !! 12 !! 18 !! 25 !! 32 !! 40&lt;br /&gt;
|-&lt;br /&gt;
! Heavy SMG&lt;br /&gt;
| style=&amp;quot;background: #FFCD7B&amp;quot; | 37.43% || style=&amp;quot;background: #FFCD7B&amp;quot; | 38.81% || style=&amp;quot;background: #FFCD7B&amp;quot; | 36.61% || style=&amp;quot;background: #FFCD7B&amp;quot; | 38.85% || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
! Pump Shotgun&lt;br /&gt;
| style=&amp;quot;background: #9BFF72&amp;quot; | 76.44% || style=&amp;quot;background: #CDFF7B&amp;quot; | 66.34% || style=&amp;quot;background: #FFFF85&amp;quot; | 51.12% || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
! Autopistol&lt;br /&gt;
| style=&amp;quot;background: #69FF69&amp;quot; | 80.66% || style=&amp;quot;background: #9BFF72&amp;quot; | 74.18% || style=&amp;quot;background: #CDFF7B&amp;quot; | 66.93% || style=&amp;quot;background: #CDFF7B&amp;quot; | 63.80% || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Armored====&lt;br /&gt;
For the armored testing, all pawns wore normal quality [[flak pants]], [[flak vest]]s, plainleather button-down shirts, [[flak jacket]]s and [[steel]] [[simple helmet]]s.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Other Weapon !! 3 !! 7 !! 12 !! 18 !! 25 !! 32 !! 40&lt;br /&gt;
|-&lt;br /&gt;
! Heavy SMG&lt;br /&gt;
| style=&amp;quot;background: #FFCD7B&amp;quot; | 35.69% || style=&amp;quot;background: #FFCD7B&amp;quot; | 34.13% || style=&amp;quot;background: #FFCD7B&amp;quot; | 33.68% || style=&amp;quot;background: #FFCD7B&amp;quot; | 35.79% || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
! Pump Shotgun&lt;br /&gt;
| style=&amp;quot;background: #9BFF72&amp;quot; | 77.37% || style=&amp;quot;background: #9BFF72&amp;quot; | 69.13% || style=&amp;quot;background: #FFFF85&amp;quot; | 51.76% || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
! Autopistol&lt;br /&gt;
| style=&amp;quot;background: #69FF69&amp;quot; | 81.49% || style=&amp;quot;background: #9BFF72&amp;quot; | 75.64% || style=&amp;quot;background: #CDFF7B&amp;quot; | 66.35% || style=&amp;quot;background: #CDFF7B&amp;quot; | 62.92% || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Graphs==&lt;br /&gt;
The graphs assume a normal quality machine pistol against an adult human that's out in the open in clear weather. For DPS, projectile speed has also been factored into the equation, with the weighting based on the base amount of attacks that it'll take to put the aforementioned target into pain shock.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:MachinePistolAccuracyNoTrait.png|494px|Machine pistol's accuracy with various shooters without any trait.]]&lt;br /&gt;
[[File:MachinePistolDPSTraitless.png|494px|Machine pistol's DPS with various shooters without any trait.]]&lt;br /&gt;
&lt;br /&gt;
[[File:MachinePistolAccuracyCarefulShooter.png|494px|Machine pistol's accuracy with various shooters with careful shooter.]]&lt;br /&gt;
[[File:MachinePistolDPSCareful.png|494px|Machine pistol's DPS with various shooters with careful shooter.]]&lt;br /&gt;
&lt;br /&gt;
[[File:MachinePistolAccuracyTriggerHappy.png|494px|Machine pistol's accuracy with various shooters with trigger-happy.]]&lt;br /&gt;
[[File:MachinePistolDPSHappy.png|494px|Machine pistol's DPS with various shooters with trigger-happy.]]&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
&lt;br /&gt;
It received an accuracy buff in close ranged combat in 1.0.&lt;br /&gt;
&lt;br /&gt;
In Beta 19, the Machine Pistol's &amp;quot;Uzi&amp;quot; texture was replaced with the &amp;quot;Tec-9&amp;quot; texture, which had previously been used by the Heavy SMG.&lt;br /&gt;
&lt;br /&gt;
[[Kind::Weapons| ]]&lt;br /&gt;
{{nav|weapon|wide}}&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Equipment]]&lt;/div&gt;</summary>
		<author><name>Yoshida Keiji</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Chain_shotgun&amp;diff=63484</id>
		<title>Chain shotgun</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Chain_shotgun&amp;diff=63484"/>
		<updated>2019-05-12T16:15:45Z</updated>

		<summary type="html">&lt;p&gt;Yoshida Keiji: Undo revision 63367 by Bullwinkle (talk) See: Terminology&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{infobox main|weapon|&lt;br /&gt;
|name = Chain shotgun&lt;br /&gt;
|image = ChainShotgun.png|Chain shotgun&lt;br /&gt;
|description =&amp;quot;A magazine-fed fully automatic shotgun. It is even shorter-ranged than a typical shotgun, but is extraordinarily dangerous due to burst fire.&amp;quot;&lt;br /&gt;
|type = Equipment&lt;br /&gt;
|type2 = Weapons&lt;br /&gt;
|class = Modern&lt;br /&gt;
|damage = 18&lt;br /&gt;
|armorPenetration = 14&lt;br /&gt;
|range = 12.9&lt;br /&gt;
|velocity = 55&lt;br /&gt;
|accuracyTouch = 57&lt;br /&gt;
|accuracyShort = 64&lt;br /&gt;
|accuracyMedium = 55&lt;br /&gt;
|accuracyLong = 45&lt;br /&gt;
|accuracyAvg = 59.7&lt;br /&gt;
|mode = Burst&lt;br /&gt;
|burst = 3&lt;br /&gt;
|burstTicks = 10&lt;br /&gt;
|warmup = 72&lt;br /&gt;
|cooldown = 81&lt;br /&gt;
|DPS = DPS&lt;br /&gt;
|stoppingPower = 3.0&lt;br /&gt;
|sell = {{icon|silver|405}}&lt;br /&gt;
|buy = {{icon|steel|70}} + {{icon|component|5}}&lt;br /&gt;
|mass base = 4.5&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
{{info|The chain shotgun is a very short range, multi-shot firearm in RimWorld which fires 3-shot bursts which deal fairly high damage individually (X3); a slightly shorter delay between each shot; a moderate time between bursts; slightly lower overall accuracy and slightly heavier weight.}}&lt;br /&gt;
==Acquisition==&lt;br /&gt;
Chain shotguns can be purchased from outlander and orbital combat suppliers, outlaner settlements, or obtained from the following [[raider#Humanlike|raider]] kinds:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Raider Kind !! Chance !! Average Quality !! Health&lt;br /&gt;
|-&lt;br /&gt;
| Mercenary Gunner || 12.36% || Normal || 70-320%&lt;br /&gt;
|-&lt;br /&gt;
| Ancient Soldier || 11.05% || Normal || 100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Chain shotguns can also be crafted at a [[machining table]] once the [[Research#GasOperation|gas operation]] research has been completed; from 70 [[steel]], 5 [[component]]s and {{Ticks|31000}} of work. A crafting skill of at least 6 is required.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Analysis==&lt;br /&gt;
Compared to the [[pump shotgun]], the chain shotgun trades range and accuracy for the ability to fire in 3-shot bursts rather than being single-shot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Similarly to the pump shotgun, the chain shotgun has a respectable per-shot damage as well as exceptionally high stopping power, being able to stagger all pawn kinds in the game except for [[elephant]]s, [[thrumbo]]s and [[megasloth]]s. However, the chain shotgun also combines the aforementioned traits with a deadly 3-shot burst which results in a significantly higher overall rate of fire than the pump shotgun; a single burst can occasionally deal enough damage to incapacitate a perfectly healthy human from pain shock if internals are also struck.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Raw damage output is exceptional as a result, only being surpassed by the [[minigun]] and the single-use [[triple rocket launcher]]. Although accuracy is rather poor, this actually allows the chain shotgun to do some crowd controlling due to its rate of fire. Despite the aforementioned accuracy, the chain shotgun's single-target damage output is also the highest out of all ranged weapons in the game (excluding the single-use rocket launchers); only the [[heavy SMG]], [[charge rifle]] and [[minigun]] come somewhat close in this area.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
However, the chain shotgun's range is the shortest in its class, being tied with [[frag grenades|grenades]] and [[molotov cocktails|molotovs]]. Additionally, the chain shotgun is heavier than most other ranged weapons, being high enough to have a slight impact on a colonist's overall carrying capacity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Regarding use-cases, the chain shotgun is best suited as a close-quarters offensive weapon, but is also an excellent supporting weapon against [[infestation]]s due to its stopping power, damage output (especially against [[megaspider]]s) and ability to crowd control. This weapon's also unsurprisingly a poor choice for field combat due to its range, and is definitely not advisable to use as a hunting weapon since quarry will be significantly more likely to turn manhunter within the chain shotgun's range.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Against an unarmored human, a chain shotgun can kill with 3 hits to the torso, 2 hits to the head or neck, or 1 hit to the brain; cripple or destroy limbs in 2 hits; and destroy eyes and digits with a single hit. It'll generally take around 4 hits (~6.4 seconds average) to incapacitate that human from pain shock. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Overall, the chain shotgun is best paired with a careful shooter up to level 6, then with a trigger-happy shooter beyond that point. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Melee Combat==&lt;br /&gt;
{| {{STDT| c_12 text-center}}&lt;br /&gt;
!Tool&lt;br /&gt;
!Attack&lt;br /&gt;
!Damage Type&lt;br /&gt;
!Power&lt;br /&gt;
!AP&lt;br /&gt;
!Cooldown&lt;br /&gt;
!Likelihood&lt;br /&gt;
!Base DPS&lt;br /&gt;
|- &lt;br /&gt;
!Overall&lt;br /&gt;
!-&lt;br /&gt;
!-&lt;br /&gt;
!9&lt;br /&gt;
!13%&lt;br /&gt;
!2.00s&lt;br /&gt;
!-&lt;br /&gt;
!4.50&lt;br /&gt;
|- newline&lt;br /&gt;
|Stock&lt;br /&gt;
|Blunt&lt;br /&gt;
|Blunt&lt;br /&gt;
|9&lt;br /&gt;
|13%&lt;br /&gt;
|2.00s&lt;br /&gt;
|50.00%&lt;br /&gt;
|4.50&lt;br /&gt;
|- newline&lt;br /&gt;
|Barrel&lt;br /&gt;
|Blunt&lt;br /&gt;
|Blunt&lt;br /&gt;
|9&lt;br /&gt;
|13%&lt;br /&gt;
|2.00s&lt;br /&gt;
|25.00%&lt;br /&gt;
|4.50&lt;br /&gt;
|- newline&lt;br /&gt;
|Barrel&lt;br /&gt;
|Poke&lt;br /&gt;
|Blunt&lt;br /&gt;
|9&lt;br /&gt;
|13%&lt;br /&gt;
|2.00s&lt;br /&gt;
|25.00%&lt;br /&gt;
|4.50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Chain Shotgun vs. Comparable Weapons==&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
    Table cell hex colour values for win rates:&lt;br /&gt;
    0 - 20.83% win rate = #FF6969&lt;br /&gt;
    20.84 - 31.24% win rate = #FF9B72&lt;br /&gt;
    31.25 - 43.74% win rate = #FFCD7B&lt;br /&gt;
    43.75 - 56.25% win rate = #FFFF85&lt;br /&gt;
    56.26 - 68.75% win rate = #CDFF7B&lt;br /&gt;
    68.76 - 79.16% win rate = #9BFF72&lt;br /&gt;
    79.17 - 100.00% win rate = #69FF69&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
This section goes over how well the chain shotgun fares against comparable weapons (similar value, tech level or similar characteristics) in 1 vs. 1 combat. &lt;br /&gt;
&lt;br /&gt;
=== Methodology ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px;overflow:auto&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* All testing is semi-automated which allows for large sample sizes to be gathered per set of results with ease&lt;br /&gt;
* All pawns have skill levels of 14 in ranged and melee&lt;br /&gt;
* No pawns have any traits that affect combat performance&lt;br /&gt;
* All pawns are of at least 18 years of age and completely healthy&lt;br /&gt;
* Pawns are divided by walls to prevent stray shots from skewing results in any way&lt;br /&gt;
* Weather is always kept clear&lt;br /&gt;
* No cover is used for either team&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Results in the tables below are the percentages of battles that chain shotguns either won or tied against the weapon listed in the first column of said tables, with a sample size of 2,000 battles per result. Higher percentages are better.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Unarmored====&lt;br /&gt;
For the unarmored testing, all pawns wore normal quality [[plainleather]] [[pants]], plainleather [[button-down shirt]]s, plainleather [[duster]]s and plainleather [[cowboy hat]]s.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Other Weapon !! 3 !! 7 !! 12 !! 18 !! 25 !! 32 !! 40&lt;br /&gt;
|-&lt;br /&gt;
! Pump Shotgun&lt;br /&gt;
| style=&amp;quot;background: #9BFF72&amp;quot; | 73.75% || style=&amp;quot;background: #9BFF72&amp;quot; | 72.94% || style=&amp;quot;background: #9BFF72&amp;quot; | 71.80% || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
! Heavy SMG&lt;br /&gt;
| style=&amp;quot;background: #FFCD7B&amp;quot; | 40.30% || style=&amp;quot;background: #FFFF85&amp;quot; | 52.64% || style=&amp;quot;background: #CDFF7B&amp;quot; | 64.30% || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
! LMG&lt;br /&gt;
| style=&amp;quot;background: #9BFF72&amp;quot; | 70.41% || style=&amp;quot;background: #CDFF7B&amp;quot; | 67.51% || style=&amp;quot;background: #CDFF7B&amp;quot; | 67.06% || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
! Charge Rifle&lt;br /&gt;
| style=&amp;quot;background: #9BFF72&amp;quot; | 70.27% || style=&amp;quot;background: #CDFF7B&amp;quot; | 66.55% || style=&amp;quot;background: #CDFF7B&amp;quot; | 64.00% || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
! Minigun&lt;br /&gt;
| style=&amp;quot;background: #9BFF72&amp;quot; | 76.82% || style=&amp;quot;background: #CDFF7B&amp;quot; | 66.55% || style=&amp;quot;background: #CDFF7B&amp;quot; | 58.93% || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Armored====&lt;br /&gt;
For the armored testing, all pawns wore normal quality [[flak pants]], [[flak vest]]s, plainleather button-down shirts, [[flak jacket]]s and [[steel]] [[simple helmet]]s.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Other Weapon !! 3 !! 7 !! 12 !! 18 !! 25 !! 32 !! 40&lt;br /&gt;
|-&lt;br /&gt;
! Pump Shotgun&lt;br /&gt;
| style=&amp;quot;background: #9BFF72&amp;quot; | 74.11% || style=&amp;quot;background: #9BFF72&amp;quot; | 73.86% || style=&amp;quot;background: #9BFF72&amp;quot; | 76.84% || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
! Heavy SMG&lt;br /&gt;
| style=&amp;quot;background: #FFCD7B&amp;quot; | 40.13% || style=&amp;quot;background: #FFFF85&amp;quot; | 50.64% || style=&amp;quot;background: #CDFF7B&amp;quot; | 61.06% || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
! LMG&lt;br /&gt;
| style=&amp;quot;background: #9BFF72&amp;quot; | 72.44% || style=&amp;quot;background: #9BFF72&amp;quot; | 71.78% || style=&amp;quot;background: #CDFF7B&amp;quot; | 67.40% || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
! Charge Rifle&lt;br /&gt;
| style=&amp;quot;background: #FFFF85&amp;quot; | 52.81% || style=&amp;quot;background: #FFFF85&amp;quot; | 52.22% || style=&amp;quot;background: #FFFF85&amp;quot; | 49.98% || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
! Minigun&lt;br /&gt;
| style=&amp;quot;background: #69FF69&amp;quot; | 80.61% || style=&amp;quot;background: #9BFF72&amp;quot; | 69.19% || style=&amp;quot;background: #CDFF7B&amp;quot; | 62.05% || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Graphs==&lt;br /&gt;
The graphs assume a normal quality chain shotgun against an adult human that's out in the open in clear weather. For DPS, projectile speed has also been factored into the equation, with the weighting based on the base amount of attacks that it'll take to put the aforementioned target into pain shock.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:ChainShotgunAccuracyNoTrait.png|494px|Chain Shotgun's accuracy with various shooters without any trait.]]&lt;br /&gt;
[[File:ChainShotgunDPSNoTrait.png|494px|Chain Shotgun's DPS with various shooters without any trait.]]&lt;br /&gt;
&lt;br /&gt;
[[File:ChainShotgunAccuracyCarefulShooter.png|494px|Chain Shotgun's accuracy with various shooters with careful shooter.]]&lt;br /&gt;
[[File:ChainShotgunDPSCarefulShooter.png|494px|Chain Shotgun's DPS with various shooters with careful shooter.]]&lt;br /&gt;
&lt;br /&gt;
[[File:ChainShotgunAccuracyTriggerHappy.png|494px|Chain Shotgun's accuracy with various shooters with trigger-happy.]]&lt;br /&gt;
[[File:ChainShotgunDPSTriggerHappy.png|494px|Chain Shotgun's DPS with various shooters with trigger-happy.]]&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
&lt;br /&gt;
In Beta 19 it received a buff to accuracy, range and ticks between burst shots. It also got a remodel. &lt;br /&gt;
&lt;br /&gt;
The old model was reminiscent of a Saiga-type shotgun.&lt;br /&gt;
https://rimworldwiki.com/wiki/Special:UploadStash/file/161ug81pt2b0.mq48tr.1653.png&lt;br /&gt;
&lt;br /&gt;
[[Kind::Weapons| ]]&lt;br /&gt;
{{nav|weapon|wide}}&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Equipment]]&lt;/div&gt;</summary>
		<author><name>Yoshida Keiji</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Charge_rifle&amp;diff=63483</id>
		<title>Charge rifle</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Charge_rifle&amp;diff=63483"/>
		<updated>2019-05-12T16:14:50Z</updated>

		<summary type="html">&lt;p&gt;Yoshida Keiji: Rollback, see: Terminology&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{infobox main|weapon|&lt;br /&gt;
|name = Charge rifle&lt;br /&gt;
|image = R4ChargeRifle.png|Charge rifle&lt;br /&gt;
|description = &amp;quot;A charged-shot assault rifle. Pulse-charge technology charges each shot with unstable energy as it leaves the barrel. Released on impact, the charged energy greatly increases the damage done.&amp;quot;&lt;br /&gt;
|type = Equipment&lt;br /&gt;
|type2 = Weapons&lt;br /&gt;
|class = Advanced&lt;br /&gt;
|damage = 15&lt;br /&gt;
|armorPenetration = 35&lt;br /&gt;
|range = 25.9&lt;br /&gt;
|accuracyTouch = 55&lt;br /&gt;
|accuracyShort = 64&lt;br /&gt;
|accuracyMedium = 55&lt;br /&gt;
|accuracyLong = 45&lt;br /&gt;
|accuracyAvg = 58.8&lt;br /&gt;
|mode = Burst&lt;br /&gt;
|burst = 3&lt;br /&gt;
|burstTicks = 12	&lt;br /&gt;
|warmup = 60&lt;br /&gt;
|cooldown = 120&lt;br /&gt;
|velocity = 70&lt;br /&gt;
|DPS = DPS&lt;br /&gt;
|buy = {{icon|plasteel|50}} + {{icon|advcomponent|2}}&lt;br /&gt;
|sell = {{icon|silver|1010}}&lt;br /&gt;
|mass base = 4.6&lt;br /&gt;
|stoppingPower = 0.5&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
{{info|The charge rifle is a slightly heavier, multi-shot ranged weapon in RimWorld which fires 3-shot bursts of rounds which deal a slightly higher amount of damage each; a moderate delay between each shot; a moderate time between bursts; moderate range and slightly lower overall accuracy.}}&lt;br /&gt;
==Overview==&lt;br /&gt;
Combining a solid per-shot damage with a 3-shot burst naturally makes for a dangerous weapon, which is exactly what the charge rifle is. Range is also fairly good for a multi-shot weapon, being identical to that of the [[LMG]]'s. Armor penetration is also surprisingly high, being comparable to the [[sniper rifle]]'s, despite the aforementioned weapon having a significantly higher per-shot damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Overall single-target damage output is the second highest out of all player-usable weapons in the game, beaten only by the [[minigun]]. Close-up damage output is weaker though relative to cheaper ranged weapons such as the [[chain shotgun]], overall only being comparable to the [[heavy SMG]] - still decent in absolute terms though.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Accuracy is also fairly poor, being almost identical to the chain shotgun's. This means that the charge rifle sees a big advantage against large enemies, or even against tightly-packed groups of enemies - though higher-quality LMGs will still fare slightly better in these situations. Additionally, stopping power is lackluster meaning that the charge rifle can't stagger [[human]]s, instead being limited to the likes of [[tortoise]]s and [[boomrat]]s. The warmup/cooldown cycle is also quite long for a multi-shot ranged weapon, only being slightly shorter than the [[bolt-action rifle]]'s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Finally, the charge rifle is very difficult to acquire until lategame since its production requirements are high and because raiders don't use charge rifles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Overall, the charge rifle is best suited as somewhat of an offensive weapon due to its overall damage output, being fairly consistent across all distances which the charge rifle can cover. The charge rifle's also a decent hunting weapon due to its solid per-shot damage combined with moderate range.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Against an unarmored human, a charge rifle can kill with 3 hits to the torso, 2-3 hits to the head, 2 hits to the neck, or 1 hit to the brain; cripple limbs in 2 hits; and cripple or destroy eyes and digits with a single hit. It'll generally take around 5 hits (~9.7 seconds average) to incapacitate that human from pain shock.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Overall, the charge rifle is best paired with a careful shooter up to level 16, and with a trigger-happy shooter beyond that point. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Melee Combat===&lt;br /&gt;
{| {{STDT| c_12 text-center}}&lt;br /&gt;
!Tool&lt;br /&gt;
!Attack&lt;br /&gt;
!Damage Type&lt;br /&gt;
!Power&lt;br /&gt;
!AP&lt;br /&gt;
!Cooldown&lt;br /&gt;
!Likelihood&lt;br /&gt;
!Base DPS&lt;br /&gt;
|- &lt;br /&gt;
!Overall&lt;br /&gt;
!-&lt;br /&gt;
!-&lt;br /&gt;
!9&lt;br /&gt;
!13%&lt;br /&gt;
!2.00s&lt;br /&gt;
!-&lt;br /&gt;
!4.50&lt;br /&gt;
|- newline&lt;br /&gt;
|Grip&lt;br /&gt;
|Blunt&lt;br /&gt;
|Blunt&lt;br /&gt;
|9&lt;br /&gt;
|13%&lt;br /&gt;
|2.00s&lt;br /&gt;
|50.00%&lt;br /&gt;
|4.50&lt;br /&gt;
|- newline&lt;br /&gt;
|Barrel&lt;br /&gt;
|Blunt&lt;br /&gt;
|Blunt&lt;br /&gt;
|9&lt;br /&gt;
|13%&lt;br /&gt;
|2.00s&lt;br /&gt;
|25.00%&lt;br /&gt;
|4.50&lt;br /&gt;
|- newline&lt;br /&gt;
|Barrel&lt;br /&gt;
|Poke&lt;br /&gt;
|Blunt&lt;br /&gt;
|9&lt;br /&gt;
|13%&lt;br /&gt;
|2.00s&lt;br /&gt;
|25.00%&lt;br /&gt;
|4.50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Obtaining===&lt;br /&gt;
Charge rifles can be purchased from outlander and orbital combat suppliers, or outlander settlements. [[raider#Humanlike|Raiders]] never use charge rifles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Charge rifles can also be crafted at a [[fabrication bench]] once the [[Research#PulseChargedMunitions|pulse-charged munitions]] research has been completed; from 50 [[plasteel]], 2 [[advanced component]]s and {{Ticks|45000}} of work. A crafting skill of at least 7 is required.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A charge rifle is also the starting weapon in the rich explorer [[scenario system|scenario]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Graphs ==&lt;br /&gt;
The below graphs assume an unmodified shooter using a Normal quality weapon.&lt;br /&gt;
&lt;br /&gt;
[[File:ChargeRifleAccuracyNoTrait.png|494px|Charge rifle's accuracy with various shooters without any trait.]]&lt;br /&gt;
&lt;br /&gt;
[[File:ChargeRifleAccuracyCarefulShooter.png|494px|Charge rifle's accuracy with various shooters with careful shooter.]]&lt;br /&gt;
&lt;br /&gt;
[[File:ChargeRifleAccuracyTriggerHappy.png|494px|Charge rifle's accuracy with various shooters with trigger-happy.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
Charged-shot weapons are also referred to as [https://en.wikipedia.org/wiki/Tokamak Tokamak] weapons in the [https://docs.google.com/document/d/1pIZyKif0bFbBWten4drrm7kfSSfvBoJPgG9-ywfN8j8/pub fiction primer]. They fire projectiles coated in a matrix of magnetically-contained charged particles. On impact, the energy in the particles is released in a very efficient explosion. These require high amounts of power to fire and are powered by hex-cells at small scales (like Charge Rifles), or fusion reactors in the case of large cannons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
&lt;br /&gt;
=== Beta 18 ===&lt;br /&gt;
The charge rifle received a nerf to damage.&lt;br /&gt;
&lt;br /&gt;
=== Beta 19 ===&lt;br /&gt;
The charge rifle received a damage and range buff, and accuracy and fire rate nerf in Beta 19. Its recipe was also changed, and raiders no longer use charge rifles.&lt;br /&gt;
&lt;br /&gt;
[[Kind::Weapons| ]]&lt;br /&gt;
{{nav|weapon|wide}}&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Equipment]]&lt;/div&gt;</summary>
		<author><name>Yoshida Keiji</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Assault_rifle&amp;diff=63482</id>
		<title>Assault rifle</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Assault_rifle&amp;diff=63482"/>
		<updated>2019-05-12T16:11:53Z</updated>

		<summary type="html">&lt;p&gt;Yoshida Keiji: Undo revision 63369 by Bullwinkle (talk) See: Terminology&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{infobox main|weapon|&lt;br /&gt;
|name = Assault rifle&lt;br /&gt;
|image = Assault Rifle.png|Assault rifle&lt;br /&gt;
|description = &amp;quot;A general-purpose gas-operated assault rifle for field or urban combat. It has good range, decent power, and good accuracy.&amp;quot;&lt;br /&gt;
|type = Equipment&lt;br /&gt;
|type2 = Weapons&lt;br /&gt;
|mass base = 3.5&lt;br /&gt;
|class = Modern&lt;br /&gt;
|damage = 11&lt;br /&gt;
|armorPenetration = 16&lt;br /&gt;
|range = 30.9&lt;br /&gt;
|accuracyTouch = 60&lt;br /&gt;
|accuracyShort = 70&lt;br /&gt;
|accuracyMedium = 65&lt;br /&gt;
|accuracyLong = 55&lt;br /&gt;
|accuracyAvg = 65.2&lt;br /&gt;
|mode = Burst&lt;br /&gt;
|burst = 3&lt;br /&gt;
|burstTicks = 10&lt;br /&gt;
|warmup = 60&lt;br /&gt;
|cooldown = 102&lt;br /&gt;
|velocity = 70&lt;br /&gt;
|sell = {{icon|silver|480}}&lt;br /&gt;
|DPS = DPS&lt;br /&gt;
|buy = {{icon|steel|60}} + {{icon|component|7}}&lt;br /&gt;
|stoppingPower = 0.5&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
{{info|The assault rifle is a moderately heavy, multi-shot firearm in RimWorld which fires 3-shot bursts of rounds which deal a moderate amount of damage each; a slightly shorter delay between each shot; a moderate time between bursts; slightly longer range and moderate overall accuracy. }}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
&lt;br /&gt;
Assault rifles can be crafted with skill level 6 at a [[machining table]] once the [[Research#PrecisionRifling|precision rifling]] research has been completed; with 60 [[steel]], 7 [[component]]s and {{Ticks|40000}} of work. Assault rifles can also be purchased from outlander and orbital combat suppliers, outlander settlements, or from [[raider#Humanlike|raider]] drops:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Raider Kind !! Chance !! Average Quality !! Health&lt;br /&gt;
|-&lt;br /&gt;
| Mercenary Gunner || 9.17% || Normal || 70-320%&lt;br /&gt;
|-&lt;br /&gt;
| Elite Mercenary || 53.37% || Normal || 100%&lt;br /&gt;
|-&lt;br /&gt;
| Ancient Soldier || 10.81% || Normal || 100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
The assault rifle is somewhat middle-of-the-road in many aspects, with the exception of a decent range - the longest range out of all multi-shot firearms (barring the single-use [[triple rocket launcher]]), but not as long as the [[bolt-action rifle]]'s. Unlike more specialized weapons such as the [[LMG]] and bolt-action rifle, the assault rifle is more of a jack-of-all trades; master of none. Interestingly, as a result, the assault rifle's biggest strength which in turn sets it apart from other weapons really is just its versatility. Single-target damage output is respectable: consistently higher than the LMG's, though lower than the [[heavy SMG]]'s until beyond short distance.&lt;br /&gt;
&lt;br /&gt;
Given its respectable rate-of-fire and somewhat consistent accuracy profile, the assault rifle is a somewhat skill-friendly weapon, though it's advisable to use cheaper weapons for inexperienced shooters such as the [[machine pistol]].&lt;br /&gt;
&lt;br /&gt;
The only real thing that the assault rifle lacks is stopping power, only being high enough to stagger smaller creatures such as [[tortoise]]s and [[boomrat]]s. Production is also quite expensive, and you won't see raiders use assault rifles until the midgame.&lt;br /&gt;
&lt;br /&gt;
The assault rifle can be used to effect in virtually any use case, whether in close-quarters or on the field - though slightly weaker as a support weapon due to its low stopping power. Hunting is also a viable option with the assault rifle due to its moderate per-shot damage and decent range. This makes it possibly be the best all-round ranged weapon of the mid-late game.&lt;br /&gt;
&lt;br /&gt;
Against an unarmored human, an assault rifle can kill with 4 hits to the torso, 3 hits to the head or neck, or 1 hit to the brain; cripple or destroy limbs in 3 hits; and cripple or destroy eyes and digits with a single hit. It'll generally take around 6 hits (~9.3 seconds average) to incapacitate that human from pain shock. &lt;br /&gt;
&lt;br /&gt;
Overall, the assault rifle is best paired with a careful shooter up to level 17, then with a trigger-happy shooter beyond that point. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Melee Combat ==&lt;br /&gt;
{| {{STDT| c_12 text-center}}&lt;br /&gt;
!Tool&lt;br /&gt;
!Attack&lt;br /&gt;
!Damage Type&lt;br /&gt;
!Power&lt;br /&gt;
!AP&lt;br /&gt;
!Cooldown&lt;br /&gt;
!Likelihood&lt;br /&gt;
!Base DPS&lt;br /&gt;
|- &lt;br /&gt;
!Overall&lt;br /&gt;
!-&lt;br /&gt;
!-&lt;br /&gt;
!9&lt;br /&gt;
!13%&lt;br /&gt;
!2.00s&lt;br /&gt;
!-&lt;br /&gt;
!4.50&lt;br /&gt;
|- newline&lt;br /&gt;
|Stock&lt;br /&gt;
|Blunt&lt;br /&gt;
|Blunt&lt;br /&gt;
|9&lt;br /&gt;
|13%&lt;br /&gt;
|2.00s&lt;br /&gt;
|50.00%&lt;br /&gt;
|4.50&lt;br /&gt;
|- newline&lt;br /&gt;
|Barrel&lt;br /&gt;
|Blunt&lt;br /&gt;
|Blunt&lt;br /&gt;
|9&lt;br /&gt;
|13%&lt;br /&gt;
|2.00s&lt;br /&gt;
|25.00%&lt;br /&gt;
|4.50&lt;br /&gt;
|- newline&lt;br /&gt;
|Barrel&lt;br /&gt;
|Poke&lt;br /&gt;
|Blunt&lt;br /&gt;
|9&lt;br /&gt;
|13%&lt;br /&gt;
|2.00s&lt;br /&gt;
|25.00%&lt;br /&gt;
|4.50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Graphs ==&lt;br /&gt;
The graphs assume a normal quality assault rifle against an adult human that's out in the open in clear weather. For DPS, projectile speed has also been factored into the equation, with the weighting based on the base amount of attacks that it'll take to put the aforementioned target into pain shock.&lt;br /&gt;
&lt;br /&gt;
[[File:AssaultRifleAccuracyNoTrait.png|494px|Assault rifle's accuracy with various shooters without any trait.]]&lt;br /&gt;
[[File:AssaultRifleDPSNoTrait.png|494px|Assault rifle's DPS with various shooters without any trait.]]&lt;br /&gt;
&lt;br /&gt;
[[File:AssaultRifleAccuracyCarefulShooter.png|494px|Assault rifle's accuracy with various shooters with careful shooter.]]&lt;br /&gt;
[[File:AssaultRifleDPSCarefulShooter.png|494px|Assault rifle's DPS with various shooters with careful shooter.]]&lt;br /&gt;
&lt;br /&gt;
[[File:AssaultRifleAccuracyTriggerHappy.png|494px|Assault rifle's accuracy with various shooters with trigger-happy.]]&lt;br /&gt;
[[File:AssaultRifleDPSTriggerHappy.png|494px|Assault rifle's DPS with various shooters with trigger-happy.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Kind::Weapons| ]]&lt;br /&gt;
{{nav|weapon|wide}}&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Equipment]]&lt;/div&gt;</summary>
		<author><name>Yoshida Keiji</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=RimWorld_Wiki_talk:Community_portal&amp;diff=63481</id>
		<title>RimWorld Wiki talk:Community portal</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=RimWorld_Wiki_talk:Community_portal&amp;diff=63481"/>
		<updated>2019-05-12T15:55:43Z</updated>

		<summary type="html">&lt;p&gt;Yoshida Keiji: /* Page Creation Permissions */ It's &amp;quot;THE&amp;quot; most FAQ and answered everywhere.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Page Creation Permissions ==&lt;br /&gt;
What does it take to get page creation permissions?&lt;br /&gt;
[[User:Lilwhitemouse|Lilwhitemouse]] ([[User talk:Lilwhitemouse|talk]]) 14:42, 29 November 2018 (UTC)&lt;br /&gt;
:Also interested in finding out this info, especially ''TALK'' pages. The &amp;quot;[[Community portal]]&amp;quot; says under '''Want to discuss stuff?''' &amp;quot;If you want to discuss anything specific to an article, you can use the Discussion page for that article.&amp;quot;, but if an article's talk page is still empty that's not really possible: unregistered users are shown &amp;lt;span style=&amp;quot;background-color: #ffb50d; border: 1px solid #7f7f7f; font-family: monospace,monospace; font-size: 0.87em; padding: 0.2em&amp;quot;&amp;gt;🔒 You currently are not able to participate. You can try logging in.&amp;lt;/span&amp;gt; and newly-registered users are shown &amp;lt;span style=&amp;quot;background-color: #ffb50d; border: 1px solid #7f7f7f; font-family: monospace,monospace; font-size: 0.87em; padding: 0.2em&amp;quot;&amp;gt;🔒 You currently are not able to participate, because you do not have the required rights.&amp;lt;/span&amp;gt; -- so it's easier to just vandalize right away (editing articles) than to talk about what we want to improve. :-( -- [[User:Noob hoarder|Noob hoarder]] ([[User talk:Noob hoarder|talk]]) 22:09, 11 May 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
::The answer is everywhere (it's the most FAQ):&lt;br /&gt;
::Under '''&amp;quot;How to help out&amp;quot;''' within this same page:&lt;br /&gt;
::*You can also create &amp;quot;New pages&amp;quot; for missing pages but your account must have at least 10 edits a priori, this is configuration to prevent vandal bots. If you don't meet the count yet, just perform any of the above mentioned tasks to rise your count.&lt;br /&gt;
::In [[:Help:Basics]]: &lt;br /&gt;
::*Under '''&amp;quot;Creating New Articles&amp;quot;''': With a brand new account, you will need at least 10 edits to be able to make a new article. This is an anti-spam bot measure.&lt;br /&gt;
::Check out the Special Pages area to see articles that could use links, pictures, categories, etc. Fixing up grammar and spelling on pages is always appreciated as well, and is also an easy way to get your 10 edits.&lt;br /&gt;
::...and also...&lt;br /&gt;
::*...in '''my talk page''': [[User talk:Yoshida Keiji]].&amp;lt;div style=&amp;quot;background:gold&amp;quot;&amp;gt;[[File:LongRangeMineralScanner.png|25px]]&amp;lt;span style=&amp;quot;color:navy&amp;quot;&amp;gt;[[User:Yoshida Keiji|'''Yoshida Keiji''']]&amp;lt;/span&amp;gt;([[User_talk:Yoshida_Keiji|Let's talk]][[File:beer b.png|25px]])[[File:LongRangeMineralScanner.png|25px]]&amp;lt;/div&amp;gt; 15:55, 12 May 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Wooden foot ==&lt;br /&gt;
I'd like to create the page [[Wooden foot]] but I don't have the permissions to do so. Could someone create the page (and then ping me) or give me the permission? Thanks. --[[User:Nijin|Nijin]] ([[User talk:Nijin|talk]]) 19:17, 17 September 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Formatting guideline for &amp;quot;Weapon&amp;quot; pages ==&lt;br /&gt;
&lt;br /&gt;
Version 1.0 is out and I'm not sure if more will be added as to evaluate the usefulness of this at the time, but since we are editing such pages, this is my draft and I would like everybody else's opinions to polish this layout and make it standard to all related articles.&amp;lt;div style=&amp;quot;background:gold&amp;quot;&amp;gt;[[File:LongRangeMineralScanner.png|25px]]&amp;lt;span style=&amp;quot;color:navy&amp;quot;&amp;gt;[[User:Yoshida Keiji|'''Yoshida Keiji''']]&amp;lt;/span&amp;gt;([[User_talk:Yoshida_Keiji|Let's talk]][[File:beer b.png|25px]])[[File:LongRangeMineralScanner.png|25px]]&amp;lt;/div&amp;gt; 02:28, 3 November 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[:User:Yoshida Keiji/Sandbox3]]&lt;br /&gt;
&lt;br /&gt;
== Formatting guideline for Biome guides ==&lt;br /&gt;
&lt;br /&gt;
Discuss what would you expect from Biome specific guides, the content, the parameters in which it shall be focused on, what it must have and what nots. How would you give points based on a score system to determine whether an article shall be part of the Community with members consentient by including it in mainspace or if it shall remain a user exclusive article that solely exposes the views of a single person rather everybody. &amp;lt;div style=&amp;quot;background:gold&amp;quot;&amp;gt;[[File:LongRangeMineralScanner.png|25px]]&amp;lt;span style=&amp;quot;color:navy&amp;quot;&amp;gt;[[User:Yoshida Keiji|'''Yoshida Keiji''']]&amp;lt;/span&amp;gt;([[User_talk:Yoshida_Keiji|Let's talk]][[File:beer b.png|25px]])[[File:LongRangeMineralScanner.png|25px]]&amp;lt;/div&amp;gt; 12:43, 21 January 2019 (UTC)&lt;/div&gt;</summary>
		<author><name>Yoshida Keiji</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Uzafpq55jl9duzyl&amp;topic_postId=uzafpq58nu4ojde5&amp;topic_revId=uzafpq58nu4ojde5&amp;action=single-view</id>
		<title>Topic:Uzafpq55jl9duzyl</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Uzafpq55jl9duzyl&amp;topic_postId=uzafpq58nu4ojde5&amp;topic_revId=uzafpq58nu4ojde5&amp;action=single-view"/>
		<updated>2019-05-07T22:02:59Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:Yoshida_Keiji&quot; class=&quot;mw-userlink&quot; title=&quot;User:Yoshida Keiji&quot;&gt;&lt;bdi&gt;Yoshida Keiji&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:Yoshida_Keiji&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:Yoshida Keiji&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Yoshida_Keiji&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Yoshida Keiji&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:Uzafpq55jl9duzyl&amp;amp;topic_showPostId=uzafpq58nu4ojde5#flow-post-uzafpq58nu4ojde5&quot;&gt;commented&lt;/a&gt; on &quot;Terminology&quot; (&lt;em&gt;I see you using the term &amp;quot;Modern Tier&amp;quot; in your latest edits. Where did you get that wording from? Asking because so far, we have been use...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Yoshida Keiji</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:Yoshida_Keiji/Forum&amp;diff=63048</id>
		<title>User:Yoshida Keiji/Forum</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:Yoshida_Keiji/Forum&amp;diff=63048"/>
		<updated>2019-03-23T02:57:27Z</updated>

		<summary type="html">&lt;p&gt;Yoshida Keiji: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== RimWorld universe quick primer ==&lt;br /&gt;
&lt;br /&gt;
* [https://docs.google.com/document/d/1fUO3KKbAbTxMP1lqphnnodY0NPoOVblCUkDw-54MDUc/pub Cryptosleep Revival Briefing]&lt;br /&gt;
&lt;br /&gt;
==  World quest incident ==&lt;br /&gt;
&lt;br /&gt;
* [https://ludeon.com/forums/index.php?topic=35546.0 (A17) Nobody plays them because they are difficult to setup and play while the reward is worthless and there is no difficulty grade scale down for tribal games]&lt;br /&gt;
&lt;br /&gt;
== Why [[Insectoids]] attack you without any harm done by the player? ==&lt;br /&gt;
&lt;br /&gt;
* [https://ludeon.com/forums/index.php?topic=33613.msg366704#msg366704 Topic: (A17b) Insects Attack Colony After Roof Collapse and Repeatedly Become Hostile ]&lt;br /&gt;
&lt;br /&gt;
== [[Hydroponics basin]] ==&lt;br /&gt;
&lt;br /&gt;
* [https://ludeon.com/forums/index.php?topic=6410.0 Game have changed over the years, and so have the most optimal set-up.]&lt;br /&gt;
&lt;br /&gt;
== Auto-undraft ==&lt;br /&gt;
&lt;br /&gt;
* [https://ludeon.com/forums/index.php?topic=40938.msg406201#msg406201 Pawns undrafting themselves - this needs to get fixed!]&lt;br /&gt;
&lt;br /&gt;
* [https://ludeon.com/forums/index.php?topic=18835.0 Auto undraft = bad]&lt;br /&gt;
&lt;br /&gt;
== Caravaning ==&lt;br /&gt;
&lt;br /&gt;
* [https://ludeon.com/forums/index.php?topic=47286.0 Forming caravns is a pain and the most frustrating thing for me]&lt;br /&gt;
&lt;br /&gt;
== Lost Tribe lacks depth and diversity between biomes ==&lt;br /&gt;
&lt;br /&gt;
* [https://ludeon.com/forums/index.php?topic=47088.0 Does Rimworld need new weapons/armor/clothes?]&lt;br /&gt;
* [https://ludeon.com/forums/index.php?topic=37038.0 Support for tundra tribal starts]&lt;br /&gt;
* [https://ludeon.com/forums/index.php?topic=34331.0 Bones as a building Material]&lt;br /&gt;
&lt;br /&gt;
== Why RimWorld has no depth, immersion and is so bland and simple ==&lt;br /&gt;
&lt;br /&gt;
* [https://ludeon.com/forums/index.php?topic=46172.0 Caribou Revenge is still ridiculous]&lt;br /&gt;
&lt;br /&gt;
== [1.0] Zetrith's Multiplayer ==&lt;br /&gt;
&lt;br /&gt;
* [https://ludeon.com/forums/index.php?topic=47445.0 (1.0) Zetrith's Multiplayer]&lt;/div&gt;</summary>
		<author><name>Yoshida Keiji</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Deep_drill&amp;diff=63043</id>
		<title>Deep drill</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Deep_drill&amp;diff=63043"/>
		<updated>2019-03-22T14:55:41Z</updated>

		<summary type="html">&lt;p&gt;Yoshida Keiji: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{infobox main|production|&lt;br /&gt;
|name = Deep drill&lt;br /&gt;
|image = Deep drill.png|144px{{!}}Deep drill&lt;br /&gt;
|imagesize = 64px&lt;br /&gt;
|description =  A deep-crust drilling rig for extracting minerals from deep under the surface. Use a ground-penetrating scanner to detect the resources.&lt;br /&gt;
|type = Production&lt;br /&gt;
|type2 =&lt;br /&gt;
|placeable = Yes&lt;br /&gt;
|size = 1|1&lt;br /&gt;
|hp = 140&lt;br /&gt;
|beauty = -25&lt;br /&gt;
|flammability = 1&lt;br /&gt;
|power = - 250 &lt;br /&gt;
|buy = {{icon|metal|200}} + {{icon|component|4}}&lt;br /&gt;
|sell = {{icon|metal|75}} + {{icon|component|2}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
__NOTOC__&lt;br /&gt;
{{Info|A '''deep drill''' extracts [[Metals|metallic resources]], [[chemfuel]], or [[jade]] from underground deposits.}}These deposits are discovered by constructing a [[ground-penetrating scanner]] and connecting it to power. Clicking the scanner reveals all deposits (cells highlighted green) on the map. Constructing or clicking any deep drill also displays all deposits, if a powered scanner is in place.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Placement ===&lt;br /&gt;
When placing a deep drill it can fit in as little as a 1x2 space - one cell for the drill, and one cell for the interaction spot. The 3x3 outline does not restrict placement in any way. It only shows the drill's 3x3 extraction zone and it can overlap walls, mountains, water, buildings, and even some of the maps border's exclusion zone but not the second tile away. Most deposits are in open space, but in tight spots, the drill can be &amp;lt;span style=&amp;quot; white-space: nowrap;&amp;quot;&amp;gt;rotated (keys: Q\E)&amp;lt;/span&amp;gt; to position the interaction spot. &lt;br /&gt;
&lt;br /&gt;
A drill only extracts resources within its 3x3 extraction zone, so it should be placed to cover as much as possible. Drills can be moved, allowing the drill to be reused once resources are exhausted. If building a drill is blocked by terrain like mud or shallow water, the drill can be installed on a bridge. Resources detected in deep water, moving water or ocean water cannot be extracted.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;400px&amp;quot; heights=&amp;quot;400px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Unreachable deposit.png|'''Only 2 tiles of this deposit are reachable''' &lt;br /&gt;
File:Minerals found in deep waters.png|'''Minerals detected past the coastline cannot be extracted'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Operation ===&lt;br /&gt;
&lt;br /&gt;
A drill is operated by [[Menus#Mine|miners]]. The drill's inspection pane shows what resource is below ({{lc:{{#ask: [[Category:Metal]]}}, [[chemfuel]] or [[jade]]}}). Cells will turn from green to yellow and then blank as they are depleted.  Each cell contains a total of 150 resources; if all 9 cells of a 3x3 grid are mined, that is a maximum of 1,350 resources. The actual number obtained however dependent on the miner's mining yield, so the values may be slightly lower. Drill operation can be suspended by marking the drill as forbidden or turning off its power. &lt;br /&gt;
&lt;br /&gt;
Drills will produce stone chunks if there are no other materials below them. Only one type of stone chunk is produced on each map. To prevent pawns from continuing to drill stone undesirably, a drill that has exhausted all other resources will automatically be marked &amp;quot;forbidden&amp;quot; with a notification to the player.&lt;br /&gt;
&lt;br /&gt;
Each extraction cycle takes a base of {{ticks|14000}} of work to finish, modified according to the colonist's Mining Speed stat. Although this time is the same for all materials, the amount per cycle varies. For example, plasteel yields 7 units per cycle, making it effectively 5 times slower to mine than steel, which yields 35.&lt;br /&gt;
&lt;br /&gt;
Note that resource fields may be adjacent to each other, sometimes with different types of resources.  If a drill is placed such that it overlaps both zones, it will mine all of the resources from one type before switching to the other field.  In which case, the infobox will display which resource the drill is currently extracting.&lt;br /&gt;
&lt;br /&gt;
==== Power ====&lt;br /&gt;
&lt;br /&gt;
A deep drill requires [[power]] to operate. Besides connecting to the main power grid, relocating charged batteries can provide power for a while. This can eliminate running power lines to remote areas, however a roof is needed to protect the batteries from rain. Alternatively, a [[vanometric power cell]] works to power up to 3 nearby drills constantly.&lt;br /&gt;
&lt;br /&gt;
Once a drill has completely mined all resources in its 3x3 zone, it will continue to draw power until it is turned off, disconnected from the grid or deconstructed.&lt;br /&gt;
&lt;br /&gt;
=== Resources ===&lt;br /&gt;
&lt;br /&gt;
The resources contained in a deposit correlates with the size of the deposit. Below is an estimate of the different deposit sizes:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_25 text-center}}&lt;br /&gt;
! Resource !! Deposit Size !! Deposit Mean !! {{H:title|link=no|How common a particular resource vein is.|Commonality}} !! {{H:title|link=no|Amount obtained by the drill every cycle. Does not affect amount of resources in cell.|Portion Size}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |[[File:Steel.png|link=|16px]] Steel||20 - 40||~ 30||4||35&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |[[File:Silver.png|link=|16px]] Silver||7 - 20||~ 14||0.5||40&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |[[File:Plasteel.png|link=|16px]] Plasteel||2 - 10||~ 7||1||7&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |[[File:Jade.png|link=|16px]] Jade &amp;lt;br/&amp;gt; [[File:Gold.png|link=|16px]] Gold ||1 - 5||~ 3||0.5||10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |[[File:Uranium.png|link=|16px]] Uranium||4 - 10||~ 7||1||10&lt;br /&gt;
|}&lt;br /&gt;
Note that it is also possible (but uncommon) for deposits to directly touch each other which can make identification harder.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--variables for table--&amp;gt;&lt;br /&gt;
{{#vardefine:celltrueA|style=&amp;quot;background:PaleGreen;&amp;quot; {{!}}{{Check}}}}&lt;br /&gt;
{{#vardefine:celltrueB|style=&amp;quot;background:DarkSeaGreen;&amp;quot; {{!}}{{Check}}}}&lt;br /&gt;
&amp;lt;!--end of variable declaration--&amp;gt;&lt;br /&gt;
Alternative table:&lt;br /&gt;
{| {{STDT| c_25 text-center}}&lt;br /&gt;
! style=&amp;quot;text-align:left; width: 6em;&amp;quot; | Resource&lt;br /&gt;
! style=&amp;quot;width: 4em;&amp;quot; | 1-5 &lt;br /&gt;
! style=&amp;quot;width: 4em;&amp;quot; | 6-10 &lt;br /&gt;
! style=&amp;quot;width: 4em;&amp;quot; | 11-15 &lt;br /&gt;
! style=&amp;quot;width: 4em;&amp;quot; | 16-20 &lt;br /&gt;
! style=&amp;quot;width: 4em;&amp;quot; | 21-30 &lt;br /&gt;
! style=&amp;quot;width: 4em;&amp;quot; | 31-40&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |[[File:Steel.png|link=|16px]] Steel ||-||-||-||-||{{#var:celltrueA}}||{{#var:celltrueA}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |[[File:Silver.png|link=|16px]] Silver ||-||{{#var:celltrueB}}||{{#var:celltrueB}}||{{#var:celltrueB}}||-||-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |[[File:Jade.png|link=|16px]] Jade ||{{#var:celltrueA}}||-||-||-||-||-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |[[File:Gold.png|link=|16px]] Gold ||{{#var:celltrueB}}||-||-||-||-||-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |[[File:Uranium.png|link=|16px]] Uranium ||{{#var:celltrueA}}||{{#var:celltrueA}}||-||-||-||-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |[[File:Plasteel.png|link=|16px]] Plasteel ||{{#var:celltrueA}}||{{#var:celltrueA}}||-||-||-||-&lt;br /&gt;
|}&lt;br /&gt;
{{nav|production|wide}}&lt;br /&gt;
[[Category:Production]]&lt;/div&gt;</summary>
		<author><name>Yoshida Keiji</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Deep_drill&amp;diff=63042</id>
		<title>Deep drill</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Deep_drill&amp;diff=63042"/>
		<updated>2019-03-22T14:55:25Z</updated>

		<summary type="html">&lt;p&gt;Yoshida Keiji: Since v1.0, construction requires 200 steel &amp;amp; 4 components. Before it used to be 100 steel &amp;amp; 3 components. Now builders also require construction skill level of four.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{infobox main|production|&lt;br /&gt;
|name = Deep drill&lt;br /&gt;
|image = Deep drill.png|144px{{!}}Deep drill&lt;br /&gt;
|imagesize = 64px&lt;br /&gt;
|description =  A deep-crust drilling rig for extracting minerals from deep under the surface. Use a ground-penetrating scanner to detect the resources.&lt;br /&gt;
|type = Production&lt;br /&gt;
|type2 =&lt;br /&gt;
|placeable = Yes&lt;br /&gt;
|size = 1|1&lt;br /&gt;
|hp = 140&lt;br /&gt;
|beauty = -25&lt;br /&gt;
|flammability = 1&lt;br /&gt;
|power = - 250 &lt;br /&gt;
|buy = {{icon|metal|[200}} + {{icon|component|4}}&lt;br /&gt;
|sell = {{icon|metal|75}} + {{icon|component|2}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
__NOTOC__&lt;br /&gt;
{{Info|A '''deep drill''' extracts [[Metals|metallic resources]], [[chemfuel]], or [[jade]] from underground deposits.}}These deposits are discovered by constructing a [[ground-penetrating scanner]] and connecting it to power. Clicking the scanner reveals all deposits (cells highlighted green) on the map. Constructing or clicking any deep drill also displays all deposits, if a powered scanner is in place.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Placement ===&lt;br /&gt;
When placing a deep drill it can fit in as little as a 1x2 space - one cell for the drill, and one cell for the interaction spot. The 3x3 outline does not restrict placement in any way. It only shows the drill's 3x3 extraction zone and it can overlap walls, mountains, water, buildings, and even some of the maps border's exclusion zone but not the second tile away. Most deposits are in open space, but in tight spots, the drill can be &amp;lt;span style=&amp;quot; white-space: nowrap;&amp;quot;&amp;gt;rotated (keys: Q\E)&amp;lt;/span&amp;gt; to position the interaction spot. &lt;br /&gt;
&lt;br /&gt;
A drill only extracts resources within its 3x3 extraction zone, so it should be placed to cover as much as possible. Drills can be moved, allowing the drill to be reused once resources are exhausted. If building a drill is blocked by terrain like mud or shallow water, the drill can be installed on a bridge. Resources detected in deep water, moving water or ocean water cannot be extracted.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;400px&amp;quot; heights=&amp;quot;400px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Unreachable deposit.png|'''Only 2 tiles of this deposit are reachable''' &lt;br /&gt;
File:Minerals found in deep waters.png|'''Minerals detected past the coastline cannot be extracted'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Operation ===&lt;br /&gt;
&lt;br /&gt;
A drill is operated by [[Menus#Mine|miners]]. The drill's inspection pane shows what resource is below ({{lc:{{#ask: [[Category:Metal]]}}, [[chemfuel]] or [[jade]]}}). Cells will turn from green to yellow and then blank as they are depleted.  Each cell contains a total of 150 resources; if all 9 cells of a 3x3 grid are mined, that is a maximum of 1,350 resources. The actual number obtained however dependent on the miner's mining yield, so the values may be slightly lower. Drill operation can be suspended by marking the drill as forbidden or turning off its power. &lt;br /&gt;
&lt;br /&gt;
Drills will produce stone chunks if there are no other materials below them. Only one type of stone chunk is produced on each map. To prevent pawns from continuing to drill stone undesirably, a drill that has exhausted all other resources will automatically be marked &amp;quot;forbidden&amp;quot; with a notification to the player.&lt;br /&gt;
&lt;br /&gt;
Each extraction cycle takes a base of {{ticks|14000}} of work to finish, modified according to the colonist's Mining Speed stat. Although this time is the same for all materials, the amount per cycle varies. For example, plasteel yields 7 units per cycle, making it effectively 5 times slower to mine than steel, which yields 35.&lt;br /&gt;
&lt;br /&gt;
Note that resource fields may be adjacent to each other, sometimes with different types of resources.  If a drill is placed such that it overlaps both zones, it will mine all of the resources from one type before switching to the other field.  In which case, the infobox will display which resource the drill is currently extracting.&lt;br /&gt;
&lt;br /&gt;
==== Power ====&lt;br /&gt;
&lt;br /&gt;
A deep drill requires [[power]] to operate. Besides connecting to the main power grid, relocating charged batteries can provide power for a while. This can eliminate running power lines to remote areas, however a roof is needed to protect the batteries from rain. Alternatively, a [[vanometric power cell]] works to power up to 3 nearby drills constantly.&lt;br /&gt;
&lt;br /&gt;
Once a drill has completely mined all resources in its 3x3 zone, it will continue to draw power until it is turned off, disconnected from the grid or deconstructed.&lt;br /&gt;
&lt;br /&gt;
=== Resources ===&lt;br /&gt;
&lt;br /&gt;
The resources contained in a deposit correlates with the size of the deposit. Below is an estimate of the different deposit sizes:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_25 text-center}}&lt;br /&gt;
! Resource !! Deposit Size !! Deposit Mean !! {{H:title|link=no|How common a particular resource vein is.|Commonality}} !! {{H:title|link=no|Amount obtained by the drill every cycle. Does not affect amount of resources in cell.|Portion Size}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |[[File:Steel.png|link=|16px]] Steel||20 - 40||~ 30||4||35&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |[[File:Silver.png|link=|16px]] Silver||7 - 20||~ 14||0.5||40&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |[[File:Plasteel.png|link=|16px]] Plasteel||2 - 10||~ 7||1||7&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |[[File:Jade.png|link=|16px]] Jade &amp;lt;br/&amp;gt; [[File:Gold.png|link=|16px]] Gold ||1 - 5||~ 3||0.5||10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |[[File:Uranium.png|link=|16px]] Uranium||4 - 10||~ 7||1||10&lt;br /&gt;
|}&lt;br /&gt;
Note that it is also possible (but uncommon) for deposits to directly touch each other which can make identification harder.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--variables for table--&amp;gt;&lt;br /&gt;
{{#vardefine:celltrueA|style=&amp;quot;background:PaleGreen;&amp;quot; {{!}}{{Check}}}}&lt;br /&gt;
{{#vardefine:celltrueB|style=&amp;quot;background:DarkSeaGreen;&amp;quot; {{!}}{{Check}}}}&lt;br /&gt;
&amp;lt;!--end of variable declaration--&amp;gt;&lt;br /&gt;
Alternative table:&lt;br /&gt;
{| {{STDT| c_25 text-center}}&lt;br /&gt;
! style=&amp;quot;text-align:left; width: 6em;&amp;quot; | Resource&lt;br /&gt;
! style=&amp;quot;width: 4em;&amp;quot; | 1-5 &lt;br /&gt;
! style=&amp;quot;width: 4em;&amp;quot; | 6-10 &lt;br /&gt;
! style=&amp;quot;width: 4em;&amp;quot; | 11-15 &lt;br /&gt;
! style=&amp;quot;width: 4em;&amp;quot; | 16-20 &lt;br /&gt;
! style=&amp;quot;width: 4em;&amp;quot; | 21-30 &lt;br /&gt;
! style=&amp;quot;width: 4em;&amp;quot; | 31-40&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |[[File:Steel.png|link=|16px]] Steel ||-||-||-||-||{{#var:celltrueA}}||{{#var:celltrueA}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |[[File:Silver.png|link=|16px]] Silver ||-||{{#var:celltrueB}}||{{#var:celltrueB}}||{{#var:celltrueB}}||-||-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |[[File:Jade.png|link=|16px]] Jade ||{{#var:celltrueA}}||-||-||-||-||-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |[[File:Gold.png|link=|16px]] Gold ||{{#var:celltrueB}}||-||-||-||-||-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |[[File:Uranium.png|link=|16px]] Uranium ||{{#var:celltrueA}}||{{#var:celltrueA}}||-||-||-||-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |[[File:Plasteel.png|link=|16px]] Plasteel ||{{#var:celltrueA}}||{{#var:celltrueA}}||-||-||-||-&lt;br /&gt;
|}&lt;br /&gt;
{{nav|production|wide}}&lt;br /&gt;
[[Category:Production]]&lt;/div&gt;</summary>
		<author><name>Yoshida Keiji</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=List_of_adulthood_backstories&amp;diff=62950</id>
		<title>List of adulthood backstories</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=List_of_adulthood_backstories&amp;diff=62950"/>
		<updated>2019-03-18T22:17:36Z</updated>

		<summary type="html">&lt;p&gt;Yoshida Keiji: Runaway dancer{{br}}(Dancer), seen as female chased refugee.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&amp;amp;larr; &amp;lt;small&amp;gt;[[Backstories]]&amp;lt;/small&amp;gt;&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17}}&lt;br /&gt;
! Title&amp;lt;br /&amp;gt;(Short Title) !! Description !! Skill Modifications !! Incapable of !! Civil !! Raider !! Slave !! Trader !! Traveler !! Tribal&lt;br /&gt;
|-&lt;br /&gt;
! Acolyte of stars (Priest)&lt;br /&gt;
| Ever the dreamer, NAME traveled across the universe to find the thing HE felt was calling to HIM.{{br}}{{br}}HECAP became poorer and poorer, but used every means possible to carry on.&lt;br /&gt;
| Social {{--|3}}{{br}}Medicine {{+|4}}{{br}}Artistic {{+|7}}{{br}}Intellectual {{--|3}}&lt;br /&gt;
| Dumb labor{{br}}Violent&lt;br /&gt;
| ? || ? || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
! Adventurer&lt;br /&gt;
| NAME's thirst for adventure took her to many planets. HECAP visited the brightest glitterworlds and the darkest war-torn toxic planets in HIS quest to find novelty.{{br}}{{br}}HECAP worked as little as possible, often skirting ethical boundaries to make a quick buck. Among all jobs, HE hated cooking the most. &lt;br /&gt;
| Shooting {{+|3}}{{br}}Melee {{+|3}}{{br}}Social {{+|3}}{{br}}Animals {{+|2}}{{br}}Medicine {{+|3}}{{br}}Crafting {{+|3}}&lt;br /&gt;
| Cooking&lt;br /&gt;
| ? || ? || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
! Aromatherapist{{br}}(Therapist)&lt;br /&gt;
| NAME practiced aromatherapy, using essences extracted from home-grown plants.&lt;br /&gt;
| Shooting {{--|3}}{{br}}Melee {{--|3}}{{br}}Medicine {{+|4}}{{br}}Cooking {{+|4}}{{br}}Growing {{+|6}}&lt;br /&gt;
|N/A&lt;br /&gt;
| ? || {{check}} || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
! Ascetic priest{{br}}(Priest)&lt;br /&gt;
| After taking a vow of silence, NAME joined a monastery on a peaceful backwater planet to spend HIS days in quiet contemplation.{{br}}{{br}}HECAP found happiness growing vegetables in the garden and making cheese in the monastery cellars.&lt;br /&gt;
| Medicine {{+|2}}{{br}}Cooking {{+|2}}{{br}}Growing {{+|4}}&lt;br /&gt;
| Violent{{br}}Social&lt;br /&gt;
| {{check}} || {{cross}} || {{check}} || {{cross}} || {{check}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Bartender{{br}}(Barkeep)&lt;br /&gt;
| NAME worked as a bartender on a seedy space station. The job entailed one part drink mixing, one part diplomacy, and one part head-bashing.&lt;br /&gt;
| Melee {{+|2}}{{br}}Social {{+|4}}{{br}}Cooking {{+|2}}&lt;br /&gt;
| N/A&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Beast slayer{{br}}(Slayer)&lt;br /&gt;
| NAME traveled between planets, following news of animal attacks. HECAP would camp on the planet for weeks, learning about HIS prey before striking. HECAP most enjoyed hunting thrumbos.{{br}}{{br}}Preferring to work alone, NAME enjoyed the thrill of the hunt, and the meat from the kill.&lt;br /&gt;
| Shooting {{+|4}}{{br}}Melee {{+|4}}{{br}}Cooking {{+|3}}{{br}}Growing {{+|2}}&lt;br /&gt;
| Animals&lt;br /&gt;
| ? || {{check}} || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
! Behaviour research{{br}}(Scientist)&lt;br /&gt;
| Captured as a feral child, NAME was forced into the ways of modern society. She quickly adapted and became a bevaioural researcher, eventually owning a private facility. She specialized in canines, but learnt a great deal about all animals. She never had interest in plants, however.&lt;br /&gt;
| Melee {{+|1}}{{br}}Social {{+|2}}{{br}}Medicine {{+|6}}{{br}}Cooking {{--|2}}{{br}}Growing {{--|3}}{{br}}Intellectual {{+|8}}&lt;br /&gt;
| Artistic{{br}}Firefighting&lt;br /&gt;
| ? || {{check}} || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
! Biosphere manager{{br}}(Botanist)&lt;br /&gt;
| NAME lived on a peaceful glitterworld where all menial work was done by robots and people devoted themselves to leisure. HECAP managed the plant and animal life of a sprawling park, where citizens came to admire the natural beauty.&lt;br /&gt;
| Shooting {{--|4}}{{br}}Animals {{+|6}}{{br}}Growing {{+|6}}&lt;br /&gt;
| Dumb labor{{br}}Crafting{{br}}Cooking&lt;br /&gt;
| {{check}} || {{cross}} || {{cross}} || {{check}} || {{check}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Blacksmith&lt;br /&gt;
| As a smith on a medieval world, NAME gained a reputation for the high quality of HIS work. HECAP wasn't bad at using the swords HE forged either.&lt;br /&gt;
| Shooting {{--|5}}{{br}}Melee {{+|4}}{{br}}Crafting {{+|6}}&lt;br /&gt;
| Intellectual&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Bodyguard&lt;br /&gt;
| NAME found work on a midworld, protecting whoever paid HIM from harm. HECAP gained proficiency in many different combat forms, and was known for HIS ruthlessness against those who crossed HIM.&lt;br /&gt;
| Shooting {{+|4}}{{br}}Melee {{+|4}}&lt;br /&gt;
| Social&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{cross}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Bounty hunter{{br}}(Hunter)&lt;br /&gt;
| NAME was a bounty hunter on a massive glitterworld. HECAP worked sensitive assignments for extremely wealthy clients, and was known for quiet execution and total discretion.&lt;br /&gt;
| Shooting {{+|8}}{{br}}Melee {{+|5}}&lt;br /&gt;
| N/A&lt;br /&gt;
| ? || {{check}} || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
! Castaway (1)&lt;br /&gt;
| NAME was the only survivor of a ship crash on an unhabited animal world. For many years until HIS rescue HE scrounged an existence out of whatever HE could find.{{br}}{{br}}HISCAP survival skills became razor-sharp, but spending so long alone severely dampened HIS conversational abilities.&lt;br /&gt;
| Melee {{+|5}}{{br}}Animals {{+|3}}{{br}}Construction {{+|4}}&lt;br /&gt;
| Intellectual{{br}}Social{{br}}Artistic&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{cross}} || {{check}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Castaway (2)&lt;br /&gt;
| NAME was a passenger on a routine interstellar transit. When his ship was destroyed, he lived as a castaway on an uninhabited planet for several years.&lt;br /&gt;
| Cooking {{+|2}}{{br}}Construction {{+|2}}{{br}}Growing {{+|3}}{{br}}Mining {{+|2}}&lt;br /&gt;
| N/A&lt;br /&gt;
| ? || ? || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
! Cave tender{{br}}(Tender)&lt;br /&gt;
| While the others were out hunting and foraging, NAME would stay at home to cook and take care of the young and sick.&lt;br /&gt;
| Cooking {{+|4}}{{br}}Medicine {{+|3}}{{br}}Crafting {{+|2}}&lt;br /&gt;
| N/A&lt;br /&gt;
| {{cross}} || {{cross}} || {{cross}} || {{cross}} || {{cross}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
! Chief engineer{{br}}(Engineer)&lt;br /&gt;
| As chief engineer on board a large spaceship, NAME was an expert in all things fiddly and complex.{{br}}{{br}}HECAP relied on other members of the crew for some of the basic necessities of life. HECAP and HIS ship eventually disappeared into a longsleep voyage of exploration.&lt;br /&gt;
| Social {{--|2}}{{br}}Construction {{+|3}}{{br}}Mining {{+|2}}{{br}}Crafting {{+|3}}{{br}}Research {{+|3}}&lt;br /&gt;
| Animals&lt;br /&gt;
| {{check}} || ? || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
! Colony settler{{br}}(Settler)&lt;br /&gt;
| NAME was a settler on a new colony world.{{br}}{{br}}Such a life requires a jack-of-all trades at basic hands-on tasks.&lt;br /&gt;
| Construction {{+|4}}{{br}}Growing {{+|4}}{{br}}Mining {{+|4}}&lt;br /&gt;
| N/A&lt;br /&gt;
| {{check}} || {{cross}} || {{cross}} || {{check}} || {{cross}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Construction engineer{{br}}(Builder)&lt;br /&gt;
| NAME was a construction worker on a midworld. HECAP lead a team which built everything from office blocks to cathedrals.{{br}}{{br}}HISCAP busy job and numerous nearby fast-food outlets meant HE never cooked for HIMself.&lt;br /&gt;
| Construction {{+|8}}{{br}}Growing {{--|3}}&lt;br /&gt;
| Intellectual{{br}}Cooking&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Counsellor{{br}}(Counsellor)&lt;br /&gt;
| A terrifying trauma when NAME was a young adult caused HIM to develop a serious eating disorder. With counselling HE learned to have a healthier relationship with food, and decided to put HIS new skills to use helping others overcome their emotional problems.&lt;br /&gt;
| Social {{+|9}}&lt;br /&gt;
| Scary{{br}}Cooking&lt;br /&gt;
| {{check}} || {{cross}} || {{check}} || {{check}} || {{cross}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Deep space miner{{br}}(Miner)&lt;br /&gt;
| NAME did the sweaty, grimy work of pulling metal out of asteroids on a deep space rig. HECAP used HIS hands-on industrial skills daily - and wasn't bad in a bar fight either.&lt;br /&gt;
| Melee {{+|2}}{{br}}Construction {{+|3}}{{br}}Mining {{+|7}}&lt;br /&gt;
| N/A&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{cross}} || {{cross}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Defector&lt;br /&gt;
| Early in HIS adulthood, NAME decided to leave the oppressive dictatorship where HE lived. HISCAP defection was not well-received, and agents were sent out after HIM.{{br}}{{br}}HECAP spent years on the run, treating HIS own wounds so no doctor could betray HIM. The ordeal made HIM bitter and untrusting.&lt;br /&gt;
| Shooting {{+|5}}{{br}}Social {{--|4}}{{br}}Medicine {{+|3}}&lt;br /&gt;
| Artistic&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Digger&lt;br /&gt;
| NAME and HIS tribe carved their home deep into the side of a mountain. NAME feels most at home picking through rock and shoring up cave walls.&lt;br /&gt;
| Mining {{+|5}}{{br}}Construction {{+|2}}&lt;br /&gt;
| N/A&lt;br /&gt;
| {{cross}} || {{cross}} || {{cross}} || {{cross}} || {{cross}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
! Drifter{{br}}(Drifter)&lt;br /&gt;
| NAME never figured out what to do with HIS life. HECAP travelled often, taking up casual work wherever HE found it.{{br}}{{br}}HECAP also occasionally worked on a novel that HE knew would be a bestseller - just as soon as HE could find a publisher who was interested.&lt;br /&gt;
| Cooking {{+|3}}{{br}}Construction {{+|3}}{{br}}Artistic {{--|4}}&lt;br /&gt;
| N/A&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{cross}} || {{check}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Dromedary knight{{br}}(Knight)&lt;br /&gt;
| Having caught the eye of his people's Sand King, NAME was trained in the Sandy Boomlet fighting technique. Always with a camel to carry his things, he served his sand people faithfully.&lt;br /&gt;
| Shooting {{--|3}}{{br}}Melee {{+|4}}{{br}}Social {{+|4}}{{br}}Animals {{+|4}}&lt;br /&gt;
| Hauling&lt;br /&gt;
| {{check}} || ? || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
! Escaped convict{{br}}(Escapee)&lt;br /&gt;
| NAME denies involvement in the crimes that brought about HIS incarceration in a brutal penal colony. HECAP escaped by tunnelling beneath the perimeter using modified cutlery.&lt;br /&gt;
| Mining {{+|4}}{{br}}Crafting {{+|2}}&lt;br /&gt;
| Caring&lt;br /&gt;
| {{cross}} || {{check}} || {{cross}} || {{cross}} || {{check}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Engineered pilot (Pilot)&lt;br /&gt;
| After this province was besieged by one of his neighbors,  NAME volunteered for a generic modification program that created pilots for the very fighter craft that he had helped develop. The modifications allowed him to pilot the ship, but also made him less able to focus on the people around him. By this time, people were calling him &amp;quot;Squirrel&amp;quot;.&lt;br /&gt;
| Shooting {{+|5}}{{br}}Melee {{+|2}}{{br}}Social {{--|2}}{{br}}Medicine {{+|2}}&lt;br /&gt;
| N/A&lt;br /&gt;
| ? || ? || {{check}} || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
! Factory worker{{br}}(Worker)&lt;br /&gt;
| NAME did menial, unskilled work in an industrial-era factory. HISCAP job also included caring for the mules and horses which transported goods around the city.&lt;br /&gt;
| Animals {{+|3}}{{br}}Construction {{+|3}}{{br}}Crafting {{+|2}}&lt;br /&gt;
| Intellectual{{br}}Artistic{{br}}Cooking&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{cross}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Fervent researcher (Researcher)&lt;br /&gt;
| As a young adult, NAME was sure that HIS planet and its people were nearing their time of transcendence.{{br}}{{br}}A firm belief that HIS research would be the catalyst drove HIM to increasingly alarming acts as bureaucrats and bioethics committees worked to stall HIS progress.&lt;br /&gt;
| Shooting {{+|2}}{{br}}Medicine {{+|8}}{{br}}Research {{+|6}}&lt;br /&gt;
| Dumb labor{{br}}Skilled labor{{br}}Artistic&lt;br /&gt;
| ? || {{check}} || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
! Gatherer&lt;br /&gt;
| NAME is a master gatherer. HECAP can find food in the most barren of places using HIS deep knowledge of plants, roots, and berries.&lt;br /&gt;
| Growing {{+|4}}&lt;br /&gt;
| N/A&lt;br /&gt;
| {{cross}} || {{cross}} || {{cross}} || {{cross}} || {{cross}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
! Gardener&lt;br /&gt;
| On industrial worlds, wealth concentrates in the hands of those who own the factories and sell the goods. NAME worked at the mansion of one such rich family, tending the lavish gardens as part of a team of servants.&lt;br /&gt;
| Growing {{+|8}}&lt;br /&gt;
| Intellectual{{br}}Crafting&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Glitterworld surgeon{{br}}(Surgeon)&lt;br /&gt;
| NAME worked as a surgeon on a world mostly free of disease and human suffering.{{br}}{{br}}HISCAP job mostly involved elaborate and creative cosmetic surgeries. HECAP has a good understanding of human biology, but never had to remove a cancer -- or a bullet.&lt;br /&gt;
| Social {{+|1}}{{br}}Medicine {{+|3}}{{br}}Artistic {{+|5}}&lt;br /&gt;
| N/A&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{cross}} || {{check}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Herbalist&lt;br /&gt;
| NAME lived in the forest near a village. Though many of the villagers feared HIM, sick villagers would come to HIM to purchase salves and poultices made from the herbs HE grew in HIS garden. HECAP was happy to help them -- for a price.&lt;br /&gt;
| Social {{--|2}}{{br}}Medicine {{+|4}}{{br}}Growing {{+|4}}&lt;br /&gt;
| N/A&lt;br /&gt;
| {{check}} || {{check}} || {{cross}} || {{check}} || {{check}} || {{cross}}&lt;br /&gt;
|- &lt;br /&gt;
! Hiveworld drone{{br}}(drone)&lt;br /&gt;
| NAME worked as a mindless construction drone in a massive hiveworld civilization. Though HE is now freed from the brutal social experiments to which HE was subjected, HE remains incapable of creative thought and leadership.&lt;br /&gt;
| Social {{--|2}}{{br}}Construction {{+|5}}{{br}}Mining {{+|4}}&lt;br /&gt;
| Artistic{{br}}Intellectual&lt;br /&gt;
| {{cross}} || {{check}} || {{check}} || {{cross}} || {{cross}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! House servant{{br}}(Servant)&lt;br /&gt;
| Early in HIS adulthood, NAME was kidnapped and sold to wealthy aristocrats as a domestic servant.{{br}}{{br}}HECAP got to know the kitchens and basements of HIS master's mansion well, but never did any work outside.&lt;br /&gt;
| Cooking {{+|4}}{{br}}Growing {{--|3}}{{br}}Mining {{--|3}}&lt;br /&gt;
| Intellectual{{br}}Crafting&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{cross}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Hunter&lt;br /&gt;
| NAME was a master hunter. He learnt to track and trap any animal in the most dangerous of places, and had deep knowledge of many ingenious methods of taking down specific large animals.&lt;br /&gt;
| Shooting {{+|6}}{{br}}Medicine {{+|4}}{{br}}Growing {{+|2}}&lt;br /&gt;
| Mining&lt;br /&gt;
| ? || ? || ? || {{check}} || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
! Illegal shipwright{{br}}(Shipwright)&lt;br /&gt;
| There is a law that say that you're not allowed to put terawatt-range grasers on a cargo scow. Especially if you hide them under what looks like a communications dish for better ambush potential. NAME discovered that there is great profit to be made, however, from those who are uninterested in these laws.&lt;br /&gt;
| Construction {{+|7}}&lt;br /&gt;
| N/A&lt;br /&gt;
| {{cross}} || {{check}} || {{cross}} || {{cross}} || {{cross}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Inventor{{br}}(Inventor)&lt;br /&gt;
| On HIS homeworld, NAME worked as a moderately successful inventor. HECAP developed several minor technologies.&lt;br /&gt;
| Crafting {{+|5}}{{br}}Research {{+|2}}&lt;br /&gt;
| N/A&lt;br /&gt;
| {{check}} || {{cross}} || {{check}} || {{check}} || {{check}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Jailbird&lt;br /&gt;
| NAME spent most of HIS life in prisons, where HE was put to work in the kitchens. HECAP had a habit of getting into fights, and developed an aggressive way of speaking.&lt;br /&gt;
| Melee {{+|5}}{{br}}Social {{--|3}}{{br}}Cooking {{+|3}}&lt;br /&gt;
| Social{{br}}Caring&lt;br /&gt;
| {{cross}} || {{check}} || {{check}} || {{cross}} || {{cross}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Loner&lt;br /&gt;
| NAME never much liked the tribal council or the yearly festivals. HECAP prefers the open plain and the lonely whistle of wind through the rocks.&amp;lt;br/ &amp;gt;&amp;lt;br /&amp;gt;HE visits HIS tribe from time to time, but for the most part HE takes care of HIMself using HIS own survival skills.&lt;br /&gt;
| Shooting {{+|3}}{{br}}Melee {{+|2}}{{br}}Growing {{+|5}}{{br}}Construction {{+|1}}&lt;br /&gt;
| Social&lt;br /&gt;
| {{cross}} || {{cross}} || {{cross}} || {{cross}} || {{cross}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
! Luddite rebel{{br}}(Luddite)&lt;br /&gt;
| When the majority of people on HIS world chose to give up their individuality and biological humanity to join together in an online hivemind, NAME joined a rebel faction that chose to forsake most technology.&lt;br /&gt;
| Melee {{+|3}}{{br}}Construction {{+|3}}{{br}}Mining {{+|2}}&lt;br /&gt;
| Intellectual{{br}}Crafting&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{cross}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Machine collector{{br}}(Collector)&lt;br /&gt;
| NAME was obsessed with old machines and arcane pieces of technology. HECAP obtained them wherever HE could, and loved taking them apart to see how they worked.{{br}}{{br}}HECAP had a habit of talking about HIS collection long after people around HIM had stopped listening.&lt;br /&gt;
| Social {{--|3}}{{br}}Crafting {{+|6}}{{br}}Research {{+|6}}&lt;br /&gt;
| N/A&lt;br /&gt;
| {{check}} || {{cross}} || {{check}} || {{check}} || {{cross}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Mafia Boss{{br}}(Boss)&lt;br /&gt;
| NAME was a high-ranking member of an urbworld crime syndicate.{{br}}{{br}}HECAP bribed officials, maintained the loyalty of HIS subordinates, and extracted overdue payments - by any means necessary.&lt;br /&gt;
| Shooting {{+|4}}{{br}}Melee {{+|3}}{{br}}Social {{+|4}}&lt;br /&gt;
| Dumb labor{{br}}Caring{{br}}Cooking&lt;br /&gt;
| {{cross}} || {{check}} || {{check}} || {{check}} || {{cross}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Master chef{{br}}(Chef)&lt;br /&gt;
| On a glitter world, NAME found a job washing dishes at a famous restaurant and worked his way up the ranks. A few years later, his career came to an end when someone poisoned the meal he was preparing for the mayor. Jobless, he and left to explore the stars once again.&lt;br /&gt;
| Cooking {{+|8}}{{br}}Artistic {{+|4}}&lt;br /&gt;
| N/A&lt;br /&gt;
| ? || ? || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
! Medieval doctor{{br}}(Quack)&lt;br /&gt;
| NAME worked as a doctor on a medieval planet. HECAP firmly believes that most ailments can be cured with a little bloodletting.{{br}}{{br}}HECAP was also a master anaesthetist, developing a specialty technique that involved a heavy blow to the head.&lt;br /&gt;
| Melee {{+|6}}{{br}}Medicine {{+|1}}&lt;br /&gt;
| N/A&lt;br /&gt;
| {{cross}} || {{check}} || {{check}} || {{cross}} || {{check}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Medieval farm oaf{{br}}(Oaf)&lt;br /&gt;
| Tilling, hoeing, guiding ox carts, pushing wheelbarrows. Digging ditches, planting seeds, predicting the harvest.{{br}}{{br}}Medieval-level farmers aren't educated in the usual sense, but they know a lot about growing plants without technology. That said, such a life leaves one essentially incapable of participating in intellectual, technology-driven activities.&lt;br /&gt;
| Growing {{+|8}}{{br}}Mining {{+|3}}&lt;br /&gt;
| Intellectual&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{cross}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Mercenary leader (Mercenary)&lt;br /&gt;
| Alone, NAME set out to rebuild her father's life's work. She challenged the leader of a small band of mercenaries and took control, then led the pandas they hijacked trade ships and stole valuable cargo. Her men mutinied. She was abandoned, arrested, and sentenced to death.&lt;br /&gt;
| Shooting {{+|4}}{{br}}Melee {{+|4}}{{br}}Social {{+|4}}&lt;br /&gt;
| N/A&lt;br /&gt;
| ? || {{check}} || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
! Message carrier (Messenger)&lt;br /&gt;
| On a medieval world, the fastest way to send a message is to give it to somebody on a horse and hope they survive the journey. NAME was that somebody.&lt;br /&gt;
| Melee {{+|3}}{{br}}Animals {{+|4}}&lt;br /&gt;
| Intellectual&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{cross}} || {{check}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Midworld chef{{br}}(Chef)&lt;br /&gt;
| NAME ran a high-class midworld restaurant. HECAP was famous among patrons for HIS creative culinary specialties, and infamous among kitchen workers for HIS casual disdain for grunt work.&lt;br /&gt;
| Social {{+|2}}{{br}}Cooking {{+|6}}&lt;br /&gt;
| Dumb labor{{br}}Cleaning&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{cross}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Military commissar{{br}}(Commissar)&lt;br /&gt;
| NAME was an internal spymaster in an Imperial army battalion. HECAP made sure that the men were loyal, and did not fall back unless ordered. This made HIM unpopular, but HE gained great skill at detecting the slightest dishonesty.&lt;br /&gt;
| Shooting {{+|3}}&lt;br /&gt;
| N/A&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{cross}} || {{cross}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Model{{br}}(Model)&lt;br /&gt;
| NAME modelled clothes and jewellery for advertisers, and was also used as a physical blueprint for characters in virtual reality simulations.{{br}}''Note: Automatically grants the [[Traits#Beauty|beautiful trait]]''&lt;br /&gt;
| Social {{+|5}}{{br}}Artistic {{+|6}}&lt;br /&gt;
| Dumb labor{{br}}Intellectual{{br}}Skilled labor{{br}}Caring{{br}}Crafting&lt;br /&gt;
| {{check}} || {{cross}} || {{cross}} || {{cross}} || {{cross}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Muffalo shaman{{br}}(Shaman)&lt;br /&gt;
| Because of HIS quiet wisdom and great strength, NAME became the spiritual leader for a nomadic tribe that followed the herds of roaming muffalo.&lt;br /&gt;
| Melee {{+|5}}{{br}}Social {{+|2}}&lt;br /&gt;
| N/A&lt;br /&gt;
| {{check}} || {{cross}} || {{cross}} || {{cross}} || {{cross}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
! Navy scientist{{br}}(Scientist)&lt;br /&gt;
| Interstellar warfare is won by technology, so imperial navies are always on the peak of modern research. Even better, they have first access to Transcendent artifacts because they find them in space.{{br}}{{br}}NAME worked in a navy lab.&lt;br /&gt;
| Research {{+|8}}&lt;br /&gt;
| N/A&lt;br /&gt;
| {{check}} || {{cross}} || {{cross}} || {{cross}} || {{cross}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Ninja assassin{{br}}(Ninja)&lt;br /&gt;
| NAME performed stiletto-precise assassinations for an interplanetary conglomerate. HECAP was assigned the most complex missions involving disguise, deception, subterfuge, and efficient violence.{{br}}{{br}}A nasty incident with a potted plant and an assassination gone wrong left HIM with an aversion to plant life.&lt;br /&gt;
| Shooting {{+|4}}{{br}}Melee {{+|3}}{{br}}Social {{+|2}}{{br}}Crafting {{+|2}}&lt;br /&gt;
| Plant work&lt;br /&gt;
| ? || ? || ? || {{check}} || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
! Novelist&lt;br /&gt;
| NAME lived on a glitterworld, penning wildly successful novels. HECAP lived a carefree lifestyle, spending HIS days writing and HIS nights partying...and never did a day's manual labour in HIS life.&lt;br /&gt;
| Construction {{--|5}}{{br}}Mining {{--|5}}{{br}}Artistic {{+|8}}&lt;br /&gt;
| Dumb labor{{br}}Social&lt;br /&gt;
| {{check}} || {{cross}} || {{cross}} || {{check}} || {{cross}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Paramedic&lt;br /&gt;
| NAME's job was to respond rapidly to medical emergencies. HECAP is used to dealing with severe injuries with only limited medical supplies.{{br}}{{br}}HECAP treated so many gunshot wounds over the years that even seeing a gun made HIM uncomfortable.&lt;br /&gt;
| Shooting {{--|5}}{{br}}Medicine {{+|6}}&lt;br /&gt;
| N/A&lt;br /&gt;
| {{check}} || {{cross}} || {{check}} || {{cross}} || {{cross}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Pit brawler&lt;br /&gt;
| NAME was nine years old when HE got in HIS first fight. HECAP won, but more important was the enjoyment of HIS audience. Pit fighting turned out to be a lucrative career for those who could survive it. And it was even mostly legal.{{br}}''Note: Prevents Brawler [[Traits|trait]].''&lt;br /&gt;
| Melee {{+|8}}&lt;br /&gt;
| Intellectual{{br}}Caring&lt;br /&gt;
| {{cross}} || {{check}} || {{check}} || {{cross}} || {{cross}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Political assassin{{br}}(Deathjack)&lt;br /&gt;
| NAME realized that his true calling was in physical solutions to diplomatic problems. He sought training from the assassins guild on Ceti V. He was a quick study at the arts of subterfuge and death. He soon earned the guild rank of Deathjack.&lt;br /&gt;
| Shooting {{+|8}}{{br}}Melee {{+|8}}&lt;br /&gt;
| Dumb labor{{br}}Skilled labor{{br}}Caring{{br}}Social{{br}}Artistic&lt;br /&gt;
| {{check}} || ? || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
! Ranch owner{{br}}(Rancher)&lt;br /&gt;
| NAME owned and operated a successful ranch where HE raised animals for meat and wool.{{br}}{{br}}HECAP refused to do any dumb labour HE could pay someone else to do for HIM.&lt;br /&gt;
| Animals {{+|8}}{{br}}Cooking {{--|4}}{{br}}Mining {{--|4}}&lt;br /&gt;
| Dumb labor&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Roboticist&lt;br /&gt;
| NAME felt more comfortable with robots and artificial intelligences than with organic people, so she worked as a roboticist. She took a particular interest in mechanites and ancient technology. NAME relied of other people for her basic needs.&lt;br /&gt;
| Construction {{+|3}}{{br}}Crafting {{+|6}}{{br}}Intellectual {{+|4}}&lt;br /&gt;
| Cooking{{br}}Plant work&lt;br /&gt;
| {{check}} || ? || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
! Runaway dancer{{br}}(Dancer)&lt;br /&gt;
| Grown by and for science, NAME gave it up. Instead, she wanted to dance for crowds across many worlds, from the glamor of the glitter worlds to the dangers of the rim. Such work required wearing a smile on her face and a pistol under her costume.&lt;br /&gt;
| Shooting {{+|2}}{{br}}Social {{+|6}}{{br}}Artistic {{+|4}}&lt;br /&gt;
| N/A&lt;br /&gt;
| {{check}} || ? || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
! Sailor&lt;br /&gt;
| NAME traversed the oceans on journeys of exploration, seeking out plant and animal specimens from exotic places, and occasionally fending off pirates. HECAP loved the sea so much HE refused to do all but the barest minimum of work on land, except to sell the treasures HE collected.&lt;br /&gt;
| Melee {{+|4}}{{br}}Social {{+|4}}{{br}}Animals {{+|4}}&lt;br /&gt;
| Skilled labor&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Scout&lt;br /&gt;
| Since HIS tribe has made contact with local outlanders, NAME has contracted HIS services out as a guide to the local area. Frequent contact with ancient relics has made HIM fairly comfortable with the old technology.&lt;br /&gt;
| Shooting {{+|2}}{{br}}Social {{+|2}}{{br}}Intellectual {{+|2}}&lt;br /&gt;
| N/A&lt;br /&gt;
| {{cross}} || {{cross}} || {{cross}} || {{cross}} || {{cross}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
! Shaman of Shadows{{br}}(Shaman)&lt;br /&gt;
| When the monsters of fire came from the sky, NAME was called upon by HIS tribe to guide them into battle.{{br}}{{br}}NAME made use of medicine and rituals to inspire and lead the warriors of many tribes against the invaders. The pirates were forced to retreat without capturing a single slave.{{br}}''Note: comes with &amp;quot;accursed child&amp;quot; as [[List of childhood backstories|childhood backstory]].''&lt;br /&gt;
| Social {{+|6}}{{br}}Medicine {{+|4}}{{br}}Construction {{--|2}}{{br}}Growing {{+|2}}{{br}}Research {{+|2}}&lt;br /&gt;
| Hunting&lt;br /&gt;
| {{cross}} || {{cross}} || {{cross}} || {{cross}} || {{cross}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
! Sheriff&lt;br /&gt;
| NAME was the law enforcer in an isolated industrial town. HECAP was known for having an arrogant attitude and a mean streak. HECAP refused to lift so much as a finger unless it was for money, alcohol, or revenge.&lt;br /&gt;
| Shooting {{+|8}}{{br}}Melee {{+|5}}{{br}}Social {{--|3}}&lt;br /&gt;
| Dumb labor{{br}}Skilled labor{{br}}Social{{br}}Caring&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{cross}} || {{cross}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Smuggler&lt;br /&gt;
| As a contract pilot, NAME had a knack for stealing goods and trafficking contraband without getting caught. She eventually saved up enough to buy her own ship, and used it to travel from world to world dealing her goods in person.&lt;br /&gt;
| Shooting {{+|2}}{{br}}Melee {{+|2}}{{br}}Social {{+|5}}{{br}}Medicine {{+|2}}{{br}}Intellectual {{--|2}}&lt;br /&gt;
| Art&lt;br /&gt;
| ? || {{check}} || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
! Space pirate{{br}}(Pirate)&lt;br /&gt;
| Piracy appears everywhere that governments are weak and society spread thin. NAME was part of this age-old part of human existence, extorting and smashing peaceful trade ships for profit.&lt;br /&gt;
| Melee {{+|4}}{{br}}Shooting {{+|4}}&lt;br /&gt;
| N/A&lt;br /&gt;
| {{cross}} || {{check}} || {{check}} || {{cross}} || {{cross}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Space trafficker{{br}}(Trafficker)&lt;br /&gt;
| NAME discovered he was heir of his distant uncle's weapons-trading business. To protect the future of the company he went through extensive military training, in case of any &amp;quot;unforeseen circumstances&amp;quot;.&lt;br /&gt;
| Shooting {{+|5}}{{br}}Melee {{+|5}}{{br}}Medical {{--|2}}{{br}}Social {{+|5}}&lt;br /&gt;
| Handling{{br}}Smithing{{br}}Tailoring{{br}}Art{{br}}Crafting&lt;br /&gt;
| {{check}} || ? || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
! Special forces{{br}}(Specialist)&lt;br /&gt;
| Give me a reason to kill - a good reason! NAME was a soldier and a skilled one - so skilled that he entered the special forces to battle militants and xenohuman raiders. He never imagined himself a lone hero, but he played his part in the group well.&lt;br /&gt;
| Shooting {{+|7}}{{br}}Melee {{+|6}}{{br}}Social {{+|2}}&lt;br /&gt;
| Intellectual{{br}}Animals{{br}}Artistic&lt;br /&gt;
| ? || {{check}} || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
! Slave chemist&lt;br /&gt;
| NAME became a gifted pharmaceutical scientist, but was captured by slavers. HECAP was sold to a warlord and forced to create drugs to test on other slaves. This left HIM with deep and troubling questions on the ethics of scientific research and medicine.&lt;br /&gt;
| Melee {{--|1}}{{br}}Medicine {{+|5}}{{br}}Construction {{--|1}}{{br}}Mining {{--|2}}{{br}}Research {{+|4}}&lt;br /&gt;
| Firefighting&lt;br /&gt;
| ? || ? || ? || ? || {{check}} || ?&lt;br /&gt;
|-&lt;br /&gt;
! Space bartender&lt;br /&gt;
| NAME became a bartender on a space station. He interacted with and befriended many strangers. As time went on, NAME used his knowledge of herbs in order to craft his own strange concoctions for his customers.&lt;br /&gt;
| Social {{+|4}}{{br}}Cooking {{+|5}}{{br}}Growing {{+|4}}{{br}}Crafting {{+|2}}&lt;br /&gt;
| N/A&lt;br /&gt;
| ? || ? || ? || {{check}} || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
! Starship janitor{{br}}(Janitor)&lt;br /&gt;
| While other passengers pass the years between star systems in cryptosleep sarcophagi, NAME had to wake up at periodic intervals to perform inspections, check the navigation systems, and to oil the mechanoids.&lt;br /&gt;
| Construction {{+|2}}{{br}}Crafting {{+|3}}&lt;br /&gt;
| N/A&lt;br /&gt;
| {{check}} || {{cross}} || {{cross}} || {{cross}} || {{check}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Taster&lt;br /&gt;
| As the taster for a medieval king, any dish served at the royal table had to be sampled first by NAME. HECAP lived a decadent lifestyle at court, getting fat and doing very little work.&lt;br /&gt;
| Cooking {{+|7}}{{br}}Construction {{--|4}}{{br}}Crafting {{--|4}}&lt;br /&gt;
| Dumb labor&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{cross}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Test subject{{br}}(Subject)&lt;br /&gt;
| NAME's tests went from geometry to quantum physics, and HE could run the grand gauntlet without a scratch.{{br}}{{br}}One day, Mother said that HIS final test lay beyond the red door, and that even if HE couldn't hear her voice, Mother would always be there.&lt;br /&gt;
| Melee {{+|4}}{{br}}Medicine {{+|3}}{{br}}Cooking {{+|1}}{{br}}Research {{+|4}}&lt;br /&gt;
| Caring{{br}}Social{{br}}Plant work{{br}}Mining&lt;br /&gt;
| ? || ? || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
! Test subject{{br}}(Experiment)&lt;br /&gt;
| Kidnapped as a teenager, NAME was an unwilling test subject in experimental gene therapies for six years. Labs and scientists scare her.&lt;br /&gt;
| Shooting {{+|6}}{{br}}Melee {{+|8}}{{br}}Social {{--|4}}&lt;br /&gt;
| Intellectual&lt;br /&gt;
| ? || {{check}} || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
! Tool mechanic{{br}}(Mechanic)&lt;br /&gt;
| NAME was a famous tool mechanic in a dusty rim world. After his firm closed due to scandal, he joined a tribe to survive, crafting fine knifes and hammers, traveling, and dealing his wares between settlements.&lt;br /&gt;
| Construction {{+|5}}{{br}}Artistic {{+|2}}{{br}}Crafting {{+|8}}&lt;br /&gt;
| Animals{{br}}Artistic{{br}}Plant work &lt;br /&gt;
| ? || ? || ? || {{check}} || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
! Torturer&lt;br /&gt;
| Working for a tyrannical monarch on a medieval world, NAME earned a reputation as an expert in 'persuasion.' Any prisoner who went down into the dungeons left with no secrets - and with NAME's smile scarred permanently into their nightmares.{{br}}''Note: Prevents Psychopath [[Traits|trait]].''&lt;br /&gt;
| Melee {{+|6}}&lt;br /&gt;
| Social{{br}}Caring&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{cross}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Treasure hunter&lt;br /&gt;
| NAME explored outer rim planets in hopes of finding rare treasures. After succeeding in finding one legendary sculpture, he was betrayed by his men. He survived their treasonous attack, but the sculpture was taken. He created the Anvil Mercenary Company to help him seek revenge.&lt;br /&gt;
| Shooting {{+|5}}{{br}}Melee {{+|5}}{{br}}Social {{+|4}}{{br}}Medicine {{+|2}}{{br}}Cooking {{+|2}}&lt;br /&gt;
| Dumb labor{{br}}Animals{{br}}Artistic&lt;br /&gt;
| {{check}} || ? || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
! Tunnelworld illuminator{{br}}(Illuminator)&lt;br /&gt;
| Among tunnel-dwellers, those with vision as strong as NAME's are revered as sages. HECAP would lead the way, marking spots to dig with bioluminescent fungus and warning others of impending danger.&lt;br /&gt;
| Mining {{+|3}}{{br}}Social {{+|2}}&lt;br /&gt;
| N/A&lt;br /&gt;
| {{cross}} || {{check}} || {{check}} || {{check}} || {{cross}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Urbworld sex slave&lt;br /&gt;
| NAME was sold into sexual slavery. Having been designed to be inhumanly attractive and too weak to rebel against HIS masters, HE was passed between dozens of owners and knew nothing of freedom.{{br}}''Note: Automatically grants the beautiful [[Traits | trait]]&lt;br /&gt;
| Social {{+|6}}{{br}}Cooking {{+|2}}{{br}}Artistic {{--|2}}&lt;br /&gt;
| Hunting{{br}}Researching&lt;br /&gt;
| ? || ? || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
! Villain&lt;br /&gt;
|After rising to the top of his criminal band, NAME was taught the arts of villainy, from handling firearms to developing new weapon technologies. He excelled at bending others to his will.&lt;br /&gt;
| Shooting {{+|4}}{{br}}Social {{+|6}}{{br}}Mining {{--|2}}{{br}}Intellectual {{+|2}}&lt;br /&gt;
| Hauling&lt;br /&gt;
| ? || {{check}} || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
! Ace Fighter Pilot{{br}}(Ace)&lt;br /&gt;
| NAME graduated from the Star Academy with honors and distinguished HIMself as an ace fighter pilot in three campaigns against more advanced aggressor cultures. However, after one vicious battle, HE found HIMself stranded and HIS carrier ship destroyed. With nowhere to go, HE entered HIS escape pod and prayed.&lt;br /&gt;
|Shooting {{+|3}}{{br}}Melee {{+|2}}{{br}}Social {{+|3}}{{br}}Medicine {{+|3}}{{br}}Mining {{--|3}}{{br}}Research {{+|2}}&lt;br /&gt;
| N/A&lt;br /&gt;
| ? || ? || ? || ? || ? || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Explorer&lt;br /&gt;
| NAME traveled from planet to planet, gathering samples, stories, and research. HECAP hoped one day to compile a record of every animal, plant, mineral, and machine and device in known space: The Complete Traveler's Guide to the RimWorlds.&lt;br /&gt;
| Shooting {{+|2}}{{br}}Melee {{+|2}}{{br}}Mining {{+|3}}{{br}}Crafting {{+|2}}{{br}}Research {{+|3}}&lt;br /&gt;
| N/A&lt;br /&gt;
| ? || ? || ? || ? || {{check}} || ?&lt;br /&gt;
|-&lt;br /&gt;
! Nurse&lt;br /&gt;
| NAME worked in an industrial-era hospital, doing routine work such as changing bandages and taking temperatures.{{br}}{{br}}It was a busy job, but HE could always find time for a chat with a patient.&lt;br /&gt;
| Social {{+|4}}{{br}}Medicine {{+|5}}&lt;br /&gt;
| Violent{{br}}Hunting&lt;br /&gt;
| {{check}} || {{cross}} || {{check}} || {{cross}} || {{cross}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
!Addiction Counsel&lt;br /&gt;
|After recovering from a joywire addiction, NAME adopted a non-violent way of life and vowed to help others. Traveling between communities, HE used medicine, arts, and crafts to aid others who struggled with their own addictions.&lt;br /&gt;
| Social {{+|8}}{{br}}Medicine {{+|3}}{{br}}Artistic {{+|3}}{{br}}Crafting {{+|3}}{{br}}&lt;br /&gt;
|N/A&lt;br /&gt;
| ? || ? || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
! Mathematician{{br}}(Math prof)&lt;br /&gt;
| NAME did mathematical research at a university.{{br}}{{br}}HECAP spent much of HIS spare time immersed in shooting simulations, though HE was frequently ridiculed by other players for HIS terrible aim.&lt;br /&gt;
| Shooting {{--|3}}{{br}}Research {{+|8}}&lt;br /&gt;
| Dumb labor&lt;br /&gt;
| {{check}} || {{cross}} || {{cross}} || {{cross}} || {{check}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Charity worker{{br}}(Altruist)&lt;br /&gt;
| Glitterworlds are havens of safety and comfort for those lucky enough to live there, but NAME could not ignore nearby planets where people suffered in poverty. HECAP spent HIS working life appealing for donations and supporting those in need.{{br}}''Note: Prevents Psychopath [[Traits|trait]].''&lt;br /&gt;
| Social {{+|6}}{{br}}Mining {{--|3}}&lt;br /&gt;
| Violent&lt;br /&gt;
| {{check}} || {{cross}} || {{cross}} || {{cross}} || {{check}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Low-wage worker{{br}}(Grunt)&lt;br /&gt;
| NAME worked a variety of casual jobs to support HIS family, gaining a set of basic hands-on skills.&lt;br /&gt;
| Cooking {{+|4}}{{br}}Growing {{+|3}}{{br}}Crafting {{+|3}}&lt;br /&gt;
| N/A&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{cross}} || {{cross}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Taxonomist&lt;br /&gt;
| NAME travelled between star systems, studying and classifying the plant and animal life HE found in the hopes of creating a complete catalogue.&lt;br /&gt;
| Animals {{+|5}}{{br}}Growing {{+|5}}&lt;br /&gt;
| Violent&lt;br /&gt;
| {{check}} || {{cross}} || {{check}} || {{check}} || {{check}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Geologist&lt;br /&gt;
| NAME worked with miners and cave-diggers, identifying rock types and natural formations.{{br}}{{br}}During HIS years underground HE also gained experience repairing drilling machines and other technical equipment.&lt;br /&gt;
| Mining {{+|8}}{{br}}Crafting {{+|3}}&lt;br /&gt;
| N/A&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Courtesean&lt;br /&gt;
| NAME was used for HIS body by hundreds of customers in brothels on several planets. HECAP gained some mental marks and a special kind of street smarts.{{br}}''Note: Automatically grants the beautiful [[Traits | trait]]''&lt;br /&gt;
| Social {{+|8}}{{br}}Melee {{+|3}}&lt;br /&gt;
| Dumb labor{{br}}Skilled labor&lt;br /&gt;
| {{cross}} || {{cross}} || {{check}} || {{cross}} || {{cross}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Space marine{{br}}(Marine)&lt;br /&gt;
| NAME was a warrior in an Imperial navy. HISCAP job was to punch into enemy starships, gun down the crew, and capture the ship intact. And HE was good at it.&lt;br /&gt;
| Melee {{+|5}}{{br}}Shooting {{+|7}}&lt;br /&gt;
| N/A&lt;br /&gt;
| {{cross}} || {{check}} || {{check}} || {{cross}} || {{cross}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Assassin&lt;br /&gt;
| NAME was a professional assassin. HECAP was cold, calculating, and made a good profit. In this business, an utter lack of empathy was an asset.&lt;br /&gt;
| Melee {{+|10}}{{br}}Shooting {{+|10}}{{br}}Mining {{--|2}}{{br}}Growing {{--|2}}{{br}}Construction {{--|2}}&lt;br /&gt;
| Intellectual{{br}}Dumb labor{{br}}Skilled labor{{br}}Social{{br}}Caring&lt;br /&gt;
| {{cross}} || {{check}} || {{check}} || {{cross}} || {{cross}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Actor&lt;br /&gt;
| NAME travelled HIS homeworld with a company of actors, playing to packed theatres and loving audiences everywhere. HECAP was a perfectionist, and made HIS own props and costumes rather than use the ones HE was given.&lt;br /&gt;
| Social {{+|8}}{{br}}Crafting {{+|3}}&lt;br /&gt;
| Dumb labor&lt;br /&gt;
| {{check}} || {{cross}} || {{check}} || {{cross}} || {{check}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Tactician&lt;br /&gt;
| NAME joined the space navy in an unstable system, fraught with large-scale interplanetary wars. they turned out to have a sharp mind for battle, and became adept at commanding large armies to great effect.&lt;br /&gt;
| Shooting {{+|4}}{{br}}Research {{+|4}}&lt;br /&gt;
| Social{{br}}Artistic&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{cross}} || {{cross}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Glitterworld officer{{br}}(Officer)&lt;br /&gt;
| Though glitterworlds are peaceful places, they often remain prepared for war. NAME's unit rarely saw any real action.{{br}}{{br}}Though HE pursued HIS artistic hobbies, HIS subordinates preferred to entertain themselves by brawling, so NAME got good at breaking up fights.&lt;br /&gt;
| Melee {{+|6}}{{br}}Artistic{{+|4}}&lt;br /&gt;
| Dumb labor&lt;br /&gt;
| {{check}} || {{check}} || {{cross}} || {{cross}} || {{cross}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Veterinarian{{br}}(Vet)&lt;br /&gt;
| NAME treated sick and injured animals for a living. Seeing their suffering affected HIS stance on the practice of eating meat, and for many years HE lived as a vegetarian, rejecting the meat-loving culinary tradition of HIS homeworld.&lt;br /&gt;
| Animals {{+|4}}{{br}}Medicine {{+|4}}{{br}}Cooking {{--|4}}&lt;br /&gt;
| N/A&lt;br /&gt;
| {{check}} || {{cross}} || {{check}} || {{cross}} || {{cross}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Explosives expert{{br}}(Blaster)&lt;br /&gt;
| NAME was an explosive engineer employed in mines. HECAP took HIS job very seriously and was well-versed in the technicalities - so much so that HE refused to demean HIMself by helping with the clean-up once HIS carefully-calculated explosion was complete.&lt;br /&gt;
| Mining {{+|5}}{{br}}Research {{+|5}}&lt;br /&gt;
| Dumb labor&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{cross}} || {{cross}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Recruiter&lt;br /&gt;
| NAME was part of an revered order of martial artists, infamous both for their skill in combat and for their practice of refusing to treat their wounded.{{br}}{{br}}HECAP travelled HIS homeworld, judging the young people HE met to determine if they might be suitable for training.&lt;br /&gt;
| Melee {{+|5}}{{br}}Social {{+|5}}&lt;br /&gt;
| Caring&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{cross}} || {{check}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Psychiatric patient{{br}}(Patient)&lt;br /&gt;
| NAME spent most of HIS adult life in an insane asylum. HISCAP industrial homeworld had a poor understanding of mental illness, and HE was treated more like an animal than a person.{{br}}{{br}}Though HE eventually recovered and was released, HIS experience dampened many of HIS basic life skills.&lt;br /&gt;
| Cooking {{--|2}}{{br}}Crafting {{--|2}}&lt;br /&gt;
| Social{{br}}Caring{{br}}Scary{{br}}Cooking&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{cross}} || {{cross}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! VR designer{{br}}(Game dev)&lt;br /&gt;
| NAME designed virtual reality simulations for glitterworld citizens. HECAP paid great attention to the details of HIS worlds, including learning all HE could about plant life to make HIS landscapes more realistic.&lt;br /&gt;
| Construction {{+|3}}{{br}}Growing {{+|4}}{{br}}Artistic {{+|5}}&lt;br /&gt;
| Dumb labor&lt;br /&gt;
| {{check}} || {{cross}} || {{cross}} || {{check}} || {{cross}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Human computer{{br}}(Computer)&lt;br /&gt;
| NAME turned out to have an excellent memory and a gift for performing complex calculations in HIS head. A midworld dictator decided to employ NAME to keep track of HIS state's finances and expenditure, since electrical computers were too susceptible to hacking.&lt;br /&gt;
| Shooting {{+|3}}{{br}}Research {{+|7}}&lt;br /&gt;
| Artistic&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{cross}} || {{cross}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Architect&lt;br /&gt;
| NAME designed and constructed buildings. On HIS glitterworld home, most of the technical aspects of architecture were handled by an AI. This enabled HIM to push the artistic limits of the craft, but also meant HE never had to get HIS hands dirty at building sites.&lt;br /&gt;
| Construction {{+|5}}{{br}}Artistic {{+|7}}{{br}}Crafting {{--|3}}&lt;br /&gt;
| Dumb labor&lt;br /&gt;
| {{check}} || {{cross}} || {{cross}} || {{cross}} || {{check}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Sculptor&lt;br /&gt;
| NAME started off sculpting person-sized chunks of stone, but HE soon began to think bigger. With the help of mining robots, HE learned how to carve huge monuments out of cliffsides. Soon the nature parks of the glitterworld where HE lived were full of giant rock figures.&lt;br /&gt;
| Growing {{--|4}}{{br}}Mining {{+|4}}{{br}}Artistic {{+|8}}&lt;br /&gt;
| Dumb labor{{br}}Crafting{{br}}Cooking&lt;br /&gt;
| {{check}} || {{cross}} || {{cross}} || {{cross}} || {{check}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Medieval lord{{br}}(Noble)&lt;br /&gt;
| NAME was a lord on a preindustrial planet. HECAP went to parties, managed the underlings, and even learned some swordplay.{{br}}{{br}}HISCAP soft hands did not hold a work tool during that entire time. HECAP considers manual labor to be beneath HIM.&lt;br /&gt;
| Social {{+|7}}{{br}}Melee {{+|5}}{{br}}Shooting {{+|5}}{{br}}Construction {{--|5}}{{br}}Growing {{--|5}}{{br}}Mining {{--|5}}&lt;br /&gt;
| Dumb labor{{br}}Skilled labor&lt;br /&gt;
| {{check}} || {{cross}} || {{cross}} || {{cross}} || {{cross}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Urbworld entrepreneur{{br}}(Entrepreneur)&lt;br /&gt;
| In the urbworlds, most suffer. But someone has to run the corporations.{{br}}{{br}}NAME learned the skills of the trade - greasing palms and technical analysis. HECAP is a sociointellectual machine.&lt;br /&gt;
| Social {{+|6}}{{br}}Research {{+|3}}&lt;br /&gt;
| N/A&lt;br /&gt;
| {{check}} || {{cross}} || {{cross}} || {{cross}} || {{cross}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Healer&lt;br /&gt;
| After HIS tribe's elder healer was killed in a raid, NAME took on the role. HECAP spent HIS days scrounging up herbs and mineral compounds from the nearby area to use in surprisingly effective remedies.&lt;br /&gt;
| Medicine {{+|4}}{{br}}Growing {{+|3}}&lt;br /&gt;
| N/A&lt;br /&gt;
| {{cross}} || {{cross}} || {{cross}} || {{cross}} || {{cross}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
! Lore keeper{{br}}(Keeper)&lt;br /&gt;
| NAME was one of a long line of lore keepers in HIS tribe. Every night around the fire, HE would pass on ancient knowledge and helpful wisdom through stories.&lt;br /&gt;
| Research {{+|2}}{{br}}Social {{+|3}}{{br}}Artistic {{+|2}}&lt;br /&gt;
| N/A&lt;br /&gt;
| {{cross}} || {{cross}} || {{cross}} || {{cross}} || {{cross}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
! Evangelist&lt;br /&gt;
| On HIS 21st birthday, NAME experienced a religious awakening. HECAP decided to spend the rest of HIS life spreading the word of HIS deity, the beauty of its culture, and its unusual medical tradition.&lt;br /&gt;
| Social {{+|4}}{{br}}Artistic {{+|4}}{{br}}Medicine {{--|3}}&lt;br /&gt;
| N/A&lt;br /&gt;
| {{cross}} || {{cross}} || {{check}} || {{cross}} || {{check}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Civil servant{{br}}(Clerk)&lt;br /&gt;
| NAME worked as a low-ranking administrator for a moribund government bureaucracy. HECAP is most at home filling out complicated paperwork and playing office politics.&lt;br /&gt;
| Social {{+|3}}{{br}}Construction {{--|2}}{{br}}Research {{+|3}}&lt;br /&gt;
| N/A&lt;br /&gt;
| {{check}} || {{cross}} || {{check}} || {{check}} || {{cross}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Con artist&lt;br /&gt;
| NAME never created anything in HIS life. HECAP did, however, prove to be a natural at getting others to give HIM what they had created.&lt;br /&gt;
| Social {{+|10}}&lt;br /&gt;
| Violent&lt;br /&gt;
| {{cross}} || {{cross}} || {{check}} || {{check}} || {{cross}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Hermit&lt;br /&gt;
| Worn out by the pressures of social interaction, NAME left HIS crowded midworld city to live a simple life in the wilderness. There, HE spent HIS days alone, tending HIS garden and crafting the simple tools HE needed to survive.&lt;br /&gt;
| Growing {{+|4}}{{br}}Crafting {{+|3}}{{br}}Construction {{+|1}}&lt;br /&gt;
| Social&lt;br /&gt;
| {{cross}} || {{cross}} || {{check}} || {{cross}} || {{check}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Medieval minstrel{{br}}(Minstrel)&lt;br /&gt;
| NAME was a traveling entertainer on a medieval world.{{br}}{{br}}HECAP could always be found telling stories or singing songs, and is capable of protecting HIMself from the dangers of the road. However, HE was always conspicuously absent whenever there was hard labour to be done.&lt;br /&gt;
| Melee {{+|2}}{{br}}Social {{+|4}}{{br}}Artistic {{+|3}}&lt;br /&gt;
| Skilled labor{{br}}Hauling&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{cross}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Housemate{{br}}(Housemate)&lt;br /&gt;
| As an adult, NAME kept house and cared for children while HIS spouse worked.&lt;br /&gt;
| Medicine {{+|3}}{{br}}Cooking {{+|3}}{{br}}Crafting {{+|2}}&lt;br /&gt;
| N/A&lt;br /&gt;
| {{check}} || {{cross}} || {{check}} || {{check}} || {{cross}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Glitterworld empath{{br}}(Empath)&lt;br /&gt;
| NAME had an amazing ability to relate to others and mediate conflict. HECAP was selected to train as an empath. The training intensified HIS natural abilities, but HE became unable to harm others.&lt;br /&gt;
| Social {{+|8}}{{br}}Medicine {{+|2}}&lt;br /&gt;
| Violent&lt;br /&gt;
| {{check}} || {{cross}} || {{check}} || {{check}} || {{cross}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Teacher&lt;br /&gt;
| NAME was educated in the liberal arts and taught at a public school. HECAP was widely knowledgeable and well-liked by HIS students.&lt;br /&gt;
| Research {{+|3}}{{br}}Social {{+|4}}&lt;br /&gt;
| N/A&lt;br /&gt;
| {{check}} || {{cross}} || {{check}} || {{check}} || {{cross}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Joywire artist{{br}}(Joywirer)&lt;br /&gt;
| NAME worked in an urbworld lab developing cutting-edge joywire software to maximize user pleasure.{{br}}{{br}}When the local government imposed harsh restrictions on joywire manufacturing, HE began selling HIS products on the black market.&lt;br /&gt;
| Artistic {{+|3}}{{br}}Research {{+|2}}{{br}}Medicine {{+|2}}&lt;br /&gt;
| Dumb labor&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Conceptual artist{{br}}(Artist)&lt;br /&gt;
| NAME was well-known in art circles on HIS home world for HIS unique and creative conceptual artworks.{{br}}{{br}}Nobody was sure exactly what HE was trying to communicate, but HIS pieces were highly valued by collectors.&lt;br /&gt;
| Artistic {{+|8}}{{br}}Crafting {{+|1}}&lt;br /&gt;
| Social{{br}}Caring{{br}}Hauling&lt;br /&gt;
| {{check}} || {{cross}} || {{check}} || {{check}} || {{cross}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Genetic engineer&lt;br /&gt;
| NAME carried out HIS first genetic experiments on farm animals. HECAP soon grew to become quite skilled in all forms of genetic engineering. A horrifying lab accident left HIM with a mortal fear of rodents.&lt;br /&gt;
| Medicine {{+|2}}{{br}}Growing {{+|1}}{{br}}Research {{+|6}}&lt;br /&gt;
| Hunting&lt;br /&gt;
| ? || ? || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
! Serial murderer&lt;br /&gt;
| NAME started to enjoy killing people, so HE did more often and perfected HIS methods. HECAP lurked in the darkest streets, stalking prey for hours.{{br}}{{br}}HECAP enjoyed making artworks of HIS victims, and was known for leaving HIS signature on the bodies of those HE killed.&lt;br /&gt;
| Shooting {{+|4}}{{br}}Melee {{+|4}}{{br}}Artistic {{+|4}}&lt;br /&gt;
| Animals&lt;br /&gt;
| ? || ? || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
! Galactic sightseer{{br}}(Sightseer)&lt;br /&gt;
| NAME traveled the stars. HECAP could barely scrape together travel costs doing odd-jobs on stations, but it was all worth it. Seeing the wonders of the galaxy was where HE found HIS calling.{{br}}{{br}}HECAP loved camping on exotic worlds and learning the patterns of strange wildlife. The wonders of the universe inspired HIM like nothing else could.&lt;br /&gt;
| Shooting {{+|2}}{{br}}Melee {{+|2}}{{br}}Medicine {{+|2}}{{br}}Growing {{+|2}}{{br}}Artistic {{+|2}}&lt;br /&gt;
| N/A&lt;br /&gt;
| ? || ? || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
! Alcoholic trucker{{br}}(Alcoholic)&lt;br /&gt;
| NAME was a space trucker working for Arcknight Industries when HE killed HIS wife and daughter in a crash.{{br}}{{br}}HISCAP body was repaired with an experimental nano-genetic therapy. Now HIS muscles continually regenerate and harden, and every movement tears the tissue anew. HECAP bears the pain in silence.&lt;br /&gt;
| Shooting {{+|2}}{{br}}Melee {{+|2}}{{br}}Mining {{+|4}}&lt;br /&gt;
| Intellectual{{br}}Caring{{br}}Artistic{{br}}Cleaning&lt;br /&gt;
| ? || ? || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
! Core world jeweler{{br}}(Jeweler)&lt;br /&gt;
| After NAME had completed all of HIS surgeries, HE found that HE had a lot of time and energy to dedicate to HIS passion: trinket crafting. HECAP spent years perfecting HIS art as a jeweler, then left HIS home world to sell HIS wares across the galaxy.&lt;br /&gt;
| Shooting {{--|1}}{{br}}Cooking {{--|3}}{{br}}Construction {{+|3}}{{br}}Artistic {{+|5}}{{br}}Crafting {{+|7}}&lt;br /&gt;
| N/A&lt;br /&gt;
| ? || ? || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
! Information broker{{br}}(Broker)&lt;br /&gt;
| NAME caught a ship to the next star system and began a life of travel and learning, quickly collecting a massive bank of knowledge from people of all shapes and sizes.{{br}}{{br}}HECAP learned to sell this knowledge for great profit, and became a powerful broker of information.&lt;br /&gt;
| Shooting {{--|1}}{{br}}Melee {{--|2}}{{br}}Social {{+|5}}{{br}}Research {{+|4}}&lt;br /&gt;
| N/A&lt;br /&gt;
| ? || ? || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
! Mercenary chef{{br}}(Mercenary)&lt;br /&gt;
| Following in HIS family's footsteps, NAME was a soldier for hire.{{br}}{{br}}HECAP is a naturally gifted sharpshooter. However, HIS real passion is in perfecting a new recipe or dissecting a new gadget.&lt;br /&gt;
| Shooting {{+|4}}{{br}}Cooking {{+|5}}{{br}}Construction {{--|3}}{{br}}Mining {{--|3}}{{br}}Crafting {{+|5}}&lt;br /&gt;
| Plant work&lt;br /&gt;
| ? || ? || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
! AI researcher{{br}}(Researcher)&lt;br /&gt;
| NAME was a renowned researcher in artificial intelligence, robotics, and interactive holography. HISCAP friendships with the artificial minds he created gave HIM the confidence to interact with real people, and HE soon excelled at personal communication.&lt;br /&gt;
| Melee {{--|2}}{{br}}Social {{+|4}}{{br}}Mining {{--|2}}{{br}}Crafting {{+|1}}{{br}}Research {{+|6}}&lt;br /&gt;
| Dumb labor&lt;br /&gt;
| ? || ? || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
! Spy{{br}}(Spy)&lt;br /&gt;
| NAME was trained by HIS government in infiltration and espionage. HECAP learned to keep a cool head and to talk HIS way out of tight situations. When talking didn't work, HE was capable of more violent direct action.&lt;br /&gt;
| Shooting {{+|2}}{{br}}Melee {{+|2}}{{br}}Social {{+|7}}&lt;br /&gt;
| N/A&lt;br /&gt;
| ? || ? || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
! Pop idol{{br}}(Pop idol)&lt;br /&gt;
| NAME performed and did interviews constantly. HECAP refined HIS skills in dancing and singing, and became a master of social presentation.{{br}}''Note: Automatically grants the beautiful [[Traits | trait]]&lt;br /&gt;
| Shooting {{--|4}}{{br}}Melee {{--|4}}{{br}}Social {{+|8}}{{br}}Mining {{--|4}}{{br}}Artistic {{+|8}}&lt;br /&gt;
| Dumb labor{{br}}Cleaning{{br}}Hauling{{br}}Plant work{{br}}Mining&lt;br /&gt;
| ? || ? || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
! Criminal surgeon{{br}}(Surgeon)&lt;br /&gt;
| Being near many injured fellow criminals, NAME took it upon HIMself to work on them.{{br}}{{br}}Although many people died, HE did get better at using knives.&lt;br /&gt;
| Melee {{+|6}}{{br}}Social {{--|2}}{{br}}Medicine {{+|5}}{{br}}Artistic {{+|1}}{{br}}Research {{--|3}}&lt;br /&gt;
| N/A&lt;br /&gt;
| ? || ? || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
! Wandering healer{{br}}(Healer)&lt;br /&gt;
| NAME studied to be a doctor, but was dissatisfied with HIS practice on an otherwise peaceful midworld.{{br}}{{br}}Instead, HE chose to pull up roots and travel to the rimworlds in order to care for people who needed HIM most.&lt;br /&gt;
| Social {{+|3}}{{br}}Medicine {{+|7}}{{br}}Cooking {{+|2}}{{br}}Construction {{--|1}}{{br}}Mining {{--|1}}&lt;br /&gt;
| Violent&lt;br /&gt;
| ? || ? || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
! Combat engineer{{br}}(Engineer)&lt;br /&gt;
| NAME became a combat engineer. HECAP built bases, fixed guns, and repaired vehicles for the army - when HE wasn't shooting at people, that is.&lt;br /&gt;
| Shooting {{+|5}}{{br}}Constructing {{+|2}}{{br}}Crafting {{+|3}}&lt;br /&gt;
| N/A&lt;br /&gt;
| ? || ? || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
! Urbworld pimp&lt;br /&gt;
| At first, NAME made a small profit from selling drugs. Then, HE switched to selling women and made a fortune.{{br}}{{br}}HECAP developed great skills with HIS fists. HECAP also learned to fix up the injuries HE inflicted on the girls.&lt;br /&gt;
| Melee {{+|6}}{{br}}Social {{+|4}}{{br}}Medicine {{+|5}}&lt;br /&gt;
| Cleaning&lt;br /&gt;
| ? || ? || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
! Combat negotiator{{br}}(Negotiator)&lt;br /&gt;
| After escaping HIS homeworld, NAME took HIS skills to the stars.{{br}}{{br}}HECAP chose to operate as a hired gun, working for various rebel organizations, enslaved groups, and merchant enclaves. HISCAP specialty was negotiation in combat situations.&lt;br /&gt;
| Shooting {{+|4}}{{br}}Melee {{+|3}}{{br}}Social {{+|3}}&lt;br /&gt;
| N/A&lt;br /&gt;
| {{check}} || ? || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
! Graphic designer{{br}}(Designer)&lt;br /&gt;
| NAME's interest in artistic expression led HIM to become a designer. HISCAP eye for detail made HIM a reasonably well-known artist on HIS planet, though HIS meticulousness often led HIM to spend too much time perfecting a single project.&lt;br /&gt;
| Artistic {{+|7}}{{br}}Crafting {{+|1}}&lt;br /&gt;
| N/A&lt;br /&gt;
| ? || ? || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
! Flaneur{{br}}(Flaneur)&lt;br /&gt;
| NAME sipped and strolled HIS way through the streets and cafes of HIS world, pursuing freedom at every turn, never becoming attached.{{br}}{{br}}Through all this time, HE remained distrustful of others. And never took an order from anyone.&lt;br /&gt;
| Social {{+|6}}{{br}}Cooking {{+|3}}{{br}}Artistic {{+|3}}{{br}}Intellectual {{+|3}}&lt;br /&gt;
| N/A&lt;br /&gt;
| ? || ? || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
! Unethical doctor (Doctor)&lt;br /&gt;
| NAME became a doctor to save lives and research medicine. She soon realized the only way to make progress on her research was to perform experiments on human patients. She often used patients for her experiments - whether they were willing or not.&lt;br /&gt;
| Medicine {{+|6}}{{br}} Intellectual {{+|6}}&lt;br /&gt;
| Wardening{{br}} Plant cutting{{br}} Hauling{{br}} Cleaning&lt;br /&gt;
| ? || {{check}} || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
! Vinho king{{br}}(Booze king)&lt;br /&gt;
| After prohibition came to Aracena VI, NAME expanded his underground liquor business until it dominated the market on two continents. They called him the Vinho King. Though he mostly controlled his competition by masterful political maneuvering, he was not above the occasional beat-down or stiletto assassination.&lt;br /&gt;
| Shooting {{+|3}}{{br}}Social {{+|7}}{{br}}Intellectual {{+|3}}&lt;br /&gt;
| Plant work&lt;br /&gt;
| ? || {{check}} || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
! War chief&lt;br /&gt;
| NAME was a tribal gang leader on a neolithic planet. For him, the battlefield is a game, and there is nothing more fun than the fires of war.&lt;br /&gt;
| Shooting {{+|7}}{{br}}Melee {{+|5}}{{br}}Social {{+|2}}&lt;br /&gt;
| Cleaning{{br}}Hauling{{br}}Plant work&lt;br /&gt;
| ? || ? || ? || {{check}} || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
! Warrior&lt;br /&gt;
| NAME was a fearsome warrior, proficient with many weapons. HECAP participated in many battles.&lt;br /&gt;
| Melee {{+|6}}{{br}}Shooting {{+|2}}{{br}}Social {{--|2}}&lt;br /&gt;
| N/A&lt;br /&gt;
| {{cross}} || {{cross}} || {{cross}} || {{check}} || {{cross}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
! Weaver&lt;br /&gt;
| NAME was an expert at working muffalo wool, plant fibres and natural dyes into beautiful clothing for HIS kin. HISCAP beautiful handicrafts were traded frequently between local tribes.&lt;br /&gt;
| Crafting {{+|5}}{{br}}Growing {{+|2}}&lt;br /&gt;
| N/A&lt;br /&gt;
| {{cross}} || {{cross}} || {{cross}} || {{cross}} || {{cross}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
! Wildlife ranger{{br}}(Ranger)&lt;br /&gt;
| Dismayed at the poachers driving several animal species to near-extinction, NAME became a wildlife ranger. He cared for and protected the animals - by force if necessary. He grew to hate people slaughtering animals for luxury and profit.&lt;br /&gt;
| Shooting {{+|2}}{{br}}Animals {{+|8}}{{br}}Medicine {{+|2}}&lt;br /&gt;
| Art&lt;br /&gt;
| ? || ? || ? || {{check}} || ? || ?&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Yoshida Keiji</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Training&amp;diff=62858</id>
		<title>Training</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Training&amp;diff=62858"/>
		<updated>2019-03-18T11:00:13Z</updated>

		<summary type="html">&lt;p&gt;Yoshida Keiji: Sorted attributes in the same order given in game through Bio.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are various methods to train your [[colonist]]s various skills.  Below are a few of the many ways possible.&lt;br /&gt;
&lt;br /&gt;
== Shooting training ==&lt;br /&gt;
By drafting a colonist and ordering him to attack something indestructible or reparable, you can train their shooting skill outside of the regular &amp;quot;training&amp;quot; they receive when the colony is under attack. This is much, much slower than shooting at a hostile target.&lt;br /&gt;
&lt;br /&gt;
[[Crafting spot]]s or [[Animal sleeping spot]]s are two such objects that can be used for target practice.&lt;br /&gt;
&lt;br /&gt;
=== Aggravating animals ===&lt;br /&gt;
Enrage an animal then get a colonist who's capable of moving faster than it to distract the animal. Meanwhile, get your trainee to fix his sights on the animal. Run around as much as possible until the animal is killed or downed.&lt;br /&gt;
&lt;br /&gt;
Shooting at the animal, which is hostile, gives XP at the same rate that you would shoot at other hostile targets. If you want your living target to last longer, the trainee should shoot as far away as possible, and select a slow animal. Optimally, the animal should be small as well, such as tortoises or rats.&lt;br /&gt;
&lt;br /&gt;
== Melee training==&lt;br /&gt;
Fighting anything with a melee weapon will level melee. Hunting with melee can help level up skill, but animals are prone to fighting back so be warned.&lt;br /&gt;
&lt;br /&gt;
To level melee more safely, take prisoners who are incapable of Violent and repeatedly punch, then heal them in their prison cell. To avoid accidentally killing your prisoners, use fists only with neither a melee nor ranged weapon equipped. Carefully watch the health of the prisoner pausing the game between each punch if needed. A colonist with no weapon (not even a ranged weapon) does up to 7 base blunt damage per punch (see [[Weapons#Base_Melee_Stats|Base Melee Stats]] for details), so when any single body part falls below 8 hp remaining, stop and allow the prisoner to heal.&lt;br /&gt;
&lt;br /&gt;
== Construction training ==&lt;br /&gt;
The act of construction and repair produces lots of XP all on its own. Construction can be quickly raised by repeatedly building and rebuilding furniture, which is itself useful for scoring higher quality furniture for the colony. Note that this will require a healthy supply of wood or cotton. Dismantling gives XP as well, so you are earning while building or scrapping.  Stonecutting also gives construction XP instead of crafting XP despite being a crafting task.&lt;br /&gt;
&lt;br /&gt;
===Combined Construction and Shooting Training===&lt;br /&gt;
This method trains the Construction and Shooting skills simultaneously.&lt;br /&gt;
&lt;br /&gt;
When using this method, keep in mind the possibility of friendly fire.  It the shortest path from point A to point B goes through the live side of the firing range, one of your colonists may be hit.  An easy solution to this problem is to isolate the firing range from the rest of your base and never use orders in the region without holding fire.&lt;br /&gt;
&lt;br /&gt;
Helpful Tips:&lt;br /&gt;
# Do not make either room smaller than three tiles to prevent the &amp;quot;cramped environment&amp;quot; debuff.&lt;br /&gt;
# Use [[stone wall]]s for their superior durability.&lt;br /&gt;
# Use [[autopistol]]s when training shooting, this weapon shoots the fastest thus levels up your colonists the fastest.&lt;br /&gt;
# Designate the colonists you intend to train so that they can only repair.&lt;br /&gt;
# Increasing the number of shooters or using high DPS weapons increases the rate at which the walls are damaged.  It is important to have a balance of shooters and repairers.&lt;br /&gt;
# Watch the shooter's morale and needs, if they are drafted too long a mental break becomes likely.&lt;br /&gt;
# Giving the repairer a [[shield belt]] will help catch any 'stray' shots (Yes, they can and will shoot through a wall).&lt;br /&gt;
# Shoot no further than 3 tiles away from the wall to prevent friendly fire caused by pawns walking through the crossfire. They can and will do that quite often.&lt;br /&gt;
&lt;br /&gt;
== Mining training==&lt;br /&gt;
Mining skill steadily increases with time. It is sufficient to choose a dedicated mining colonist or two and they will master the skill over time.&lt;br /&gt;
&lt;br /&gt;
Once the required technologies have been researched, [[deep drill]]s can be built, and any valid area determined by the [[ground-penetrating scanner]] can be mined. A colonist is needed to operate a deep drill and is given mining experience.&lt;br /&gt;
&lt;br /&gt;
== Cooking training ==&lt;br /&gt;
The cook skill level is increased over time from colonists using the butchering table and stoves. The higher the level of cooking skill a colonist has the less likely chance the food will poison anyone. Higher cooking skill also allows them to unlock the [[fine meal]] or [[lavish meal]] recipes.&lt;br /&gt;
&lt;br /&gt;
== Growing training ==&lt;br /&gt;
XP is given at a steady pace for both planting seeds and harvesting crops. Simply giving a colonist lots of time to farm will increase their skill. Give your farmers extra time to work by having non farmers haul the harvest.&lt;br /&gt;
&lt;br /&gt;
You can earn some XP by weeding out large tracts of land, perhaps to act as firebreaks. This is quite intensive.&lt;br /&gt;
&lt;br /&gt;
== Crafting training ==&lt;br /&gt;
Crafting skill increases steadily with work time. Crafting is a pretty common task in mid-late game so there's lots of opportunities to train. &lt;br /&gt;
&lt;br /&gt;
If you wish to conserve materials, you can task the pawn on an [[electric tailoring bench]] which has been switched off. XP is given at a constant rate, regardless of work speed, so this will give more XP with the same amount of materials.&lt;br /&gt;
&lt;br /&gt;
Assembling [[component]]s is an effective albeit expensive way to top up crafting for level 8+ craftsmen.&lt;br /&gt;
&lt;br /&gt;
== Artistic training ==&lt;br /&gt;
Ensure a colonist is constantly set to create art. This boosts the skill quickly, especially if the colonist is interested in Art. The colonist will start by making low quality sculptures but will begin making very valuable masterworks before you know it.&lt;br /&gt;
&lt;br /&gt;
You can sell the artwork for silver, or place them around the base for beauty. If the art is of a very low quality however, it's best to deconstruct and try again.&lt;br /&gt;
&lt;br /&gt;
Initially it's better to use cheap materials like wood. After artists are leveled up sufficiently, switch to more expensive materials.&lt;br /&gt;
&lt;br /&gt;
== Medicine training ==&lt;br /&gt;
Repeated surgery such as adding and removing bionic limbs can boost a colonist's Medicine skill at the cost of medical supplies. Simply treating frequent wounds from battle, prisoners and animals will increase skill quickly. If that proves insufficient it is simple to deliberately inflict wounds (such as punching someone) then treat them. More injuries means more chances to heal. You monster.&lt;br /&gt;
&lt;br /&gt;
You should use regular medicine or above to reduce the risk of surgery failure.&lt;br /&gt;
&lt;br /&gt;
If there are no willing volunteers, you can also train medical skills on animals, though brutalizing animals will cause a -5 relations penalty.&lt;br /&gt;
&lt;br /&gt;
*Limb replacements:*&lt;br /&gt;
**Attach artificial or bionic limb to pawn (~2000 XP @ Interested)&lt;br /&gt;
**Remove part (~2000 XP)&lt;br /&gt;
***This will leave the pawn bleeding, and you can patch them up (~200 XP).&lt;br /&gt;
&lt;br /&gt;
*Euthanasia (~900 XP)&lt;br /&gt;
**Instead of slaughtering dead animals, allowing doctors to practice on them can quickly level up their doctoring skill. &lt;br /&gt;
**It requires medicine, be sure to have that handy. [[Herbal medicine]] will do for this, and you can grow quite a lot cheaply.&lt;br /&gt;
&lt;br /&gt;
== Social training ==&lt;br /&gt;
Each social chat with a colonist gives 4 social xp per per speech balloon at 1x skill modifier and 0 mood modifier. &lt;br /&gt;
&lt;br /&gt;
Having a friendly chat with a prisoner in order to convince him/her to join the colony gives roughly 50 social xp at 1x modifier per speech balloon. If you are recruiting prisoners, be sure that the one whose social skill you want to train is the warden.&lt;br /&gt;
Keeping a prisoner at &amp;quot;friendly chat&amp;quot; will allow wardens to keep having conversations indefinitely, allowing skill training. However, this costs a lot of food over time to keep the prisoner alive.[&lt;br /&gt;
&lt;br /&gt;
== Research training ==&lt;br /&gt;
Research skill steadily increases with time, so a dedicated researcher should give the best results. Research skill is rendered useless as soon as the research topics are over.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{nav/guides}}&lt;br /&gt;
[[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>Yoshida Keiji</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Training&amp;diff=62857</id>
		<title>Training</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Training&amp;diff=62857"/>
		<updated>2019-03-18T10:40:05Z</updated>

		<summary type="html">&lt;p&gt;Yoshida Keiji: /* Combined Construction and Shooting Training */ Removed http://i.imgur.com/zpDudS8.jpg?1 as it breaches Wikipedia:Manual of Style/Linking and Help:Creation and usage of media files&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are various methods to train your [[colonist]]s various skills.  Below are a few of the many ways possible.&lt;br /&gt;
&lt;br /&gt;
== Artistic training ==&lt;br /&gt;
Ensure a colonist is constantly set to create art. This boosts the skill quickly, especially if the colonist is interested in Art. The colonist will start by making low quality sculptures but will begin making very valuable masterworks before you know it.&lt;br /&gt;
&lt;br /&gt;
You can sell the artwork for silver, or place them around the base for beauty. If the art is of a very low quality however, it's best to deconstruct and try again.&lt;br /&gt;
&lt;br /&gt;
Initially it's better to use cheap materials like wood. After artists are leveled up sufficiently, switch to more expensive materials.&lt;br /&gt;
&lt;br /&gt;
== Construction training ==&lt;br /&gt;
The act of construction and repair produces lots of XP all on its own. Construction can be quickly raised by repeatedly building and rebuilding furniture, which is itself useful for scoring higher quality furniture for the colony. Note that this will require a healthy supply of wood or cotton. Dismantling gives XP as well, so you are earning while building or scrapping.  Stonecutting also gives construction XP instead of crafting XP despite being a crafting task.&lt;br /&gt;
&lt;br /&gt;
===Combined Construction and Shooting Training===&lt;br /&gt;
This method trains the Construction and Shooting skills simultaneously.&lt;br /&gt;
&lt;br /&gt;
When using this method, keep in mind the possibility of friendly fire.  It the shortest path from point A to point B goes through the live side of the firing range, one of your colonists may be hit.  An easy solution to this problem is to isolate the firing range from the rest of your base and never use orders in the region without holding fire.&lt;br /&gt;
&lt;br /&gt;
Helpful Tips:&lt;br /&gt;
# Do not make either room smaller than three tiles to prevent the &amp;quot;cramped environment&amp;quot; debuff.&lt;br /&gt;
# Use [[stone wall]]s for their superior durability.&lt;br /&gt;
# Use [[autopistol]]s when training shooting, this weapon shoots the fastest thus levels up your colonists the fastest.&lt;br /&gt;
# Designate the colonists you intend to train so that they can only repair.&lt;br /&gt;
# Increasing the number of shooters or using high DPS weapons increases the rate at which the walls are damaged.  It is important to have a balance of shooters and repairers.&lt;br /&gt;
# Watch the shooter's morale and needs, if they are drafted too long a mental break becomes likely.&lt;br /&gt;
# Giving the repairer a [[shield belt]] will help catch any 'stray' shots (Yes, they can and will shoot through a wall).&lt;br /&gt;
# Shoot no further than 3 tiles away from the wall to prevent friendly fire caused by pawns walking through the crossfire. They can and will do that quite often.&lt;br /&gt;
&lt;br /&gt;
== Cooking training ==&lt;br /&gt;
The cook skill level is increased over time from colonists using the butchering table and stoves. The higher the level of cooking skill a colonist has the less likely chance the food will poison anyone. Higher cooking skill also allows them to unlock the [[fine meal]] or [[lavish meal]] recipes.&lt;br /&gt;
&lt;br /&gt;
== Crafting training ==&lt;br /&gt;
Crafting skill increases steadily with work time. Crafting is a pretty common task in mid-late game so there's lots of opportunities to train. &lt;br /&gt;
&lt;br /&gt;
If you wish to conserve materials, you can task the pawn on an [[electric tailoring bench]] which has been switched off. XP is given at a constant rate, regardless of work speed, so this will give more XP with the same amount of materials.&lt;br /&gt;
&lt;br /&gt;
Assembling [[component]]s is an effective albeit expensive way to top up crafting for level 8+ craftsmen.&lt;br /&gt;
&lt;br /&gt;
== Growing training ==&lt;br /&gt;
XP is given at a steady pace for both planting seeds and harvesting crops. Simply giving a colonist lots of time to farm will increase their skill. Give your farmers extra time to work by having non farmers haul the harvest.&lt;br /&gt;
&lt;br /&gt;
You can earn some XP by weeding out large tracts of land, perhaps to act as firebreaks. This is quite intensive.&lt;br /&gt;
&lt;br /&gt;
== Medicine training ==&lt;br /&gt;
Repeated surgery such as adding and removing bionic limbs can boost a colonist's Medicine skill at the cost of medical supplies. Simply treating frequent wounds from battle, prisoners and animals will increase skill quickly. If that proves insufficient it is simple to deliberately inflict wounds (such as punching someone) then treat them. More injuries means more chances to heal. You monster.&lt;br /&gt;
&lt;br /&gt;
You should use regular medicine or above to reduce the risk of surgery failure.&lt;br /&gt;
&lt;br /&gt;
If there are no willing volunteers, you can also train medical skills on animals, though brutalizing animals will cause a -5 relations penalty.&lt;br /&gt;
&lt;br /&gt;
*Limb replacements:*&lt;br /&gt;
**Attach artificial or bionic limb to pawn (~2000 XP @ Interested)&lt;br /&gt;
**Remove part (~2000 XP)&lt;br /&gt;
***This will leave the pawn bleeding, and you can patch them up (~200 XP).&lt;br /&gt;
&lt;br /&gt;
*Euthanasia (~900 XP)&lt;br /&gt;
**Instead of slaughtering dead animals, allowing doctors to practice on them can quickly level up their doctoring skill. &lt;br /&gt;
**It requires medicine, be sure to have that handy. [[Herbal medicine]] will do for this, and you can grow quite a lot cheaply.&lt;br /&gt;
&lt;br /&gt;
== Melee training==&lt;br /&gt;
Fighting anything with a melee weapon will level melee. Hunting with melee can help level up skill, but animals are prone to fighting back so be warned.&lt;br /&gt;
&lt;br /&gt;
To level melee more safely, take prisoners who are incapable of Violent and repeatedly punch, then heal them in their prison cell. To avoid accidentally killing your prisoners, use fists only with neither a melee nor ranged weapon equipped. Carefully watch the health of the prisoner pausing the game between each punch if needed. A colonist with no weapon (not even a ranged weapon) does up to 7 base blunt damage per punch (see [[Weapons#Base_Melee_Stats|Base Melee Stats]] for details), so when any single body part falls below 8 hp remaining, stop and allow the prisoner to heal.&lt;br /&gt;
&lt;br /&gt;
== Mining training==&lt;br /&gt;
Mining skill steadily increases with time. It is sufficient to choose a dedicated mining colonist or two and they will master the skill over time.&lt;br /&gt;
&lt;br /&gt;
Once the required technologies have been researched, [[deep drill]]s can be built, and any valid area determined by the [[ground-penetrating scanner]] can be mined. A colonist is needed to operate a deep drill and is given mining experience.&lt;br /&gt;
&lt;br /&gt;
== Research training ==&lt;br /&gt;
Research skill steadily increases with time, so a dedicated researcher should give the best results. Research skill is rendered useless as soon as the research topics are over.&lt;br /&gt;
&lt;br /&gt;
== Shooting training ==&lt;br /&gt;
By drafting a colonist and ordering him to attack something indestructible or reparable, you can train their shooting skill outside of the regular &amp;quot;training&amp;quot; they receive when the colony is under attack. This is much, much slower than shooting at a hostile target.&lt;br /&gt;
&lt;br /&gt;
[[Crafting spot]]s or [[Animal sleeping spot]]s are two such objects that can be used for target practice.&lt;br /&gt;
&lt;br /&gt;
=== Combined Shooting and Construction training ===&lt;br /&gt;
See [[Training#Construction|Construction]] for more information.&lt;br /&gt;
&lt;br /&gt;
=== Aggravating animals ===&lt;br /&gt;
Enrage an animal then get a colonist who's capable of moving faster than it to distract the animal. Meanwhile, get your trainee to fix his sights on the animal. Run around as much as possible until the animal is killed or downed.&lt;br /&gt;
&lt;br /&gt;
Shooting at the animal, which is hostile, gives XP at the same rate that you would shoot at other hostile targets. If you want your living target to last longer, the trainee should shoot as far away as possible, and select a slow animal. Optimally, the animal should be small as well, such as tortoises or rats.&lt;br /&gt;
&lt;br /&gt;
== Social training ==&lt;br /&gt;
Each social chat with a colonist gives 4 social xp per per speech balloon at 1x skill modifier and 0 mood modifier. &lt;br /&gt;
&lt;br /&gt;
Having a friendly chat with a prisoner in order to convince him/her to join the colony gives roughly 50 social xp at 1x modifier per speech balloon. If you are recruiting prisoners, be sure that the one whose social skill you want to train is the warden.&lt;br /&gt;
Keeping a prisoner at &amp;quot;friendly chat&amp;quot; will allow wardens to keep having conversations indefinitely, allowing skill training. However, this costs a lot of food over time to keep the prisoner alive.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{nav/guides}}&lt;br /&gt;
[[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>Yoshida Keiji</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Uv4i8atb06m5rc0d&amp;topic_postId=uw5wkyvxnvlluikt&amp;topic_revId=uw5wkyvxnvlluikt&amp;action=single-view</id>
		<title>Topic:Uv4i8atb06m5rc0d</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Uv4i8atb06m5rc0d&amp;topic_postId=uw5wkyvxnvlluikt&amp;topic_revId=uw5wkyvxnvlluikt&amp;action=single-view"/>
		<updated>2019-03-18T09:39:18Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:Yoshida_Keiji&quot; class=&quot;mw-userlink&quot; title=&quot;User:Yoshida Keiji&quot;&gt;&lt;bdi&gt;Yoshida Keiji&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:Yoshida_Keiji&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:Yoshida Keiji&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Yoshida_Keiji&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Yoshida Keiji&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:Uv4i8atb06m5rc0d&amp;amp;topic_showPostId=uw5wkyvxnvlluikt#flow-post-uw5wkyvxnvlluikt&quot;&gt;commented&lt;/a&gt; on &quot;CodeSquid&quot; (&lt;em&gt;I updated the Community Portal half a year ago, but I&amp;#039;m not sure how many people visit it from the link in the Main Page. The text format...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Yoshida Keiji</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Hunt&amp;diff=62844</id>
		<title>Hunt</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Hunt&amp;diff=62844"/>
		<updated>2019-03-16T10:36:52Z</updated>

		<summary type="html">&lt;p&gt;Yoshida Keiji: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{Main Article|Orders}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Used to mark [[animals]] to be hunted by [[Menus#Hunt|hunters]]. Animals have a chance to revenge when harmed (a notification will appear when marking for hunting). &lt;br /&gt;
&lt;br /&gt;
Hunters only hunt when equipped with a [[Weapons#Ranged_Weapons|ranged weapon]]. Hunters are coded to shoot marked animals from a considerable distance to minimize the risk of injury should it try to revenge by turning [[Mood#Extreme break|manhunter]].&lt;br /&gt;
&lt;br /&gt;
Once a hunter's target is downed, they will finish it off at point-blank range.&lt;br /&gt;
&lt;br /&gt;
{{asof|A14}} projectiles fired by hunting colonists no longer intercept random targets.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{nav|order|wide}}&lt;br /&gt;
[[Category:Orders|*]]&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Yoshida Keiji</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Menus&amp;diff=62843</id>
		<title>Menus</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Menus&amp;diff=62843"/>
		<updated>2019-03-16T10:27:03Z</updated>

		<summary type="html">&lt;p&gt;Yoshida Keiji: /* Hunt */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Menus_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&amp;lt;!-- End Nav --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Tocright}}&lt;br /&gt;
&lt;br /&gt;
The following menus are found along the bottom edge of the screen.&lt;br /&gt;
The first eight menus are bound to hotkeys F1 through F8. (See: [[Controls]])&lt;br /&gt;
&lt;br /&gt;
==Architect==&lt;br /&gt;
The Architect menu is mainly used to designate construction.&lt;br /&gt;
{{Main|Architect}}&lt;br /&gt;
&lt;br /&gt;
==Work==&lt;br /&gt;
From the Work menu you can set the types of work you want your colonists to perform, though some colonists cannot perform all tasks. For example [[Backstories#Medieval_lord|nobles]] can only access [[research]] and [[firefighting]] whilst a [[Backstories#Colony_settler|settler]] can access all [[skills]].&lt;br /&gt;
&lt;br /&gt;
===Manual priorities===&lt;br /&gt;
The 'Manual priorities' mode toggles the interface between 'standard mode' (red X) and 'manual mode' (green check).&lt;br /&gt;
*Standard mode: Colonists only do work types they're assigned to, noted by a green check. Tasks on the left rank more importantly than tasks on the right.&lt;br /&gt;
*Manual mode: Each colonist's work type can be prioritized from 0 (blank) to 4. 1 is the highest priority, 4 is the lowest, and blank tasks will not be performed.&lt;br /&gt;
&lt;br /&gt;
===Assigning work===&lt;br /&gt;
An efficient colony depends on colonists doing work they're proficient at. Boxes on the work menu are used to assign work, and each box has a visible outline. The higher the colonist's skill, the brighter the outline, ranging from gray (worst), to white, to bright yellow (best).  Also, hovering over a skill box displays the colonist's skill level. Each box will also show a colonist's passion for that skill indicated by one or two flames. This will help you decide who you want doing each task. It is a good idea to study your colonists' skills and apply them to their strengths. Using the wrong people will slow down your progression. &lt;br /&gt;
To help keep you from using the wrong colonist for a job, a crunching sound is made when you assign a pawn to a work type which they won't do well due to low skill. Some colonists may not have a box for one or more work types; they are incapable of that work.&lt;br /&gt;
&lt;br /&gt;
===Incapable of work types===&lt;br /&gt;
Some characters are incapable of certain work and/or certain categories of work (i.e. violent, dumb labor). This is listed under &amp;lt;tt&amp;gt;&amp;lt;b&amp;gt;Incapable Of&amp;lt;/b&amp;gt;&amp;lt;/tt&amp;gt; in the character tab. Characters with a skill level 0 in a skill are still capable of performing the relevant task, they will just be ''Extremely'' ineffective and inefficient.&lt;br /&gt;
&lt;br /&gt;
===Prioritizing a task===&lt;br /&gt;
A colonist can be directed to immediately perform a task, but only if it's a work type they're assigned to. Select the colonist, right-click a target (such as a blueprint, object, or pawn) and choose an option from the context menu. If no menu appears, then the colonist can't do anything with that target - try another colonist. Multiple tasks can be chained together by holding the Shift key. Queued jobs are shown on the colonist's inspect pane.&lt;br /&gt;
&lt;br /&gt;
===Notes===&lt;br /&gt;
*For improved efficiency, colonists do cleaning and harvesting in batches.&lt;br /&gt;
*Colonists will only perform work in their [[Zone/Area|allowed area]].&lt;br /&gt;
&lt;br /&gt;
====Work types====&lt;br /&gt;
----&lt;br /&gt;
=====Firefight=====&lt;br /&gt;
This task allows a colonist to extinguish fires. Colonists will not extinguish fires that are not both in their allowed area and the home zone.&lt;br /&gt;
* Relevant skill: none&lt;br /&gt;
* Category: none&lt;br /&gt;
&lt;br /&gt;
=====Patient=====&lt;br /&gt;
Patients go to a [[bed|medical bed]] to receive treatment for an immediately life-threatening health condition (i.e. a treatable [[illness]]). It is not advisable to ever disable this or severely lower the priority. See the 'bed rest' task to set the priority for non-disease injuries.&lt;br /&gt;
* Relevant skill: none&lt;br /&gt;
* Category: none&lt;br /&gt;
&lt;br /&gt;
=====Doctor=====&lt;br /&gt;
Doctors bandage wounds, treat the sick, and perform operations. Doctors also automatically rescue downed colonists. Doctors tend to colonists, anyone rescued, prisoners and colony animals that are resting in a bed.&lt;br /&gt;
* Relevant skill: Medicine&lt;br /&gt;
* Category: Caring&lt;br /&gt;
&lt;br /&gt;
=====Bed rest=====&lt;br /&gt;
This task prescribes a colonist to rest in bed to heal [[Injury|injuries]]. It does not designate a priority for sleep when a colonist needs to replenish rest or to recover from a disease.&lt;br /&gt;
* Relevant skill: none&lt;br /&gt;
* Category: none&lt;br /&gt;
&lt;br /&gt;
=====Basic=====&lt;br /&gt;
Colonists will complete tasks that are unskilled and easy to complete. These include toggling power on [[Power#Appliances|appliances]] and [[Power#Power switch|switches]], releasing [[Prisoner#Release|prisoners]], flicking switches and opening containers.&lt;br /&gt;
* Relevant skill: none&lt;br /&gt;
* Category: none&lt;br /&gt;
&lt;br /&gt;
=====Warden=====&lt;br /&gt;
Wardens feed [[prisoner]]s, chat with them, and try to recruit them, as chosen by the player. Wardens also carry out prisoners releases and executions. These options can be selected for each prisoner on the Prisoner tab found on the inspect pane.&lt;br /&gt;
* Relevant skill: Social&lt;br /&gt;
* Category: Social&lt;br /&gt;
&lt;br /&gt;
=====Handle=====&lt;br /&gt;
Handlers tame [[animals]]. Handlers rescue wounded animals, [[Animals#Training|train]], feed, milk, shear, and slaughter. &lt;br /&gt;
*Relevant skill: Animals&lt;br /&gt;
*Category: Animals&lt;br /&gt;
&lt;br /&gt;
=====Cook=====&lt;br /&gt;
Cooks [[butcher table|butcher]] [[animals]], prepare [[meals]], and brew [[beer]].&lt;br /&gt;
* Relevant skill: Cooking&lt;br /&gt;
* Category: Skilled labor&lt;br /&gt;
&lt;br /&gt;
=====Hunt=====&lt;br /&gt;
Hunters hunt animals [[Orders#Hunt|marked for hunting]], but will require a ranged weapon to do so (you will be notified via message of colonists with the Hunting job that are unarmed).&lt;br /&gt;
* Skills: Shooting&lt;br /&gt;
* Category: Violent&lt;br /&gt;
&lt;br /&gt;
=====Construct=====&lt;br /&gt;
Constructors build things, smooth floors, repair damaged buildings and structures, and fix broken-down equipment (requires components).&lt;br /&gt;
* Relevant skill: Construction&lt;br /&gt;
* Category: Skilled labor&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--As of A16, Repair was removed; tasks merged into Construct. Not deleting at this time, in case it's brought back.&lt;br /&gt;
=====Repair=====&lt;br /&gt;
Repairers fix buildings and structures that have lost hit points.&lt;br /&gt;
* Relevant skill: Construction&lt;br /&gt;
* Category: Skilled labor&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
=====Grow=====&lt;br /&gt;
Growers plant and [[Orders#Harvest Food|harvest]] domestic crops.&lt;br /&gt;
* Relevant skill: Growing&lt;br /&gt;
* Category: Skilled labor&lt;br /&gt;
&lt;br /&gt;
=====Mine=====&lt;br /&gt;
Miners dig out marked sections of stone and minerals; and operate [[deep drill]]s.&lt;br /&gt;
* Relevant skill: Mining&lt;br /&gt;
* Category: Skilled labor&lt;br /&gt;
&lt;br /&gt;
=====Plant cut=====&lt;br /&gt;
Plant cutters [[Orders#harvest|harvest]] food from wild plant and [[Orders#cut plants|cut down marked plants]].&lt;br /&gt;
* Relevant skill: Growing (listed as 'None' though)&lt;br /&gt;
* Category: Dumb labor&lt;br /&gt;
&lt;br /&gt;
=====Smith=====&lt;br /&gt;
Smiths create weapons at the [[smithing bench]] and the [[machining table]].&lt;br /&gt;
* Relevant skill: Smithing&lt;br /&gt;
* Category: Skilled labor&lt;br /&gt;
&lt;br /&gt;
=====Tailor=====&lt;br /&gt;
Tailors craft clothing at the [[tailor's workbench]].&lt;br /&gt;
* Relevant skill: Tailoring&lt;br /&gt;
* Category: Skilled labor&lt;br /&gt;
&lt;br /&gt;
=====Art=====&lt;br /&gt;
Artists make [[sculptures]] at the [[sculptor's table]].&lt;br /&gt;
* Relevant skill: Artistic&lt;br /&gt;
* Category: Artistic&lt;br /&gt;
&lt;br /&gt;
=====Craft=====&lt;br /&gt;
Crafters do general low-skilled labor at work stations such as [[stonecutter's table|stonecutting]] and [[electric smelter|smelting]].&lt;br /&gt;
* Relevant skill: Crafting&lt;br /&gt;
* Category: Skilled labor&lt;br /&gt;
&lt;br /&gt;
=====Haul=====&lt;br /&gt;
Haulers: &lt;br /&gt;
* Do the following: &lt;br /&gt;
** Carry materials, items, and corpses to [[stockpile zone|stockpiles]]&lt;br /&gt;
** Cremate corpses at the [[crematorium]]&lt;br /&gt;
** Burn apparel and drugs at a [[campfire]] or crematorium&lt;br /&gt;
** Open [[cryptosleep casket]]s and [[sarcophagus|sarcophagi]]&lt;br /&gt;
** Transfer [[wort]] to [[fermenting barrel]]s&lt;br /&gt;
** [[Orders#Strip|Strip]] pawns marked for stripping&lt;br /&gt;
** Refuel [[torch lamp]]s and [[campfire]]s&lt;br /&gt;
** Refuel [[fueled generator]]s and other [[production]] stations that run on wood&lt;br /&gt;
** Rearm [[deadfall trap|traps]]&lt;br /&gt;
* Relevant skill: none&lt;br /&gt;
* Category: Dumb labor&lt;br /&gt;
&lt;br /&gt;
=====Clean=====&lt;br /&gt;
Cleaners remove [[filth]] such as dirt, blood, and vomit, which would otherwise negatively affect the [[beauty]] of a room.&lt;br /&gt;
* Relevant skill: none&lt;br /&gt;
* Category: Dumb labor&lt;br /&gt;
&lt;br /&gt;
=====Research=====&lt;br /&gt;
Researchers do research work at a [[simple research bench]] to unlock new items and building options.&amp;lt;p&amp;gt;&lt;br /&gt;
Researchers must use the [[hi-tech research bench]] for projects that require it.&lt;br /&gt;
&lt;br /&gt;
* Relevant skill: Research&lt;br /&gt;
* Category: Intellectual&lt;br /&gt;
&lt;br /&gt;
==Restrict==&lt;br /&gt;
The Restrictions screen allows the player to schedule an activity for each colonist, for each hour of a 24 hour day.  Activities include: Anything, Work, Joy, and Sleep.&lt;br /&gt;
&lt;br /&gt;
Also, each colonist is assigned to an [[Zone/Area#Allowed area|allowed area]]. By default each colonist is set to 'unrestricted' allowing them to do activities anywhere on the map. Clicking the allowed area box on a colonist's row assigns that colonist to that area. The 'Manage allowed areas' button opens a window where allowed areas may be created, deleted, or renamed. Up to eight allowed areas may be created.&lt;br /&gt;
&lt;br /&gt;
==Assign==&lt;br /&gt;
&lt;br /&gt;
[[File:Mainmenu_assign.png|600px|thumb|right|Assign tab displaying all its features. Note that 'Brawler' in the 'Current Outfit' tab is a custom outfit.]]&lt;br /&gt;
&lt;br /&gt;
The Assign screen has the following functions:&lt;br /&gt;
* '''Threat response:''' Sets each colonist's behavior when enemies are nearby. (This setting is also available on the colonist's inspect pane.)&lt;br /&gt;
{| style=&amp;quot;margin-left: 19px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;height: 23px;&amp;quot;&lt;br /&gt;
| [[File:ReactUndraftedFlee.png|16px]]  || style=&amp;quot;vertical-align: bottom; padding-left: .5em;&amp;quot; | Flee (default)&lt;br /&gt;
|- style=&amp;quot;height: 23px;&amp;quot;&lt;br /&gt;
|[[File:ReactUndraftedAttack.png|16px]] || style=&amp;quot;vertical-align: bottom; padding-left: .5em;&amp;quot; | Attack&lt;br /&gt;
|- style=&amp;quot;height: 23px;&amp;quot;&lt;br /&gt;
|[[File:ReactUndraftedIgnore.png|16px]] || style=&amp;quot;vertical-align: bottom; padding-left: .5em;&amp;quot; | Ignore&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* '''Outfits:''' Allows the player to manage [[Clothing|apparel]] profiles. Colonists will automatically don apparel according to their assigned outfit using the best apparel possible and according to the season. They will automatically switch out damaged apparel for better apparel, or poor-quality apparel for high-quality apparel. A colonist will not automatically equip a personal shield if they have a ranged weapon equipped. If the player manually assigns apparel, the colonist will never remove it until the manual assignment is cleared. In the Gear tab manually assigned apparel is listed as 'forced'. Forced apparel can be cleared using the 'Clear forced' button on the Assign window, allowing colonists to remove them at will.&lt;br /&gt;
&lt;br /&gt;
There are several default outfits as follows:&lt;br /&gt;
:* Nudist: Allows only headgear. A nudist does not consider headgear to be clothing and will still get the appropriate mood buff.&lt;br /&gt;
:* Worker: Excludes any type of armor but allows most everything else.&lt;br /&gt;
:* Soldier: Includes armor and clothing suited for cold weather.&lt;br /&gt;
The player may modify these outfits or create their own.&lt;br /&gt;
&lt;br /&gt;
* '''Food restriction:''' Starting from version 1.0, allows the player to edit and set food policies that can be applied to each colonist.&lt;br /&gt;
&lt;br /&gt;
* '''Drugs:''' Allows the player to edit and set [[Drugs|drug]] policies that can be applied to each colonist.&amp;lt;p&amp;gt;If a colonist has drug-related trait it is conveniently noted on the drug policy.&lt;br /&gt;
&lt;br /&gt;
==Animals==&lt;br /&gt;
The Animals window lists all the colony animals. Clicking an animal name will center the map to that animal.&lt;br /&gt;
* A button lists the animal's master, if it has one. Click the button to assign a new master.&lt;br /&gt;
* [[Zone/Area#Allowed_area|Allowed areas]] are also listed here including Unrestricted, [[Home area]], and animal areas. Each animal stays in its assigned area unless its master is drafted.&lt;br /&gt;
* The &amp;lt;tt&amp;gt;[Manage areas...]&amp;lt;/tt&amp;gt; button at the top of the window opens another window to edit allowed areas.&lt;br /&gt;
{{Main|Animals}}&lt;br /&gt;
&lt;br /&gt;
==Research==&lt;br /&gt;
The Research window is used to select the next technology to research. The Research button is also a progress bar of the current research project.&lt;br /&gt;
{{Main|Research}}&lt;br /&gt;
&lt;br /&gt;
==Factions==&lt;br /&gt;
&lt;br /&gt;
{{Main|Factions}}&lt;br /&gt;
&lt;br /&gt;
There are five different factions in the game besides your own: Tribes, Outlanders, Pirates, Spacers and Mechanoids.  Each faction has its own unique characteristics and view of your colony.  By default, only the Outlanders are non-hostile.  However, attacking Outlander forces will cause them to retaliate and become hostile.&lt;br /&gt;
&lt;br /&gt;
===Tribes===&lt;br /&gt;
The tribes are groups of neolithic people with basic weaponry such as bows and spears. They have probably inhabited the planet for a long time. They always wear tribal clothing, which is equivalent in stats to a standard shirt.  They also wear parkas in colder climates.  People from this faction are usually very hard to recruit (difficulty 80+), though it is possible to do so. Tribe names often have words derived from Spanish, such as 'miñoca', 'legua', etc. They may not seem very strong due to their low level of technology, but they make up for it with sheer numbers. It is not uncommon to see raids of over twenty tribesmen later in the game, even on lower difficulties. This faction is a formidable ally and foe alike. They may not be as dangerous as pirates, but they are not insignificant.&lt;br /&gt;
&lt;br /&gt;
===Outlanders===&lt;br /&gt;
Outlanders use the same equipment and technology as pirates, but do not behave the same. Outlanders by default are non-hostile but can be provoked into hostility. Due to their similarity to your colony they can be considered the standard faction. They often use similar equipment and tactics as pirates, but rarely use high level gear such as [[charge rifle]]s or [[sniper rifle]]s. Be nice to them and you will have an ally and trade partner, but anger them and you basically have another enemy.&lt;br /&gt;
&lt;br /&gt;
===Pirates===&lt;br /&gt;
Pirates sport modern weapons and gear, though occasionally use advanced gear. It is pretty much impossible to negotiate with them (any attempts to do so result in vitriolic insults being thrown at you over the [[Comms console|comm system]]). Pirates are the primary source of raids, usually attacking from the map edge and occasionally dropping directly on your base. They kidnap incapacitated colonists if they have the chance. The Pirates can be considered the bad guys of RimWorld.&lt;br /&gt;
&lt;br /&gt;
===Spacers===&lt;br /&gt;
Spacers are an off-map faction, similar to mechanoids. They affect your colony in the form of survivors from spaceship disasters, and often require medical attention in the aftermath of whatever they were escaping. Spacers can also often be found within the cryptosleep caskets of ancient ruins. No one knows what scenario forced them into their prolonged sleep, but those daring enough to awaken them should be prepared to defend themselves from an attack as the spacers sometimes lash out in dazed confusion. Sleeping Spacers often wield high-tech weaponry and powerful armor, but managing to subdue them gains skilled allies who will willingly join your colony (recruit difficulty &amp;lt;40).&lt;br /&gt;
  &lt;br /&gt;
===Mechanoids===&lt;br /&gt;
&lt;br /&gt;
The Mechanoids are a faction of super-advanced robots, all of which are extremely formidable in combat. They come in three forms:  [[Mechanoid#Centipede|Centipedes]], &lt;br /&gt;
[[Mechanoid#Scyther|Scythers]], and  [[Lancer|Lancers]]  &lt;br /&gt;
&lt;br /&gt;
Centipedes are the Mechanoids' heavy tank unit, coming equipped with an [[inferno cannon]] or [[heavy charge blaster]], as well as remarkably tough armor.  Centipedes are capable of dealing a great amount of damage to your colony.  Their primary purpose is to soak up damage from static defenses while suppressing enemy infantry's movements.  They cannot move quickly, so it is often possible to run around it in circles and not get injured.  Use this to your advantage when combating Centipedes.&lt;br /&gt;
&lt;br /&gt;
Scythers are the Mechanoids' fast melee unit, coming equipped with twin blades and light, though still durable, armor. Scythers can deal a great amount of damage in melee, so they should be engaged with ranged weapons if at all possible.  &lt;br /&gt;
&lt;br /&gt;
Lancers are the Mechanoids' long range sniper unit. Their weapons ([[charge lance]]) are slow-firing, but are very accurate and are powerful enough to kill a humanoid or cause permanent injuries in one shot. They are relatively safe to engage in melee, as long as you can safely close the distance.  &lt;br /&gt;
&lt;br /&gt;
Once killed, all Mechanoids leave a mechanoid corpse which can be broken down at a [[machining table]] for even more metal. A Mechanoid attack can easily destroy your colony if you are not prepared for it.  They have a decent combat AI that utilizes each unit's strengths, making them a dangerous enemy to face.  Mechanoids can invade from the edge of the map, or they can be dropped directly into an unsuspecting base. Mechanoids are the enemies of the [[Events#Crashed_ship_part|Psychic Ship and Poison Ship events]], in which they will emerge from the wreckage of their ship and attack if a colonist attacks it.&lt;br /&gt;
&lt;br /&gt;
==World==&lt;br /&gt;
The World interface provides information about the planet that the player has settled on.  By default, the map is centered on the site of your colony, but can be moved via the standard camera keys. Individual colonies and caravans can be selected by clicking on their icons on the map. If the player selects an area, they can receive information through the planet and terrain tab.&lt;br /&gt;
&lt;br /&gt;
===Tabs===&lt;br /&gt;
* Planet tab - provides both the name of the planet as well as the seed used in world generation.&lt;br /&gt;
&lt;br /&gt;
* Terrain tab - provides information on the biome type, travel times for caravans passing through that area during the various seasons, the stone types (rock chunks), elevation, rainfall, average temperatures, growing times, and time zone.&lt;br /&gt;
&lt;br /&gt;
===Caravans===&lt;br /&gt;
{{Main|Caravan}}&lt;br /&gt;
As of Alpha 16, caravans can be deployed from existing colonies by clicking on the colony and clicking the &amp;quot;form caravan&amp;quot; button at the bottom. The player will then be able to select who and what to bring, as well as which side of the tile that the caravan will exit. Caravans can also be formed by sending drop pods that contain at least one colonist (without a colonist, any items sent to an empty world map tile will be permanently lost, even if an existing caravan is on that tile). After a caravan is formed, the player can select the caravan and right click on the destination and the caravan will begin to move (similar to a drafted colonist). The caravan's speed is based on the terrain, and can change based on the time of the year as well as the health of the colonists in the caravan. Caravans are also capable of splitting and reforming while traveling, and cannot move if they become overburdened. In addition, caravans have a chance of being ambushed by raiders and wild animals, opening a small &amp;quot;sub world&amp;quot; and forcing the members of your caravan to fight. All of the statistics and information about a caravan can be checked and managed through the caravan menu. This is accessed by clicking on the caravan on the world map, or on one of the colonists in the caravan via the character bar at the top. &lt;br /&gt;
&lt;br /&gt;
The caravan menu consists of five tabs. The gear tab displays both the weight of the caravan, as well as which items are being hauled. The social, needs, and health tabs allow you to check the individual statistics of the colonists in the caravans (to see their character stats, click the &amp;quot;info&amp;quot; button next to their name). Finally, the gear tab allows you to equip clothing and weapons to your colonists (very useful for traveling from warm to cold biomes).&lt;br /&gt;
&lt;br /&gt;
Caravans can be used to settle in different areas, attack pirate bands, and trade with other NPC (non-player character) colonies (giving you an increased profit since you're making the trip). By default, the maximum amount of colonies that a player can create and maintain at one time is set to 1. This limit can be increased to as high as 5 in the game's options. These colonies will exist simultaneously. The severity and type of events that occur will be based on the individual colony's wealth. So 200-man tribal raids shouldn't occur on your new settlement even though your old settlement might be very developed. If a settlement is abandoned, all items, structures, and resources are lost forever, and the player can never re-enter the area.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
===Graph===&lt;br /&gt;
On the History screen, the graph tab shows a historical graph. There are three different graphs: &lt;br /&gt;
* Wealth: This graph has lines depicting total wealth, item wealth, and building wealth. &lt;br /&gt;
* Population: This graph shows the free population and prisoner population. &lt;br /&gt;
* Colonist mood: This graph only displays the average mood of all of the colonists. &lt;br /&gt;
&lt;br /&gt;
At the top of the three graphs is a series of colored circles that describe every random event that has occurred. Blue or white circles are positive or neutral events, yellow circles are negative events, and red circles are attacks. The event circles are chronologically in sync with the graph, so that each event happened at the time specified on the graph. The graphs can be filtered to include only results from the last 300, 100, and 30 days.&lt;br /&gt;
&lt;br /&gt;
===Messages===&lt;br /&gt;
On the History screen, the messages tab shows the last 200 messages and letters you've received, even after you close them. You can pin messages to keep them around longer.&lt;br /&gt;
&lt;br /&gt;
===Statistics===&lt;br /&gt;
On the History screen, the Statistics tab contains information about the colony, including the current [[AI Storytellers|Storyteller]] and difficulty scale, total colony wealth, the number of major threats and enemy raids, the total amount of damage taken and colonists killed, and the number of colonists launched into space.&lt;br /&gt;
&lt;br /&gt;
==Menu==&lt;br /&gt;
The Menu is accessed by hitting the esc key or by hitting the corresponding tab at the bottom right of the page.&lt;br /&gt;
&lt;br /&gt;
The functions are as follows:&lt;br /&gt;
*Save - Saves the current game manually&lt;br /&gt;
*Load game - Loads a previously saved game&lt;br /&gt;
*Review scenario - Displays the conditions of your current play through&lt;br /&gt;
*Options - Provides graphics and sound settings for the game&lt;br /&gt;
*Quit to main menu - Returns the user to the title page&lt;br /&gt;
*Quit to OS - Quits the application&lt;br /&gt;
&lt;br /&gt;
In a save with [[AI Storytellers#Permadeath Mode|Permadeath]] enabled, the functions are as follows:&lt;br /&gt;
*Review scenario - Displays the conditions of your current play through&lt;br /&gt;
*Options - Provides graphics and sound settings for the game&lt;br /&gt;
*Save and quit to menu - Saves the current game manually, then returns the user to the title page&lt;br /&gt;
*Save and quit to OS - Saves the current game manually, then quits the application&lt;br /&gt;
[[Category:Main]]&lt;/div&gt;</summary>
		<author><name>Yoshida Keiji</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Injury&amp;diff=62842</id>
		<title>Injury</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Injury&amp;diff=62842"/>
		<updated>2019-03-16T08:41:19Z</updated>

		<summary type="html">&lt;p&gt;Yoshida Keiji: /* Scarring */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Health_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&amp;lt;!-- End Nav --&amp;gt;&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&amp;lt;includeonly&amp;gt;&lt;br /&gt;
''Main Article: [[Injury]]''&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
[[human|Humanoids]], [[animal|animals]], and [[mechanoid|mechanoids]] sustain injuries from sources including melee weapons, weapons fire, explosions, ceiling collapses, and [[fire]]. Each source of damage comes with a specific [[Damage_Types|Damage Type]]. [[Colonist|Colonists]], visitors, and [[prisoner|prisoners]] can be operated upon and may suffer an injury from a surgical mistake. Each kind of injury has a value of pain, a description for its scar, and flavor text for being mended by [[Health|medicine]].&lt;br /&gt;
A colonist in shock from extreme pain or incapacitated due to loss of movement becomes 'downed'. [[Menus#Doctor|Doctors]] will automatically rescue downed colonists. &lt;br /&gt;
{{clear}}&lt;br /&gt;
==Health Difficulties==&lt;br /&gt;
{{:Health Difficulties}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Feelin' the Pain==&lt;br /&gt;
{{:Pain}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Non-Local Injuries==&lt;br /&gt;
&amp;lt;includeonly&amp;gt;&lt;br /&gt;
''Main Article: [[Injury#Non-Local Injuries|Non-Local Injuries]]''&lt;br /&gt;
&lt;br /&gt;
Some injuries are not applied to specific body parts, but listed as affecting the entire body of a pawn. They are as follows:&lt;br /&gt;
*Starvation&lt;br /&gt;
*Blood Loss&lt;br /&gt;
*Suffocation&lt;br /&gt;
*Shock&lt;br /&gt;
*Concussions&lt;br /&gt;
*Heat stroke&lt;br /&gt;
*Hypothermia&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
===Starvation===&lt;br /&gt;
When a pawn's [[#Eating|food]] meter reaches 0% they will begin to suffer from [[malnutrition]], shown on the Health tab. When a colonist is starving they will prioritize eating over other activities, including firefighting and doctoring.&lt;br /&gt;
* Malnutrition starts at 0%; upon reaching 100%, the pawn will die.&lt;br /&gt;
* Malnutrition (trivial): consciousness -5%, 150% hunger rate&lt;br /&gt;
* Malnutrition (minor): consciousness -10%, 160% hunger rate&lt;br /&gt;
* Malnutrition (moderate): consciousness -20%, 160% hunger rate&lt;br /&gt;
* Malnutrition (severe): consciousness -30%, 160% hunger rate&lt;br /&gt;
* Malnutrition (extreme): consciousness max 10%&lt;br /&gt;
* Malnutrition (100% severity): death&lt;br /&gt;
&lt;br /&gt;
===Blood Loss===&lt;br /&gt;
Blood loss occurs when a pawn has untreated bleeding [[#Injury|wounds]]. Bleeding wounds are identified on the Health tab by a blood icon and a tooltip shows the bleeding rate. Total blood loss is listed under Whole Body and its tooltip shows the total blood loss. Overall bleeding rate is shown at the bottom.&lt;br /&gt;
&lt;br /&gt;
Once all bleeding wounds are healed the pawn will start recovering from blood loss. It takes up to 4 days to fully recover as of Alpha 17, up from 50 real-time seconds in previous versions.&lt;br /&gt;
&lt;br /&gt;
* Blood loss starts at 0%; upon reaching 100%, the pawn will die.&lt;br /&gt;
* Blood loss (minor): consciousness -10%&lt;br /&gt;
* Blood loss (moderate): consciousness -20%&lt;br /&gt;
* Blood loss (severe): consciousness -40%&lt;br /&gt;
* Blood loss (extreme): consciousness max 10%&lt;br /&gt;
* Blood loss (100% severity): death&lt;br /&gt;
&lt;br /&gt;
===Shock===&lt;br /&gt;
Caused by extreme [[#Feelin' the Pain|pain]], it incapacitates the affected target. There are no other causes of shock besides pain currently.&lt;br /&gt;
&lt;br /&gt;
Pawns go into shock if their amount of pain is greater than 80%, except for [[Traits|wimps]] which are downed at 15%.&lt;br /&gt;
&lt;br /&gt;
===Heatstroke===&lt;br /&gt;
Heat stroke occurs when a pawn has prolonged exposure to temperatures well above their [[Maximum_Comfortable_Temperature|maximum comfortable temperature]].&lt;br /&gt;
* Heatstroke (initial): consciousness -5%&lt;br /&gt;
* Heatstroke (minor): consciousness -10%, moving -10%&lt;br /&gt;
* Heatstroke (serious): consciousness -20%, moving -30%, pain +15%&lt;br /&gt;
* Heatstroke (extreme): consciousness max 10%, pain +30%&lt;br /&gt;
* Heatstroke (100% severity): death&lt;br /&gt;
&lt;br /&gt;
===Hypothermia===&lt;br /&gt;
Hypothermia occurs when a pawn has prolonged exposure to temperatures well below their [[Minimum_Comfortable_Temperature|minimum comfortable temperature]].&lt;br /&gt;
* Hypothermia (shivering): consciousness -5%, manipulation -8%&lt;br /&gt;
* Hypothermia (minor): consciousness -10%, manipulation -20%, moving -10%&lt;br /&gt;
* Hypothermia (serious):  consciousness -20%, manipulation -50%, moving -30%, pain +15%&lt;br /&gt;
* Hypothermia (extreme): consciousness max 10%, pain +30%&lt;br /&gt;
* Hypothermia (100% severity): death&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Scarring==&lt;br /&gt;
&amp;lt;includeonly&amp;gt;&lt;br /&gt;
''Main Article: [[Injury#Scarring|Scarring]]''&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;&lt;br /&gt;
Scars are permanent markers of [[#Injury|injuries]]. They permanently lower the maximum health of the scarred body part, making it easier to damage the affected body part in the future.&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Scars are permanent markers of injuries. They permanently lower the maximum health of the scarred body part, making it easier to damage the affected body part in the future. They also cause a character a small amount of pain, even if the relevant body part is fully healed. Pain from scars results in a permanent mood penalty for non-masochistic characters. For a colonist with the [[Traits#Masochist|Masochist trait]], scar pain will provide a continual mood bonus instead of penalty.&lt;br /&gt;
&lt;br /&gt;
Scars can be caused by poor quality [[Health#Treatment|treatment]] or simply not treating wounds, though injuries have an inherently low chance to scar, as seen above. Sometimes colonists are generated with minor scars and old gunshots already in place. Some body parts also scar instantly upon injury.&lt;br /&gt;
&lt;br /&gt;
It is possible to remove the pain from scars by surgically implanting [[Health#Limb_Replacement|artificial replacement]]s. This is obviously only possible for limbs and eyes as there's no way to remove the torso, neck or head. &lt;br /&gt;
&lt;br /&gt;
Scars can be treated by [[luciferium]], however the cost of using it usually outweighs the benefit, unless used on numerous scars, or a permanent brain injury.&lt;br /&gt;
&lt;br /&gt;
Another way to work around scar pain is to implement a [[Painstopper]], preventing all ongoing pain. The downside to this, however, is that should the pawn with an installed Painstopper take serious damage - they won't go down until they either lose a leg (or have it heavily injured), or die. Therefore you should be extra watchful of their health as to decide whether to withdraw them from a controllable scenario (i.e. combat), as to prevent them from losing their life.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Heart Attack==&lt;br /&gt;
Heart Attacks can randomly occur on any pawn/animal at any time, but they become more frequent as they pass half of their life expectancy (e.g. 40 years in Humans), triggered by [[Events#Birthday|Birthday event]].&lt;br /&gt;
&lt;br /&gt;
The average interval between heart attacks is curved as follows (in days).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
0-50% of LE: 99,999,999 - 99,999,999&amp;lt;br&amp;gt;&lt;br /&gt;
50-60% of LE: 99,999,999 - 2,500&amp;lt;br&amp;gt;&lt;br /&gt;
60-100% of LE: 2,500 - 300&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Examples of intervals and chances:&amp;lt;br&amp;gt;&lt;br /&gt;
55% of Life Expectancy (e.g. 44 in humans): 50,001,249.5 days (approx. 0.00000002% per day)&amp;lt;br&amp;gt;&lt;br /&gt;
80% of Life Expectancy (e.g. 64 in humans): 1,400 days (approx. 0.000714% per day)&lt;br /&gt;
&lt;br /&gt;
=== Stages ===&lt;br /&gt;
A heart attack has 3 stages.&lt;br /&gt;
&lt;br /&gt;
'''Painful: 0 - 59% severity'''&lt;br /&gt;
*Consciousness x50%&lt;br /&gt;
*Pain +40%&lt;br /&gt;
'''Debilitating: 60 - 99% severity'''&lt;br /&gt;
*Consciousness max 10%&lt;br /&gt;
*Pain +60%&lt;br /&gt;
'''Fatal: 100% severity'''&lt;br /&gt;
*Death&lt;br /&gt;
&lt;br /&gt;
==== Progression ====&lt;br /&gt;
Heart attacks always start at 40% severity. Every {{ticks|5000}} the heart attack severity will randomly change by a value between -40% to +60%. This means that it is possible for a heart attack to treat itself on its own, but usually the heart attack progresses to fatal severity.&lt;br /&gt;
&lt;br /&gt;
==== Treatment ====&lt;br /&gt;
Like injuries, medicine can be used to treat a heart attack. &lt;br /&gt;
&lt;br /&gt;
Doctors treating heart attacks will administer treatments rapidly, consuming medicine in the process. Each treatment has a chance to succeed, reducing the heart attack severity by 30%. Successfully reducing severity below 0 will completely treat the heart attack. &lt;br /&gt;
&lt;br /&gt;
The maximum chance a particular treatment can succeed is 65%.&lt;br /&gt;
&lt;br /&gt;
==Old Age==&lt;br /&gt;
{{main|Ailments}}&lt;br /&gt;
&lt;br /&gt;
Strictly speaking, these aren't truly injuries but the result of old age taking its toll on a colonist's body. Chronic diseases are ''significantly'' more likely to occur past a pawn's life expectancy. All occurring ages are based on humans, and will obviously be different with animals dependent on life expectancy. Humans stop getting birthdays past the age of 99.&lt;br /&gt;
&lt;br /&gt;
=== Alzheimer's (From Age 36) ===&lt;br /&gt;
* Consciousness&lt;br /&gt;
** -5%/-10% (Minor)&lt;br /&gt;
** -15%/-20% (Major)&lt;br /&gt;
* Thoughts will be removed occasionally&lt;br /&gt;
* Occasional Confused Wandering, like with Dementia&lt;br /&gt;
&lt;br /&gt;
=== Artery Blockage (From Age 21) ===&lt;br /&gt;
* Blood Pumping&lt;br /&gt;
** -5%/-10% (Minor) &lt;br /&gt;
** -15%/-35% (Major) &lt;br /&gt;
** -60% (Extreme)&lt;br /&gt;
*Death upon reaching 100%&lt;br /&gt;
*More Frequent Heart Attacks (on average every ... days)&lt;br /&gt;
** 600/500 (Minor)&lt;br /&gt;
** 300/200 (Major)&lt;br /&gt;
** 120/Death (Extreme)&lt;br /&gt;
&lt;br /&gt;
=== Asthma (From Age 2) ===&lt;br /&gt;
* Breathing&lt;br /&gt;
** -5% (Minor)&lt;br /&gt;
** -15%/-25% (Major)&lt;br /&gt;
* Applied to both lungs giving double the harmful effects&lt;br /&gt;
This can not be treated completely, but can be prevented from progressing, or have its severity reduced through treatment.&lt;br /&gt;
&lt;br /&gt;
=== Bad back (From Age 41) ===&lt;br /&gt;
* Movement: -30%&lt;br /&gt;
* Manipulation: -10% &lt;br /&gt;
&lt;br /&gt;
=== Carcinoma (From Age 25) ===&lt;br /&gt;
* Pain (Note: 30% chance not to cause pain)&lt;br /&gt;
** 10%/20% (Minor)&lt;br /&gt;
** 35%/50% (Major)&lt;br /&gt;
** 60%/70% (Extreme)&lt;br /&gt;
* Part Efficiency Loss&lt;br /&gt;
** 10%/25% (Minor)&lt;br /&gt;
** 50%/80% (Major)&lt;br /&gt;
** 90%/Destroyed (Extreme)&lt;br /&gt;
Note that Carcinomas always start at 0.3 severity, meaning 20% pain and 25% efficiency loss. The only way a Carcinoma is at its least severe is if it's been in remission for long enough.&amp;lt;br&amp;gt;This is when below 0.15 severity.&lt;br /&gt;
&lt;br /&gt;
=== Cataracts (From Age 49) ===&lt;br /&gt;
* Part efficiency: -50%&lt;br /&gt;
&lt;br /&gt;
=== Dementia (From Age 69) ===&lt;br /&gt;
* Consciousness: -15%&lt;br /&gt;
* Talking: -40%&lt;br /&gt;
* Hearing: -40%&lt;br /&gt;
* Occasional 'Confused Wandering' Mental Breaks&lt;br /&gt;
&lt;br /&gt;
=== Frail (From Age 51) ===&lt;br /&gt;
* Movement: -30%&lt;br /&gt;
* Manipulation: -30%&lt;br /&gt;
&lt;br /&gt;
=== Hearing Loss (From Age 49) ===&lt;br /&gt;
* Part efficiency: -50%&lt;br /&gt;
&lt;br /&gt;
Some of these 'injuries' can be replaced by natural or bionic implants.&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Trauma Savant==&lt;br /&gt;
A pawn may become a trauma savant upon taking and surviving an injury to the Brain. Certain capabilities will rise and some will fall. &lt;br /&gt;
&lt;br /&gt;
Trauma Savant currently removes all ability to socialise and opinions of others, capability of Talking and Hearing (both capped at 0%), but increases Manipulation by 50%, and restores full brain functioning (meaning consciousness and other functions will be normal) - this is great for doctors and general workers, but it'll make affected wardens or traders a write-off in that aspect.&lt;br /&gt;
&lt;br /&gt;
There is a 12% chance of any pawn becoming a trauma savant upon receiving brain damage. It does not have to be a humanlike, and can sometimes be seen applied on animals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Health]]&lt;/div&gt;</summary>
		<author><name>Yoshida Keiji</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Medicine&amp;diff=62827</id>
		<title>Medicine</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Medicine&amp;diff=62827"/>
		<updated>2019-03-13T21:48:07Z</updated>

		<summary type="html">&lt;p&gt;Yoshida Keiji: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Define|Medicine&lt;br /&gt;
| always haulable = true&lt;br /&gt;
| def name = Medicine&lt;br /&gt;
| description = A kit of industrial-era medical equipment. It contains basic drugs, tools for suturing and bone setting, diagnostic devices, and various pads and fluids.&lt;br /&gt;
| draw gui overlay = true&lt;br /&gt;
| e type = Medicine&lt;br /&gt;
| graphic class = Graphic_Single&lt;br /&gt;
| graphic path = Things/Item/Resource/Medicine&lt;br /&gt;
| label = medicine&lt;br /&gt;
| parent name = ResourceBase&lt;br /&gt;
| path cost = 15&lt;br /&gt;
| resource readout priority = Middle&lt;br /&gt;
| rotatable = false&lt;br /&gt;
| selectable = true&lt;br /&gt;
| sound drop = Standard_Drop&lt;br /&gt;
| sound interact = Standard_Drop&lt;br /&gt;
| stack limit = 75&lt;br /&gt;
| thing class = Medicine&lt;br /&gt;
| use hit points = true&lt;br /&gt;
| deterioration rate base = 2&lt;br /&gt;
| flammability base = 1.0&lt;br /&gt;
| market value base = 18&lt;br /&gt;
| max hit points base = 60&lt;br /&gt;
| medical potency base = 1&lt;br /&gt;
| mass = 0.5&lt;br /&gt;
}}&amp;lt;/noinclude&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;includeonly&amp;gt;{{Main Article | Medicine }}&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
Medicine is an item used in [[doctoring]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Medicine can either be purchased from traders, looted from [[raider]]s, or crafted at a [[drug lab]] using 3 [[cloth]] , [[herbal medicine]] and [[neutroamine]] (skill requirement: medicine 6+ and crafting 3+, the pawn must also be capable of intellectual work).&lt;br /&gt;
&lt;br /&gt;
== Efficiency ==&lt;br /&gt;
Superior to herbal medicine but inferior to [[glitterworld medicine]]. &lt;br /&gt;
&lt;br /&gt;
Best used for treating diseases and infections; misused if for standard injuries (unless a colonist is bleeding out faster than the herbal medicine completes to patch the wound). &lt;br /&gt;
&lt;br /&gt;
Good enough for surgical operations in many cases, with a low chance of failure. If the doctor is bionic-enhanced, trauma savant or drug-enhanced then you can guarantee 100% success rate for most surgeries. &lt;br /&gt;
&lt;br /&gt;
It is adequate against [[plague]] and [[malaria]] with ordinary beds so long as the patients are resting full time, well-fed, constantly treated and the doctor is healthy with medicine skill 8+.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
&lt;br /&gt;
In 1.0 it received a new description.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Yoshida Keiji</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Gut_worms&amp;diff=62820</id>
		<title>Gut worms</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Gut_worms&amp;diff=62820"/>
		<updated>2019-03-11T11:04:45Z</updated>

		<summary type="html">&lt;p&gt;Yoshida Keiji: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;''Main Article: [[Gut worms]]''&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A parasitic [[disease]] that infects the [[Human#Stomach|stomach]], which doubles the host's hunger rate.&lt;br /&gt;
&lt;br /&gt;
General Symptoms:&lt;br /&gt;
&lt;br /&gt;
* Increased hunger rate (200% of base)&lt;br /&gt;
* Increased vomit rate (to average once per day)&lt;br /&gt;
&lt;br /&gt;
Advanced Symptoms:&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
&lt;br /&gt;
* Treated with medicine&lt;br /&gt;
* Treatment duration: {{ticks|120000}}&lt;br /&gt;
* Total treatment quality required: 300%&lt;br /&gt;
**For example, the disease can be treated with 3 treatments at 100% quality, or 5 at 60%.&lt;br /&gt;
* Can also install a [[bionic stomach]] to get rid of the disease and prevent future occurrences.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{Nav/disease}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category: Disease]]&lt;/div&gt;</summary>
		<author><name>Yoshida Keiji</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Colony&amp;diff=62818</id>
		<title>Colony</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Colony&amp;diff=62818"/>
		<updated>2019-03-09T08:55:49Z</updated>

		<summary type="html">&lt;p&gt;Yoshida Keiji: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
Colonies are the core of RimWorld. They are the central base of operations for all [[colonist]]s, allowing them a safe place to sleep, grow food, stockpile resources, [[trade]] with outside parties, [[research]] new technologies, and defend themselves from attackers. Without a well-designed colony to support them, your colonists will be left to the mercy of hunger, [[disease]], marauding [[raider]]s, and even worse threats.&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
{{For|a complete how to guide|Colony Building Guide}}&lt;br /&gt;
&lt;br /&gt;
== Types of bases ==&lt;br /&gt;
In RimWorld, there are three types of colonies: underground bases, open ground colonies, and hybrid colonies.&lt;br /&gt;
&lt;br /&gt;
* Underground bases are colonies which have been built into a mountainside. The most prominent benefit of this is that enemies can only approach the base from its exterior entrance(s). This makes it highly defensible. It also means less exposure to the outside elements when dealing with especially hot or cold biomes. However, it also makes it trickier to obtain certain resources such as food and wood -- you may be forced to rely on [[Hydroponics basin|hydroponics]] in certain inhospitable conditions.&lt;br /&gt;
&lt;br /&gt;
* Open ground colonies are built out in the open. The benefit of this is that they can be built anywhere, rather than requiring specific natural features to be built into. However, they require much more defending and are more susceptible to raider or [[mechanoid]] attacks.&lt;br /&gt;
&lt;br /&gt;
* Hybrid bases have some features of the two previous styles, mixing and matching according to the builder's needs.&lt;br /&gt;
&lt;br /&gt;
== Multiple Colonies ==&lt;br /&gt;
&lt;br /&gt;
Since [[Version#Current_Version_:_Alpha_16|Alpha 16]], you can have up to 5 colonies running at the same time (available in Options &amp;gt; Settings). The larger you extend the more benefits and difficulties you will gain. There`s no need to make them all primary bases but keep just one as main and the others as resource specific locations, for example to gather components only. However you will be susceptible to have all your colonies raided simultaneously.&lt;br /&gt;
&lt;br /&gt;
Besides that, another inconvenience will rise regarding foreign affairs, other faction`s visitors and traders will only enter one out of all your bases when your settlements are next to each other. The problem that this generates is that your sale stock may not all be in the arriving location as well as your fundings, making it difficult to buy. This is still possible to overcome by sending your colonists on an immediate caravan to better interact with the others. There is no &amp;quot;bank transfers&amp;quot; that can wire your money to a central bank deposit or towards branches.&lt;br /&gt;
&lt;br /&gt;
Once all aimed resources have been depleted out of an area, abandoning them to create additional bases will leave ruins on the map.&lt;br /&gt;
&lt;br /&gt;
[[File:Abandoned faction base.png|400px]]&lt;br /&gt;
&lt;br /&gt;
'''Abandoned''' bases will also obstruct an exit of new bases built next to them.&lt;br /&gt;
&lt;br /&gt;
[[File:Abandoned faction base obstruction.png|400px]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Main]]&lt;/div&gt;</summary>
		<author><name>Yoshida Keiji</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User_talk:Yoshida_Keiji&amp;header_revId=uvls9opxe3arl2fh&amp;action=view-header</id>
		<title>User talk:Yoshida Keiji</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User_talk:Yoshida_Keiji&amp;header_revId=uvls9opxe3arl2fh&amp;action=view-header"/>
		<updated>2019-03-09T08:53:15Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:Yoshida_Keiji&quot; class=&quot;mw-userlink&quot; title=&quot;User:Yoshida Keiji&quot;&gt;&lt;bdi&gt;Yoshida Keiji&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:Yoshida_Keiji&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:Yoshida Keiji&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Yoshida_Keiji&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Yoshida Keiji&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; edited the description&lt;/span&gt;</summary>
		<author><name>Yoshida Keiji</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Colony_Building_Guide&amp;diff=62817</id>
		<title>Colony Building Guide</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Colony_Building_Guide&amp;diff=62817"/>
		<updated>2019-03-09T08:47:15Z</updated>

		<summary type="html">&lt;p&gt;Yoshida Keiji: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NeedsPictures}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
This guide is the ultimate go-to guide to building your [[colony]], for all stages of the game.&lt;br /&gt;
&lt;br /&gt;
== Base Types ==&lt;br /&gt;
&lt;br /&gt;
There are different ways to build your base.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! X&lt;br /&gt;
! Superstructure base&lt;br /&gt;
! Town-like settlement&lt;br /&gt;
! Mountain base&lt;br /&gt;
|-&lt;br /&gt;
! Description&lt;br /&gt;
| Put everything in one large building.&lt;br /&gt;
|| Build everything in separated buildings, just like a small town.&lt;br /&gt;
|| In mountainous maps, dig inside the mountains.&lt;br /&gt;
|-&lt;br /&gt;
! Pros&lt;br /&gt;
|&lt;br /&gt;
*Convenient&lt;br /&gt;
*Saves building materials and some space&lt;br /&gt;
*More resistant against [[Events#Toxic_Fallout|toxic fallout]]&lt;br /&gt;
*Improved temperature control&lt;br /&gt;
||&lt;br /&gt;
*Flexible&lt;br /&gt;
*Does not require large patches of land&lt;br /&gt;
||&lt;br /&gt;
*Good temperature control&lt;br /&gt;
*Easy to defend&lt;br /&gt;
*Immune to mortar strikes&lt;br /&gt;
*Leaves more soil available for farming&lt;br /&gt;
*Most resistant against [[Events#Toxic_Fallout|toxic fallout]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Cons&lt;br /&gt;
|&lt;br /&gt;
*Fires can spread all over the base if flammable materials are used&lt;br /&gt;
*Requires a large, continuous area of buildable land, making it not viable for swamp [[biomes]]&lt;br /&gt;
*Not flexible&lt;br /&gt;
*Less able to satisfy outdoors need, so risk of cabin fever [[thoughts]]&lt;br /&gt;
||&lt;br /&gt;
*Requires more space and building materials overall&lt;br /&gt;
*Requires more planning to defend&lt;br /&gt;
||&lt;br /&gt;
*'''Infestations can happen within base'''&lt;br /&gt;
*Not flexible&lt;br /&gt;
*It takes a '''lot''' of time to mine out separate rooms&lt;br /&gt;
*Colonists who never go outdoors will suffer the progressively debilitating Cabin Fever [[Thoughts|thought]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Base Structures ==&lt;br /&gt;
&lt;br /&gt;
Different structures suit the different needs of your colony. The maps generate with old structures around, sometimes just walls and others are squares/rectangles just missing some filling sections. These if conveniently located can work perfectly at starting points reducing considerably the initial workload of characters with low level skills and reducing the beginning stage stress when you still have nothing.&lt;br /&gt;
&lt;br /&gt;
=== Storage room ===&lt;br /&gt;
&lt;br /&gt;
Currently the first room we need to build due to the &amp;quot;outdoors&amp;quot; deterioration on items if left in the open, place a stockpile zone covering most of it but the tiles adjacent to the doors as sometimes pawns may accidentally drop an item leaving it open and free to steal valuables. You can have multiple smaller stockpile zones set to allow specific different items to sort them out.&lt;br /&gt;
&lt;br /&gt;
Give special consideration toward explosive items such as [[chemfuel]] or [[mortar shell]]s as they may set ablaze your entire stock, have them placed separated in a stone made compartment and far from the exterior of the base to prevents [[doomsday rocket launcher]]s from hitting the items as they can pierce through walls.&lt;br /&gt;
&lt;br /&gt;
In mid-game, you can add orbital trade beacons to sell your stuff to trade ships. It should be built close to the workshop to minimize travel times.&lt;br /&gt;
&lt;br /&gt;
=== Barracks ===&lt;br /&gt;
&lt;br /&gt;
The barrack is a room where multiple pawns share a single sleeping space, which makes it easy to host your colonists at early-game but proves inconvenient as walking pawns &amp;quot;disturb sleep&amp;quot; of others occupants. Furniture such as sleeping bags/bed improve their comfort and the better sleep the faster they wake up and become more productive during their schedules. You should upgrade your colony to provide private bedrooms once the basics are covered, and you can later on turn the barracks into either a Hospital or a Prison barracks.&lt;br /&gt;
&lt;br /&gt;
You can upgrade to good barracks with positive mood modifiers by placing sculptures, nice flooring, temperature control utilities and high-quality furniture like dressers and end tables which increase the comfort of many beds at once.&lt;br /&gt;
&lt;br /&gt;
Colonists like to eat as soon as they wake up, you many place a table and chairs inside at the beginning but try to re-install them elsewhere when you can  as this will increase &amp;quot;Disturbed sleep&amp;quot; penalties, you should build the dining room close to the barracks once the sleeping quarters are done.&lt;br /&gt;
&lt;br /&gt;
=== Bedrooms ===&lt;br /&gt;
{{see also|Space}}&lt;br /&gt;
[[File:Bedroom_example_midgame.png|300px|thumb|left|Mid-game bedrooms from Alpha 17. Each is carpeted, has beds, tables with chairs, flower pots for decoration and a vent connected to the corridors.]]&lt;br /&gt;
&lt;br /&gt;
Bedrooms are private sleeping spaces which remove &amp;quot;disturbed sleep&amp;quot; mood penalty caused by other pawns. Couples will want to sleep together, and won't disturb the sleep of their partners, they will need a double bed.&lt;br /&gt;
&lt;br /&gt;
You can improve comfort and rest effectiveness by building beds of Normal quality or above. &lt;br /&gt;
&lt;br /&gt;
Colonists often carry a meal with them (gear tab) and without a table, they will resort to eat their breakfast on the floor and receive a mood debuff. Depending on your base overall layout, you may:&lt;br /&gt;
* Build the &amp;quot;Dining room&amp;quot; close.&lt;br /&gt;
* Build one set of table and chairs outdoors near many bedrooms.&lt;br /&gt;
* Place tables and chairs inside. However, make sure to turn off the &amp;quot;Gathering Spot&amp;quot; option of tables, as others seeking [[joy]] may enter someone else's bedroom and disturb their sleep.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Conjoined Facilities ===&lt;br /&gt;
&lt;br /&gt;
The Freezer, Kitchen, Dining Room and Recreational Room are oftenly adjacent to one another or together. From these four only the kitchen should be somehow isolated from the rest to reduce dirt caused by walking in, but still attached to the freezer only since colonists shouldn't necessarily have to pass through the kitchen to get a meal.&lt;br /&gt;
&lt;br /&gt;
Parties and wedding ceremonies oftenly take place where chairs are detected, and since pawns don't eat during these times, their proximity to the freezer is convenient to go get a meal and come back to the tables.&lt;br /&gt;
&lt;br /&gt;
==== Freezer ====&lt;br /&gt;
[[File:Freezer coolers placement.png|right|300px]]&lt;br /&gt;
The Freezer is a stockpile room to preserve [[raw food]], plant matter and fresh animal corpses with the addition of [[cooler]]s set to low temperatures. Vital for food preservation in hot biomes. Cold biomes, on the other hand may be able to perform well without need of air conditioning. Even though food freezes at {{Temperature|0}} you should have your freezer at least set at {{Temperature|-5}} since it will lose temperature whenever a colonist comes in. Coolers placement is of crucial importance as these devices have a very low 100HP, which means the weakest point in a wall from where raiders would break in easily and most likely ignite your food supply. Because of this, one of the best ways to keep your freezer away from harm, is to place the coolers in the inner side and close to a mountain if there is one by it's side, or of course, wall off the coolers too. It is common to make the freezer with double walls to increase insulation. The freezer is vulnerable to [[Events#Solar Flare|solar flares]].&lt;br /&gt;
&lt;br /&gt;
Unlike any other room, the freezer will need to be expanded as population increases, meaning that you should at least leave one of it's sides unoccupied by other structures so that in the future you can just increase the capacity without need of deconstructing other rooms, nor place it by a mountain side. Because you will be storing your harvests here, it is wise to somehow position this room in proximity to your plantations to reduce hauling jobs, with the doors also pointing towards your growing zones. It is common to make airlocks in the entrance of the freezer to reduce that temperature exchange. &lt;br /&gt;
&lt;br /&gt;
[[Butcher spot]]s, [[butcher table]]s and [[crafting spot]]s can be placed inside the freezer to butcher corpses, make [[kibble]] and make [[smokeleaf joint]]s since the work to make those is so small and the ingredients are in the freezer your colonists might as well do it there. However, for mass production, it's better to have it close but outside the freezer due to the work speed penalty. &lt;br /&gt;
&lt;br /&gt;
Consider making an exclusive stockpile with high priority at the front of your freezer which only allows [[meal]]s, so that cooks will always store them closer to ease retrieval. The same planning can be applied for two more stockpiles at the front of your freezer for meat and veggies, to speed up ingredient pick-ups (colonists assigned to hauling and trained animals will move ingredients from the back of the freezer to the front).&lt;br /&gt;
&lt;br /&gt;
[[Nutrient paste dispenser]]s are usually placed half in the freezer and half in the dining room.&lt;br /&gt;
&lt;br /&gt;
==== Kitchen ====&lt;br /&gt;
&lt;br /&gt;
The kitchen is where your colonists turn raw food into [[meals]] to improve life style by removing the [[Thoughts_list#Eating|Ate raw food]] thought. The kitchen should be clean to avoid [[ailments#food poisoning|food poisoning]], which can be attained by the following means:&lt;br /&gt;
* The [[butcher table]] may be placed far from stoves or in a different room as it creates a lot of filth.&lt;br /&gt;
* Zone out colony animals.&lt;br /&gt;
* [[Sterile tile]]s flooring.&lt;br /&gt;
&lt;br /&gt;
You should build your kitchen right next to your Freezer and your Dining room.&lt;br /&gt;
&lt;br /&gt;
[[Shelf|Shelves]] or small stockpiles can really improve cooking efficiency when placed right next to your stoves. Set one to accept berries and vegetables only, and the other to accept meals only the as these do not spoil in a matter of days, unlike meat which should always be in the freezer. Hauling colonists will do the transport work for your cooks instead, assuming you can actually spear the manpower and the cook is also useful for other tasks.&lt;br /&gt;
&lt;br /&gt;
It is usually a good idea to add a little art since colonists tend to stay there for a long time. It should be temperature controlled for better working speed.&lt;br /&gt;
&lt;br /&gt;
Since the kitchen is placed near the freezer, some crafting stations which include plants ingredients may be also placed in here. The [[brewery]] and [[drug lab]] are good choices. Also, if you making [[chemfuel]] with food you may place the [[biofuel refinery]] here.&lt;br /&gt;
&lt;br /&gt;
==== Dining room ====&lt;br /&gt;
&lt;br /&gt;
Dining rooms, at its simplest, are simply rooms where you put tables and chairs for colonists to dine in.&lt;br /&gt;
Expect your dining room to be pretty crowded during meal times, especially after a party or marriage ceremony, so have enough chairs for at least half your colony. Colonists will also hang out in the dining room if you set the table for it, occupying seats.&lt;br /&gt;
&lt;br /&gt;
A dining room should be built as close as possible near the freezer/ food storage so your colonists will actually use the dining room, instead of eating on the floor of the storage, giving them a -3 mood debuff. This is especially true for larger freezers, in which colonists retrieving food from the far end may simply give up searching for a table and eat on the floor.&lt;br /&gt;
&lt;br /&gt;
For increased mood buffs, decorate your dining room using [[sculptures]], [[plant pot]]s or quality furniture.&lt;br /&gt;
&lt;br /&gt;
==== Rec room ====&lt;br /&gt;
&lt;br /&gt;
You should have a wide variety of [[joy]] sources so your colonists don't get bored repeatedly throwing horseshoes at a pin, or wandering around aimlessly. Putting all of them in a room also provides a mood bonus after a colonist uses the facilities inside, depending on the impressiveness of the room.&lt;br /&gt;
&lt;br /&gt;
In the early game, all you'll need is a horseshoes pin somewhere in the colony, and colonists will proceed to use it when they are bored.&lt;br /&gt;
&lt;br /&gt;
Once you reach midgame, you can afford more joy facilities such as chess tables or billiards tables, or [[Tube television]]s, which provide different kinds of joy for additional variety. In addition, you can also obtain additional joy sources from exotic goods traders, such as [[telescope]]s or [[Flatscreen television|flatscreen]] and [[Megascreen television|megascreen]] televisions, which are more joyful than the craftable tube television.&lt;br /&gt;
&lt;br /&gt;
Similarly to the dining room, decorating it can improve the mood bonus from using the room.&lt;br /&gt;
&lt;br /&gt;
=== Courtyard ===&lt;br /&gt;
&lt;br /&gt;
[[File:Courtyard.png|400px|thumb|right|Small courtyard that serves both as a dining room and recreation room.]]&lt;br /&gt;
&lt;br /&gt;
In superstructure bases, you may consider building an unroofed courtyard where colonists can get some fresh air.&lt;br /&gt;
&lt;br /&gt;
You can use it as a common area, putting joy items and dining tables for colonists to use, making the courtyard behave exactly the same as an unroofed dining/recreation room. Alternatively, it may also be used as a place to put your [[mortar]]s as putting them in the middle helps negate their blind spots, or [[transport pod]]s; this is better if it is a separate unroofed area as they are not beautiful to look at.&lt;br /&gt;
&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
=== Laboratory ===&lt;br /&gt;
&lt;br /&gt;
You may want to have a room dedicated to research, with [[hi-tech research bench]]es, [[multi-analyzer]]s to increase research speed and unlock new research, as well as sterile tiles to keep the room clean, increasing research speed. For even better cleanliness, restrict the lab to your researchers and janitors only, reducing traffic and hence the amount of dirt in the room.&lt;br /&gt;
&lt;br /&gt;
=== Workshop ===&lt;br /&gt;
&lt;br /&gt;
Workshops are places where you put all your crafting stations and benches, probably including your cooking stoves as well. You should put them near your warehouse so your colonists can spend less time hauling the needed resources to the workshop for crafting. Also remember to put chairs of any sort at the interaction spot so your colonists won't have to keep standing while crafting.&lt;br /&gt;
&lt;br /&gt;
The [[tool cabinet]] is handy for increasing productivity of your craftsmen, but you will need to allocate the positions of these carefully so as not to block colonists or future plans.&lt;br /&gt;
&lt;br /&gt;
Putting all the crafting stations inside the warehouse isn't recommended despite the convenience, as colonists do not enjoy the sight of random objects laying around. This lowers their beauty opinion of their surroundings, in turn giving mood penalties. You should however put crafting materials near the workshop for quicker retrieval.&lt;br /&gt;
&lt;br /&gt;
It is an excellent idea to '''put decorations such as sculptures inside the workshop''', as a beautiful environment gives up to +15 mood, improving colonists' productivity and even allowing for the occasional mental inspiration.&lt;br /&gt;
&lt;br /&gt;
=== Armory ===&lt;br /&gt;
&lt;br /&gt;
You can choose to have a dedicated area to store your weapons. If so, put it far away from your prison so that prisoners do not have ready access to dangerous weapons.&lt;br /&gt;
&lt;br /&gt;
=== Hospital ===&lt;br /&gt;
[[File:Hospital_example_midgame.png|400px|thumb|right|Hospital with sterile tiles, hospital beds with vital monitors, decorations and megascreen TVs facing the beds.]]&lt;br /&gt;
&lt;br /&gt;
Dedicated hospitals are more of a mid-game thing when you have enough resources to build the specialized equipment used in them.&lt;br /&gt;
&lt;br /&gt;
Hospitals should be built somewhere where colonists can quickly bring their downed comrades to treat them. Keep doors open, or use [[autodoor]]s so they don't obstruct colonists' access. If you need to you can build more elsewhere in the base.&lt;br /&gt;
&lt;br /&gt;
[[Hospital bed]]s provide a boost to treatment quality, immunity gain speed, and healing speed, meaning colonists will recover faster from illnesses and injuries, making them the choice for hospitals.&lt;br /&gt;
The [[vitals monitor]] brings even better boosts to treatment and immunity gain, so when available it's recommended that you put them down near your hospital beds.&lt;br /&gt;
&lt;br /&gt;
Store your medicine in or near your hospital using [[shelf|shelves]] so your doctors can quickly grab them to patch up colonists before they bleed to death. Sometimes just that little distance can already make a difference between life and death.&lt;br /&gt;
&lt;br /&gt;
Hospitals should have [[sterile tile]]s as flooring as they provide a slight cleanliness buff that can increase surgery success chance and reduce wound infection chance.&lt;br /&gt;
&lt;br /&gt;
Decorating hospitals to make them beautiful can give colonists inside a great mood boost (max +15, plus impressive room stats). This is good, especially considering that some colonists will stay in the hospital for some time , such as the severely injured, incapacitated or sick.&lt;br /&gt;
&lt;br /&gt;
To provide joy, you may also install televisions into your hospitals. Patients lying in hospital beds within the viewing area will watch TV to entertain themselves when they are bored, and you won't need colonists coming to cheer them up as their only joy source.&lt;br /&gt;
&lt;br /&gt;
==== Patient rooms ====&lt;br /&gt;
&lt;br /&gt;
If you have even more resources you can build a separate room for each colonist. While they don't mind sleeping with others in a hospital, they do get disturbed by them walking around, and dirt can more easily affect cleanliness as well.&lt;br /&gt;
&lt;br /&gt;
==== Operating theater ====&lt;br /&gt;
&lt;br /&gt;
You can build a separate room to accommodate colonists who will undergo surgery, to make sure that colonists undergo medical operations in the cleanest of places.&lt;br /&gt;
&lt;br /&gt;
Your operating theater should be forbidden at all cases except when someone is about to have surgery. This prevents colonists from tracking dirt or blood into it, staining it.&lt;br /&gt;
&lt;br /&gt;
==== Vet area ====&lt;br /&gt;
&lt;br /&gt;
Also consider building animal sleeping spots with their own animal area near your medicine stockpile that you can restrict wounded animals to.  That way, they can be treated as fast as possible.&lt;br /&gt;
&lt;br /&gt;
=== Prison ===&lt;br /&gt;
&lt;br /&gt;
[[File:Prison_example_midgame.png|400px|thumb|right|Mid-late game prison blocks from A17, partially filled. Each cell has a table with a chair, a bed, decorations and a chess table with a chair (for decoration). Generosity like this is well-appreciated and rewarded with prisoners joining your colony. Note that the doors open towards the rest of the base (downwards).]]&lt;br /&gt;
&lt;br /&gt;
==== Prison barracks ====&lt;br /&gt;
&lt;br /&gt;
In the early game you can simply convert any existing ruins into a makeshift prison barracks, or build a simple prison hut which holds all the prisoners you capture. Try not to build it too far away from your main structures, otherwise it becomes harder to catch escaping prisoners.&lt;br /&gt;
&lt;br /&gt;
You should include tables and chairs for prisoners to use.&lt;br /&gt;
&lt;br /&gt;
==== Prison cells ====&lt;br /&gt;
&lt;br /&gt;
Like colonists, [[prisoner]]s will also suffer from the mood penalties associated with being kept together in a prison barracks. In addition, prison breaks are more serious should they happen, for every prisoner locked up in the same room will simultaneously break out, while prisoners in different cells may choose not to join. Thus, you should keep them separated.&lt;br /&gt;
&lt;br /&gt;
Each cell should have a table with a chair, a bed, and a light source. This is the bare minimum you need for a prisoner to be decently kept. Decorating the cell and making them bigger also increase mood bonuses for easier recruitment. They can't use any joy items put in the cell, nor do they have a joy need, so don't bother with joy items other than for aesthetic purposes.&lt;br /&gt;
&lt;br /&gt;
Prisons should have doors facing towards your base, so escaping prisoners will go towards your base instead of away, giving your wardens more time to deal with the break.&lt;br /&gt;
&lt;br /&gt;
==== Holding cell ====&lt;br /&gt;
&lt;br /&gt;
A larger cell with more beds. It should be only be used when your prison cells are overflowing. Put your less important prisoners inside them while assigning your more valuable prisoners into the cells.&lt;br /&gt;
&lt;br /&gt;
=== Multipurpose rooms ===&lt;br /&gt;
&lt;br /&gt;
These are more of an early to early-midgame thing that you can use before you get dedicated structures erected, such as hospitals or bigger prisons. Yet, these can still prove useful sometimes, like when your freezers or warehouses overflow, or you need somewhere to house an influx of injured or sick colonists.&lt;br /&gt;
&lt;br /&gt;
This is rather simple; just make an empty room, along with suitable temperature control. You can add beds if you intend on someone living in it (be it colonists or prisoners), which you can uninstall and tuck away in a corner when unused&lt;br /&gt;
&lt;br /&gt;
=== Backup ===&lt;br /&gt;
&lt;br /&gt;
There are many types of ways you can set up buildings on your map to possibly save your colonists' lives in dire situations:&lt;br /&gt;
*'''Shelters:''' Building small rooms with an emergency food and wood supply can save your colonists from enraged animals. Thick enough walls (at least 4 layers) can stop raiders from killing your colonists hiding inside.&lt;br /&gt;
*'''[[Nutrient paste dispenser]]s''': When food is running low or you forecast that it will, a paste dispenser can significantly slow down food consumption by efficiently converting raw foods into nutrient paste.&lt;br /&gt;
&lt;br /&gt;
== Production ==&lt;br /&gt;
&lt;br /&gt;
You will also need various buildings to produce or manufacture the stuff that your colonists need.&lt;br /&gt;
&lt;br /&gt;
=== Crops ===&lt;br /&gt;
&lt;br /&gt;
[[File:SunlampHydroponics.png|thumb|300px|right|Sun lamp illuminating crops grown in hydroponics basins. With this configuration you can fit 24 basins under 1 sun lamp for a total of 96 plants grown.]]&lt;br /&gt;
&lt;br /&gt;
''See also: [[Food production]]&lt;br /&gt;
&lt;br /&gt;
==== Crop fields ====&lt;br /&gt;
&lt;br /&gt;
Crop fields are rather simple; just set up a growing zone, designate the desired plant type and growers will automatically go and grow the plants.&lt;br /&gt;
&lt;br /&gt;
You need to check carefully the soil fertility before marking out your areas. &lt;br /&gt;
*Gravel looks quite similar to dirt at first glance, but has a greatly reduced fertility meaning plants will grow slower. &lt;br /&gt;
*Rich soil, on the other hand, is visibly darker and has improved fertility, making it suitable for long growing time plants such as [[devilstrand]].&lt;br /&gt;
&lt;br /&gt;
You will need to keep animals out, whether or not they are tamed. Exclude these areas out of the allowed areas of animals, and build walls to keep out wild animals.&lt;br /&gt;
&lt;br /&gt;
==== Greenhouses ====&lt;br /&gt;
&lt;br /&gt;
Enclosed areas that grow crops with the aid of temperature control, [[sun lamp]]s and possibly [[hydroponics basin]]s. They allow you to continue growing crops regardless of soil or weather conditions.  Note that greenhouses are subject to power draining events like [[Events#Solar Flare|solar flares]], knocking out lamps, heaters and hydroponics.&lt;br /&gt;
&lt;br /&gt;
=== Mining ===&lt;br /&gt;
&lt;br /&gt;
In early-midgame you just need to select mineral outcrops and designate them, and miners will proceed to dig out the minerals.&lt;br /&gt;
&lt;br /&gt;
Later on, you can choose to continue mining through several means.&lt;br /&gt;
&lt;br /&gt;
==== Strip mining ====&lt;br /&gt;
&lt;br /&gt;
If you have more mountains or rocks which you can mine, you can strip mine them by mining out long tunnels with 2 tiles between each other. This allows you to cover everything in the mines.&lt;br /&gt;
&lt;br /&gt;
Covering up your mine to prevent infestations is a good idea, using cheap materials such as [[wood]] it is possible to completely seal up the mines at a low cost. Alternatively, set up defenses at the mine entrance and just farm the insects.&lt;br /&gt;
&lt;br /&gt;
==== Deep drills ====&lt;br /&gt;
&lt;br /&gt;
After research you will unlock the [[deep drill]] and the [[ground-penetrating scanner]] for use.&lt;br /&gt;
&lt;br /&gt;
It is not recommended to start deep drilling without an active scanner as you cannot see the locations of mineral locations this way and deep drills cannot be relocated.&lt;br /&gt;
&lt;br /&gt;
Some deposits will be directly underneath your base. You can deconstruct or relocate buildings to give access to your drills. Be careful when you mine in colonists' bedrooms as they can easily disturb sleep.&lt;br /&gt;
&lt;br /&gt;
=== Animals ===&lt;br /&gt;
&lt;br /&gt;
Animals are an extremely useful asset to the colony if you can handle them (both in-game and performance-wise). They provide a variety of products, from raw food materials (meat, eggs or milk) for producing quality foods, to wool, which is an excellent insulator against both heat and cold. Moreover, they can be used in combat, as haulers, or as pack animals in a [[caravan]].&lt;br /&gt;
&lt;br /&gt;
==== Barn ====&lt;br /&gt;
&lt;br /&gt;
Barns are necessary only if you're keeping some animals in places where temperatures can exceed their comfort, as animals don't mind sleeping in the open. In this case, a temperature-controlled barn is necessary to keep the animals comfy.&lt;br /&gt;
&lt;br /&gt;
Building [[animal sleeping box]]es or [[animal bed]]s can help animals rest faster, though this doesn't really do much and is not cost efficient.&lt;br /&gt;
&lt;br /&gt;
==== Chemfuel farming ====&lt;br /&gt;
&lt;br /&gt;
[[Boomalope]]s are unique in the fact that they can produce [[chemfuel]]. This can be used to power generators, used as [[transport pod]] fuel or made into [[mortar shell]]s.&lt;br /&gt;
&lt;br /&gt;
Due to their explosive nature, they won't be attacked by predators, so you can let them roam freely without much danger. Keeping them confined is dangerous as the death of one boomalope can injure others, and if you don't intervene the other boomalopes will die, exploding and causing a chain reaction.&lt;br /&gt;
&lt;br /&gt;
== Power ==&lt;br /&gt;
&lt;br /&gt;
=== Solar power ===&lt;br /&gt;
&lt;br /&gt;
[[Solar generator]]s provide power only during the day. It provides 1700W, quite a decent figure, but still not to be fully relied on.&lt;br /&gt;
&lt;br /&gt;
=== Wind power ===&lt;br /&gt;
&lt;br /&gt;
[[Wind turbine]]s provide unstable power throughout the day. It can provide up to 3000W, but it usually gives less than that.&lt;br /&gt;
&lt;br /&gt;
It requires plenty of open space for maximum efficiency, and any obstacles can easily reduce efficiency. To prevent trees from growing and obstructing the turbines, put down floors, grow crops underneath the turbines or fill in the gaps with solar generators.&lt;br /&gt;
&lt;br /&gt;
=== Fueled generation ===&lt;br /&gt;
&lt;br /&gt;
You can get the [[wood-fired generator]] which runs on wood, or the [[chemfuel powered generator]] which runs on [[chemfuel]], constantly providing 1000W of power. It is a good idea to have some of these as a backup power source, or even as your main source in biomes that are loaded with forests that will replenish themselves, such as in the tropics.&lt;br /&gt;
&lt;br /&gt;
Chemfuel is significantly more efficient than wood, so once you research the [[refinery]] it's a better idea to refine wood into chemfuel before usage as fuel.&lt;br /&gt;
&lt;br /&gt;
==== Boomalope setup ====&lt;br /&gt;
&lt;br /&gt;
Boomalopes generate enough chemfuel to run 2 generators.&lt;br /&gt;
&lt;br /&gt;
2 boomalopes give enough fuel to continuously power 5 generators for a total of 5000W. This is not taking into account any energy costs from growing food for use by the boomalopes.&lt;br /&gt;
&lt;br /&gt;
==== Infinite chemreactor setup ====&lt;br /&gt;
&lt;br /&gt;
Infinite chemreactors generate enough chemfuel to run a generator, which in turn generates more than enough power to run the chemreactor.&lt;br /&gt;
&lt;br /&gt;
8 infinite chemreactors can generate enough fuel to power 15 generators, for a total surplus power of 12600W.&lt;br /&gt;
&lt;br /&gt;
=== Geothermal power ===&lt;br /&gt;
&lt;br /&gt;
[[Geothermal generator]]s constantly gives 3600W of power after being built on a steam geyser without requiring fuel. It is an important source of power from mid-game onward, as it is constant and high-powered.&lt;br /&gt;
&lt;br /&gt;
Research is required to unlock it, and the generator itself is quite costly so it's best left to midgame. However, once researched and built you can have a constant power supply, and with 5 generators on the map you can sustain a basic mid-sized colony.&lt;br /&gt;
&lt;br /&gt;
Make sure your geothermal generators and their connecting conduits are well-protected as they often have to be placed far from base. Walling the generators helps protect them against raiders, but walling the conduits isn't recommended due to the cost and its hindrance on colonist field work.  Be aware of the heat that the geysers release.  If you closely wall and roof in a geothermal generator, the temperature inside will be quite high, high enough in fact to catch combustible building materials on fire.  Consider removing the roofs on such buildings.  However, if the vent is close to your base in a cold biome, consider attaching its building to your own base to help heat it.&lt;br /&gt;
&lt;br /&gt;
It is possible to rush the research for geothermal power, though you should be careful not to neglect other more important research projects.&lt;br /&gt;
&lt;br /&gt;
=== Power storage ===&lt;br /&gt;
&lt;br /&gt;
You will need [[battery|batteries]] to store power if you're using unstable power supplies such as wind or solar power. Batteries need to be kept under a roof to prevent short-circuits, and they should be protected from external threats, too. Connect them to the grid via switches, so you can shut off unneeded batteries to reduce the impact of short circuits.&lt;br /&gt;
 &lt;br /&gt;
Leave a 1-tile gap between adjacent groups of batteries so power does not flow between them and you can independently control connectivity.&lt;br /&gt;
&lt;br /&gt;
=== Power network ===&lt;br /&gt;
&lt;br /&gt;
It's not a good idea to have just 1 conduit spanning the entirety of your base.  While it saves materials, short circuits or other events can cripple your power supply.  Instead, build a network with redundant pathways so that the grid will continue to function even if there is a break somewhere in the network.&lt;br /&gt;
&lt;br /&gt;
It is best to connect geothermal generators to other geothermal generators, so events such as wildfires and raider attacks won't easily disconnect them from your power network, causing severe power shortages.&lt;br /&gt;
&lt;br /&gt;
=== Emergency power ===&lt;br /&gt;
 &lt;br /&gt;
Some events will cause you to lose power if you are unprepared. Some colonies rely on wind or solar power to power everything, and eventually every colony with electricity will suffer from a [[events#Faulty Conduit Explosion|fault conduit explosion]], also show as 'Zzzt...' Both cases will cause you to lose power, whether it's not enough wind or sun, or an explosion. Raider attacking and destroying power conduits connected to power generators can sever power from the colony, reducing the power available.&lt;br /&gt;
*'''Backup batteries''': Always have spare power stores, such as multiple battery systems with switches. Only connect extra when they are about to run out, or are charging.&lt;br /&gt;
*'''Backup generators''': Have some fueled generators that you bring online only if there's not enough power in the colony. This can allow your backup batteries to discharge slower, or even recharge. If they are turned off they will not consume fuel.&lt;br /&gt;
&lt;br /&gt;
=== Vanometric power cell ===&lt;br /&gt;
&lt;br /&gt;
A [[vanometric power cell]] constantly provides 1200W of power regardless of any condition, and can be placed anywhere. Obtaining it can be quite hard due to its rarity, even in the mid-late game, yet a constant, uninterrupted source of power is always valuable to any colony.&lt;br /&gt;
&lt;br /&gt;
It can be used as a good starting power source when you are branching off to start a new colony.&lt;br /&gt;
&lt;br /&gt;
== Defenses ==&lt;br /&gt;
{{main|Defense structures}}&lt;br /&gt;
{{see also|Defense tactics}}&lt;br /&gt;
&lt;br /&gt;
Unless you're playing on Peaceful difficulty, you will eventually encounter major threats, so you will need to prepare defenses for that.&lt;br /&gt;
&lt;br /&gt;
The greatest advantage on your side is cover. While enemies are hiding behind rock chunks, you have [[sandbags]] and walls on your side, giving you a significant upper hand. You can even clear the rock chunks to force enemies behind trees which are less optimal a cover choice, widening the advantage.&lt;br /&gt;
&lt;br /&gt;
You can also choose to build [[turret]]s if you have unlocked them. They are essential if you don't have enough colonists to defend against raids, most typically the start of the Rich Explorer scenario.&lt;br /&gt;
&lt;br /&gt;
== Temperature control ==&lt;br /&gt;
&lt;br /&gt;
Room should have its temperature regulated by some method or another, so as to keep a comfortable temperature for colonists to live in, and protect them from extreme temperature conditions such as heat waves, cold snaps or simply the outdoors ambient temperature.&lt;br /&gt;
&lt;br /&gt;
Large rooms such as your dining room or rec room should have their own [[heater]]s and [[cooler]]s. If they are interconnected you may want to open doors for faster colonist access and temperature exchange. If you choose to do so, remember to close doors if a fire breaks out in the room.&lt;br /&gt;
&lt;br /&gt;
Smaller rooms such as your bedrooms should be thermally connected to a larger central space through vents. Your heaters and coolers should be all placed outside the bedrooms. This reduces the number of heaters and coolers you need to build while keeping your bedrooms at a comfy temperature at the same time.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that you will also need to be prepared in case of a freak temperature event such as heat waves or cold snaps. Without enough temperature devices rooms can get uncomfortably cold or hot, and in severe cases begin to cause hypothermia or heatstroke.&lt;br /&gt;
&lt;br /&gt;
=== Cooler gap prevention ===&lt;br /&gt;
&lt;br /&gt;
As coolers need to be built as part of a wall, the process of building a cooler involves tearing down the original wall, then putting the cooler in place. This short interval allows temperature to go freely through the gap, which isn't something you want.&lt;br /&gt;
&lt;br /&gt;
To fix this, you can plug the gap by building  cheap wooden wall in front of or behind the cooler blueprint, then starting work on the cooler. The wooden wall will prevent temperatures from equalizing easily. &amp;lt;br&amp;gt;&lt;br /&gt;
Remember to deconstruct the wall after the cooler is done.&lt;br /&gt;
&lt;br /&gt;
=== Protected coolers ===&lt;br /&gt;
&lt;br /&gt;
Coolers are very fragile, and a single explosion or dedicated effort from melee attackers can easily break them down. Protecting the coolers helps fortify your base against enemy raids by eliminating the weak points in your walls.  This is done by walling the coolers off while giving it unroofed space in front of the hot end to vent away heat.&lt;br /&gt;
&lt;br /&gt;
If your colony is in a cold but not quite freezing biome, consider venting the heat from the coolers for your freezer into your living spaces instead.&lt;br /&gt;
&lt;br /&gt;
==== Cooler column ====&lt;br /&gt;
&lt;br /&gt;
Have the hot end facing an unroofed area where the heat vents out into the open. That unroofed area can be placed within an existing structure, such as inside the freezer. For maximum spatial efficiency the strips of unroofed area should be 1 tile wide, surrounded by coolers.&lt;br /&gt;
&lt;br /&gt;
Best used for freezers to keep cool as most cases don't call for that many coolers.&lt;br /&gt;
&lt;br /&gt;
=== Temporary temperature control ===&lt;br /&gt;
&lt;br /&gt;
If your regular heaters or coolers aren't doing the trick, there's a temporary power outage or you're a tribe without the ability to harness electricity yet, you can use [[campfire]]s or [[passive cooler]]s to heat or cool down your base respectively. Both have the same effect as their powered variants, except they are rather limited in their available temperature range: campfires can't heat above 30°C while passive coolers can't cool below 15°C.  Also, their temperature effect is full and cannot be throttled.  Depending on what gear your colonists are wearing, it's possible for them in a room being heated with campfires to complain about it being too hot.&lt;br /&gt;
&lt;br /&gt;
These are best used to keep colonists comfortable during heat waves or cold snaps. If you always encounter uncomfortable temperatures during summer or winter then it's time to upgrade your heaters or cooler system.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
&lt;br /&gt;
=== Dirt floors ===&lt;br /&gt;
&lt;br /&gt;
Until you have enough manpower to spare for cleaning jobs, instead of building any floors, use the terrain directly. Dirt trailed on constructed floors makes for a much worse beauty and cleanliness penalty than using dirt floors, so this can actually make your rooms look better and be 'cleaner'.&lt;br /&gt;
&lt;br /&gt;
However for places like hospitals it's better to use sterile tiles and manually clean them instead.&lt;br /&gt;
&lt;br /&gt;
=== Flooring outside ===&lt;br /&gt;
&lt;br /&gt;
To reduce the amount of dirt inside your colony buildings, put any kind of flooring covering places where colonists and animals frequently walk. This reduces the amount of dirt formed as well as causes dirt to be left outside where it does not look as bad. &lt;br /&gt;
&lt;br /&gt;
This should obviously be done only if you have enough janitors, otherwise it's better to just not build any floors (see above).&lt;br /&gt;
&lt;br /&gt;
=== Moisture pumps ===&lt;br /&gt;
&lt;br /&gt;
[[Moisture pump]]s clear out moisture from the ground around them, making dry land suitable for construction and agriculture.  They are excellent in swamp biomes for clearing out shallow water, marshy soil and mud in order to build structures.  Their effect is permanent, so they can safely be deconstructed once the land you want to use is dry.  Note that shallow water will be converted to gravel, which only has 70% fertility.  Still, this can be the only way to farm in ground outdoors in biomes like Ice Sheet and Sea Ice.&lt;br /&gt;
&lt;br /&gt;
{{nav/guides}}&lt;br /&gt;
[[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>Yoshida Keiji</name></author>
	</entry>
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		<title>User talk:Yoshida Keiji</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User_talk:Yoshida_Keiji&amp;header_revId=uvlrtdr5pefoy1zh&amp;action=view-header"/>
		<updated>2019-03-09T08:45:07Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:Yoshida_Keiji&quot; class=&quot;mw-userlink&quot; title=&quot;User:Yoshida Keiji&quot;&gt;&lt;bdi&gt;Yoshida Keiji&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:Yoshida_Keiji&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:Yoshida Keiji&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Yoshida_Keiji&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Yoshida Keiji&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; edited the description&lt;/span&gt;</summary>
		<author><name>Yoshida Keiji</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:Yoshida_Keiji&amp;diff=62814</id>
		<title>User:Yoshida Keiji</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:Yoshida_Keiji&amp;diff=62814"/>
		<updated>2019-03-09T03:25:11Z</updated>

		<summary type="html">&lt;p&gt;Yoshida Keiji: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Special:Log/delete]]  *  [[:Category:Page Deletion]]  *  [[:Category:Site Maintenance]]  *  http://community.wikia.com/wiki/Category:Policy  *  [[Category Portal]] * [https://rimworldwiki.com/wiki/Category:General_wiki_templates Category:General wiki templates]&lt;br /&gt;
&lt;br /&gt;
{{Template:Heading|This user only plays vanilla [[Scenario_system#Lost_Tribe|Lost Tribe]] scenario games without killboxes, they are for girls. |[[File:Tribalwear.png]]}}&lt;br /&gt;
&lt;br /&gt;
{{Template:Heading|This user is a Spiritual but non-Religious person, and favors [https://en.wikipedia.org/wiki/Buddhism Buddhism]. | [[File:Small sculpture statue.png]]}}&lt;br /&gt;
&lt;br /&gt;
{{Template:Civilization}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[RimWorld_Wiki:Community_portal|'''Community Portal''']]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;'''[[User:Yoshida Keiji/Moderator]]'''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[User:Yoshida Keiji/Forum|'''Useful threads at forum''']]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;'''[[User:Yoshida Keiji/Philosophy/Cheese]]'''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[List_of_adulthood_backstories]]'''&lt;br /&gt;
&lt;br /&gt;
'''[[List_of_childhood_backstories]]'''&lt;br /&gt;
&lt;br /&gt;
[[Plants#Domesticated_Plants]]&lt;br /&gt;
&lt;br /&gt;
[[Zipangu_(Rice_cultivation_civilization)_(A17-mod)]]&lt;br /&gt;
&lt;br /&gt;
[[:Category:Page Obsolete]]&lt;br /&gt;
&lt;br /&gt;
https://en.wikipedia.org/wiki/Web_colors&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;400px&amp;quot; heights=&amp;quot;400px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
|'''alt text'''&lt;br /&gt;
|'''alt text'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;div style=&amp;quot;text-align: center; background:#E0FFFF&amp;quot;&amp;gt;TEXT&amp;lt;/div&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Tables &lt;br /&gt;
! X&lt;br /&gt;
! Pros&lt;br /&gt;
! Cons&lt;br /&gt;
|-&lt;br /&gt;
! Point 1&lt;br /&gt;
| Pros 1 || Cons 1&lt;br /&gt;
|-&lt;br /&gt;
! Point 2&lt;br /&gt;
| Pros 2 || Cons 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Tables&lt;br /&gt;
! X&lt;br /&gt;
! Pros&lt;br /&gt;
! Cons&lt;br /&gt;
|-&lt;br /&gt;
! Point 1&lt;br /&gt;
| Pros 1 || Cons 1&lt;br /&gt;
|-&lt;br /&gt;
! Point 2&lt;br /&gt;
| Pros 2 || Cons 2&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;blockquote&amp;gt;Blockquote&amp;lt;/blockquote&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{Box1 start}}&lt;br /&gt;
Text&lt;br /&gt;
{{Box2 start}}&lt;br /&gt;
Text&lt;br /&gt;
{{Boxes end}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
{{Box1 start}}&lt;br /&gt;
Text&lt;br /&gt;
{{Box2 start}}&lt;br /&gt;
Text&lt;br /&gt;
{{Boxes end}}&lt;br /&gt;
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https://www.mediawiki.org/wiki/Help:Tables&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt; &amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot;&amp;gt; &amp;lt;/pre&amp;gt; &lt;br /&gt;
&lt;br /&gt;
{| {{STDT|c_01 align-center}}&lt;br /&gt;
! X !! [[User:Yoshida_Keiji/Sandbox|Sandbox]] !!  [[RimWorld Wiki:Templates]] !! [[User:Yoshida Keiji/User Guides|User Guides]] !! [https://en.wikipedia.org/wiki/Wikipedia:Userboxes Userbox] / [https://en.wikipedia.org/wiki/Template:Userbox Syntax]&lt;br /&gt;
|-&lt;br /&gt;
! 1 || [[User:Yoshida Keiji/Sandbox1|Draft:Formatting Guidelines (Items)]] || [[Help:Templates]] || [[User:Yoshida Keiji/User Guides/How to Cure Addictions|'''How to Cure Addictions''']] ([[Drugs]]) || [[User:Yoshida Keiji/Userboxes/Syntax|Syntax]]&lt;br /&gt;
|-&lt;br /&gt;
! 2 || [[User:Yoshida_Keiji/Sandbox2|'''RimWorld_Wiki:Ancient_structures''']] || [[Template:Nav/Clothing]] || [[User:Yoshida Keiji/User Guides/Surgery|How to perform Surgery]] ([[Doctoring]]) || [[User:Yoshida Keiji/Userboxes/A16|'''A16''' (UC)]]&lt;br /&gt;
|-&lt;br /&gt;
! 3 || [[User:Yoshida_Keiji/Sandbox3|Draft:Formatting Guidelines (Weapons)]] || &amp;lt;pre&amp;gt; {{for|&amp;lt;name&amp;gt;|&amp;lt;link&amp;gt;}} &amp;lt;/pre&amp;gt; || [[User:Yoshida Keiji/User guides/Drug policy|Drug policy]] || &amp;lt;pre&amp;gt;{{Template:Civilization}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! 4 || [[User:Yoshida_Keiji/Sandbox4|Template:Quote]] || [[:Template:Video_2]] || [[User:Yoshida Keiji/User guide/Ice sheet for Lost tribe|'''Guide: Ice sheet for Lost tribe''']] (original mix)  ||Userboxes&lt;br /&gt;
|-&lt;br /&gt;
! 5 || [[User:Yoshida Keiji/Formatting guidelines (animas)]] || &amp;lt;pre&amp;gt; {{Main|}} &amp;lt;/pre&amp;gt; || [[User:Yoshida Keiji/User guides/Defense structures|Defense structures]]  || Userboxes &lt;br /&gt;
|-&lt;br /&gt;
! 6 || [[User:Yoshida Keiji/Sandbox6|Sandbox]] || &amp;lt;pre&amp;gt;{{tl|navbar}}&amp;lt;/pre&amp;gt;{{tl|navbar}} || [[User:Yoshida Keiji/User Guides/Game fixing Mods|'''Game fixing Mods''']] || Userboxes&lt;br /&gt;
|-&lt;br /&gt;
! 7 || Sandbox || &amp;lt;pre&amp;gt;{{unsigned|&amp;lt;username&amp;gt;}}&amp;lt;/pre&amp;gt; || [[User:Yoshida Keiji/User guides/Predator attacks|'''Predator attacks''']] || Userboxes&lt;br /&gt;
|-&lt;br /&gt;
! 8 || Sandbox || Empty || [[User:Yoshida Keiji/User guides/Spaceship|'''Spaceship''']] || Userboxes&lt;br /&gt;
|-&lt;br /&gt;
! 9 || Sandbox || Empty || [[User:Yoshida Keiji/Documentary/Alpha4|'''Documentary: Alpha 4''']] || Userboxes&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
http://rimworldwiki.com/wiki/Category:Public_versions&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|vV6wyeZ7458|330}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''First look'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|0LdBGkUbf9A|330}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''Alpha 1'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|Rhw3j_pYWnI|330}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''RimWorld Alpha 2 - Cannibal Modders'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|BHuchTya6rA|330}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''RimWorld Alpha 3 - Factional Infighting'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|wusy3Z8JKkY|330}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''RimWorld Alpha 4 - Giant Centipede Robots'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|RMBQn_sg7DA|330}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''RimWorld Technology - Region System'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|fzfpEB5La6o|330}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''RimWorld Alpha 5 - Under Siege'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|5omZG5ZIOyQ|330}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''RimWorld Alpha 6 - Whole New World'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|XZXY4fxj0Ck|330}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''RimWorld Alpha 7 - Things Made of Stuff'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|JvK0Q17808g|330}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''RimWorld Alpha 8 - Winter is Coming'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|Mu6nsUUzgy0|330}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''RimWorld Alpha 9 - Tales 'o' Drinking'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|zdNuJ8ESJPI|330}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''RimWorld Alpha 10 - Joy System'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|LR9wqSyfSwQ|330}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''RimWorld Alpha 11 - Sappers and Traps'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|KkmR_FNp1ng|330}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''RimWorld Alpha 12 - Animal Taming'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|PAOZrfu7n3Q|330}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''RimWorld Alpha 13 - Trapped With Your Ex'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|x8eyPE2yuoE|330}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''RimWorld Alpha 17 - On the Road'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Template creation tutorials ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|5SZCdFgJ9hg|330}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''Templates 101 Webinar'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{VersionNavbox}}&lt;br /&gt;
&lt;br /&gt;
[[File:Creative rewards.png]]&lt;br /&gt;
&lt;br /&gt;
[[User:Yoshida Keiji/Art Gallery|'''Art Gallery''']]&lt;br /&gt;
&lt;br /&gt;
[[User:Yoshida_Keiji/Seed_Gallery|'''Seed Gallery''']]&lt;br /&gt;
&lt;br /&gt;
http://rimworldwiki.com/wiki/Category:Navigation_templates&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|dkao-OYJryM|330}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''The Honey Island Swamp on the Pearl River in Louisiana'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
A healthy muffalo can carry 2,450 potatoes.&lt;br /&gt;
&lt;br /&gt;
Lancers chase range without return fire is 50 tiles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Undraft exists since [[Version/0.3.410|Alpha 3]]:&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;Colonists now undraft themselves if they’ve been doing nothing for at least a quarter of a day and there are no enemies on the map.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Bonus ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|APMu32sC2nM|500}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;There Is No White Jesus&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|mNDA-o9yJNw|500}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;Arnold Schwarzenegger 2018 - The speech that broke the internet - Most Inspiring ever&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|4K5fbQ1-zps|500}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''Life of Privilege Explained in a $100 Race'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|4ZvtMyeUhNc|500}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''Ilhan Omar, Giving Zero Fucks, Lights Up War Criminal's Ass Over Past Support of Genocide'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|qkWfZCDHo-c|500}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''The Saudi plan to exterminate Yemen's fishermen'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Yoshida Keiji</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:Yoshida_Keiji/Seed_Gallery&amp;diff=62811</id>
		<title>User:Yoshida Keiji/Seed Gallery</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:Yoshida_Keiji/Seed_Gallery&amp;diff=62811"/>
		<updated>2019-03-07T12:47:54Z</updated>

		<summary type="html">&lt;p&gt;Yoshida Keiji: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;gallery caption=Seed_Gallery packed showfilename=yes&amp;gt;&lt;br /&gt;
File:Seed ludeon.jpg&lt;br /&gt;
File:Seed valley.png&lt;br /&gt;
File:Seed jane.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>Yoshida Keiji</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:Seed_jane.png&amp;diff=62810</id>
		<title>File:Seed jane.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:Seed_jane.png&amp;diff=62810"/>
		<updated>2019-03-07T12:47:19Z</updated>

		<summary type="html">&lt;p&gt;Yoshida Keiji: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Yoshida Keiji</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Vanometric_power_cell&amp;diff=62804</id>
		<title>Vanometric power cell</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Vanometric_power_cell&amp;diff=62804"/>
		<updated>2019-03-06T16:19:05Z</updated>

		<summary type="html">&lt;p&gt;Yoshida Keiji: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main|building|&lt;br /&gt;
| name = Vanometric power cell&lt;br /&gt;
| image = Vanometric power cell.png|Vanometric power cell&lt;br /&gt;
| description = Generates free energy, forever, without using fuel. This technology is developed by archotech AIs, and is beyond even most glitterworld societies. While nobody knows exactly how it works, scholars believe it somehow extracts energy directly from fluctuations in the quantum foam.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Special&lt;br /&gt;
| beauty = 0&lt;br /&gt;
| cover effectiveness = 0.4&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| max hit points = 100&lt;br /&gt;
| mass base = 15&lt;br /&gt;
| market value = 1750&lt;br /&gt;
| path cost = 70&lt;br /&gt;
| power = + 1000&lt;br /&gt;
| reward item = true&lt;br /&gt;
| size = 1|2&lt;br /&gt;
}}&lt;br /&gt;
The '''vanometric power cell''' is a [[Events#World_incidents|World quest]] reward [[Power#Power_generators|power generator]] that constantly provides 1000W for free and can be installed anywhere.&lt;br /&gt;
&lt;br /&gt;
=== Usage ===&lt;br /&gt;
&lt;br /&gt;
* Since it is 100% reliable, you cam power high-priority equipment (such as base defenses or climate control) in case other power sources fail.&lt;br /&gt;
* Small and portable features allows to conveniently power &amp;quot;off-grid&amp;quot; equipment (such as mining drills) without the need for long conduits.&lt;br /&gt;
* Can be loaded into caravans or transport pods to power turrets in an offensive capacity.&lt;br /&gt;
* It can also be used to charge back-up batteries.&lt;br /&gt;
&lt;br /&gt;
=== Version history ===&lt;br /&gt;
&lt;br /&gt;
* Originally added in Beta 18 and used to provide only 500W power.&lt;br /&gt;
* The power output was buffed to 1000W in Beta 19.&lt;br /&gt;
&lt;br /&gt;
{{nav/questitems}}&lt;/div&gt;</summary>
		<author><name>Yoshida Keiji</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Archotech_eye&amp;diff=62801</id>
		<title>Archotech eye</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Archotech_eye&amp;diff=62801"/>
		<updated>2019-03-05T21:46:29Z</updated>

		<summary type="html">&lt;p&gt;Yoshida Keiji: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Define|Body Part&lt;br /&gt;
| image = Artificial Organ&lt;br /&gt;
| always haulable = true&lt;br /&gt;
| def name = ArchotechEye&lt;br /&gt;
| description = An artificial eye built by an archotech. It perceives every type of electromagnetic radiation, including radio waves, infrared, light, x-rays, and gamma rays. Its visual acuity is precise enough to read handwriting from twenty meters away. It can emit various wavelengths of radiation like a flashlight, and has an internal subpersona AI which helps highlight useful visual information. Externally, it looks like a natural human eye, except it can change color at will. Its internal workings are a mystery to all human minds.&lt;br /&gt;
| graphic class = Graphic_Single&lt;br /&gt;
| graphic path = Things/Item/BodyPart/ArtificialOrgan&lt;br /&gt;
| is body part = true&lt;br /&gt;
| label = bionic eye&lt;br /&gt;
| parent name = BodyPartBase&lt;br /&gt;
| path cost = 10&lt;br /&gt;
| selectable = true&lt;br /&gt;
| thing class = ThingWithComps&lt;br /&gt;
| ticker type = Never&lt;br /&gt;
| use hit points = true&lt;br /&gt;
| flammability base = 0.7&lt;br /&gt;
| market value base = 2800&lt;br /&gt;
| max hit points base = 50&lt;br /&gt;
| mass = 0.3&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Archotech eye is an eye replacement which provides 150% [[Sight|sight]] efficiency. A superior version of the [[bionic eye]].&lt;br /&gt;
&lt;br /&gt;
It can be found in [[ancient shrine]]s, bought from traders or obtained as a quest reward.&lt;br /&gt;
&lt;br /&gt;
=== Usage ===&lt;br /&gt;
&lt;br /&gt;
The Archotech eye can be useful for shooters as it increases accuracy. It cannot be installed into colonists with undamaged eyes.&lt;br /&gt;
&lt;br /&gt;
{{nav/body_parts}}&lt;/div&gt;</summary>
		<author><name>Yoshida Keiji</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Uv4i8atb06m5rc0d&amp;topic_postId=uv6qqjt1v7obubv1&amp;topic_revId=uv6qqjt1v7obubv1&amp;action=single-view</id>
		<title>Topic:Uv4i8atb06m5rc0d</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Uv4i8atb06m5rc0d&amp;topic_postId=uv6qqjt1v7obubv1&amp;topic_revId=uv6qqjt1v7obubv1&amp;action=single-view"/>
		<updated>2019-03-02T14:49:18Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:Yoshida_Keiji&quot; class=&quot;mw-userlink&quot; title=&quot;User:Yoshida Keiji&quot;&gt;&lt;bdi&gt;Yoshida Keiji&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:Yoshida_Keiji&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:Yoshida Keiji&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Yoshida_Keiji&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Yoshida Keiji&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:Uv4i8atb06m5rc0d&amp;amp;topic_showPostId=uv6qqjt1v7obubv1#flow-post-uv6qqjt1v7obubv1&quot;&gt;commented&lt;/a&gt; on &quot;CodeSquid&quot; (&lt;em&gt;You need to perform a minimum of 10 edits in order to have access to those features. Since you need 8 more edits, I took a look at your f...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Yoshida Keiji</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:Yoshida_Keiji/Seed_Gallery&amp;diff=62784</id>
		<title>User:Yoshida Keiji/Seed Gallery</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:Yoshida_Keiji/Seed_Gallery&amp;diff=62784"/>
		<updated>2019-02-28T22:05:40Z</updated>

		<summary type="html">&lt;p&gt;Yoshida Keiji: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;gallery caption=Seed_Gallery packed showfilename=yes&amp;gt;&lt;br /&gt;
File:Seed ludeon.jpg&lt;br /&gt;
File:Seed valley.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>Yoshida Keiji</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:Seed_valley.png&amp;diff=62783</id>
		<title>File:Seed valley.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:Seed_valley.png&amp;diff=62783"/>
		<updated>2019-02-28T22:04:34Z</updated>

		<summary type="html">&lt;p&gt;Yoshida Keiji: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Yoshida Keiji</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Gladius&amp;diff=62766</id>
		<title>Gladius</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Gladius&amp;diff=62766"/>
		<updated>2019-02-22T11:25:32Z</updated>

		<summary type="html">&lt;p&gt;Yoshida Keiji: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{infobox main|weapon|&lt;br /&gt;
|name = Gladius&lt;br /&gt;
|image = Gladius.png|Gladius&lt;br /&gt;
|type = Equipment&lt;br /&gt;
|type2 = Weapons&lt;br /&gt;
|description = &amp;quot;A short sword of ancient design. Good for stabbing or slashing. It's light and nimble, which sometimes lets it beat bigger, heavier weapons.&amp;quot;&lt;br /&gt;
|class = Medieval&lt;br /&gt;
|meleeattack1dmg = 9&lt;br /&gt;
|meleeattack1type = poke&lt;br /&gt;
|meleeattack1part = handle&lt;br /&gt;
|meleeattack1cool = 2&lt;br /&gt;
|meleeattack1ap = 13&lt;br /&gt;
|meleeattack2dmg = 15&lt;br /&gt;
|meleeattack2type = stab&lt;br /&gt;
|meleeattack2part = point&lt;br /&gt;
|meleeattack2cool = 2&lt;br /&gt;
|meleeattack2ap = 22&lt;br /&gt;
|meleeattack3dmg = 15&lt;br /&gt;
|meleeattack3type = cut&lt;br /&gt;
|meleeattack3part = edge&lt;br /&gt;
|meleeattack3cool = 2&lt;br /&gt;
|meleeattack3ap = 22&lt;br /&gt;
|MeleeWeaponAverageDPS = 7.04&lt;br /&gt;
|MeleeWeaponAverageAP = 21&lt;br /&gt;
|mode = Melee&lt;br /&gt;
|buy = {{icon|buildingmat|50}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The gladius is a [[Weapon|melee weapon]] in RimWorld that does a moderate amount of [[damage]], has a moderate cooldown, and deals sharp damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As is typical with any sharp weapon, gladius attacks cause bleeding, and generally fares poorly against armor when compared to blunt weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The gladius is one of the most well-rounded melee weapons in the game; striking an excellent balance between damage per hit and cooldown, and not being too expensive either. While the gladius is slightly better at nominal [[DPS]], the mace performs significantly better against armor since it deals blunt damage, which puts the gladius in a tough spot. [[Plasteel]] gladii, however, offer excellent base DPS which establishes a slightly noticeable lead over a plasteel mace in this aspect; combining knife-like cooldown with spear-like damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Still, the gladius offers significantly more performance than the [[knife]] while not really being that much more expensive to produce, possibly even outclassing the knife as a 'budget' melee weapon - but again, the mace is still the better choice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Against armor, a [[steel]] gladius has considerably worse performance than a [[Materials#Stone_Blocks|stone]] [[club]]. Therefore, even [[wood|wooden]] clubs significantly outperform a steel gladius in this department - and a steel mace offers nearly double the damage output. When factoring in [[plasteel]] though, the gladius claws back slightly but still falls slightly behind even the wooden club, so a plasteel mace is going to be leaps and bounds ahead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Overall, the gladius is by no means a bad weapon, because it's actually a decent melee weapon, but there are better options out there just for forking out slightly more [[silver]] or ingredients. At the end of the day, the mace is to the gladius what the gladius is to the knife - even when factoring in plasteel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Obtaining===&lt;br /&gt;
Gladii can be purchased from any [[outlander]] and orbital combat suppliers, or obtained from outlander and pirate [[raider]]s. Gladii can also be crafted at either a [[fueled smithy]] or an [[electric smithy]] once the [[research#smithing|smithing]] research has been completed; from 50 of any metallic or wooden [[materials|material]], and {{ticks|10000}} of work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Kind::Weapons| ]]&lt;br /&gt;
{{nav|weapon|wide}}&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Equipment]]&lt;/div&gt;</summary>
		<author><name>Yoshida Keiji</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Mountain&amp;diff=62765</id>
		<title>Mountain</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Mountain&amp;diff=62765"/>
		<updated>2019-02-22T11:21:15Z</updated>

		<summary type="html">&lt;p&gt;Yoshida Keiji: /* Minerals/Metals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Gameplay_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
Mountains, or hills, in RimWorld, are a natural structure that contain resources and special rooms.&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
Many resources can naturally be found in mountains, such as minerals, stone, and even loot!&lt;br /&gt;
&lt;br /&gt;
===Minerals/Metals===&lt;br /&gt;
Minerals and metals come in deposits called veins. They can be found in mountains and hills. They are found easier if the terrain that you landed on is either: Small Hills, Large Hills, or Mountainous.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_25 text-center}}&lt;br /&gt;
! Resource !! Drops (Max) !! Vein Size !! Hitpoints !! Rarity !! Mining Speed&lt;br /&gt;
|-&lt;br /&gt;
! [[Steel]]&lt;br /&gt;
| 35 {{icon|steel}} || | 20-40 || | 1,500 || | Common || | Fast&lt;br /&gt;
|-&lt;br /&gt;
! [[Jade]]&lt;br /&gt;
| 35 {{icon|jade}} || | 1-6 || | 1,500 || | Rare || | Fast&lt;br /&gt;
|-&lt;br /&gt;
! [[Component]]&lt;br /&gt;
| 2 {{icon|component}} || | 3-6 || | 2,000 || | Common || | Moderately Fast&lt;br /&gt;
|-&lt;br /&gt;
! [[Gold]]&lt;br /&gt;
| 35 {{icon|gold}} || | 1-6 || | N/A || | Rare || | N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Uranium]]&lt;br /&gt;
| 35 {{icon|uranium}} || | 1-6 || | 4,000 || | Very Rare || | Slow&lt;br /&gt;
|-&lt;br /&gt;
! [[Silver]]&lt;br /&gt;
| 35 {{icon|silver}} || | 4-12 || | 1,500 || | Uncommon || | Fast&lt;br /&gt;
|-&lt;br /&gt;
! [[Plasteel]]&lt;br /&gt;
| 35 {{icon|plasteel}} || | 10-50 || | 10,000 || | Uncommon || | Very Slow&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Yoshida Keiji</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Prisoner&amp;diff=62764</id>
		<title>Prisoner</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Prisoner&amp;diff=62764"/>
		<updated>2019-02-22T11:16:10Z</updated>

		<summary type="html">&lt;p&gt;Yoshida Keiji: Undo revision 62759 by Pete2105 (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Characters_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
Prisoners are [[people]], usually [[raider]]s, hostile tribals, or your own colonists undergoing a [[mood|mental break]], who have been taken captive. They are unable to leave their [[Room_roles|prison barracks]] and can only use facilities (such as a [[Nutrient_paste_dispenser|food dispenser]] or [[shelf|shelf]]) on their own if they are placed inside the prison barracks. &lt;br /&gt;
&lt;br /&gt;
You should notice that your colonists won't haul food away from cells, even when directed to do so.  Animals may still enter the cell on their own and eat that food however.&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Taking a Prisoner ==&lt;br /&gt;
&lt;br /&gt;
In order to take a prisoner you first need a fully enclosed cell&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; where you want the prisoner(s) to stay and at least one unclaimed bed or sleeping spot per prisoner. In order to make a prisoner's bed, you need to click the bed/sleeping spot and click the button that says &amp;quot;Set for prisoners&amp;quot;. The bed will turn orange, with an orange outline of the room indicating what will be considered a cell. Setting one bed for prisoners will set all beds in that room as prison beds. Cells cannot be shared with non-prisoners. Also note that changing bed settings while a colonist is already carrying a captive may cause your pawn to release the other and generate the need to recapture which can as well result in the death of the outsider.&lt;br /&gt;
&lt;br /&gt;
* [[Raiders]] cannot be captured until you incapacitate them first (downed), then right-click on them and select 'Capture &amp;lt;name&amp;gt;'. This will order the colonist to drag the raider to an unclaimed prison bed or prisoner sleeping spot.&lt;br /&gt;
* Incapacitated pawns can be captured, without the need to draft a colonist.&lt;br /&gt;
* To arrest a non-hostile: first [[drafting|draft]] a colonist, then right-click the target to arrest, and select 'Try to arrest &amp;lt;name&amp;gt;'. This will order the colonist to chase after, then escort the target person. Sometimes the target will 'refuse to be arrested' (with a top of screen message) and your colonist will not reattempt to capture the pawn unless you direct them to do so again. While conducting an arrest, if the drafted colonist has a mental break, the colonist will release the prisoner allowing attempt to escape if not incapacitated. Be careful with [[Events#Transport_pod_crash|Transport pod crash]] events, as some of the occupants may already belong to a friendly faction which you may not want to upset.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Prisoners can be marked as 'guilty' through some actions, such as attacking the colony, killing/downing a colonist or attempting escape. During these times, executing that prisoner incurs a lesser mood penalty. The 'guilt' marker lasts 24 hours.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; The [[nutrient paste dispenser]] counts as a wall for the purpose of enclosing a cell.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Captives from your attacks ===&lt;br /&gt;
&lt;br /&gt;
Those you imprisoned by attacking others will be taken with the return caravan and will also be used to load your spoils of war. Sometimes, you may arrive back home near bed time and your colonists will ''&amp;quot;wisely&amp;quot;'' choose to sleep first and then escort prisoners to their cells, but leaving them outside gives them a valuable chance to escape, so make sure no prisoner is left unattended.&lt;br /&gt;
&lt;br /&gt;
==Hosting a Prisoner==&lt;br /&gt;
Prisoners, like colonists, require food and medical attention or they may die. If the cell is broken, the prisoner will make an attempt to escape but can only be recaptured if the Taking a Prisoner conditions are met.&lt;br /&gt;
&lt;br /&gt;
A solution to instantly meeting the conditions can be to convert one or more of the colonists' beds (provided the colonist have a private room with a claimed sleeping spot or bed) into a prison bed, and if necessary add enough [[sleeping spot]]s in the same room to house all prisoners, while the real prisons are being built.&lt;br /&gt;
&lt;br /&gt;
Multiple prison beds can be built in the same prison room, so several prisoners can be held in one room for &amp;quot;compact prisoner storage&amp;quot;, but if the door or wall is broken or one of them decides to break out they will all escape at the same time.  Prisoners without their own rooms will suffer a mood penalty, the same as colonists.&lt;br /&gt;
&lt;br /&gt;
==Prisoners Interaction==&lt;br /&gt;
Only wardens and doctors can interact with prisoners. Interactions are determined by the option chosen selected in the Prisoner Interface. Other than the &amp;quot;Gets food&amp;quot;, &amp;quot;Try to recruit&amp;quot;, &amp;quot;Doctors care&amp;quot;, and &amp;quot;Gets medicine&amp;quot; options, only one interaction in the Prisoner Interface may be selected at a time. If a prisoner is incapacitated, a doctor is required to feed the prisoner.&lt;br /&gt;
&lt;br /&gt;
=== Care ===&lt;br /&gt;
Determines if your colonists will take care of prisoners, or just let them die.&lt;br /&gt;
&lt;br /&gt;
====Gets food====&lt;br /&gt;
Wardens will provide food to the prisoner if available. When this option is unchecked a prisoner may eat meals left in a stockpile in the room or from a [[nutrient paste dispenser]], if one is accessible and stocked.&lt;br /&gt;
&lt;br /&gt;
====Medical care====&lt;br /&gt;
Determines the level of medical care administered to the prisoner.  The range is similar to [[doctoring]] colonists: no care at all, to doctor care only, to medicine levels available.&lt;br /&gt;
&lt;br /&gt;
==== Medical operations ====&lt;br /&gt;
You can also operate on any prisoners, the same way you operate on colonists.&lt;br /&gt;
&lt;br /&gt;
This allows you to do things such as handicapping the prisoner to make them unable to escape (installing a peg leg then removing it), harvesting their organs, administering drugs or euthanizing them.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
=== Social Interactions ===&lt;br /&gt;
Determines what social interactions wardens will have with prisoners.&lt;br /&gt;
&lt;br /&gt;
====No interaction====&lt;br /&gt;
Wardens will not interact with the prisoner, causing no effect to relations.&lt;br /&gt;
&lt;br /&gt;
==== Reduce resistance ====&lt;br /&gt;
Wardens will have a conversation with the prisoner, reducing their resistance towards recruiting and making them easier to recruit. This also causes an increase in relations between the warden and the prisoner, as well as the Social skill of the warden, improves the chance of recruiting them later on. If resistance is already at zero, wardens will continue to interact with the prisoner, but will make no attempt to recruit them unless otherwise instructed.&lt;br /&gt;
&lt;br /&gt;
During interaction with prisoners, wardens will gain Social rapport with each prisoner over time, making recruiting easier and lasting past their recruitment.&lt;br /&gt;
&lt;br /&gt;
==== Recruit ====&lt;br /&gt;
Wardens will try to convince the prisoner to join the colony, with a chance to succeed, depending on each prisoner's recruitment difficulty percentage, their current mood, faction, how many colonists you currently have, as well as your [[storyteller]].  &lt;br /&gt;
&lt;br /&gt;
If there is remaining resistance, it will be reduced instead, akin to the 'Reduce resistance' option. Proper recruitment begins only when resistance is at zero.&lt;br /&gt;
&lt;br /&gt;
To maximize the recruit chance by fulfilling the prisoner's needs: make sure the cell is beautiful (potted plants, carpet, art, etc), lit, spacious, with a comfortable bed, and has a table and chair for the prisoner to eat off of. The carpet and plants should be done early on, as it is a big bonus for little effort. Have a separate cell for each prisoner, both to remove the &amp;quot;sharing rooms&amp;quot; debuff and to prevent them from killing one another. Feed prisoners your best food, set your colonist with the highest social rating as Warden, and wait.&lt;br /&gt;
&lt;br /&gt;
====Release====&lt;br /&gt;
&lt;br /&gt;
Wardens will take the prisoner outside and free the prisoner, who will then promptly leave the map.&lt;br /&gt;
&lt;br /&gt;
Releasing an arrested colonist will have them rejoin your colony.&lt;br /&gt;
&lt;br /&gt;
Releasing a prisoner from another faction will give +12 goodwill with their faction once they leave the map, provided he or she didn't belong to a pirate faction.  Note that this bonus only happens as soon as they &amp;quot;leave the map&amp;quot;.  If that prisoner can't walk, then he or she can't leave the map.  To prevent this, only prisoners capable of walking can be released.  If they are incapacitated and you want to release them, then you have to heal them before releasing them if possible.&lt;br /&gt;
&lt;br /&gt;
====Execution====&lt;br /&gt;
The warden will kill the prisoner, causing a -5 mood debuff for any colonist without the [[Traits|psychopath]] trait for 10.0 days, unless they are considered guilty.  Executing guilty prisoners only causes a -2 mood debuff.&lt;br /&gt;
&lt;br /&gt;
Note that euthanasia also kills the prisoner but only gives a -3 mood debuff and trains your doctors, too. Guilty prisoners euthanized will still give a -2 mood penalty.&lt;br /&gt;
&lt;br /&gt;
=== Accidental ===&lt;br /&gt;
&lt;br /&gt;
==== Escape ====&lt;br /&gt;
&lt;br /&gt;
[[File:Thank you Megasloth for letting my prisoners run.png|thumb|right|500px|Megasloth getting sheared at the exit of a prison door, holding it open for a prisoner to escape.]]&lt;br /&gt;
&lt;br /&gt;
If there is an exit towards open space or you leave the prison door open, the prisoner may escape.&lt;br /&gt;
&lt;br /&gt;
Dropping items right in the door holds it open, giving opportunistic prisoners their chance.&lt;br /&gt;
&lt;br /&gt;
This method can be used to get rid of unwanted colonists without mood penalty.&lt;br /&gt;
&lt;br /&gt;
==== Social fights ====&lt;br /&gt;
Like colonists, prisoners can also initiate social fights with other prisoners that they are locked together with. They rarely do so with wardens, whose rapport-building won't cause negative reactions from the prisoner, though if they insult or slight the warden there will still be a chance.&lt;br /&gt;
&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
=== Escorting ===&lt;br /&gt;
Colonists can escort prisoners from hospitals where the bed settings were both for prisoner and hospital to another cell exclusively set for prisoner only without risking accidental release.&lt;br /&gt;
[[File:Escorting prisoner.png|400px|thumb|none|Escorting a prisoner from one cell to another.]]&lt;br /&gt;
&lt;br /&gt;
== Recruitment ==&lt;br /&gt;
&lt;br /&gt;
Prisoners can be recruited into your faction if you set the 'Social Interactions' setting to 'Chat and recruit'. Wardens will come in and chat with the prisoner, then end their chat with a recruitment pitch. Most of the time the prisoner will refuse to join.&lt;br /&gt;
&lt;br /&gt;
During each recruitment attempt, a warden will build rapport with the prisoner 5 times, ending with a recruitment pitch.&lt;br /&gt;
&lt;br /&gt;
For every recruitment pitch made there is at least 0.5% chance that the prisoner accepts, no matter how difficult it may be.&lt;br /&gt;
&lt;br /&gt;
=== Recruitment difficulty ===&lt;br /&gt;
&lt;br /&gt;
Each prisoner has their own recruitment difficulty. It has several factors:&lt;br /&gt;
*The maximum difficulty is 99%, while the minimum is 10%. The average is 50% with a standard deviation of 15%.&lt;br /&gt;
*For each level of technology between your faction and the enemy's, the difficulty is increased by 16%.&lt;br /&gt;
*The storyteller will change the recruitment difficulty of prisoners depending on your existing population.&lt;br /&gt;
&lt;br /&gt;
=== Resistance ===&lt;br /&gt;
&lt;br /&gt;
In addition to recruitment difficulty, each prisoner has a resistance stat. For recruitment to commence, resistance must be at zero; if not, recruitment attempts will instead reduce resistance until it reaches zero.&lt;br /&gt;
&lt;br /&gt;
It can be reduced by the 'Reduce resistance' or 'Recruit' interaction.&lt;br /&gt;
&lt;br /&gt;
Starting resistance is based on the recruitment difficulty:&lt;br /&gt;
&lt;br /&gt;
*At 10% difficulty prisoners have no starting resistance.&lt;br /&gt;
*At 50% they have 15.&lt;br /&gt;
*At 90% they have 25.&lt;br /&gt;
*At 100% they have 50.&lt;br /&gt;
&lt;br /&gt;
This is multiplied by the storyteller's 'population intent' factor- the greater your population, the less the storyteller will want you to have an increase in population, and hence the higher the starting resistance:&lt;br /&gt;
&lt;br /&gt;
*At -1 intent the resistance is multiplied by 2.&lt;br /&gt;
*At 0 the resistance is multiplied by 1.5.&lt;br /&gt;
*At 1 the resistance is multiplied by 1.&lt;br /&gt;
*At 2 the resistance is multiplied by 0.8.&lt;br /&gt;
&lt;br /&gt;
Finally, the resistance is multiplied by a random factor between 0.8 and 1.2.&lt;br /&gt;
&lt;br /&gt;
=== Resistance reduction ===&lt;br /&gt;
The amount of resistance reduced per attempt is dependent on some factors. &lt;br /&gt;
&lt;br /&gt;
If a factor is causing the reduction to lower, it will be shown after the resistance reduction is complete, alongside the chance in reduction.&lt;br /&gt;
&lt;br /&gt;
The base reduction is 1.0, and it is affected by the below:&lt;br /&gt;
&lt;br /&gt;
==== Opinion towards warden ====&lt;br /&gt;
Opinion of the prisoner towards the warden can greatly affect resistance reduction. This is usually increased by the warden building rapport with the prisoner.&lt;br /&gt;
&lt;br /&gt;
*At -100 opinion, the recruitment chance factor is 50%.&lt;br /&gt;
*At 0 opinion the recruitment chance factor is 100%.&lt;br /&gt;
*At 100 opinion the recruitment chance factor is 150%.&lt;br /&gt;
&lt;br /&gt;
==== Current mood ====&lt;br /&gt;
The mood of the prisoner when the resistance reduction is made also matters. A well-fed prisoner in an impressive cell with give a fine mood to work with.&lt;br /&gt;
&lt;br /&gt;
*At 0% mood, the recruitment chance factor is 20%.&lt;br /&gt;
*At 50%, the recruitment chance factor is 100%.&lt;br /&gt;
*At 100%, the recruitment chance factor is 150%.&lt;br /&gt;
&lt;br /&gt;
=== Recruitment chance ===&lt;br /&gt;
The chance for each individual recruitment pitch to succeed depends on various factors. Many of them are post-process curved.&lt;br /&gt;
&lt;br /&gt;
==== Recruit prisoner chance ====&lt;br /&gt;
&lt;br /&gt;
The base chance that a recruitment pitch succeeds is equal to 50% of the warden's negotiation ability.&lt;br /&gt;
&lt;br /&gt;
Talking and hearing has a 90% importance on this stat, meaning that a warden with impaired talking and hearing will have lower chances of success. In addition, colonists incapable of talking or social cannot attempt to recruit a prisoner.&lt;br /&gt;
&lt;br /&gt;
==== Recruitment difficulty ====&lt;br /&gt;
Obviously the prisoner's recruitment difficulty is taken into account.&lt;br /&gt;
&lt;br /&gt;
*At 0% difficulty, the base chance factor is 200%.&lt;br /&gt;
*At '''10% difficulty (lowest possible)''', the base chance factor is 180%.&lt;br /&gt;
*At 50% difficulty, the base chance factor is 100%.&lt;br /&gt;
*At '''99% difficulty (highest possible)''', the base chance factor is 2.196%.&lt;br /&gt;
*At 100% difficulty, the base chance factor is 2%.&lt;br /&gt;
&lt;br /&gt;
==== Opinion towards warden ====&lt;br /&gt;
Opinion of the prisoner towards the warden can greatly affect recruitment chances. This is usually increased by the warden building rapport with the prisoner.&lt;br /&gt;
&lt;br /&gt;
*At -100 opinion, the recruitment chance factor is 50%.&lt;br /&gt;
*At 0 opinion the recruitment chance factor is 100%.&lt;br /&gt;
*At 100 opinion the recruitment chance factor is 200%.&lt;br /&gt;
&lt;br /&gt;
==== Current mood ====&lt;br /&gt;
The mood of the prisoner when the recruitment pitch is made also matters. A well-fed prisoner in an impressive cell will give a fine mood to work with. You may also wish to provide them with [[drugs]] and/or [[beer]], which, in addition to improving mood, helps to mitigate the pain often associated with wounds the prisoner may have suffered. Be careful about leaving beer in their cell, though; beer can be equipped as a weapon, should the prisoner break free and attack your colonists.&lt;br /&gt;
&lt;br /&gt;
*At 0% mood, the recruitment chance factor is 20%.&lt;br /&gt;
*At 50%, the recruitment chance factor is 100%.&lt;br /&gt;
*At 100%, the recruitment chance factor is 200%.&lt;br /&gt;
&lt;br /&gt;
== Cabin Fever ==&lt;br /&gt;
Depending on prisoners' resistance to recruitment, they may only be stuck in a prison cell for a few days, or for quite a bit longer than that. If they have to stay indoors for an extended period of time, they will be sure to develop the troublesome &amp;quot;cabin fever&amp;quot; mood penalty (-7 to -15 depending on severity). This can become a serious problem if your prisoners are already in a bad mood.&lt;br /&gt;
&lt;br /&gt;
To mitigate this, you need to let your prisoners go outside, to an area without a [[Structures#Roof|roof]]. However, roofless rooms are impossible to keep temperature-controlled, and give their own set of mood penalties (as well as negating several good ones, such as &amp;quot;spacious interior&amp;quot;). An easy way to do this without building additional (roofless) cells is to remove the roof in a given prisoner's cell, and rebuild it when their cabin fever's gone.&lt;br /&gt;
&lt;br /&gt;
== Prison breaks ==&lt;br /&gt;
Prisoners have a small chance to decide to break out and escape. During this time, they are able to open all prison doors like your colonists, and will attempt to equip weapons.  Prisoner break events are rolled per prisoner, meaning that the more prisoners you have, the greater the chance of a prison break happening.&lt;br /&gt;
&lt;br /&gt;
In a break, all prisoners in that cell or barracks will escape. Prisoners from different cells may also join in, or choose not to do so.&lt;br /&gt;
&lt;br /&gt;
To fight escaping prisoners with less risk of killing them, use blunt weaponry, unarmed melee, or a single colonist shooting them. Be careful about downed wardens as they will steal weapons from them, making them harder to fight. Place your exits away from the map edge, preferably facing a direction where your colonists can quickly respond to breakouts. Funneling all prisoners into 1 exit also helps in dealing with prison breaks by allowing wardens to deal with them 1 at a time.&lt;br /&gt;
&lt;br /&gt;
== Caravans ==&lt;br /&gt;
Prisoners can be brought along in caravans, after capturing them from various sources, such as a faction base attack.&lt;br /&gt;
&lt;br /&gt;
Prisoners can be formed as part of a caravan, but like everybody else they need to be capable of moving. Reforming a caravan as opposed to forming one from scratch removes this requirement, meaning you can bring any downed prisoners you find. Prisoners will carry 35 kg worth of items, like your colonists.&lt;br /&gt;
&lt;br /&gt;
If a caravan has a hostile encounter, like ambushes or base attacks, the prisoner will proceed to wander around the map without attempting to escape. This often puts the prisoner at risk as they may wander into the crossfire getting themselves severely injured or killed. Hostile factions will also attack prisoners if they are captured from an enemy faction of theirs.&lt;br /&gt;
&lt;br /&gt;
== Unwanted Prisoners == &lt;br /&gt;
&lt;br /&gt;
There are several ways to dispose of unwanted prisoners, most of which involve killing the prisoner.  Any colonist without the [[Traits|psychopath]] trait will get a negative mood effect from a prisoner dying.  Normally this effect is -5, but euthanizing a prisoner gives a lighter -3 penalty, and if a prisoner is considered ''guilty'' and is executed or euthanized, it will only be -2.&lt;br /&gt;
&lt;br /&gt;
Enemies who had fallen in battle may not always be worth capturing. For example, a hostile whom during the firefight had their spine shattered won't be able to move at all, unless they get a [[Bionic spine]].&lt;br /&gt;
&lt;br /&gt;
; Organ removal: You can remove one kidney and one lung without killing an otherwise healthy prisoner. Removing important body parts, like the heart, will kill the prisoner. Removing any organ will give all colonists without the [[Traits|psychopath]] trait a negative mood modifier.&lt;br /&gt;
&lt;br /&gt;
; Starvation: Set 'gets food' to the false (x) and wait.  The prisoner will have the negative [[thoughts]] and resulting [[Mood|mental breaks]] associated with hunger.  This may cause prisoners in shared cells to attack each other, including them severely injuring/killing ones you don't want dead.&lt;br /&gt;
 &lt;br /&gt;
; Selling To Slaver: If combined with organ removal this gets you the most silver. Selling a prisoner will give all colonists a -5 mood penalty labeled &amp;quot;A prisoner was sold&amp;quot; that lasts for 7 days and 12 hours and the seller a Social penalty.&lt;br /&gt;
&lt;br /&gt;
; Gifting To Slaver: Equivalent to releasing them. No mood penalty and it gets the unwanted prisoner off your hands, but the prisoner remains a slave.&lt;br /&gt;
&lt;br /&gt;
; Temperature control: Using heaters or coolers, lower/raise the temperature of the cell to a lethal level.&lt;br /&gt;
&lt;br /&gt;
; Manually killing them: You can draft a colonist with a weapon and order them to kill the prisoner by clicking 'B' and selecting the prisoner. &lt;br /&gt;
&lt;br /&gt;
; Execution: The execution in the prisoner interaction menu allows this.&lt;br /&gt;
&lt;br /&gt;
; Euthanasia: Open the 'Operations' menu in the Health tab, then select 'Euthanize'. A doctor will come in and euthanize the prisoner. Similar to Execution, except it allows doctors to practice medicine, and has a lighter mood penalty.&lt;br /&gt;
&lt;br /&gt;
; Release: Financial gains aside, this can be the best option as you get free goodwill without negative mood effects. Not very useful against pirates as it does not result in increased goodwill, but it does prevent the mood debuffs that normally result from getting rid of unwanted prisoners. Note that you only get the full goodwill bonus if they exit the map with any wounds treated.&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Yoshida Keiji</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:Yoshida_Keiji&amp;diff=62752</id>
		<title>User:Yoshida Keiji</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:Yoshida_Keiji&amp;diff=62752"/>
		<updated>2019-02-20T14:37:33Z</updated>

		<summary type="html">&lt;p&gt;Yoshida Keiji: /* Bonus */&lt;/p&gt;
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&lt;div&gt;[[Special:Log/delete]]  *  [[:Category:Page Deletion]]  *  [[:Category:Site Maintenance]]  *  http://community.wikia.com/wiki/Category:Policy  *  [[Category Portal]] * [https://rimworldwiki.com/wiki/Category:General_wiki_templates Category:General wiki templates]&lt;br /&gt;
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{{Template:Heading|This user only plays vanilla [[Scenario_system#Lost_Tribe|Lost Tribe]] scenario games without killboxes, they are for girls. |[[File:Tribalwear.png]]}}&lt;br /&gt;
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{{Template:Heading|This user is a Spiritual but non-Religious person, and favors [https://en.wikipedia.org/wiki/Buddhism Buddhism]. | [[File:Small sculpture statue.png]]}}&lt;br /&gt;
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{{Template:Civilization}}&lt;br /&gt;
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&amp;lt;center&amp;gt;[[RimWorld_Wiki:Community_portal|'''Community Portal''']]&amp;lt;/center&amp;gt;&lt;br /&gt;
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&amp;lt;center&amp;gt;'''[[User:Yoshida Keiji/Moderator]]'''&amp;lt;/center&amp;gt;&lt;br /&gt;
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&amp;lt;center&amp;gt;[[User:Yoshida Keiji/Forum|'''Useful threads at forum''']]&amp;lt;/center&amp;gt;&lt;br /&gt;
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&amp;lt;center&amp;gt;'''[[User:Yoshida Keiji/Philosophy/Cheese]]'''&amp;lt;/center&amp;gt;&lt;br /&gt;
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! X !! [[User:Yoshida_Keiji/Sandbox|Sandbox]] !!  [[RimWorld Wiki:Templates]] !! [[User:Yoshida Keiji/User Guides|User Guides]] !! [https://en.wikipedia.org/wiki/Wikipedia:Userboxes Userbox] / [https://en.wikipedia.org/wiki/Template:Userbox Syntax]&lt;br /&gt;
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! 1 || [[User:Yoshida Keiji/Sandbox1|Draft:Formatting Guidelines (Items)]] || [[Help:Templates]] || [[User:Yoshida Keiji/User Guides/How to Cure Addictions|'''How to Cure Addictions''']] ([[Drugs]]) || [[User:Yoshida Keiji/Userboxes/Syntax|Syntax]]&lt;br /&gt;
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! 2 || [[User:Yoshida_Keiji/Sandbox2|'''RimWorld_Wiki:Ancient_structures''']] || [[Template:Nav/Clothing]] || [[User:Yoshida Keiji/User Guides/Surgery|How to perform Surgery]] ([[Doctoring]]) || [[User:Yoshida Keiji/Userboxes/A16|'''A16''' (UC)]]&lt;br /&gt;
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! 3 || [[User:Yoshida_Keiji/Sandbox3|Draft:Formatting Guidelines (Weapons)]] || &amp;lt;pre&amp;gt; {{for|&amp;lt;name&amp;gt;|&amp;lt;link&amp;gt;}} &amp;lt;/pre&amp;gt; || [[User:Yoshida Keiji/User guides/Drug policy|Drug policy]] || &amp;lt;pre&amp;gt;{{Template:Civilization}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
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! 4 || [[User:Yoshida_Keiji/Sandbox4|Template:Quote]] || [[:Template:Video_2]] || [[User:Yoshida Keiji/User guide/Ice sheet for Lost tribe|'''Guide: Ice sheet for Lost tribe''']] (original mix)  ||Userboxes&lt;br /&gt;
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! 5 || [[User:Yoshida Keiji/Formatting guidelines (animas)]] || &amp;lt;pre&amp;gt; {{Main|}} &amp;lt;/pre&amp;gt; || [[User:Yoshida Keiji/User guides/Defense structures|Defense structures]]  || Userboxes &lt;br /&gt;
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! 6 || [[User:Yoshida Keiji/Sandbox6|Sandbox]] || &amp;lt;pre&amp;gt;{{tl|navbar}}&amp;lt;/pre&amp;gt;{{tl|navbar}} || [[User:Yoshida Keiji/User Guides/Game fixing Mods|'''Game fixing Mods''']] || Userboxes&lt;br /&gt;
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! 7 || Sandbox || &amp;lt;pre&amp;gt;{{unsigned|&amp;lt;username&amp;gt;}}&amp;lt;/pre&amp;gt; || [[User:Yoshida Keiji/User guides/Predator attacks|'''Predator attacks''']] || Userboxes&lt;br /&gt;
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! 8 || Sandbox || Empty || [[User:Yoshida Keiji/User guides/Spaceship|'''Spaceship''']] || Userboxes&lt;br /&gt;
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! 9 || Sandbox || Empty || [[User:Yoshida Keiji/Documentary/Alpha4|'''Documentary: Alpha 4''']] || Userboxes&lt;br /&gt;
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http://rimworldwiki.com/wiki/Category:Public_versions&lt;br /&gt;
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&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|vV6wyeZ7458|330}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''First look'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|0LdBGkUbf9A|330}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''Alpha 1'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|Rhw3j_pYWnI|330}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''RimWorld Alpha 2 - Cannibal Modders'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|BHuchTya6rA|330}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''RimWorld Alpha 3 - Factional Infighting'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|wusy3Z8JKkY|330}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''RimWorld Alpha 4 - Giant Centipede Robots'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|RMBQn_sg7DA|330}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''RimWorld Technology - Region System'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|fzfpEB5La6o|330}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''RimWorld Alpha 5 - Under Siege'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|5omZG5ZIOyQ|330}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''RimWorld Alpha 6 - Whole New World'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|XZXY4fxj0Ck|330}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''RimWorld Alpha 7 - Things Made of Stuff'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|JvK0Q17808g|330}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''RimWorld Alpha 8 - Winter is Coming'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|Mu6nsUUzgy0|330}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''RimWorld Alpha 9 - Tales 'o' Drinking'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|zdNuJ8ESJPI|330}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''RimWorld Alpha 10 - Joy System'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|LR9wqSyfSwQ|330}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''RimWorld Alpha 11 - Sappers and Traps'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|KkmR_FNp1ng|330}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''RimWorld Alpha 12 - Animal Taming'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|PAOZrfu7n3Q|330}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''RimWorld Alpha 13 - Trapped With Your Ex'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|x8eyPE2yuoE|330}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''RimWorld Alpha 17 - On the Road'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Template creation tutorials ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|5SZCdFgJ9hg|330}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''Templates 101 Webinar'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{VersionNavbox}}&lt;br /&gt;
&lt;br /&gt;
[[File:Creative rewards.png]]&lt;br /&gt;
&lt;br /&gt;
[[User:Yoshida Keiji/Art Gallery|'''Art Gallery''']]&lt;br /&gt;
&lt;br /&gt;
[[User:Yoshida_Keiji/Seed_Gallery|'''Seed Gallery''']]&lt;br /&gt;
&lt;br /&gt;
http://rimworldwiki.com/wiki/Category:Navigation_templates&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|dkao-OYJryM|330}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''The Honey Island Swamp on the Pearl River in Louisiana'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
A healthy muffalo can carry 2,450 potatoes.&lt;br /&gt;
&lt;br /&gt;
Lancers chase range without return fire is 50 tiles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Undraft exists since [[Version/0.3.410|Alpha 3]]:&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;Colonists now undraft themselves if they’ve been doing nothing for at least a quarter of a day and there are no enemies on the map.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Bonus ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|APMu32sC2nM|500}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;There Is No White Jesus&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|mNDA-o9yJNw|500}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;Arnold Schwarzenegger 2018 - The speech that broke the internet - Most Inspiring ever&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|4K5fbQ1-zps|500}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''Life of Privilege Explained in a $100 Race'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|4ZvtMyeUhNc|500}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''Ilhan Omar, Giving Zero Fucks, Lights Up War Criminal's Ass Over Past Support of Genocide'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|qkWfZCDHo-c|500}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''The Saudi plan to exterminate Yemen's fishermen'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Yoshida Keiji</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Structure&amp;diff=62751</id>
		<title>Structure</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Structure&amp;diff=62751"/>
		<updated>2019-02-19T22:08:03Z</updated>

		<summary type="html">&lt;p&gt;Yoshida Keiji: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Architect_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
Colonists can build structures of a various materials, each with different beauty, flammability, and hit-points. Enclosed areas will automatically prompt colonists to build a roof unless you apply a no roof region, or if the structure is too large (over 300 cells). Structures leave ash on the ground when burnt.&lt;br /&gt;
&lt;br /&gt;
== Walls ==&lt;br /&gt;
&lt;br /&gt;
Walls are impassable structures capable of supporting a roof. Walls can be built out of any building material. [[Power conduit]]s may be constructed in an existing wall. Smoothing natural stone walls allows conduits to be placed beneath them. Walls require 5 materials to construct.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_25 text-center}}&lt;br /&gt;
! Material !! HP !! Cost !! Work Required !! Flammability !! Beauty !! Value &amp;lt;ref&amp;gt;Not salable.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
![[Plasteel]]&lt;br /&gt;
| 980 || | 5 || | 5 || | 20% || | 0 || | $46.07&lt;br /&gt;
|-&lt;br /&gt;
![[Silver]]&lt;br /&gt;
| 245 || | 50 || | 3 || | 40% || | 6 || | $50.49&lt;br /&gt;
|-&lt;br /&gt;
![[Steel]]&lt;br /&gt;
| 350 || | 5 || | 3 || | 40% || | 0 || | $9.99&lt;br /&gt;
|-&lt;br /&gt;
![[Uranium]]&lt;br /&gt;
| 875 || | 5 || | 5 || | 0% || | 0 || | $30.92&lt;br /&gt;
|-&lt;br /&gt;
![[Jade]]&lt;br /&gt;
| 175 || | 5 || | 12 || | 0% || | 10 || | $27.43&lt;br /&gt;
|-&lt;br /&gt;
![[Wood]]&lt;br /&gt;
| 225 || | 5 || | 2 || | 100% || | 0 || | $6.34&lt;br /&gt;
|-&lt;br /&gt;
![[Gold]]&lt;br /&gt;
| 210 || | 50 || | 3 || | 40% || | 20 || | $500.00&lt;br /&gt;
|-&lt;br /&gt;
![[Stone blocks|Granite blocks]]&lt;br /&gt;
| 595 || | 5 || | 16 || | 0% || | 0 || | $7.92&lt;br /&gt;
|-&lt;br /&gt;
![[Stone blocks|Limestone blocks]]&lt;br /&gt;
| 540 || | 5 || | 16 || | 0% || | 0 || | $7.92&lt;br /&gt;
|-&lt;br /&gt;
![[Stone blocks|Marble blocks]]&lt;br /&gt;
| 420 || | 5 || | 15 || | 0% || | 1 || | $7.67&lt;br /&gt;
|-&lt;br /&gt;
![[Stone blocks|Sandstone blocks]]&lt;br /&gt;
| 490 || | 5 || | 14 || | 0% || | 0 || | $7.43&lt;br /&gt;
|-&lt;br /&gt;
![[Stone blocks|Slate blocks]]&lt;br /&gt;
| 455 || | 5 || | 16 || | 0% || | 0 || | $7.92&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Doors ==&lt;br /&gt;
&lt;br /&gt;
Doors provide entry points through walls for colonists while still keeping out enemies and wild animals. Pawns manually open doors which causes a delay as they try to pass through, as opposed to autodoors which open on demand and allow faster passage. All doors are generally locked to hostile entities, including prisoners, raiders and mad animals. A door can be marked to &amp;quot;Hold open,&amp;quot; which means the next time it is opened, it will stay open, and then all pawns can pass through. A door can also be marked &amp;quot;Forbid&amp;quot;. Colonists and tamed animals don't use forbidden doors, even if they're held open. However visitors, traders, and colonists on [[Mood#Mental breaks|mental breaks]] ignore the forbidden status. &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_25 text-center}}&lt;br /&gt;
! Material !! HP !! Cost !! Work Required !! Flammability !! Opening Speed !! Value &amp;lt;ref&amp;gt;Not sellable.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
![[Resources|Gold]]&lt;br /&gt;
| 150 || | 250 || | 19 || | 20% || | 100% || | $7,505.00&lt;br /&gt;
|-&lt;br /&gt;
![[Resources|Granite Blocks]]&lt;br /&gt;
| 425 || | 25 || | 74 || | 0% || | 45% || | $62.70&lt;br /&gt;
|-&lt;br /&gt;
![[Resources|Limestone Blocks]]&lt;br /&gt;
| 390 || | 25 || | 74 || | 0% || | 45% || | $57.70&lt;br /&gt;
|-&lt;br /&gt;
![[Resources|Marble Blocks]]&lt;br /&gt;
| 300 || | 25 || | 74 || | 0% || | 45% || | $57.70&lt;br /&gt;
|-&lt;br /&gt;
![[Resources|Plasteel]]&lt;br /&gt;
| 700 || | 25 || | 14 || | 10% || | 100% || | $685.20&lt;br /&gt;
|-&lt;br /&gt;
![[Resources|Sandstone Blocks]]&lt;br /&gt;
| 350 || | 25 || | 74 || | 0% || | 45% || | $57.70&lt;br /&gt;
|-&lt;br /&gt;
![[Resources|Silver]]&lt;br /&gt;
| 175 || | 250 || | 14 || | 20% || | 100% || | $510.20&lt;br /&gt;
|-&lt;br /&gt;
![[Resources|Steel]]&lt;br /&gt;
| 250 || | 25 || | 14 || | 20% || | 100% || | $60.20&lt;br /&gt;
|-&lt;br /&gt;
![[Resources|Slate Blocks]]&lt;br /&gt;
| 325 || | 25 || | 74 || | 0% || | 45% || | $57.70&lt;br /&gt;
|-&lt;br /&gt;
![[Resources|Uranium]]&lt;br /&gt;
| 625 || | 250 || | 50 || | 0% || | 90% || | $2,510.20&lt;br /&gt;
|-&lt;br /&gt;
![[Resources|Jade]]&lt;br /&gt;
| 125 || | 25 || | 50 || | 0% || | 90% || | $2,515.00&lt;br /&gt;
|-&lt;br /&gt;
![[Resources|Wood Logs]]&lt;br /&gt;
| 100 || | 25 || | 10 || | 100% || | 120% || | $45.20&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Bridge ==&lt;br /&gt;
&lt;br /&gt;
Bridges are structures that can be built on water. Once built it can support most structures, including walls, but not particularly heavy structures.&lt;br /&gt;
&lt;br /&gt;
Bridges cost 12 wood each. They can be destroyed by fire or explosions.&lt;br /&gt;
&lt;br /&gt;
== Autodoors ==&lt;br /&gt;
&lt;br /&gt;
Autodoors are powered doors that open as pawns approach, allowing them to move through faster (stone doors) or without slowing at all (all other doors). They require a constant 50W charge to operate. A powered autodoor opens four times as quickly. An unpowered one acts just like a standard door. Autodoors have the same max hit points of a standard door of the same material. A powered door requires at least ~57.69% base speed to not slow colonists down, while unpowered doors require 4x that speed (which excludes all unpowered doors). Like standard doors, autodoors divide areas into separate rooms for [[Room roles|room role]] and [[Room stats|stats]] purposes. Autodoors require 40 steel, 25 materials, and 2 components to construct.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_25 text-center}}&lt;br /&gt;
! Material !! HP !! Cost !! Steel Cost !! Work Required !! Flammability !! Opening Speed !! Value &amp;lt;ref&amp;gt;Not sellable.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
![[Resources|Gold]]&lt;br /&gt;
| 150 || | 400 || | 35 || | 24 || | 20% || | 100% || | $7,630.00&lt;br /&gt;
|-&lt;br /&gt;
![[Resources|Granite Blocks]]&lt;br /&gt;
| 425 || | 40 || | 35 || | 93 || | 0% || | 45% || | $167.20&lt;br /&gt;
|-&lt;br /&gt;
![[Resources|Limestone Blocks]]&lt;br /&gt;
| 390 || | 40 || | 35 || | 93 || | 0% || | 45% || | $159.20&lt;br /&gt;
|-&lt;br /&gt;
![[Resources|Marble Blocks]]&lt;br /&gt;
| 300 || | 40 || | 35 || | 93 || | 0% || | 45% || | $159.20&lt;br /&gt;
|-&lt;br /&gt;
![[Resources|Plasteel]]&lt;br /&gt;
| 700 || | 40 || | 35 || | 18 || | 10% || | 100% || | $1,163.20&lt;br /&gt;
|-&lt;br /&gt;
![[Resources|Sandstone Blocks]]&lt;br /&gt;
| 350 || | 40 || | 35 || | 93 || | 0% || | 45% || | $159.20&lt;br /&gt;
|-&lt;br /&gt;
![[Resources|Silver]]&lt;br /&gt;
| 175 || | 400 || | 35 || | 18 || | 20% || | 100% || | $883.20&lt;br /&gt;
|-&lt;br /&gt;
![[Resources|Steel]]&lt;br /&gt;
| 250 || | 75 || | - || | 18 || | 20% || | 100% || | $163.20&lt;br /&gt;
|-&lt;br /&gt;
![[Resources|Slate Blocks]]&lt;br /&gt;
| 325 || | 40 || | 35 || | 93 || | 0% || | 45% || | $159.20&lt;br /&gt;
|-&lt;br /&gt;
![[Resources|Uranium]]&lt;br /&gt;
| 625 || | 400 || | 35 || | 64 || | 0% || | 90% || | $3,130.00&lt;br /&gt;
|-&lt;br /&gt;
![[Resources|Jade]]&lt;br /&gt;
| 125 || | 40 || | 35 || | 64 || | 0% || | 90% || | $2,645.00&lt;br /&gt;
|-&lt;br /&gt;
![[Resources|Wood Logs]]&lt;br /&gt;
| 100 || | 40 || | 35 || | 13 || | 100% || | 120% || | $139.20&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Roof == &lt;br /&gt;
[[File:roof_rimworld.jpg|thumb|right|A single wall pillar will support a roof in the area around it.]]&lt;br /&gt;
A roof is an area of cover from the elements. A roof can extend up to 6 cells from a wall, so roofed interiors have a maximum size of 12 cells across the shortest side. Interior areas built larger than this will remain partially unroofed. Larger roofed areas can be built with the use of interior walls as pillars. Indoor roofs are automatically built by Constructors. To build a roof outdoors, a &amp;quot;Build roof area&amp;quot; must first be drawn.&lt;br /&gt;
&lt;br /&gt;
=== Drawing roof areas ===&lt;br /&gt;
&lt;br /&gt;
Areas can be designated to have a roof, or not have a roof by drawing either a &amp;quot;Build roof area&amp;quot; or &amp;quot;Remove roof area&amp;quot;. This can be used to create outdoor roofed areas (to prevent snowfall or item deterioration), or indoor unroofed areas (protected solar panels, indoor growing areas). If there is no supporting wall or rock within 6 tiles, no roof will be built.&lt;br /&gt;
&lt;br /&gt;
=== Roof collapse ===&lt;br /&gt;
&lt;br /&gt;
A roof will collapse if the last supporting wall or rock is removed, whether by mining, deconstruction, or destruction. Roof collapses cause injuries to colonists and damage items. If it's an Overhead Mountain collapsing, colonists will be buried alive.&lt;br /&gt;
&lt;br /&gt;
=== Roof deconstruction ===&lt;br /&gt;
&lt;br /&gt;
Drawing a &amp;quot;Remove roof area&amp;quot; will cause colonists to remove a constructed roof. Constructors will automatically go and safely remove the roofs without risk of collapse. Overhead Mountains cannot be removed this way, only by triggering a collapse.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Architect]]&lt;br /&gt;
[[Category:Structure]]&lt;/div&gt;</summary>
		<author><name>Yoshida Keiji</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Shelf&amp;diff=62750</id>
		<title>Shelf</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Shelf&amp;diff=62750"/>
		<updated>2019-02-19T22:05:18Z</updated>

		<summary type="html">&lt;p&gt;Yoshida Keiji: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;{{infobox main|furniture|&lt;br /&gt;
|name = Shelf&lt;br /&gt;
|image = EquipmentRack.png|Shelf&lt;br /&gt;
|description = Items stored in this will not deteriorate, even if outside.&lt;br /&gt;
|type = Furniture&lt;br /&gt;
|type2 = Equipment&lt;br /&gt;
|placeable = Yes&lt;br /&gt;
|size = 2|1&lt;br /&gt;
|beauty = &lt;br /&gt;
|mass base = 8&lt;br /&gt;
|material amount  = 30&lt;br /&gt;
|material 2 amount  = &lt;br /&gt;
|material 2 name = &lt;br /&gt;
|material 3 amount  = &lt;br /&gt;
|material 3 name = &lt;br /&gt;
|marketvalue = &lt;br /&gt;
|hp = 100&lt;br /&gt;
|work to build = 18&lt;br /&gt;
|cover = 0.4&lt;br /&gt;
|flammability = 1&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A '''shelf''' holds two stacks of items which will not deteriorate due to exposure from outdoors.  Think of a shelf as a 2-tile [[Stockpile]].  Their default setting is to contain [[weapons]] only.  Shelves can be reinstalled as needed and do not block passage.  Shelves take the place of any stockpile on its 2 tiles.  Like Stockpiles, shelves also have a priority.&lt;br /&gt;
&lt;br /&gt;
The shelf does not have beauty regardless of its [[quality]].  However, any items stored within it will remove the [[beauty|ugliness]] they would otherwise have if left on the ground.  The shelf will remove the [[filth]] penalty on its occupying tiles but ignores the beauty or lack thereof on the floor underneath.&lt;br /&gt;
&lt;br /&gt;
=== Usage ===&lt;br /&gt;
&lt;br /&gt;
The 'ugliness reset' of shelves makes them useful for storing raw materials near work spaces without negatively affecting the colonists spending time there.  For instance, shelves allow neat storage of Medicine within a hospital, an otherwise -4 to decor if left on the floor.  Another example would be storing the materials necessary to make Medicine near a [[drug lab]].  Crafting [[medicine]] requires three raw materials: [[cloth]], [[herbal medicine]] and [[neutroamine]], which anyone might have stored respectively in the tailor's stock and hospital pharmacy. The distance between those stocks and the drug lab will waste large amounts of time that could have been used to craft more medicine instead.  Another use of this would be to place food stocks close to your stoves.  Your cooks will pick from this, while your haulers restock the shelves as they can.&lt;br /&gt;
&lt;br /&gt;
Shelves also protect their contents from exposure, including outdoors.  This makes them useful to preserve weapons and [[mortar shell]]s close to [[defense structures]].&lt;br /&gt;
&lt;br /&gt;
=== Version history ===&lt;br /&gt;
&lt;br /&gt;
In Alpha 16, it was known as the '''Equipment rack''' and could only store apparel, [[mortar shell]]s, or weapons.&lt;br /&gt;
&lt;br /&gt;
{{nav|furniture|wide}}&lt;br /&gt;
[[Category:Furniture]]&lt;br /&gt;
[[Category:Equipment]]&lt;/div&gt;</summary>
		<author><name>Yoshida Keiji</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:Yoshida_Keiji/Documentary/Alpha4&amp;diff=62746</id>
		<title>User:Yoshida Keiji/Documentary/Alpha4</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:Yoshida_Keiji/Documentary/Alpha4&amp;diff=62746"/>
		<updated>2019-02-19T14:03:27Z</updated>

		<summary type="html">&lt;p&gt;Yoshida Keiji: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{ VersionFrame | Version = 0.4.460 | Description = '''Public Version 0.4.460''' was released on June 1, 2014 - Alpha 4 — Giant Centipede Robots&lt;br /&gt;
| Changes = *Tons of AI and usability improvements to hunting AI, player tutor, alerts, etc.&lt;br /&gt;
*Smarter AI storytellers that focus on wealth and let you recover from serious damage.&lt;br /&gt;
*More map variation.&lt;br /&gt;
| NewContents = *Wood economy. Logs, sawing, planks, flooring, tree growing, and more.&lt;br /&gt;
*More stuff to research.&lt;br /&gt;
*Crematorium.&lt;br /&gt;
*Slag refinery.&lt;br /&gt;
*Mechanoids raids.&lt;br /&gt;
*Tension music for combat situations.&lt;br /&gt;
*More songs for normal gameplay.&lt;br /&gt;
*Region system for better performance.&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|wusy3Z8JKkY|330}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''RimWorld Alpha 4 - Giant Centipede Robots'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Have you ever wandered how old versions that launched years ago looked like before you even heard about this game? Here you will find out past content from the eyes of the future after official release of version 1.0.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Back in the days, after selecting &amp;quot;New game&amp;quot;, you would be introduced with five story tellers instead of just three:&lt;br /&gt;
&lt;br /&gt;
* '''Chill Callie Classic''': Callie is a less aggressive version of her sister Cassandra. She's good for a first game.&lt;br /&gt;
* '''Cassandra Classic''': Cassandra creates story events on a steady-increasing curve of challenge and tension.&lt;br /&gt;
* '''Phoebe Friendly''': Phoebe doesn't want to hurt anyone. She just wants a relaxing tale about people building a colony. So she will be very friendly.&lt;br /&gt;
* '''Randy Random''': Randy doesn't follow rules. He'll generate random events, and he doesn't care if they make a story of triumph or utter hopelessness. It's all drama to him.&lt;br /&gt;
* '''Tough Cleopatra Classic''': Cassandra Classic less forgiving cousin.&lt;br /&gt;
&lt;br /&gt;
[[File:Alpha4-00.png|600px]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Next, would be the character creation screen that didn't had a visual of the pawn, nor health status nor relationship. World Generation didn't exist back then, and the Advanced button was the map size setting instead. Only one biome, the Arid Shrubland. Crash-landed was the only scenario setting, no Lost Tribe, no Rich Explorer, nor Naked Brutality.&lt;br /&gt;
&lt;br /&gt;
[[File:Alpha4-01.png|600px]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Your three survivors would be arriving in escape pods with several starter items all scattered across the entire map, instead of concentrated on a small spot. A stockpile zone and a dumping zone were created by default and three sleeping spots were also set for you. You would have to wait until they touch land to be able to open the &amp;quot;Work Tab&amp;quot;. There were no pets yet and the beginning weapons were three ranged firearms: 2 pistols and a Lee-Enfield (Bolt-action rifle).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;450px&amp;quot; heights=&amp;quot;450px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Alpha4-02.png|'''Starter items scattered all over the map rather a single location'''&lt;br /&gt;
File:Alpha4-03.png|'''Work Tab'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
* Creating a Growing Zone had no sow option as to whether plant or not and the species were only: potato, strawberry, rose, daylily, dandelions and oak trees.&lt;br /&gt;
* Building with wood had an intermediate procedure compared to present day, back then wood logs needed to be processed into wood planks to construct certain items. In order to make wood planks a work bench was required, called &amp;quot;Hand sawmill&amp;quot;, 10 logs would be converted to 25 planks.&lt;br /&gt;
* You could build &amp;quot;Log walls&amp;quot;, &amp;quot;Wood walls&amp;quot; or &amp;quot;Metal walls&amp;quot; at the start. Log walls were fast to construct but costed more logs than the wooden walls. Both wooden wall and metal walls had built-in power conduits already.&lt;br /&gt;
* Stone chunks were named &amp;quot;Debris&amp;quot; and in order to move them around, you needed to order from the architect menu and could not just select the debris and click haul as you can do today. There was only one type of debris as opposed to present time with five variants: granite, lime, sand, slate and marble.&lt;br /&gt;
* Days were faster and little could be done on a single day. Metal icon, or steel icon as you know it, had a different skin.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;250px&amp;quot; heights=&amp;quot;250px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Alpha4-04.png|'''Growing zones had little options'''&lt;br /&gt;
File:Alpha4-05.png|'''The Hand sawmill to bill wood planks'''&lt;br /&gt;
File:Alpha4-06.png|'''Three starter wall options: log, wood or metal'''&lt;br /&gt;
File:Alpha4-07.png|'''Days were faster'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
* No Colonist roaster on top yet.&lt;br /&gt;
* If for some reason your start was slow, sleeping outside had no mood penalty and considered a shared room.&lt;br /&gt;
* While looking around your map, you would feel the luckiest man alive noticing lots of golds everywhere. This is because back then, steel (metal) had the yellow texture which is used to identify gold in present time.&lt;br /&gt;
* Colonist couldn’t carry any gear with then, so they had no way to have a meal around their activity location and had to return all the way back to your stockpile. From all items to gather, only silver could be hauled in stack, everything else was by individual units. Because of that it could take you seven days to bring everything close.&lt;br /&gt;
* Research bench is in “Misc” instead of “Production” and only the advanced version which is 2x5. Stonecutting required 3.000 ticks back then.&lt;br /&gt;
* Furniture has no quality yet.&lt;br /&gt;
* You could get a mad animal event, but there were no arrows to point where.&lt;br /&gt;
* No Health Tab and no Forced rest until healed, after a squirrel when mad, how do they heal?&lt;br /&gt;
* Boomrats look like penises.&lt;br /&gt;
* Potatoes would fully grow by the fifth day.&lt;br /&gt;
* You could build the Comms Console from day 1.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;350px&amp;quot; heights=&amp;quot;350px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Alpha4-08.png|'''Steel (Metal) ores had the texture of gold instead.'''&lt;br /&gt;
File:Alpha4-09.png|'''Advanced research bench was default and furniture had no quality.'''&lt;br /&gt;
File:Alpha4-10.png|'''Boomrats looked like penises.'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
After researching &amp;quot;Stone cutting&amp;quot;, you could build stone walls but no stone doors yet. Awww...but not that bad. However something else was more disturbing... power lines could not run under stone walls nor log walls but only &amp;quot;inside&amp;quot; wooden walls or metal walls. This meant that your power grid arrangement was somehow difficult as you needed to build colony segments based on materials that allowed electric current to run through within your walls.&lt;br /&gt;
&lt;br /&gt;
By now, you would also notice that wildlife never slept during nights.&lt;br /&gt;
&lt;br /&gt;
Capturing downed enemies had Prisoner treatment options that included &amp;quot;beating&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
What did players used to research after Stone Cutting? I don't know, but among the list, there is one called &amp;quot;[[Fear]] Tech 1&amp;quot;. Let's check this one out. This technology...which is kinda odd and I'm not sure how something like this is advanced knowledge, allowed players to build [[Gibbet cage]]s in which you could place enemy corpses as war trophies to cause fear on enemies... This is awesome...why was this removed from the game?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;250px&amp;quot; heights=&amp;quot;250px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Alpha4-11.png|'''No stone doors, power lines didn't run beneath stone or log walls.'''&lt;br /&gt;
File:Alpha4-12.png|'''What is &amp;quot;Fear Tech 1&amp;quot;?'''&lt;br /&gt;
File:Alpha4-13.png|'''Gibbet cage &amp;quot;decoration&amp;quot;.'''&lt;br /&gt;
File:Alpha4-14.png|'''War trophy display.'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
* One of the things that would notice about your characters is that they already had &amp;quot;Trait&amp;quot; slots in their sheets but none of them were functional yet, to be done in the future.&lt;br /&gt;
&lt;br /&gt;
* I encountered four type of Events: '''Raids''' (obviously) of the three types, immediate attack, preparation and drop pods; '''drop pod items''', '''escape pods''' and lots of friendly '''visits''' but without any interaction or exchanges. One of the drop pods left me 72 missiles...which at the end I could never use...I assume these are future items for mortars maybe.&lt;br /&gt;
&lt;br /&gt;
* Back in the days, you had to build the Orbital Trade Beacon out in the open, as in unroofed and it didn't require a power line to function.&lt;br /&gt;
* Riesling was already there, I got that character like a thousand times. Found her wielding a &amp;quot;[[Handful of Stones]]&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;350px&amp;quot; heights=&amp;quot;350px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Alpha4-15.png|'''Missiles in Drop pod items.'''&lt;br /&gt;
File:Alpha4-16.png|'''Orbital Trade Beacons in the open.'''&lt;br /&gt;
File:Alpha4-17.png|'''Handful of Stones.'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Carpets, used to require &amp;quot;steel&amp;quot;, yes I said steel. Instead of cotton like we are used to.&lt;br /&gt;
* The only trade system available was through trade ship: Industrial traders, Food traders, Slave traders.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;350px&amp;quot; heights=&amp;quot;350px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Alpha4-18.png|'''Industrial traders.'''&lt;br /&gt;
File:Alpha4-19.png|'''Food traders.'''&lt;br /&gt;
File:Alpha4-21.png|'''Slave traders.'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;450px&amp;quot; heights=&amp;quot;450px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Alpha4-22.png|'''Selling loots.'''&lt;br /&gt;
File:Alpha4-23.png|'''Picking the shooters only.'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* I have never been a &amp;quot;Turrets&amp;quot; player myself and most of my games within my 5.000+hs counted on Steam, barely had up to three tops but still I don't think I ever saw a turret explosion detonate hard enough to blow mountain tiles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;350px&amp;quot; heights=&amp;quot;350px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Alpha4-20.png|'''Turret explosion blew mountain tiles too.'''&lt;br /&gt;
File:Alpha4-24.png|'''Colony overall.'''&lt;br /&gt;
File:Alpha4-25.png|'''Colony zoom-in.'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* There were other researches that were fast to complete but had little use during it's mid-game, like the Machining table, Crematorium and Slag refinery.&lt;br /&gt;
* Refrigeration wasn't present yet and food wouldn't perish, no cooler needed.&lt;br /&gt;
* I never touched the animals in my &amp;quot;one&amp;quot; game experience, and I saw a lot of muffalos around.&lt;br /&gt;
* Rooms of 4x4 size would get the &amp;quot;Cramped&amp;quot; mood so the least punishing dimension I found was 4x5 = 20 tiles width.&lt;br /&gt;
* No Apparel tailoring yet, no Weapon smithing yet.&lt;br /&gt;
* This last one took me some time to figure out but it appears that any room that had more than three doors wouldn't get a roof for some reason, so the max &amp;quot;allowed&amp;quot; was three. Which explains why my base layout looks strange.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There really wasn't much to do by then and you could just finish everything within a one in-game year, no Space Ship launching yet.&lt;br /&gt;
&lt;br /&gt;
I hope you enjoyed the read.&lt;/div&gt;</summary>
		<author><name>Yoshida Keiji</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Grave&amp;diff=62744</id>
		<title>Grave</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Grave&amp;diff=62744"/>
		<updated>2019-02-19T13:48:53Z</updated>

		<summary type="html">&lt;p&gt;Yoshida Keiji: + Trivia Gibbet cage&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{infobox main|misc|&lt;br /&gt;
|name = Grave&lt;br /&gt;
|image = GraveFull.png|Grave&lt;br /&gt;
|description = Place the dead in graves to give them a decent final resting place. Colonists will visit full graves to gain meditative joy.&lt;br /&gt;
|type = Misc{{!}}Miscellaneous&lt;br /&gt;
|type2 = Thoughts&lt;br /&gt;
|placeable = Yes&lt;br /&gt;
|size = 1|2&lt;br /&gt;
|hp = &lt;br /&gt;
|speed = &lt;br /&gt;
|time = &lt;br /&gt;
|yield = &lt;br /&gt;
|power = &lt;br /&gt;
|buy = Free&lt;br /&gt;
|sell = Nothing&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
A grave provides a place to bury [[corpse]]s. Graves can be [[Menus#Construct|constructed]] without need of materials. The default storage setting only allows human corpses, but can be set to accept animals, strangers or mechanoids. A body can be removed ([[Menus#Haul|hauled]]) from a grave with the 'Open' command. Deconstructing will also release the buried.&lt;br /&gt;
&lt;br /&gt;
== Effects ==&lt;br /&gt;
&lt;br /&gt;
* Unburied human corpses trigger 'observed corpse' negative thought for passersbys.&lt;br /&gt;
* Unburied colonist bodies trigger the 'colonist left unburied' negative thought. &lt;br /&gt;
* Unburied corpses have -150 beauty, resulting in an ugly environment.&lt;br /&gt;
* Colonists visiting graves of fellow members gain [[joy]] boost.&lt;br /&gt;
&lt;br /&gt;
Graves cannot be stood on, though they can be walked through. This allows tactical usage by positioning graves to prevent enemies from standing on some locations.&lt;br /&gt;
&lt;br /&gt;
== Alternatives ==&lt;br /&gt;
&lt;br /&gt;
* [[Molotov cocktail]]s can be thrown to the corpses to allow fire burn them up. Currently the [[electric crematorium]] which was used to burn corpses while requiring electricity is an obsolete appliance.&lt;br /&gt;
* [[Sarcophagus|Sarcophagi]] are nicer but require materials to make.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* Until [[Version/0.4.460|Alpha 4]], there used to be another version called [[Gibbet cage]] which caused mood debuff ([[Fear]]) to characters passing nearby.&lt;br /&gt;
&lt;br /&gt;
{{nav|misc|wide}}&lt;br /&gt;
[[Category:Miscellaneous]]&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Yoshida Keiji</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:Yoshida_Keiji/Documentary/Alpha4&amp;diff=62741</id>
		<title>User:Yoshida Keiji/Documentary/Alpha4</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:Yoshida_Keiji/Documentary/Alpha4&amp;diff=62741"/>
		<updated>2019-02-19T13:32:29Z</updated>

		<summary type="html">&lt;p&gt;Yoshida Keiji: Fear&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{ VersionFrame | Version = 0.4.460 | Description = '''Public Version 0.4.460''' was released on June 1, 2014 - Alpha 4 — Giant Centipede Robots&lt;br /&gt;
| Changes = *Tons of AI and usability improvements to hunting AI, player tutor, alerts, etc.&lt;br /&gt;
*Smarter AI storytellers that focus on wealth and let you recover from serious damage.&lt;br /&gt;
*More map variation.&lt;br /&gt;
| NewContents = *Wood economy. Logs, sawing, planks, flooring, tree growing, and more.&lt;br /&gt;
*More stuff to research.&lt;br /&gt;
*Crematorium.&lt;br /&gt;
*Slag refinery.&lt;br /&gt;
*Mechanoids raids.&lt;br /&gt;
*Tension music for combat situations.&lt;br /&gt;
*More songs for normal gameplay.&lt;br /&gt;
*Region system for better performance.&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|wusy3Z8JKkY|330}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''RimWorld Alpha 4 - Giant Centipede Robots'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Have you ever wandered how old versions that launched years ago looked like before you even heard about this game? Here you will find out past content from the eyes of the future after official release of version 1.0.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Back in the days, after selecting &amp;quot;New game&amp;quot;, you would be introduced with five story tellers instead of just three:&lt;br /&gt;
&lt;br /&gt;
* '''Chill Callie Classic''': Callie is a less aggressive version of her sister Cassandra. She's good for a first game.&lt;br /&gt;
* '''Cassandra Classic''': Cassandra creates story events on a steady-increasing curve of challenge and tension.&lt;br /&gt;
* '''Phoebe Friendly''': Phoebe doesn't want to hurt anyone. She just wants a relaxing tale about people building a colony. So she will be very friendly.&lt;br /&gt;
* '''Randy Random''': Randy doesn't follow rules. He'll generate random events, and he doesn't care if they make a story of triumph or utter hopelessness. It's all drama to him.&lt;br /&gt;
* '''Tough Cleopatra Classic''': Cassandra Classic less forgiving cousin.&lt;br /&gt;
&lt;br /&gt;
[[File:Alpha4-00.png|600px]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Next, would be the character creation screen that didn't had a visual of the pawn, nor health status nor relationship. World Generation didn't exist back then, and the Advanced button was the map size setting instead. Only one biome, the Arid Shrubland. Crash-landed was the only scenario setting, no Lost Tribe, no Rich Explorer, nor Naked Brutality.&lt;br /&gt;
&lt;br /&gt;
[[File:Alpha4-01.png|600px]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Your three survivors would be arriving in escape pods with several starter items all scattered across the entire map, instead of concentrated on a small spot. A stockpile zone and a dumping zone were created by default and three sleeping spots were also set for you. You would have to wait until they touch land to be able to open the &amp;quot;Work Tab&amp;quot;. There were no pets yet and the beginning weapons were three ranged firearms: 2 pistols and a Lee-Enfield (Bolt-action rifle).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;450px&amp;quot; heights=&amp;quot;450px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Alpha4-02.png|'''Starter items scattered all over the map rather a single location'''&lt;br /&gt;
File:Alpha4-03.png|'''Work Tab'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
* Creating a Growing Zone had no sow option as to whether plant or not and the species were only: potato, strawberry, rose, daylily, dandelions and oak trees.&lt;br /&gt;
* Building with wood had an intermediate procedure compared to present day, back then wood logs needed to be processed into wood planks to construct certain items. In order to make wood planks a work bench was required, called &amp;quot;Hand sawmill&amp;quot;, 10 logs would be converted to 25 planks.&lt;br /&gt;
* You could build &amp;quot;Log walls&amp;quot;, &amp;quot;Wood walls&amp;quot; or &amp;quot;Metal walls&amp;quot; at the start. Log walls were fast to construct but costed more logs than the wooden walls. Both wooden wall and metal walls had built-in power conduits already.&lt;br /&gt;
* Stone chunks were named &amp;quot;Debris&amp;quot; and in order to move them around, you needed to order from the architect menu and could not just select the debris and click haul as you can do today. There was only one type of debris as opposed to present time with five variants: granite, lime, sand, slate and marble.&lt;br /&gt;
* Days were faster and little could be done on a single day. Metal icon, or steel icon as you know it, had a different skin.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;250px&amp;quot; heights=&amp;quot;250px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Alpha4-04.png|'''Growing zones had little options'''&lt;br /&gt;
File:Alpha4-05.png|'''The Hand sawmill to bill wood planks'''&lt;br /&gt;
File:Alpha4-06.png|'''Three starter wall options: log, wood or metal'''&lt;br /&gt;
File:Alpha4-07.png|'''Days were faster'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
* No Colonist roaster on top yet.&lt;br /&gt;
* If for some reason your start was slow, sleeping outside had no mood penalty and considered a shared room.&lt;br /&gt;
* While looking around your map, you would feel the luckiest man alive noticing lots of golds everywhere. This is because back then, steel (metal) had the yellow texture which is used to identify gold in present time.&lt;br /&gt;
* Colonist couldn’t carry any gear with then, so they had no way to have a meal around their activity location and had to return all the way back to your stockpile. From all items to gather, only silver could be hauled in stack, everything else was by individual units. Because of that it could take you seven days to bring everything close.&lt;br /&gt;
* Research bench is in “Misc” instead of “Production” and only the advanced version which is 2x5. Stonecutting required 3.000 ticks back then.&lt;br /&gt;
* Furniture has no quality yet.&lt;br /&gt;
* You could get a mad animal event, but there were no arrows to point where.&lt;br /&gt;
* No Health Tab and no Forced rest until healed, after a squirrel when mad, how do they heal?&lt;br /&gt;
* Boomrats look like penises.&lt;br /&gt;
* Potatoes would fully grow by the fifth day.&lt;br /&gt;
* You could build the Comms Console from day 1.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;350px&amp;quot; heights=&amp;quot;350px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Alpha4-08.png|'''Steel (Metal) ores had the texture of gold instead.'''&lt;br /&gt;
File:Alpha4-09.png|'''Advanced research bench was default and furniture had no quality.'''&lt;br /&gt;
File:Alpha4-10.png|'''Boomrats looked like penises.'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
After researching &amp;quot;Stone cutting&amp;quot;, you could build stone walls but no stone doors yet. Awww...but not that bad. However something else was more disturbing... power lines could not run under stone walls nor log walls but only &amp;quot;inside&amp;quot; wooden walls or metal walls. This meant that your power grid arrangement was somehow difficult as you needed to build colony segments based on materials that allowed electric current to run through within your walls.&lt;br /&gt;
&lt;br /&gt;
By now, you would also notice that wildlife never slept during nights.&lt;br /&gt;
&lt;br /&gt;
Capturing downed enemies had Prisoner treatment options that included &amp;quot;beating&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
What did players used to research after Stone Cutting? I don't know, but among the list, there is one called &amp;quot;[[Fear]] Tech 1&amp;quot;. Let's check this one out. This technology...which is kinda odd and I'm not sure how something like this is advanced knowledge, allowed players to build [[Gibbet cage]]s in which you could place enemy corpses as war trophies to cause fear on enemies... This is awesome...why was this removed from the game?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;250px&amp;quot; heights=&amp;quot;250px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Alpha4-11.png|'''No stone doors, power lines didn't run beneath stone or log walls.'''&lt;br /&gt;
File:Alpha4-12.png|'''What is &amp;quot;Fear Tech 1&amp;quot;?'''&lt;br /&gt;
File:Alpha4-13.png|'''Gibbet cage &amp;quot;decoration&amp;quot;.'''&lt;br /&gt;
File:Alpha4-14.png|'''War trophy display.'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
* One of the things that would notice about your characters is that they already had &amp;quot;Trait&amp;quot; slots in their sheets but none of them were functional yet, to be done in the future.&lt;br /&gt;
&lt;br /&gt;
* I encountered four type of Events: '''Raids''' (obviously) of the three types, immediate attack, preparation and drop pods; '''drop pod items''', '''escape pods''' and lots of friendly '''visits''' but without any interaction or exchanges. One of the drop pods left me 72 missiles...which at the end I could never use...I assume these are future items for mortars maybe.&lt;br /&gt;
&lt;br /&gt;
* Back in the days, you had to build the Orbital Trade Beacon out in the open, as in unroofed and it didn't require a power line to function.&lt;br /&gt;
* Riesling was already there, I got that character like a thousand times. Found her wielding a &amp;quot;Handful of Stones&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;350px&amp;quot; heights=&amp;quot;350px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Alpha4-15.png|'''Missiles in Drop pod items.'''&lt;br /&gt;
File:Alpha4-16.png|'''Orbital Trade Beacons in the open.'''&lt;br /&gt;
File:Alpha4-17.png|'''Handful of Stones.'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Carpets, used to require &amp;quot;steel&amp;quot;, yes I said steel. Instead of cotton like we are used to.&lt;br /&gt;
* The only trade system available was through trade ship: Industrial traders, Food traders, Slave traders.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;350px&amp;quot; heights=&amp;quot;350px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Alpha4-18.png|'''Industrial traders.'''&lt;br /&gt;
File:Alpha4-19.png|'''Food traders.'''&lt;br /&gt;
File:Alpha4-21.png|'''Slave traders.'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;450px&amp;quot; heights=&amp;quot;450px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Alpha4-22.png|'''Selling loots.'''&lt;br /&gt;
File:Alpha4-23.png|'''Picking the shooters only.'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* I have never been a &amp;quot;Turrets&amp;quot; player myself and most of my games within my 5.000+hs counted on Steam, barely had up to three tops but still I don't think I ever saw a turret explosion detonate hard enough to blow mountain tiles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;350px&amp;quot; heights=&amp;quot;350px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Alpha4-20.png|'''Turret explosion blew mountain tiles too.'''&lt;br /&gt;
File:Alpha4-24.png|'''Colony overall.'''&lt;br /&gt;
File:Alpha4-25.png|'''Colony zoom-in.'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* There were other researches that were fast to complete but had little use during it's mid-game, like the Machining table, Crematorium and Slag refinery.&lt;br /&gt;
* Refrigeration wasn't present yet and food wouldn't perish, no cooler needed.&lt;br /&gt;
* I never touched the animals in my &amp;quot;one&amp;quot; game experience, and I saw a lot of muffalos around.&lt;br /&gt;
* Rooms of 4x4 size would get the &amp;quot;Cramped&amp;quot; mood so the least punishing dimension I found was 4x5 = 20 tiles width.&lt;br /&gt;
* No Apparel tailoring yet, no Weapon smithing yet.&lt;br /&gt;
* This last one took me some time to figure out but it appears that any room that had more than three doors wouldn't get a roof for some reason, so the max &amp;quot;allowed&amp;quot; was three. Which explains why my base layout looks strange.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There really wasn't much to do by then and you could just finish everything within a one in-game year, no Space Ship launching yet.&lt;br /&gt;
&lt;br /&gt;
I hope you enjoyed the read.&lt;/div&gt;</summary>
		<author><name>Yoshida Keiji</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:Yoshida_Keiji&amp;diff=62740</id>
		<title>User:Yoshida Keiji</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:Yoshida_Keiji&amp;diff=62740"/>
		<updated>2019-02-19T13:30:07Z</updated>

		<summary type="html">&lt;p&gt;Yoshida Keiji: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Special:Log/delete]]  *  [[:Category:Page Deletion]]  *  [[:Category:Site Maintenance]]  *  http://community.wikia.com/wiki/Category:Policy  *  [[Category Portal]] * [https://rimworldwiki.com/wiki/Category:General_wiki_templates Category:General wiki templates]&lt;br /&gt;
&lt;br /&gt;
{{Template:Heading|This user only plays vanilla [[Scenario_system#Lost_Tribe|Lost Tribe]] scenario games without killboxes, they are for girls. |[[File:Tribalwear.png]]}}&lt;br /&gt;
&lt;br /&gt;
{{Template:Heading|This user is a Spiritual but non-Religious person, and favors [https://en.wikipedia.org/wiki/Buddhism Buddhism]. | [[File:Small sculpture statue.png]]}}&lt;br /&gt;
&lt;br /&gt;
{{Template:Civilization}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[RimWorld_Wiki:Community_portal|'''Community Portal''']]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;'''[[User:Yoshida Keiji/Moderator]]'''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[User:Yoshida Keiji/Forum|'''Useful threads at forum''']]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;'''[[User:Yoshida Keiji/Philosophy/Cheese]]'''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[List_of_adulthood_backstories]]'''&lt;br /&gt;
&lt;br /&gt;
'''[[List_of_childhood_backstories]]'''&lt;br /&gt;
&lt;br /&gt;
[[Plants#Domesticated_Plants]]&lt;br /&gt;
&lt;br /&gt;
[[:Category:Page Obsolete]]&lt;br /&gt;
&lt;br /&gt;
https://en.wikipedia.org/wiki/Web_colors&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;400px&amp;quot; heights=&amp;quot;400px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
|'''alt text'''&lt;br /&gt;
|'''alt text'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;div style=&amp;quot;text-align: center; background:#E0FFFF&amp;quot;&amp;gt;TEXT&amp;lt;/div&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
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&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Tables &lt;br /&gt;
! X&lt;br /&gt;
! Pros&lt;br /&gt;
! Cons&lt;br /&gt;
|-&lt;br /&gt;
! Point 1&lt;br /&gt;
| Pros 1 || Cons 1&lt;br /&gt;
|-&lt;br /&gt;
! Point 2&lt;br /&gt;
| Pros 2 || Cons 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Tables&lt;br /&gt;
! X&lt;br /&gt;
! Pros&lt;br /&gt;
! Cons&lt;br /&gt;
|-&lt;br /&gt;
! Point 1&lt;br /&gt;
| Pros 1 || Cons 1&lt;br /&gt;
|-&lt;br /&gt;
! Point 2&lt;br /&gt;
| Pros 2 || Cons 2&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
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&amp;lt;pre&amp;gt;&amp;lt;blockquote&amp;gt;Blockquote&amp;lt;/blockquote&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
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&amp;lt;pre&amp;gt;&lt;br /&gt;
{{Box1 start}}&lt;br /&gt;
Text&lt;br /&gt;
{{Box2 start}}&lt;br /&gt;
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{{Boxes end}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
{{Box1 start}}&lt;br /&gt;
Text&lt;br /&gt;
{{Box2 start}}&lt;br /&gt;
Text&lt;br /&gt;
{{Boxes end}}&lt;br /&gt;
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https://www.mediawiki.org/wiki/Help:Tables&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt; &amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot;&amp;gt; &amp;lt;/pre&amp;gt; &lt;br /&gt;
&lt;br /&gt;
{| {{STDT|c_01 align-center}}&lt;br /&gt;
! X !! [[User:Yoshida_Keiji/Sandbox|Sandbox]] !!  [[RimWorld Wiki:Templates]] !! [[User:Yoshida Keiji/User Guides|User Guides]] !! [https://en.wikipedia.org/wiki/Wikipedia:Userboxes Userbox] / [https://en.wikipedia.org/wiki/Template:Userbox Syntax]&lt;br /&gt;
|-&lt;br /&gt;
! 1 || [[User:Yoshida Keiji/Sandbox1|Draft:Formatting Guidelines (Items)]] || [[Help:Templates]] || [[User:Yoshida Keiji/User Guides/How to Cure Addictions|'''How to Cure Addictions''']] ([[Drugs]]) || [[User:Yoshida Keiji/Userboxes/Syntax|Syntax]]&lt;br /&gt;
|-&lt;br /&gt;
! 2 || [[User:Yoshida_Keiji/Sandbox2|'''RimWorld_Wiki:Ancient_structures''']] || [[Template:Nav/Clothing]] || [[User:Yoshida Keiji/User Guides/Surgery|How to perform Surgery]] ([[Doctoring]]) || [[User:Yoshida Keiji/Userboxes/A16|'''A16''' (UC)]]&lt;br /&gt;
|-&lt;br /&gt;
! 3 || [[User:Yoshida_Keiji/Sandbox3|Draft:Formatting Guidelines (Weapons)]] || &amp;lt;pre&amp;gt; {{for|&amp;lt;name&amp;gt;|&amp;lt;link&amp;gt;}} &amp;lt;/pre&amp;gt; || [[User:Yoshida Keiji/User guides/Drug policy|Drug policy]] || &amp;lt;pre&amp;gt;{{Template:Civilization}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! 4 || [[User:Yoshida_Keiji/Sandbox4|Template:Quote]] || [[:Template:Video_2]] || [[User:Yoshida Keiji/User guide/Ice sheet for Lost tribe|'''Guide: Ice sheet for Lost tribe''']] (original mix)  ||Userboxes&lt;br /&gt;
|-&lt;br /&gt;
! 5 || [[User:Yoshida Keiji/Formatting guidelines (animas)]] || &amp;lt;pre&amp;gt; {{Main|}} &amp;lt;/pre&amp;gt; || [[User:Yoshida Keiji/User guides/Defense structures|Defense structures]]  || Userboxes &lt;br /&gt;
|-&lt;br /&gt;
! 6 || [[User:Yoshida Keiji/Sandbox6|Sandbox]] || &amp;lt;pre&amp;gt;{{tl|navbar}}&amp;lt;/pre&amp;gt;{{tl|navbar}} || [[User:Yoshida Keiji/User Guides/Game fixing Mods|'''Game fixing Mods''']] || Userboxes&lt;br /&gt;
|-&lt;br /&gt;
! 7 || Sandbox || &amp;lt;pre&amp;gt;{{unsigned|&amp;lt;username&amp;gt;}}&amp;lt;/pre&amp;gt; || [[User:Yoshida Keiji/User guides/Predator attacks|'''Predator attacks''']] || Userboxes&lt;br /&gt;
|-&lt;br /&gt;
! 8 || Sandbox || Empty || [[User:Yoshida Keiji/User guides/Spaceship|'''Spaceship''']] || Userboxes&lt;br /&gt;
|-&lt;br /&gt;
! 9 || Sandbox || Empty || [[User:Yoshida Keiji/Documentary/Alpha4|'''Documentary: Alpha 4''']] || Userboxes&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
http://rimworldwiki.com/wiki/Category:Public_versions&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|vV6wyeZ7458|330}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''First look'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|0LdBGkUbf9A|330}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''Alpha 1'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|Rhw3j_pYWnI|330}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''RimWorld Alpha 2 - Cannibal Modders'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|BHuchTya6rA|330}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''RimWorld Alpha 3 - Factional Infighting'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|wusy3Z8JKkY|330}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''RimWorld Alpha 4 - Giant Centipede Robots'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|RMBQn_sg7DA|330}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''RimWorld Technology - Region System'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|fzfpEB5La6o|330}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''RimWorld Alpha 5 - Under Siege'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|5omZG5ZIOyQ|330}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''RimWorld Alpha 6 - Whole New World'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|XZXY4fxj0Ck|330}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''RimWorld Alpha 7 - Things Made of Stuff'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|JvK0Q17808g|330}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''RimWorld Alpha 8 - Winter is Coming'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|Mu6nsUUzgy0|330}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''RimWorld Alpha 9 - Tales 'o' Drinking'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|zdNuJ8ESJPI|330}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''RimWorld Alpha 10 - Joy System'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|LR9wqSyfSwQ|330}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''RimWorld Alpha 11 - Sappers and Traps'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|KkmR_FNp1ng|330}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''RimWorld Alpha 12 - Animal Taming'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|PAOZrfu7n3Q|330}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''RimWorld Alpha 13 - Trapped With Your Ex'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|x8eyPE2yuoE|330}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''RimWorld Alpha 17 - On the Road'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Template creation tutorials ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|5SZCdFgJ9hg|330}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''Templates 101 Webinar'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{VersionNavbox}}&lt;br /&gt;
&lt;br /&gt;
[[File:Creative rewards.png]]&lt;br /&gt;
&lt;br /&gt;
[[User:Yoshida Keiji/Art Gallery|'''Art Gallery''']]&lt;br /&gt;
&lt;br /&gt;
[[User:Yoshida_Keiji/Seed_Gallery|'''Seed Gallery''']]&lt;br /&gt;
&lt;br /&gt;
http://rimworldwiki.com/wiki/Category:Navigation_templates&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|dkao-OYJryM|330}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''The Honey Island Swamp on the Pearl River in Louisiana'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
A healthy muffalo can carry 2,450 potatoes.&lt;br /&gt;
&lt;br /&gt;
Lancers chase range without return fire is 50 tiles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Undraft exists since [[Version/0.3.410|Alpha 3]]:&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;Colonists now undraft themselves if they’ve been doing nothing for at least a quarter of a day and there are no enemies on the map.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Bonus ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|APMu32sC2nM|500}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;There Is No White Jesus&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|mNDA-o9yJNw|500}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;Arnold Schwarzenegger 2018 - The speech that broke the internet - Most Inspiring ever&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|4K5fbQ1-zps|500}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''Life of Privilege Explained in a $100 Race'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|4ZvtMyeUhNc|500}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''Ilhan Omar, Giving Zero Fucks, Lights Up War Criminal's Ass Over Past Support of Genocide'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Yoshida Keiji</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:Yoshida_Keiji&amp;diff=62739</id>
		<title>User:Yoshida Keiji</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:Yoshida_Keiji&amp;diff=62739"/>
		<updated>2019-02-19T13:28:56Z</updated>

		<summary type="html">&lt;p&gt;Yoshida Keiji: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Special:Log/delete]]  *  [[:Category:Page Deletion]]  *  [[:Category:Site Maintenance]]  *  http://community.wikia.com/wiki/Category:Policy  *  [[Category Portal]] * [https://rimworldwiki.com/wiki/Category:General_wiki_templates Category:General wiki templates]&lt;br /&gt;
&lt;br /&gt;
{{Template:Heading|This user only plays vanilla [[Scenario_system#Lost_Tribe|Lost Tribe]] scenario games without killboxes, they are for girls. |[[File:Tribalwear.png]]}}&lt;br /&gt;
&lt;br /&gt;
{{Template:Heading|This user is a Spiritual but non-Religious person, and favors [https://en.wikipedia.org/wiki/Buddhism Buddhism]. | [[File:Small sculpture statue.png]]}}&lt;br /&gt;
&lt;br /&gt;
{{Template:Civilization}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[RimWorld_Wiki:Community_portal|'''Community Portal''']]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;'''[[User:Yoshida Keiji/Moderator]]'''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[User:Yoshida Keiji/Forum|'''Useful threads at forum''']]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;'''[[User:Yoshida Keiji/Philosophy/Cheese]]'''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[List_of_adulthood_backstories]]'''&lt;br /&gt;
&lt;br /&gt;
'''[[List_of_childhood_backstories]]'''&lt;br /&gt;
&lt;br /&gt;
[[Plants#Domesticated_Plants]]&lt;br /&gt;
&lt;br /&gt;
https://en.wikipedia.org/wiki/Web_colors&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;400px&amp;quot; heights=&amp;quot;400px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
|'''alt text'''&lt;br /&gt;
|'''alt text'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;div style=&amp;quot;text-align: center; background:#E0FFFF&amp;quot;&amp;gt;TEXT&amp;lt;/div&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Tables &lt;br /&gt;
! X&lt;br /&gt;
! Pros&lt;br /&gt;
! Cons&lt;br /&gt;
|-&lt;br /&gt;
! Point 1&lt;br /&gt;
| Pros 1 || Cons 1&lt;br /&gt;
|-&lt;br /&gt;
! Point 2&lt;br /&gt;
| Pros 2 || Cons 2&lt;br /&gt;
|}&lt;br /&gt;
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&amp;lt;pre&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Tables&lt;br /&gt;
! X&lt;br /&gt;
! Pros&lt;br /&gt;
! Cons&lt;br /&gt;
|-&lt;br /&gt;
! Point 1&lt;br /&gt;
| Pros 1 || Cons 1&lt;br /&gt;
|-&lt;br /&gt;
! Point 2&lt;br /&gt;
| Pros 2 || Cons 2&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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----&lt;br /&gt;
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&amp;lt;pre&amp;gt;&amp;lt;blockquote&amp;gt;Blockquote&amp;lt;/blockquote&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
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{{Box1 start}}&lt;br /&gt;
Text&lt;br /&gt;
{{Box2 start}}&lt;br /&gt;
Text&lt;br /&gt;
{{Boxes end}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
{{Box1 start}}&lt;br /&gt;
Text&lt;br /&gt;
{{Box2 start}}&lt;br /&gt;
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{{Boxes end}}&lt;br /&gt;
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https://www.mediawiki.org/wiki/Help:Tables&lt;br /&gt;
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&amp;lt;pre&amp;gt; &amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot;&amp;gt; &amp;lt;/pre&amp;gt; &lt;br /&gt;
&lt;br /&gt;
{| {{STDT|c_01 align-center}}&lt;br /&gt;
! X !! [[User:Yoshida_Keiji/Sandbox|Sandbox]] !!  [[RimWorld Wiki:Templates]] !! [[User:Yoshida Keiji/User Guides|User Guides]] !! [https://en.wikipedia.org/wiki/Wikipedia:Userboxes Userbox] / [https://en.wikipedia.org/wiki/Template:Userbox Syntax]&lt;br /&gt;
|-&lt;br /&gt;
! 1 || [[User:Yoshida Keiji/Sandbox1|Draft:Formatting Guidelines (Items)]] || [[Help:Templates]] || [[User:Yoshida Keiji/User Guides/How to Cure Addictions|'''How to Cure Addictions''']] ([[Drugs]]) || [[User:Yoshida Keiji/Userboxes/Syntax|Syntax]]&lt;br /&gt;
|-&lt;br /&gt;
! 2 || [[User:Yoshida_Keiji/Sandbox2|'''RimWorld_Wiki:Ancient_structures''']] || [[Template:Nav/Clothing]] || [[User:Yoshida Keiji/User Guides/Surgery|How to perform Surgery]] ([[Doctoring]]) || [[User:Yoshida Keiji/Userboxes/A16|'''A16''' (UC)]]&lt;br /&gt;
|-&lt;br /&gt;
! 3 || [[User:Yoshida_Keiji/Sandbox3|Draft:Formatting Guidelines (Weapons)]] || &amp;lt;pre&amp;gt; {{for|&amp;lt;name&amp;gt;|&amp;lt;link&amp;gt;}} &amp;lt;/pre&amp;gt; || [[User:Yoshida Keiji/User guides/Drug policy|Drug policy]] || &amp;lt;pre&amp;gt;{{Template:Civilization}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! 4 || [[User:Yoshida_Keiji/Sandbox4|Template:Quote]] || [[:Template:Video_2]] || [[User:Yoshida Keiji/User guide/Ice sheet for Lost tribe|'''Guide: Ice sheet for Lost tribe''']] (original mix)  ||Userboxes&lt;br /&gt;
|-&lt;br /&gt;
! 5 || [[User:Yoshida Keiji/Formatting guidelines (animas)]] || &amp;lt;pre&amp;gt; {{Main|}} &amp;lt;/pre&amp;gt; || [[User:Yoshida Keiji/User guides/Defense structures|Defense structures]]  || Userboxes &lt;br /&gt;
|-&lt;br /&gt;
! 6 || [[User:Yoshida Keiji/Sandbox6|Sandbox]] || &amp;lt;pre&amp;gt;{{tl|navbar}}&amp;lt;/pre&amp;gt;{{tl|navbar}} || [[User:Yoshida Keiji/User Guides/Game fixing Mods|'''Game fixing Mods''']] || Userboxes&lt;br /&gt;
|-&lt;br /&gt;
! 7 || Sandbox || &amp;lt;pre&amp;gt;{{unsigned|&amp;lt;username&amp;gt;}}&amp;lt;/pre&amp;gt; || [[User:Yoshida Keiji/User guides/Predator attacks|'''Predator attacks''']] || Userboxes&lt;br /&gt;
|-&lt;br /&gt;
! 8 || Sandbox || Empty || [[User:Yoshida Keiji/User guides/Spaceship|'''Spaceship''']] || Userboxes&lt;br /&gt;
|-&lt;br /&gt;
! 9 || Sandbox || Empty || [[User:Yoshida Keiji/Documentary/Alpha4|'''Documentary: Alpha 4''']] || Userboxes&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
http://rimworldwiki.com/wiki/Category:Public_versions&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|vV6wyeZ7458|330}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''First look'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|0LdBGkUbf9A|330}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''Alpha 1'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|Rhw3j_pYWnI|330}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''RimWorld Alpha 2 - Cannibal Modders'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|BHuchTya6rA|330}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''RimWorld Alpha 3 - Factional Infighting'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|wusy3Z8JKkY|330}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''RimWorld Alpha 4 - Giant Centipede Robots'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|RMBQn_sg7DA|330}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''RimWorld Technology - Region System'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|fzfpEB5La6o|330}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''RimWorld Alpha 5 - Under Siege'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|5omZG5ZIOyQ|330}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''RimWorld Alpha 6 - Whole New World'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|XZXY4fxj0Ck|330}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''RimWorld Alpha 7 - Things Made of Stuff'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|JvK0Q17808g|330}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''RimWorld Alpha 8 - Winter is Coming'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|Mu6nsUUzgy0|330}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''RimWorld Alpha 9 - Tales 'o' Drinking'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|zdNuJ8ESJPI|330}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''RimWorld Alpha 10 - Joy System'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|LR9wqSyfSwQ|330}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''RimWorld Alpha 11 - Sappers and Traps'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|KkmR_FNp1ng|330}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''RimWorld Alpha 12 - Animal Taming'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|PAOZrfu7n3Q|330}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''RimWorld Alpha 13 - Trapped With Your Ex'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|x8eyPE2yuoE|330}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''RimWorld Alpha 17 - On the Road'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Template creation tutorials ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|5SZCdFgJ9hg|330}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''Templates 101 Webinar'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{VersionNavbox}}&lt;br /&gt;
&lt;br /&gt;
[[File:Creative rewards.png]]&lt;br /&gt;
&lt;br /&gt;
[[User:Yoshida Keiji/Art Gallery|'''Art Gallery''']]&lt;br /&gt;
&lt;br /&gt;
[[User:Yoshida_Keiji/Seed_Gallery|'''Seed Gallery''']]&lt;br /&gt;
&lt;br /&gt;
http://rimworldwiki.com/wiki/Category:Navigation_templates&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|dkao-OYJryM|330}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''The Honey Island Swamp on the Pearl River in Louisiana'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
A healthy muffalo can carry 2,450 potatoes.&lt;br /&gt;
&lt;br /&gt;
Lancers chase range without return fire is 50 tiles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Undraft exists since [[Version/0.3.410|Alpha 3]]:&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;Colonists now undraft themselves if they’ve been doing nothing for at least a quarter of a day and there are no enemies on the map.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Bonus ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|APMu32sC2nM|500}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;There Is No White Jesus&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|mNDA-o9yJNw|500}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;Arnold Schwarzenegger 2018 - The speech that broke the internet - Most Inspiring ever&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|4K5fbQ1-zps|500}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''Life of Privilege Explained in a $100 Race'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|4ZvtMyeUhNc|500}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''Ilhan Omar, Giving Zero Fucks, Lights Up War Criminal's Ass Over Past Support of Genocide'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Yoshida Keiji</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:Yoshida_Keiji/Documentary/Alpha4&amp;diff=62738</id>
		<title>User:Yoshida Keiji/Documentary/Alpha4</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:Yoshida_Keiji/Documentary/Alpha4&amp;diff=62738"/>
		<updated>2019-02-19T13:27:29Z</updated>

		<summary type="html">&lt;p&gt;Yoshida Keiji: Gibbet cage&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{ VersionFrame | Version = 0.4.460 | Description = '''Public Version 0.4.460''' was released on June 1, 2014 - Alpha 4 — Giant Centipede Robots&lt;br /&gt;
| Changes = *Tons of AI and usability improvements to hunting AI, player tutor, alerts, etc.&lt;br /&gt;
*Smarter AI storytellers that focus on wealth and let you recover from serious damage.&lt;br /&gt;
*More map variation.&lt;br /&gt;
| NewContents = *Wood economy. Logs, sawing, planks, flooring, tree growing, and more.&lt;br /&gt;
*More stuff to research.&lt;br /&gt;
*Crematorium.&lt;br /&gt;
*Slag refinery.&lt;br /&gt;
*Mechanoids raids.&lt;br /&gt;
*Tension music for combat situations.&lt;br /&gt;
*More songs for normal gameplay.&lt;br /&gt;
*Region system for better performance.&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbinner&amp;quot; style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;{{#ev:youtube|wusy3Z8JKkY|330}}&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;'''RimWorld Alpha 4 - Giant Centipede Robots'''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Have you ever wandered how old versions that launched years ago looked like before you even heard about this game? Here you will find out past content from the eyes of the future after official release of version 1.0.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Back in the days, after selecting &amp;quot;New game&amp;quot;, you would be introduced with five story tellers instead of just three:&lt;br /&gt;
&lt;br /&gt;
* '''Chill Callie Classic''': Callie is a less aggressive version of her sister Cassandra. She's good for a first game.&lt;br /&gt;
* '''Cassandra Classic''': Cassandra creates story events on a steady-increasing curve of challenge and tension.&lt;br /&gt;
* '''Phoebe Friendly''': Phoebe doesn't want to hurt anyone. She just wants a relaxing tale about people building a colony. So she will be very friendly.&lt;br /&gt;
* '''Randy Random''': Randy doesn't follow rules. He'll generate random events, and he doesn't care if they make a story of triumph or utter hopelessness. It's all drama to him.&lt;br /&gt;
* '''Tough Cleopatra Classic''': Cassandra Classic less forgiving cousin.&lt;br /&gt;
&lt;br /&gt;
[[File:Alpha4-00.png|600px]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Next, would be the character creation screen that didn't had a visual of the pawn, nor health status nor relationship. World Generation didn't exist back then, and the Advanced button was the map size setting instead. Only one biome, the Arid Shrubland. Crash-landed was the only scenario setting, no Lost Tribe, no Rich Explorer, nor Naked Brutality.&lt;br /&gt;
&lt;br /&gt;
[[File:Alpha4-01.png|600px]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Your three survivors would be arriving in escape pods with several starter items all scattered across the entire map, instead of concentrated on a small spot. A stockpile zone and a dumping zone were created by default and three sleeping spots were also set for you. You would have to wait until they touch land to be able to open the &amp;quot;Work Tab&amp;quot;. There were no pets yet and the beginning weapons were three ranged firearms: 2 pistols and a Lee-Enfield (Bolt-action rifle).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;450px&amp;quot; heights=&amp;quot;450px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Alpha4-02.png|'''Starter items scattered all over the map rather a single location'''&lt;br /&gt;
File:Alpha4-03.png|'''Work Tab'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
* Creating a Growing Zone had no sow option as to whether plant or not and the species were only: potato, strawberry, rose, daylily, dandelions and oak trees.&lt;br /&gt;
* Building with wood had an intermediate procedure compared to present day, back then wood logs needed to be processed into wood planks to construct certain items. In order to make wood planks a work bench was required, called &amp;quot;Hand sawmill&amp;quot;, 10 logs would be converted to 25 planks.&lt;br /&gt;
* You could build &amp;quot;Log walls&amp;quot;, &amp;quot;Wood walls&amp;quot; or &amp;quot;Metal walls&amp;quot; at the start. Log walls were fast to construct but costed more logs than the wooden walls. Both wooden wall and metal walls had built-in power conduits already.&lt;br /&gt;
* Stone chunks were named &amp;quot;Debris&amp;quot; and in order to move them around, you needed to order from the architect menu and could not just select the debris and click haul as you can do today. There was only one type of debris as opposed to present time with five variants: granite, lime, sand, slate and marble.&lt;br /&gt;
* Days were faster and little could be done on a single day. Metal icon, or steel icon as you know it, had a different skin.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;250px&amp;quot; heights=&amp;quot;250px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Alpha4-04.png|'''Growing zones had little options'''&lt;br /&gt;
File:Alpha4-05.png|'''The Hand sawmill to bill wood planks'''&lt;br /&gt;
File:Alpha4-06.png|'''Three starter wall options: log, wood or metal'''&lt;br /&gt;
File:Alpha4-07.png|'''Days were faster'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
* No Colonist roaster on top yet.&lt;br /&gt;
* If for some reason your start was slow, sleeping outside had no mood penalty and considered a shared room.&lt;br /&gt;
* While looking around your map, you would feel the luckiest man alive noticing lots of golds everywhere. This is because back then, steel (metal) had the yellow texture which is used to identify gold in present time.&lt;br /&gt;
* Colonist couldn’t carry any gear with then, so they had no way to have a meal around their activity location and had to return all the way back to your stockpile. From all items to gather, only silver could be hauled in stack, everything else was by individual units. Because of that it could take you seven days to bring everything close.&lt;br /&gt;
* Research bench is in “Misc” instead of “Production” and only the advanced version which is 2x5. Stonecutting required 3.000 ticks back then.&lt;br /&gt;
* Furniture has no quality yet.&lt;br /&gt;
* You could get a mad animal event, but there were no arrows to point where.&lt;br /&gt;
* No Health Tab and no Forced rest until healed, after a squirrel when mad, how do they heal?&lt;br /&gt;
* Boomrats look like penises.&lt;br /&gt;
* Potatoes would fully grow by the fifth day.&lt;br /&gt;
* You could build the Comms Console from day 1.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;350px&amp;quot; heights=&amp;quot;350px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Alpha4-08.png|'''Steel (Metal) ores had the texture of gold instead.'''&lt;br /&gt;
File:Alpha4-09.png|'''Advanced research bench was default and furniture had no quality.'''&lt;br /&gt;
File:Alpha4-10.png|'''Boomrats looked like penises.'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
After researching &amp;quot;Stone cutting&amp;quot;, you could build stone walls but no stone doors yet. Awww...but not that bad. However something else was more disturbing... power lines could not run under stone walls nor log walls but only &amp;quot;inside&amp;quot; wooden walls or metal walls. This meant that your power grid arrangement was somehow difficult as you needed to build colony segments based on materials that allowed electric current to run through within your walls.&lt;br /&gt;
&lt;br /&gt;
By now, you would also notice that wildlife never slept during nights.&lt;br /&gt;
&lt;br /&gt;
Capturing downed enemies had Prisoner treatment options that included &amp;quot;beating&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
What did players used to research after Stone Cutting? I don't know, but among the list, there is one called &amp;quot;Fear Tech 1&amp;quot;. Let's check this one out. This technology...which is kinda odd and I'm not sure how something like this is advanced knowledge, allowed players to build [[Gibbet cage]]s in which you could place enemy corpses as war trophies to cause fear on enemies... This is awesome...why was this removed from the game?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;250px&amp;quot; heights=&amp;quot;250px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Alpha4-11.png|'''No stone doors, power lines didn't run beneath stone or log walls.'''&lt;br /&gt;
File:Alpha4-12.png|'''What is &amp;quot;Fear Tech 1&amp;quot;?'''&lt;br /&gt;
File:Alpha4-13.png|'''Gibbet cage &amp;quot;decoration&amp;quot;.'''&lt;br /&gt;
File:Alpha4-14.png|'''War trophy display.'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
* One of the things that would notice about your characters is that they already had &amp;quot;Trait&amp;quot; slots in their sheets but none of them were functional yet, to be done in the future.&lt;br /&gt;
&lt;br /&gt;
* I encountered four type of Events: '''Raids''' (obviously) of the three types, immediate attack, preparation and drop pods; '''drop pod items''', '''escape pods''' and lots of friendly '''visits''' but without any interaction or exchanges. One of the drop pods left me 72 missiles...which at the end I could never use...I assume these are future items for mortars maybe.&lt;br /&gt;
&lt;br /&gt;
* Back in the days, you had to build the Orbital Trade Beacon out in the open, as in unroofed and it didn't require a power line to function.&lt;br /&gt;
* Riesling was already there, I got that character like a thousand times. Found her wielding a &amp;quot;Handful of Stones&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;350px&amp;quot; heights=&amp;quot;350px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Alpha4-15.png|'''Missiles in Drop pod items.'''&lt;br /&gt;
File:Alpha4-16.png|'''Orbital Trade Beacons in the open.'''&lt;br /&gt;
File:Alpha4-17.png|'''Handful of Stones.'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Carpets, used to require &amp;quot;steel&amp;quot;, yes I said steel. Instead of cotton like we are used to.&lt;br /&gt;
* The only trade system available was through trade ship: Industrial traders, Food traders, Slave traders.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;350px&amp;quot; heights=&amp;quot;350px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Alpha4-18.png|'''Industrial traders.'''&lt;br /&gt;
File:Alpha4-19.png|'''Food traders.'''&lt;br /&gt;
File:Alpha4-21.png|'''Slave traders.'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;450px&amp;quot; heights=&amp;quot;450px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Alpha4-22.png|'''Selling loots.'''&lt;br /&gt;
File:Alpha4-23.png|'''Picking the shooters only.'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* I have never been a &amp;quot;Turrets&amp;quot; player myself and most of my games within my 5.000+hs counted on Steam, barely had up to three tops but still I don't think I ever saw a turret explosion detonate hard enough to blow mountain tiles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;350px&amp;quot; heights=&amp;quot;350px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Alpha4-20.png|'''Turret explosion blew mountain tiles too.'''&lt;br /&gt;
File:Alpha4-24.png|'''Colony overall.'''&lt;br /&gt;
File:Alpha4-25.png|'''Colony zoom-in.'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* There were other researches that were fast to complete but had little use during it's mid-game, like the Machining table, Crematorium and Slag refinery.&lt;br /&gt;
* Refrigeration wasn't present yet and food wouldn't perish, no cooler needed.&lt;br /&gt;
* I never touched the animals in my &amp;quot;one&amp;quot; game experience, and I saw a lot of muffalos around.&lt;br /&gt;
* Rooms of 4x4 size would get the &amp;quot;Cramped&amp;quot; mood so the least punishing dimension I found was 4x5 = 20 tiles width.&lt;br /&gt;
* No Apparel tailoring yet, no Weapon smithing yet.&lt;br /&gt;
* This last one took me some time to figure out but it appears that any room that had more than three doors wouldn't get a roof for some reason, so the max &amp;quot;allowed&amp;quot; was three. Which explains why my base layout looks strange.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There really wasn't much to do by then and you could just finish everything within a one in-game year, no Space Ship launching yet.&lt;br /&gt;
&lt;br /&gt;
I hope you enjoyed the read.&lt;/div&gt;</summary>
		<author><name>Yoshida Keiji</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User_talk:Yoshida_Keiji&amp;header_revId=uuhyyev088ddcqkt&amp;action=view-header</id>
		<title>User talk:Yoshida Keiji</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User_talk:Yoshida_Keiji&amp;header_revId=uuhyyev088ddcqkt&amp;action=view-header"/>
		<updated>2019-02-19T11:56:07Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:Yoshida_Keiji&quot; class=&quot;mw-userlink&quot; title=&quot;User:Yoshida Keiji&quot;&gt;&lt;bdi&gt;Yoshida Keiji&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:Yoshida_Keiji&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:Yoshida Keiji&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Yoshida_Keiji&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Yoshida Keiji&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; edited the description&lt;/span&gt;</summary>
		<author><name>Yoshida Keiji</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User_talk:Yoshida_Keiji/Archive_1&amp;diff=62735</id>
		<title>User talk:Yoshida Keiji/Archive 1</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User_talk:Yoshida_Keiji/Archive_1&amp;diff=62735"/>
		<updated>2019-02-19T11:54:56Z</updated>

		<summary type="html">&lt;p&gt;Yoshida Keiji: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Archive for converted wikitext talk page|from=User talk:Yoshida Keiji|date=2018-09-05}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Request to help other guides ==&lt;br /&gt;
&lt;br /&gt;
We've got other guides in this wiki that need attention, besides the Basics page. Wonder if you can help edit them too?&lt;br /&gt;
PigeonGuru (talk) ​18:19, May 6, 2017&lt;br /&gt;
&lt;br /&gt;
:Sure thing, you can count on me. Yoshida Keiji (talk) ​18:24, May 6, 2017&lt;br /&gt;
&lt;br /&gt;
:I'm sure you will find this message, regardless of old start.&lt;br /&gt;
:Cooperative work requires coordination. I have written in the past long extensive guides like these ones with other editors. Back then we had an agreement:&lt;br /&gt;
:Wait 30 minutes up to an hour before editing somebody else (on extensive guides that is), because 100kbytes pages require more concentration and inspiration than single ordinary pages and one must do more effort, editing anywhere shorter in time than that disrupts the other.&lt;br /&gt;
&lt;br /&gt;
:When pages are extensively large, spacing is better welcomed to readers so we don't need to follow regular procedures. Nothing is permanently lost here, I'm sure you know that. So don't worry when I take out huge chunks of text. At the moment the Defense structures page has many problems in it, the most notorious is the overload of information. Guides need to follow the same nature as of human movement. First we learn to crawl, then to walk and last to run. The &amp;quot;flow&amp;quot; of the narrative needs to be slowly and progressive and not all bunched up together... and not to mention the redundancy where the same information is repeated on and on and on.&lt;br /&gt;
:Just take this into consideration. Yoshida Keiji (talk) 18:47, September 26, 2017&lt;br /&gt;
&lt;br /&gt;
::Alright, got it. Though I would suggest that if you increase the spacing for a section, you should do so for the rest of the page. (I personally don't really like it though, doesn't look too well)&lt;br /&gt;
::Also the Defense tactics page does need some work in concision. Think there's quite a lot of redundant info there, if you can help that'll be neat. Though you will need to polish up your grammar, to reduce cleanup needed. PigeonGuru (talk) ​19:59, September 26, 2017&lt;br /&gt;
&lt;br /&gt;
== Mortar pages ==&lt;br /&gt;
&lt;br /&gt;
A thread, Thread:User talk:Yoshida Keiji/Mortar pages, was moved from here to User talk:Setokaiva. This move was made by Yoshida Keiji (Talk | contribs | block) on September 23, 2017 at 07:19.&lt;br /&gt;
&lt;br /&gt;
== Uploading screenshots ==&lt;br /&gt;
&lt;br /&gt;
Just a suggestion when uploading pictures: you don't have to upload entire screenshots. It's best that you crop the screenshot to leave the relevant parts only.&lt;br /&gt;
PigeonGuru (talk) ​12:16, June 19, 2017&lt;br /&gt;
&lt;br /&gt;
: I agree. (the same point, in my own words...) Most cases don't call for an entire screenshot. Pictures should focus on the subject matter and avoid other visual clutter, meaning cropped. Jimyoda (talk) ​15:07, June 19, 2017&lt;br /&gt;
&lt;br /&gt;
::Sure, okay. Yoshida Keiji (talk) ​04:40, June 20, 2017&lt;br /&gt;
&lt;br /&gt;
== What happened here? Why all the empty space? ==&lt;br /&gt;
&lt;br /&gt;
I wrote a program to edit a whole bunch of pages on the wiki and it added a lot of withe space i updated the code so it delete the white spaces after the edit not during it&lt;br /&gt;
Now they should be deleted exept 2, so layout kinda remains intact&lt;br /&gt;
Good that you noticed and if i did a bad edit send me a message I will read it for sure and probalby sooner PieTau (talk) ​02:59, April 13, 2017&lt;br /&gt;
&lt;br /&gt;
: Hummm, bot programmer, handy. Thank you. Yoshida Keiji (talk) ​18:39, April 13, 2017&lt;/div&gt;</summary>
		<author><name>Yoshida Keiji</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:File-manager.svg&amp;diff=62734</id>
		<title>File:File-manager.svg</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:File-manager.svg&amp;diff=62734"/>
		<updated>2019-02-19T11:40:17Z</updated>

		<summary type="html">&lt;p&gt;Yoshida Keiji: By David Vignoni - http://ftp.gnome.org/pub/GNOME/sources/gnome-themes-extras/0.9/gnome-themes-extras-0.9.0.tar.gz, LGPL, https://commons.wikimedia.org/w/index.php?curid=739560&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
By David Vignoni - http://ftp.gnome.org/pub/GNOME/sources/gnome-themes-extras/0.9/gnome-themes-extras-0.9.0.tar.gz, LGPL, https://commons.wikimedia.org/w/index.php?curid=739560&lt;/div&gt;</summary>
		<author><name>Yoshida Keiji</name></author>
	</entry>
</feed>