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	<id>https://rimworldwiki.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Yuki303</id>
	<title>RimWorld Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://rimworldwiki.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Yuki303"/>
	<link rel="alternate" type="text/html" href="https://rimworldwiki.com/wiki/Special:Contributions/Yuki303"/>
	<updated>2026-04-28T13:50:30Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.8</generator>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Modding_Tutorials/Docs&amp;diff=173329</id>
		<title>Modding Tutorials/Docs</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Modding_Tutorials/Docs&amp;diff=173329"/>
		<updated>2025-12-20T02:11:38Z</updated>

		<summary type="html">&lt;p&gt;Yuki303: Created page with &amp;quot;{{DISPLAYTITLE:Rimworld API Documentation}} {{Stub| reason = WIP &amp;amp; wording}} {{BackToTutorials}}  &amp;lt;!--is it possible to make a custom search? eg. put a search bar here that on...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Rimworld API Documentation}}&lt;br /&gt;
{{Stub| reason = WIP &amp;amp; wording}}&lt;br /&gt;
{{BackToTutorials}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--is it possible to make a custom search? eg. put a search bar here that only searches in Modding_tutorials/Docs/*--&amp;gt;&lt;br /&gt;
= Getting Started =&lt;br /&gt;
((placeholder))&lt;br /&gt;
=== C# Basics ===&lt;br /&gt;
Most of the documentation pages require a basic level of programming knowledge. If you are just starting out, it is recommended that you do some basic research into the following topics:&lt;br /&gt;
* References and Pointers&lt;br /&gt;
* Static vs Dynamic&lt;br /&gt;
* Object Oriented Programming: Polymorphism, Inheritance, Encapsulation, Abstraction&lt;br /&gt;
* Reference Types vs Primitive Types&lt;br /&gt;
&lt;br /&gt;
Some other topics that are very useful but aren't a necessity include:&lt;br /&gt;
* Data Types &lt;br /&gt;
** Linear (Stacks, Queues, Lists, Arrays)&lt;br /&gt;
** Non-Linear (Dictionaries&amp;lt;!--, 2D arrays not sure if Rimworld uses them--&amp;gt;)&lt;br /&gt;
* Time complexity, Memory complexity and Overheads; Things to avoid to prevent slow and resource heavy code&lt;br /&gt;
&lt;br /&gt;
= Commonly Used Classes =&lt;br /&gt;
[[Modding_Tutorials/Docs/Mod|Mod]] - &amp;lt;br&amp;gt;&lt;br /&gt;
[[Modding_Tutorials/Docs/Thing|Thing]] - &amp;lt;br&amp;gt;&lt;br /&gt;
((needs expanding))&lt;br /&gt;
&amp;lt;!--put useful/commonly used documentation pages here and a short description of use case--&amp;gt;&lt;br /&gt;
&amp;lt;!--specifics can go elsewhere (eg, how to create a weapon can go elsewhere&lt;br /&gt;
and that page can simply reference the docs when needed)--&amp;gt; &lt;br /&gt;
&lt;br /&gt;
[[Category:Modding tutorials]]&lt;/div&gt;</summary>
		<author><name>Yuki303</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Modding_Tutorials/Docs/Pawn_PsychicEntropyTracker&amp;diff=173306</id>
		<title>Modding Tutorials/Docs/Pawn PsychicEntropyTracker</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Modding_Tutorials/Docs/Pawn_PsychicEntropyTracker&amp;diff=173306"/>
		<updated>2025-12-18T08:50:39Z</updated>

		<summary type="html">&lt;p&gt;Yuki303: initial push&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;1.5&lt;br /&gt;
&lt;br /&gt;
also check out [[Modding_Tutorials/Setting_up_a_solution|solutions]]&lt;br /&gt;
&lt;br /&gt;
= API =&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;span style=&amp;quot;color:#3131ff&amp;quot;&amp;gt;public class&amp;lt;/span&amp;gt; Pawn_PsychicEntropyTracker : [[Modding_Tutorials/Docs/IExposable|&amp;lt;u&amp;gt;IExposable&amp;lt;/u&amp;gt;]]&amp;lt;/span&amp;gt;&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Implementation for a pawn's [[Psycasts|psycast]] values&lt;br /&gt;
&lt;br /&gt;
==== Constructor ====&lt;br /&gt;
public Pawn_PsychicEntropyTracker(Pawn pawn);&lt;br /&gt;
&lt;br /&gt;
== Pawn ==&lt;br /&gt;
{{code/var||get|Pawn|.|Pawn}}&amp;lt;br&amp;gt;&lt;br /&gt;
A reference to the [[pawn]] this Psycast Tracker is attached to.&lt;br /&gt;
&lt;br /&gt;
{{code/var||get|Hediff_Psylink|.|Psylink}}&amp;lt;br&amp;gt;&lt;br /&gt;
A reference to the psylink [[Hediffs|hediff]] of the pawn.&lt;br /&gt;
&lt;br /&gt;
{{code/var||get|bool||IsCurrentlyMeditating}}&amp;lt;br&amp;gt;&lt;br /&gt;
Checks if the pawn is meditating using the [[Modding_Tutorials/Docs/TickManager|Tick Manager]].&lt;br /&gt;
&lt;br /&gt;
{{code/var||get|bool||NeedsPsyfocus}}&amp;lt;br&amp;gt;&lt;br /&gt;
Not to be confused with {{code|CurrentPsyfocus {{=}} 1.0f}}, {{code|NeedsPsyfocus}} is true IFF the pawn is able to acquire psyfocus.&lt;br /&gt;
&lt;br /&gt;
== Psyfocus Gain ==&lt;br /&gt;
{{code/var||get|float||CurrentPsyfocus}}&amp;lt;br&amp;gt;&lt;br /&gt;
Gets the current amount of Psyfocus the pawn has.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{code/var||get|float||TargetPsyfocus}}&amp;lt;br&amp;gt;&lt;br /&gt;
The JobGiver will only consider giving the meditation job to the pawn if {{code|CurrentPsyfocus}} is below this value.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{code/fun||void||SetPsyfocusTarget|float val}}&amp;lt;br&amp;gt;&lt;br /&gt;
Sets {{code|targetPsyfocus}} to {{code|val}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{code/fun||void||GainPsyfocus|focus {{=}} null}}&amp;lt;br&amp;gt;&lt;br /&gt;
Gains Psyfocus equivalent to 1 ticks worth of meditation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{code/fun||void||OffsetPsyfocusDirectly|float offset}}&amp;lt;br&amp;gt;&lt;br /&gt;
Directly modifies {{code|currentPsyfocus}} by {{code|offset}}. Offset can be negative. Clamps to a value {{code|[0.0f, 1.0f]}}.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{code/fun||void||RechargePsyfocus|}}&amp;lt;br&amp;gt;&lt;br /&gt;
Sets {{code|currentPsyfocus}} to {{code|1.0f}}.&lt;br /&gt;
&lt;br /&gt;
{{code/var||get|float||RecoveryRate}}&amp;lt;br&amp;gt;&lt;br /&gt;
Gets the {{code|RecoveryRate}} stat of the pawn. The same as using {{code|GetStatValue()}}.&lt;br /&gt;
&lt;br /&gt;
== Psychic Heat ==&lt;br /&gt;
&lt;br /&gt;
{{code/var||get|float||EntropyValue}}&amp;lt;br&amp;gt;&lt;br /&gt;
Gets the pawns current nerual heat value.&lt;br /&gt;
&lt;br /&gt;
{{code/var||get|float||EntropyRelativeValue}}&amp;lt;br&amp;gt;&lt;br /&gt;
Gets the pawns current nerual heat as a percentage of their max.&lt;br /&gt;
&lt;br /&gt;
{{code/var||get|float||MaxEntropy}}&amp;lt;br&amp;gt;&lt;br /&gt;
Gets the maximum neural heat stat.&lt;br /&gt;
&lt;br /&gt;
{{code/var||get|float||MaxPotentialEntropy}}&amp;lt;br&amp;gt;&lt;br /&gt;
Gets the maximum neural heat before any adjustments. (Needs Expansion and verification)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{code/fun||bool||TryAddEntropy|float value, Thing source {{=}} null, bool scale {{=}} true, bool overLimit {{=}} false}}&amp;lt;br&amp;gt;&lt;br /&gt;
Attempts to add {{code|value}} neural heat. Returns true if neural heat was succefully added.&amp;lt;br&amp;gt;&lt;br /&gt;
Note that {{code|value}} is pre-scaling, before the {{code|PsychicEntropyGain}} stat is applied. Set {{code|scale}} to false to prevent scaling.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{code/fun||void||RemoveAllEntropy|}}&amp;lt;br&amp;gt;&lt;br /&gt;
Sets neural heat to 0.&lt;br /&gt;
&lt;br /&gt;
{{code/var|||bool||WouldOverflowEntropy}}&amp;lt;br&amp;gt;&lt;br /&gt;
Whether or not to prevent neural heat increases that will overflow neural heat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{code/fun||bool||WouldOverflowEntropy|float value}}&amp;lt;br&amp;gt;&lt;br /&gt;
Returns true if it is invalid to add {{code|value}} neural heat. If {{code|limitEntropyAmount}} is false, all checks are disregarded and this always returns false. Used to check if an ability can be cast with the current neural heat.&lt;br /&gt;
&lt;br /&gt;
{{code/var||get|PsychicEntropySeverity|Modding_Tutorials/Docs/Enums#PsychicEntropySeverity|Severity}}&amp;lt;br&amp;gt;&lt;br /&gt;
Gets the pawns overflow [[Psycasts#Psychic_breakdown|severity]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{code/fun||float||EntropyToRelativeValue|float val}}&amp;lt;br&amp;gt;&lt;br /&gt;
A helper function to convert a numerical amount of neural heat to a percentage amount. Percentages are in 1.0f scale, and can overflow.&lt;br /&gt;
&lt;br /&gt;
== Psychic Sensitivity ==&lt;br /&gt;
{{code/var||get|float||PsychicSensitivity}}&amp;lt;br&amp;gt;&lt;br /&gt;
Gets the pawns Psychic Sensitivity. It is reccomended to use this over the StatDef if you are purely working with sensitivity as a multiplier, as this value is cached.&lt;br /&gt;
&lt;br /&gt;
{{code/var||get|bool||IsPsychicallySensitive}}&amp;lt;br&amp;gt;&lt;br /&gt;
Returns whether or not the pawn is able to be affected psychically.&lt;br /&gt;
&lt;br /&gt;
== Psyfocus Level ==&lt;br /&gt;
Not to be confused with the Psycast Hediff Level, this refers to the [[Psyfocus#Degradation|degredation band]]. To work with the Psycast Levels, go check out [[Modding_Tutorials/Docs/Hediff_Psylink|Hediff_Psylink]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{code/fun|get|int||PsyfocusBand|}}&amp;lt;br&amp;gt;&lt;br /&gt;
Gets the current Psyfocus Band. See [[#Psyfocus_Bands|Constants]] for values.&lt;br /&gt;
&lt;br /&gt;
== System ==&lt;br /&gt;
{{code/fun||void||SetInitialPsyfocusLevel|}}&amp;lt;!--TODO:categorization(?)--&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Sets the psyfocus level to an initial amount. For colonists, this value is {{code|0.75f}}. For any other pawn, this is a random value {{code|0.5f - 0.7f}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{code/fun||void||PsychicEntropyTrackerTick|}}&amp;lt;br&amp;gt;&lt;br /&gt;
The update function. You most likely wont be using or modifying this function.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{code/fun|override|void||ExposeData|}}&amp;lt;br&amp;gt;&lt;br /&gt;
See [[Modding_Tutorials/Docs/IExposable|IExposable]].&lt;br /&gt;
&lt;br /&gt;
==== Static Properties ====&lt;br /&gt;
&lt;br /&gt;
{{code/var|const||float||PercentageAfterGainingPsylink}}&amp;lt;br&amp;gt;&lt;br /&gt;
The amount of psyfocus a pawn gains upon acquiring a psyfocus (needs verification). Set to 0.75f, or 75%. &amp;lt;!--per level or only upon initial acquisition?--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{code/var|const||int||PsyfocusUpdateInterval {{=}} 150}}&lt;br /&gt;
&lt;br /&gt;
{{code/var|const||float||PsyfocusCostTolerance {{=}} 0.0005f}}&lt;br /&gt;
&lt;br /&gt;
{{code/var|const||float||PercentageAfterGainingPsylink {{=}} 0.75f}}&lt;br /&gt;
&lt;br /&gt;
{{code/var|static||Dictionary&amp;lt;PsychicEntropySeverity, SoundDef&amp;gt;||EntropyThresholdSounds}}&lt;br /&gt;
&lt;br /&gt;
{{code/var|static|ro|Dictionary&amp;lt;[[Modding_Tutorials/Docs/Enums#PsychicEntropySeverity|&amp;lt;u&amp;gt;PsychicEntropySeverity&amp;lt;/u&amp;gt;]], float&amp;gt;||EntropyThresholds}}&amp;lt;br&amp;gt;&lt;br /&gt;
A dictionary containing constants for a pawn's [[Psycasts#Psychic_breakdown|neural heat limits]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{code/fun|static|void||ResetStaticData|}}&amp;lt;br&amp;gt;&lt;br /&gt;
Resets {{code|EntropyThresholdSounds}}. (Requires Verification)&lt;br /&gt;
&lt;br /&gt;
===== Psyfocus Bands =====&lt;br /&gt;
{{code/var|static|ro|List&amp;lt;float&amp;gt;||PsyfocusBandPercentages {{=}} [0.00f, 0.25f, 0.50f, 1.00f]}}&amp;lt;br&amp;gt;&lt;br /&gt;
The values corresponding to each band. Note that {{code|PsyfocusBand {{=}} 0}} for all psyfocus levels between {{code|[0, 1]}}, {{code|{{=}}1}} between {{code|[1, 2]}} and {{code|{{=}}2}} between {{code|[2, 3]}}.&lt;br /&gt;
&lt;br /&gt;
{{code/var|static|ro|List&amp;lt;float&amp;gt;||FallRatePerPsyfocusBand {{=}} [0.035f, 0.055f, 0.075f]}}&lt;br /&gt;
The amount of psyfocus lost per day, corresponding to each band.&lt;br /&gt;
&lt;br /&gt;
{{code/var|static|ro|List&amp;lt;float&amp;gt;||FallRatePerPsyfocusBand {{=}} [2, 4, 6]}}&lt;br /&gt;
The maximum castable ability level corresponding to each band.&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	public static string psyfocusLevelInfoCached = null;&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
==== Tooltips ====&lt;br /&gt;
public string PsyfocusTipString(float psyfocusTargetOverride = -1f)&amp;lt;br&amp;gt;&lt;br /&gt;
Returns the tooltip display string, translated and colorized.&lt;br /&gt;
 Psyfocus: XX%&lt;br /&gt;
 (&amp;quot;DesiredPsyfocus&amp;quot;.Translate()): XX%&lt;br /&gt;
 ...&lt;br /&gt;
 (needs expansion)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
return ((&amp;quot;Psyfocus&amp;quot;.Translate() + &amp;quot;: &amp;quot;).Colorize(ColoredText.TipSectionTitleColor) + currentPsyfocus.ToStringPercent(&amp;quot;0.#&amp;quot;) + &amp;quot;\n&amp;quot; + &amp;quot;DesiredPsyfocus&amp;quot;.Translate() + &amp;quot;: &amp;quot; + ((psyfocusTargetOverride &amp;gt;= 0f) ? psyfocusTargetOverride : targetPsyfocus).ToStringPercent(&amp;quot;0.#&amp;quot;) + &amp;quot;\n\n&amp;quot; + &amp;quot;DesiredPsyfocusDesc&amp;quot;.Translate(pawn.Named(&amp;quot;PAWN&amp;quot;)) + &amp;quot;\n\n&amp;quot; + &amp;quot;PsyfocusDesc&amp;quot;.Translate() + &amp;quot;:\n\n&amp;quot; + psyfocusLevelInfoCached).Resolve();&lt;br /&gt;
 currentPsyfocus.ToStringPercent(&amp;quot;0.#&amp;quot;) + &amp;quot;\n&amp;quot; + &amp;quot;DesiredPsyfocus&amp;quot;.Translate() + &amp;quot;: &amp;quot; + ((psyfocusTargetOverride &amp;gt;= 0f) ? psyfocusTargetOverride : targetPsyfocus).ToStringPercent(&amp;quot;0.#&amp;quot;) + &amp;quot;\n\n&amp;quot; + &amp;quot;DesiredPsyfocusDesc&amp;quot;.Translate(pawn.Named(&amp;quot;PAWN&amp;quot;)) + &amp;quot;\n\n&amp;quot; + &amp;quot;PsyfocusDesc&amp;quot;.Translate() + &amp;quot;:\n\n&amp;quot; + psyfocusLevelInfoCached).Resolve();&lt;br /&gt;
 Psyfocus: XX%&lt;br /&gt;
 DesiredPsyfocus: &lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
public bool NeedToShowGizmo();&lt;br /&gt;
&lt;br /&gt;
public Gizmo GetGizmo();&lt;br /&gt;
&lt;br /&gt;
==== Listeners ====&lt;br /&gt;
public void Notify_Meditated()&lt;br /&gt;
&lt;br /&gt;
public void Notify_GainedPsylink()&lt;br /&gt;
&lt;br /&gt;
public void Notify_PawnDied()&lt;/div&gt;</summary>
		<author><name>Yuki303</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Code/var&amp;diff=173304</id>
		<title>Template:Code/var</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Code/var&amp;diff=173304"/>
		<updated>2025-12-18T07:54:17Z</updated>

		<summary type="html">&lt;p&gt;Yuki303: remove linebreaks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&amp;lt;code&amp;gt;&amp;lt;span style=&amp;quot;color:#3131ff&amp;quot;&amp;gt;public {{{1}}}&amp;lt;/span&amp;gt; {{#if:{{{2|}}}|&amp;lt;span style=&amp;quot;color:#aa0000&amp;quot;&amp;gt;readonly&amp;lt;/span&amp;gt;}}&lt;br /&gt;
{{#if: {{{4|}}} | {{#ifeq: {{{4|}}} | . | [[Modding_Tutorials/Docs/{{{3}}}|&amp;lt;u&amp;gt;{{{3}}}&amp;lt;/u&amp;gt;]] | [[{{{4}}}|&amp;lt;u&amp;gt;{{{3}}}&amp;lt;/u&amp;gt;]] }}&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#0645ad&amp;quot;&amp;gt;{{{3}}}&amp;lt;/span&amp;gt;}} {{{5}}};&amp;lt;/code&amp;gt;&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{documentation}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Yuki303</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Code/fun/doc&amp;diff=173303</id>
		<title>Template:Code/fun/doc</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Code/fun/doc&amp;diff=173303"/>
		<updated>2025-12-18T07:48:24Z</updated>

		<summary type="html">&lt;p&gt;Yuki303: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description ==&lt;br /&gt;
This template can be used as shorthand for a function signature as in-line code, colorized.&lt;br /&gt;
It is currently very specialized for Docs pages, and could be generalized. suggestions are welcome.&lt;br /&gt;
&lt;br /&gt;
All function signatures will have a public visibility modifier.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&amp;lt;pre&amp;gt;{{code/fun | modifiers | type | type link | function name | params }}&amp;lt;/pre&amp;gt;&lt;br /&gt;
If type link is {{code|.}} then it will link to type link.&amp;lt;br&amp;gt;&lt;br /&gt;
If type link is left empty, then it will not link.&lt;br /&gt;
&lt;br /&gt;
== Example Usage ==&lt;br /&gt;
E.g. Static modifier, no type link&lt;br /&gt;
&amp;lt;pre&amp;gt;{{code/fun|static|void||main|String[] args}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{code/fun|static|void||main|String[] args}}&lt;br /&gt;
&lt;br /&gt;
E.g. No modifier, links is the same as type name&lt;br /&gt;
&amp;lt;pre&amp;gt;{{code/fun||SomeType|.|getPawn|int id}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{code/fun||SomeType|.|getPawn|int id}}&lt;br /&gt;
&lt;br /&gt;
E.g. Type is an Enum, so it links to the Enum page&lt;br /&gt;
&amp;lt;pre&amp;gt;{{code/fun||PsychicEntropySeverity|Modding_Tutorials/Docs/Enums#PsychicEntropySeverity|getPawn|int id}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{code/fun|overrides|PsychicEntropySeverity|Modding_Tutorials/Docs/Enums#PsychicEntropySeverity|Severity|int id}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Template documentation]]&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;[[Category:Formatting templates]]&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>Yuki303</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Code/var/doc&amp;diff=173302</id>
		<title>Template:Code/var/doc</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Code/var/doc&amp;diff=173302"/>
		<updated>2025-12-18T07:47:09Z</updated>

		<summary type="html">&lt;p&gt;Yuki303: Created page with &amp;quot;== Description == This template can be used to display a variable as in-line code, colorized. It is currently very specialized for Docs pages, and could be generalized. Sugges...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description ==&lt;br /&gt;
This template can be used to display a variable as in-line code, colorized.&lt;br /&gt;
It is currently very specialized for Docs pages, and could be generalized. Suggestions are welcome.&lt;br /&gt;
&lt;br /&gt;
All variable signatures will have a public visibility modifier.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&amp;lt;pre&amp;gt;{{code/fun | modifiers | is readonly | type | type link | variable name }}&amp;lt;/pre&amp;gt;&lt;br /&gt;
if type link is {{code|.}} then it will link to type link.&lt;br /&gt;
if type link is left empty, then it will not link.&lt;br /&gt;
&lt;br /&gt;
At the moment, if is_readonly is not empty, it will display the readonly modifier.&lt;br /&gt;
Just as a convention, I usually put {{code|get}} for getter properties, and {{code|ro}} for readonly variables.&lt;br /&gt;
&lt;br /&gt;
== Example Usage ==&lt;br /&gt;
E.g. Static modifier, readonly, no type link&lt;br /&gt;
&amp;lt;pre&amp;gt;{{code/var|static|ro|int||theMeaningOfLife}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{code/var|static|ro|int||theMeaningOfLife}}&lt;br /&gt;
&lt;br /&gt;
E.g. A getter, links is the same as type name&lt;br /&gt;
&amp;lt;pre&amp;gt;{{code/var|virtual|get|Type|.|thing}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{code/var|virtual|get|Type|.|thing}}&lt;br /&gt;
&lt;br /&gt;
E.g. No modifier, Type is an Enum, so it links to the Enum page&lt;br /&gt;
&amp;lt;pre&amp;gt;{{code/var|||SomeEnum|Modding_Tutorials/Docs/Enums|category}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{code/var|||SomeEnum|Modding_Tutorials/Docs/Enums|category}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Template documentation]]&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;[[Category:Formatting templates]]&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>Yuki303</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Code/fun/doc&amp;diff=173301</id>
		<title>Template:Code/fun/doc</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Code/fun/doc&amp;diff=173301"/>
		<updated>2025-12-18T07:31:23Z</updated>

		<summary type="html">&lt;p&gt;Yuki303: Created page with &amp;quot;== Description == This template can be used to display text as in-line code, colorized. It is currently very specialized for Docs pages, and could be generalized, suggestions...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description ==&lt;br /&gt;
This template can be used to display text as in-line code, colorized.&lt;br /&gt;
It is currently very specialized for Docs pages, and could be generalized, suggestions are welcome.&lt;br /&gt;
&lt;br /&gt;
all function signatures will have a public visibility modifier.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&amp;lt;pre&amp;gt;{{code/fun | modifiers | type | type link | function name | params }}&amp;lt;/pre&amp;gt;&lt;br /&gt;
if type link is {{code|.}} then it will link to type link.&lt;br /&gt;
if type link is left empty, then it will not link.&lt;br /&gt;
&lt;br /&gt;
== Example Usage ==&lt;br /&gt;
E.g. Static modifier, no type link&lt;br /&gt;
&amp;lt;pre&amp;gt;{{code/fun|static|void||main|String[] args}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{code/fun|static|void||main|String[] args}}&lt;br /&gt;
&lt;br /&gt;
E.g. no modifier, links is the same as type name&lt;br /&gt;
&amp;lt;pre&amp;gt;{{code/fun||SomeType|.|getPawn|int id}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{code/fun||SomeType|.|getPawn|int id}}&lt;br /&gt;
&lt;br /&gt;
E.g. type is an enum, so it links to the Enum page&lt;br /&gt;
&amp;lt;pre&amp;gt;{{code/fun||PsychicEntropySeverity|Modding_Tutorials/Docs/Enums#PsychicEntropySeverity|getPawn|int id}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{code/fun|overrides|PsychicEntropySeverity|Modding_Tutorials/Docs/Enums#PsychicEntropySeverity|Severity|int id}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Template documentation]]&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;[[Category:Formatting templates]]&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>Yuki303</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Code/fun&amp;diff=173300</id>
		<title>Template:Code/fun</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Code/fun&amp;diff=173300"/>
		<updated>2025-12-18T07:28:30Z</updated>

		<summary type="html">&lt;p&gt;Yuki303: removed linebreaks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&amp;lt;code&amp;gt;&amp;lt;span style=&amp;quot;color:#3131ff&amp;quot;&amp;gt;public {{{1}}}&amp;lt;/span&amp;gt; &lt;br /&gt;
{{#if: {{{3|}}} &lt;br /&gt;
| {{#ifeq: {{{3|}}} | . &lt;br /&gt;
    | [[Modding_Tutorials/Docs/{{{2}}}|&amp;lt;u&amp;gt;{{{2}}}&amp;lt;/u&amp;gt;]] &lt;br /&gt;
    | [[{{{3}}}|&amp;lt;u&amp;gt;{{{2}}}&amp;lt;/u&amp;gt;]] }} &lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#0645ad&amp;quot;&amp;gt;{{{2}}}&amp;lt;/span&amp;gt;}} &lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#8b6a00&amp;quot;&amp;gt;{{{4}}}(&amp;lt;/span&amp;gt;{{{5}}}&amp;lt;span style=&amp;quot;color:#8b6a00&amp;quot;&amp;gt;)&amp;lt;/span&amp;gt;;&amp;lt;/code&amp;gt;&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{documentation}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Yuki303</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Z4sysmoakgjo1mpw&amp;topic_postId=z4sysmoakkhq9qo4&amp;topic_revId=z4sysmoakkhq9qo4&amp;action=single-view</id>
		<title>Topic:Z4sysmoakgjo1mpw</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Z4sysmoakgjo1mpw&amp;topic_postId=z4sysmoakkhq9qo4&amp;topic_revId=z4sysmoakkhq9qo4&amp;action=single-view"/>
		<updated>2025-12-18T04:31:23Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:Yuki303&quot; class=&quot;mw-userlink&quot; title=&quot;User:Yuki303&quot;&gt;&lt;bdi&gt;Yuki303&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:Yuki303&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:Yuki303&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Yuki303&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Yuki303&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:Z4sysmoakgjo1mpw&amp;amp;topic_showPostId=z4sysmoakkhq9qo4#flow-post-z4sysmoakkhq9qo4&quot;&gt;commented&lt;/a&gt; on &quot;C# Documentation&quot; (&lt;em&gt;Hallo I was thinking about documenting rimworld&amp;#039;s C# API and Harakoni pointed me to you. I don&amp;#039;t know if i should throw everything on her...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Yuki303</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Z4sv1xq4s2i86nno&amp;topic_postId=z4swjxmw7mz82lhg&amp;topic_revId=z4swjxmw7mz82lhg&amp;action=single-view</id>
		<title>Topic:Z4sv1xq4s2i86nno</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Z4sv1xq4s2i86nno&amp;topic_postId=z4swjxmw7mz82lhg&amp;topic_revId=z4swjxmw7mz82lhg&amp;action=single-view"/>
		<updated>2025-12-18T03:51:08Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:Yuki303&quot; class=&quot;mw-userlink&quot; title=&quot;User:Yuki303&quot;&gt;&lt;bdi&gt;Yuki303&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:Yuki303&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:Yuki303&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Yuki303&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Yuki303&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:Z4sv1xq4s2i86nno&amp;amp;topic_showPostId=z4swjxmw7mz82lhg#flow-post-z4swjxmw7mz82lhg&quot;&gt;commented&lt;/a&gt; on &quot;Modding documentation&quot; (&lt;em&gt;Got it, thanks for reaching out. I just wasn&amp;#039;t sure if I was flooding the wiki with too much irrelevant information. I sort of dove into...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Yuki303</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:Yuki303&amp;diff=173277</id>
		<title>User:Yuki303</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:Yuki303&amp;diff=173277"/>
		<updated>2025-12-18T02:07:46Z</updated>

		<summary type="html">&lt;p&gt;Yuki303: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Trying to make a docs for RimWorld C# modding since I couldn't find any pre-existing ones.&lt;br /&gt;
&lt;br /&gt;
It probably doesn't belong on this wiki (realized that afterwards) so I'll see if I can put it on Github or Gitlabs&lt;/div&gt;</summary>
		<author><name>Yuki303</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Code/fun&amp;diff=173276</id>
		<title>Template:Code/fun</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Code/fun&amp;diff=173276"/>
		<updated>2025-12-17T09:29:57Z</updated>

		<summary type="html">&lt;p&gt;Yuki303: idk if this is too niche but it would be nice to have&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;span style=&amp;quot;color:#3131ff&amp;quot;&amp;gt;public {{{1}}}&amp;lt;/span&amp;gt; &lt;br /&gt;
{{#if: {{{3|}}} &lt;br /&gt;
| {{#ifeq: {{{3|}}} | . &lt;br /&gt;
    | [[Modding_Tutorials/Docs/{{{2}}}|&amp;lt;u&amp;gt;{{{2}}}&amp;lt;/u&amp;gt;]] &lt;br /&gt;
    | [[{{{3}}}|&amp;lt;u&amp;gt;{{{2}}}&amp;lt;/u&amp;gt;]] }} &lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#0645ad&amp;quot;&amp;gt;{{{2}}}&amp;lt;/span&amp;gt;}} &lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#8b6a00&amp;quot;&amp;gt;{{{4}}}(&amp;lt;/span&amp;gt;{{{5}}}&amp;lt;span style=&amp;quot;color:#8b6a00&amp;quot;&amp;gt;);&amp;lt;/span&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{documentation}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Yuki303</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Code/var&amp;diff=173275</id>
		<title>Template:Code/var</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Code/var&amp;diff=173275"/>
		<updated>2025-12-17T09:21:52Z</updated>

		<summary type="html">&lt;p&gt;Yuki303: idk if this is too niche but it would be nice to have this template for docs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;span style=&amp;quot;color:#3131ff&amp;quot;&amp;gt;public {{{1}}}&amp;lt;/span&amp;gt; {{#if:{{{2|}}}|&amp;lt;span style=&amp;quot;color:#aa0000&amp;quot;&amp;gt;readonly&amp;lt;/span&amp;gt;}}&lt;br /&gt;
{{#if: {{{4|}}} | {{#ifeq: {{{4|}}} | . | [[Modding_Tutorials/Docs/{{{3}}}|&amp;lt;u&amp;gt;{{{3}}}&amp;lt;/u&amp;gt;]] | [[{{{4}}}|&amp;lt;u&amp;gt;{{{3}}}&amp;lt;/u&amp;gt;]] }}&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#0645ad&amp;quot;&amp;gt;{{{3}}}&amp;lt;/span&amp;gt;}} {{{5}}};&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{documentation}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Yuki303</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Modding_Tutorials/Docs/Pawn&amp;diff=173274</id>
		<title>Modding Tutorials/Docs/Pawn</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Modding_Tutorials/Docs/Pawn&amp;diff=173274"/>
		<updated>2025-12-18T02:09:23Z</updated>

		<summary type="html">&lt;p&gt;Yuki303: delete or archive; there's also a bunch of wrong stuff, I still need to dig through their code a lot more&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- 1.5&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
    TODO: &lt;br /&gt;
    Add 1.6 functions (make sure to mark as 1.6); I dont have the game updated since too many of my mods aren't 1.6 compat yet &lt;br /&gt;
    Mark any functions removed in 1.6 as @deprecated(ver&amp;lt;1.6) or sm &lt;br /&gt;
&lt;br /&gt;
    I forgot my semicolons TT some lines might be missing them&lt;br /&gt;
&lt;br /&gt;
    feel free to modify this to improve it, im not that good at making docs&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
also check out [[Modding_Tutorials/Setting_up_a_solution|solutions]]&lt;br /&gt;
&lt;br /&gt;
= API =&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;span style=&amp;quot;color:#3131ff&amp;quot;&amp;gt;public class&amp;lt;/span&amp;gt; Pawn : &amp;lt;span style=&amp;quot;color:#0645ad&amp;quot;&amp;gt;[[Modding_Tutorials/Docs/ThingWithComps|&amp;lt;u&amp;gt;ThingWithComps&amp;lt;/u&amp;gt;]]&amp;lt;/span&amp;gt;&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Notable inherits: &lt;br /&gt;
* &amp;lt;code&amp;gt;GetComp&amp;lt;T&amp;gt;()&amp;lt;/code&amp;gt;&lt;br /&gt;
== Info ==&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;span style=&amp;quot;color:#3131ff&amp;quot;&amp;gt;public&amp;lt;/span&amp;gt; [[Modding_Tutorials/Docs/PawnKindDef|&amp;lt;u&amp;gt;PawnKindDef&amp;lt;/u&amp;gt;]] kindDef;&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Defines the pawn species&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;span style=&amp;quot;color:#3131ff&amp;quot;&amp;gt;public&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#0645ad&amp;quot;&amp;gt;[[Modding_Tutorials/Docs/Enums#Gender|&amp;lt;u&amp;gt;Gender&amp;lt;/u&amp;gt;]]&amp;lt;/span&amp;gt; gender;&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Where &amp;lt;code&amp;gt;&amp;lt;span style=&amp;quot;color:#0645ad&amp;quot;&amp;gt;[[Modding_Tutorials/Docs/Enums#Gender|&amp;lt;u&amp;gt;Gender&amp;lt;/u&amp;gt;]]&amp;lt;/span&amp;gt;&amp;lt;/code&amp;gt; is an enum&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;span style=&amp;quot;color:#3131ff&amp;quot;&amp;gt;public&amp;lt;/span&amp;gt; [[Modding_Tutorials/Docs/Pawn_AgeTracker|&amp;lt;u&amp;gt;Pawn_AgeTracker&amp;lt;/u&amp;gt;]] ageTracker;&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;span style=&amp;quot;color:#3131ff&amp;quot;&amp;gt;public&amp;lt;/span&amp;gt; [[Modding_Tutorials/Docs/Pawn_AgeTracker|&amp;lt;u&amp;gt;DevelopmentalStage&amp;lt;/u&amp;gt;]] DevelopmentalStage&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;span style=&amp;quot;color:#3131ff&amp;quot;&amp;gt;public&amp;lt;/span&amp;gt; [[Modding_Tutorials/Docs/Pawn_StoryTracker|&amp;lt;u&amp;gt;Pawn_StoryTracker&amp;lt;/u&amp;gt;]] story;&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Contains a pawns backstory, traits, appearence (hair and skin), favourite color, birth names and title&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;span style=&amp;quot;color:#3131ff&amp;quot;&amp;gt;public&amp;lt;/span&amp;gt; [[Modding_Tutorials/Docs/Pawn_RecordsTracker|&amp;lt;u&amp;gt;Pawn_RecordsTracker&amp;lt;/u&amp;gt;]] records;&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Contains a pawns records&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
public TaggedString LegalStatus =&amp;gt; &amp;quot;Slave&amp;quot; &amp;quot;{colony} member&amp;quot; &amp;quot;Colonist&amp;quot;&lt;br /&gt;
public override string DescriptionDetailed&lt;br /&gt;
public override string DescriptionFlavor&lt;br /&gt;
public override IEnumerable&amp;lt;DefHyperlink&amp;gt; DescriptionHyperlinks&lt;br /&gt;
public float BodySize&lt;br /&gt;
public float HealthScale (here or health(?))&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Name ====&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;span style=&amp;quot;color:#3131ff&amp;quot;&amp;gt;public&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#3131ff&amp;quot;&amp;gt;immutable&amp;lt;/span&amp;gt; [[Modding_Tutorials/Docs/Name|&amp;lt;u&amp;gt;Name&amp;lt;/u&amp;gt;]] Name;&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
is NameTriple for humanoid pawns&lt;br /&gt;
is NameSingle for pet pawns&lt;br /&gt;
is Null for any unnamed pawns&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;span style=&amp;quot;color:#3131ff&amp;quot;&amp;gt;public&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#0645ad&amp;quot;&amp;gt;TaggedString&amp;lt;/span&amp;gt; NameShortColored;&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
A TaggedString of the pawns nickname if the pawn has a triple, or its name if the pawn has a single.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;span style=&amp;quot;color:#3131ff&amp;quot;&amp;gt;public&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#0645ad&amp;quot;&amp;gt;TaggedString&amp;lt;/span&amp;gt; NameFullColored;&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
A TaggedString of the pawns full name.&lt;br /&gt;
&lt;br /&gt;
== Faction ==&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;span style=&amp;quot;color:#3131ff&amp;quot;&amp;gt;public&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#aa0000&amp;quot;&amp;gt;readonly&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#0645ad&amp;quot;&amp;gt;bool&amp;lt;/span&amp;gt; IsColonist;&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;span style=&amp;quot;color:#3131ff&amp;quot;&amp;gt;public&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#aa0000&amp;quot;&amp;gt;readonly&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#0645ad&amp;quot;&amp;gt;bool&amp;lt;/span&amp;gt; IsFreeColonist;&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;span style=&amp;quot;color:#3131ff&amp;quot;&amp;gt;public&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#aa0000&amp;quot;&amp;gt;readonly&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#0645ad&amp;quot;&amp;gt;bool&amp;lt;/span&amp;gt; IsFreeNonSlaveColonist;&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;span style=&amp;quot;color:#3131ff&amp;quot;&amp;gt;public&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#aa0000&amp;quot;&amp;gt;readonly&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#0645ad&amp;quot;&amp;gt;bool&amp;lt;/span&amp;gt; IsPrisoner;&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;span style=&amp;quot;color:#3131ff&amp;quot;&amp;gt;public&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#aa0000&amp;quot;&amp;gt;readonly&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#0645ad&amp;quot;&amp;gt;bool&amp;lt;/span&amp;gt; IsPrisonerOfColony;&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;span style=&amp;quot;color:#3131ff&amp;quot;&amp;gt;public&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#aa0000&amp;quot;&amp;gt;readonly&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#0645ad&amp;quot;&amp;gt;bool&amp;lt;/span&amp;gt; IsSlave;&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;span style=&amp;quot;color:#3131ff&amp;quot;&amp;gt;public&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#aa0000&amp;quot;&amp;gt;readonly&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#0645ad&amp;quot;&amp;gt;bool&amp;lt;/span&amp;gt; IsSlaveOfColony;&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;span style=&amp;quot;color:#3131ff&amp;quot;&amp;gt;public&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#aa0000&amp;quot;&amp;gt;readonly&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#0645ad&amp;quot;&amp;gt;bool&amp;lt;/span&amp;gt; IsFreeman;&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Is not part of any Faction (wild pawns)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;span style=&amp;quot;color:#3131ff&amp;quot;&amp;gt;public&amp;lt;/span&amp;gt; [[Modding_Tutorials/Docs/Faction|&amp;lt;u&amp;gt;Faction&amp;lt;/u&amp;gt;]] HomeFaction;&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Guests ====&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;span style=&amp;quot;color:#3131ff&amp;quot;&amp;gt;public&amp;lt;/span&amp;gt; [[Modding_Tutorials/Docs/GuestStatus|&amp;lt;u&amp;gt;GuestStatus&amp;lt;/u&amp;gt;]]? GuestStatus;&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;span style=&amp;quot;color:#3131ff&amp;quot;&amp;gt;public&amp;lt;/span&amp;gt; [[Modding_Tutorials/Docs/Faction|&amp;lt;u&amp;gt;Faction&amp;lt;/u&amp;gt;]] HostFaction;&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;span style=&amp;quot;color:#3131ff&amp;quot;&amp;gt;public&amp;lt;/span&amp;gt; [[Modding_Tutorials/Docs/Faction|&amp;lt;u&amp;gt;Faction&amp;lt;/u&amp;gt;]] SlaveFaction;&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
TODO: unsure if these are specifically for guests&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
public bool IsColonistPlayerControlled use IsPlayerControlled&lt;br /&gt;
public bool IsPlayerControlled (here or jobs(?) or pathfinding maybe)&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--public bool HasShowGizmosOnCorpseHediff--&amp;gt;&lt;br /&gt;
&amp;lt;!--==== Traders ====--&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
public TraderKindDef TraderKind&lt;br /&gt;
public TradeCurrency TradeCurrency =&amp;gt; TraderKind.tradeCurrency&lt;br /&gt;
public IEnumerable&amp;lt;Thing&amp;gt; Goods =&amp;gt; trader.Goods;&lt;br /&gt;
public int RandomPriceFactorSeed =&amp;gt; trader.RandomPriceFactorSeed&lt;br /&gt;
public string TraderName =&amp;gt; trader.TraderName&lt;br /&gt;
public bool CanTradeNow&lt;br /&gt;
public float TradePriceImprovementOffsetForPlayer&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mental ==&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;span style=&amp;quot;color:#3131ff&amp;quot;&amp;gt;public&amp;lt;/span&amp;gt; [[Modding_Tutorials/Docs/Pawn_MindState|&amp;lt;u&amp;gt;Pawn_MindState&amp;lt;/u&amp;gt;]] mindState;&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt; &lt;br /&gt;
The following are null safe references to its inner values: &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;span style=&amp;quot;color:#3131ff&amp;quot;&amp;gt;public&amp;lt;/span&amp;gt; bool InMentalState;&amp;lt;/code&amp;gt; =&amp;gt; mindState.mentalStateHandler.inMentalState&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;span style=&amp;quot;color:#3131ff&amp;quot;&amp;gt;public&amp;lt;/span&amp;gt; bool InAggroMentalState;&amp;lt;/code&amp;gt; =&amp;gt; mindState.mentalStateHandler.CurStateDef&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;span style=&amp;quot;color:#3131ff&amp;quot;&amp;gt;public&amp;lt;/span&amp;gt; MentalState MentalState;&amp;lt;/code&amp;gt; =&amp;gt; mindState.mentalStateHandler.CurState | null&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;span style=&amp;quot;color:#3131ff&amp;quot;&amp;gt;public&amp;lt;/span&amp;gt; MentalStateDef MentalStateDef;&amp;lt;/code&amp;gt; =&amp;gt; mindState.mentalStateHandler.CurStateDef | null&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;span style=&amp;quot;color:#3131ff&amp;quot;&amp;gt;public&amp;lt;/span&amp;gt; bool Inspired;&amp;lt;/code&amp;gt; =&amp;gt; mindState.inspirationHandler.Inspired&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;span style=&amp;quot;color:#3131ff&amp;quot;&amp;gt;public&amp;lt;/span&amp;gt; Inspiration Inspiration;&amp;lt;/code&amp;gt; =&amp;gt; mindState.inspirationHandler.CurState&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;span style=&amp;quot;color:#3131ff&amp;quot;&amp;gt;public&amp;lt;/span&amp;gt; InspirationDef InspirationDef;&amp;lt;/code&amp;gt; =&amp;gt; mindState.inspirationHandler.CurStateDef&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;span style=&amp;quot;color:#3131ff&amp;quot;&amp;gt;public&amp;lt;/span&amp;gt; [[Modding_Tutorials/Docs/Pawn_NeedsTracker|&amp;lt;u&amp;gt;Pawn_NeedsTracker&amp;lt;/u&amp;gt;]] needs;&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;span style=&amp;quot;color:#3131ff&amp;quot;&amp;gt;public&amp;lt;/span&amp;gt; [[Modding_Tutorials/Docs/Pawn_Thinker|&amp;lt;u&amp;gt;Pawn_Thinker&amp;lt;/u&amp;gt;]] thinker;&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;span style=&amp;quot;color:#3131ff&amp;quot;&amp;gt;public&amp;lt;/span&amp;gt; [[Modding_Tutorials/Docs/Pawn_GuiltTracker|&amp;lt;u&amp;gt;Pawn_GuiltTracker&amp;lt;/u&amp;gt;]] guilt;&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--public [[Modding_Tutorials/Docs/Pawn_SkillTracker|&amp;lt;u&amp;gt;Pawn_SkillTracker&amp;lt;/u&amp;gt;]] skills;&lt;br /&gt;
public [[Modding_Tutorials/Docs/Pawn_LearningTracker|&amp;lt;u&amp;gt;Pawn_LearningTracker&amp;lt;/u&amp;gt;]] learning;--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;span style=&amp;quot;color:#3131ff&amp;quot;&amp;gt;public&amp;lt;/span&amp;gt; [[Modding_Tutorials/Docs/Pawn_HealthTracker|&amp;lt;u&amp;gt;Pawn_HealthTracker&amp;lt;/u&amp;gt;]] health&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Contains pawn health hediffs, operation bills, downed state and more.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;span style=&amp;quot;color:#3131ff&amp;quot;&amp;gt;public&amp;lt;/span&amp;gt; [[Modding_Tutorials/Docs/Pawn_InfectionVectorTracker|&amp;lt;u&amp;gt;Pawn_InfectionVectorTracker&amp;lt;/u&amp;gt;]] infectionVectors;&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Surgery ====&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;span style=&amp;quot;color:#3131ff&amp;quot;&amp;gt;public&amp;lt;/span&amp;gt; [[Modding_Tutorials/Docs/BillStack|&amp;lt;u&amp;gt;BillStack&amp;lt;/u&amp;gt;]] BillStack&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The BillStack for Operation Bills. Returns &amp;lt;code&amp;gt;health.surgeryBills&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;span style=&amp;quot;color:#3131ff&amp;quot;&amp;gt;public overrides&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#0645ad&amp;quot;&amp;gt;bool&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#8b6a00&amp;quot;&amp;gt;CurrentlyUsableForBills()&amp;lt;/span&amp;gt;&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
If this pawn is currently able to be operated on.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;span style=&amp;quot;color:#3131ff&amp;quot;&amp;gt;public overrides&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#0645ad&amp;quot;&amp;gt;bool&amp;lt;/span&amp;gt; UsableForBillsAfterFueling()&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Returns &amp;lt;code&amp;gt;CurrentlyUsableForBills()&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;span style=&amp;quot;color:#3131ff&amp;quot;&amp;gt;public&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#0645ad&amp;quot;&amp;gt;void&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#8b6a00&amp;quot;&amp;gt;Notify_BillDeleted(&amp;lt;/span&amp;gt;[[Modding_Tutorials/Docs/Bill|&amp;lt;u&amp;gt;Bill&amp;lt;/u&amp;gt;]] bill&amp;lt;span style=&amp;quot;color:#8b6a00&amp;quot;&amp;gt;)&amp;lt;/span&amp;gt;&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Call this if you ever remove an operation scriptually from billstack&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;span style=&amp;quot;color:#3131ff&amp;quot;&amp;gt;public&amp;lt;/span&amp;gt; [[Modding_Tutorials/Docs/Pawn_DraftController|&amp;lt;u&amp;gt;Pawn_DraftController&amp;lt;/u&amp;gt;]] drafter;&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;span style=&amp;quot;color:#3131ff&amp;quot;&amp;gt;public&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#aa0000&amp;quot;&amp;gt;readonly&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#0645ad&amp;quot;&amp;gt;bool&amp;lt;/span&amp;gt; Drafted&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;span style=&amp;quot;color:#3131ff&amp;quot;&amp;gt;public&amp;lt;/span&amp;gt; [[Modding_Tutorials/Docs/Pawn_MeleeVerbs|&amp;lt;u&amp;gt;Pawn_MeleeVerbs&amp;lt;/u&amp;gt;]] meleeVerbs;&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;span style=&amp;quot;color:#3131ff&amp;quot;&amp;gt;public&amp;lt;/span&amp;gt; [[Modding_Tutorials/Docs/Pawn_StanceTracker|&amp;lt;u&amp;gt;Pawn_StanceTracker&amp;lt;/u&amp;gt;]] stances;&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;span style=&amp;quot;color:#3131ff&amp;quot;&amp;gt;public&amp;lt;/span&amp;gt; [[Modding_Tutorials/Docs/Pawn_AbilityTracker|&amp;lt;u&amp;gt;Pawn_AbilityTracker&amp;lt;/u&amp;gt;]] abilities;&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
public IEnumerable&amp;lt;Thing&amp;gt; EquippedWornOrInventoryThings&lt;br /&gt;
public float TargetPriorityFactor =&amp;gt; 1f;&lt;br /&gt;
public readonly LocalTargetInfo TargetCurrentlyAimingAt&lt;br /&gt;
public LocalTargetInfo LastAttackedTarget&lt;br /&gt;
public int LastAttackTargetTick&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
==== Psycast ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;span style=&amp;quot;color:#3131ff&amp;quot;&amp;gt;public&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#0645ad&amp;quot;&amp;gt;bool&amp;lt;/span&amp;gt; HasPsylink;&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;span style=&amp;quot;color:#3131ff&amp;quot;&amp;gt;public&amp;lt;/span&amp;gt; [[Modding_Tutorials/Docs/Pawn_PsychicEntropyTracker|&amp;lt;u&amp;gt;Pawn_PsychicEntropyTracker&amp;lt;/u&amp;gt;]] psychicEntropy;&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Contains everything psylink related&lt;br /&gt;
&lt;br /&gt;
== Inventory ==&lt;br /&gt;
&lt;br /&gt;
public [[Modding_Tutorials/Docs/Pawn_InventoryTracker|&amp;lt;u&amp;gt;Pawn_InventoryTracker&amp;lt;/u&amp;gt;]] inventory;&lt;br /&gt;
&lt;br /&gt;
public [[Modding_Tutorials/Docs/Pawn_EquipmentTracker|&amp;lt;u&amp;gt;Pawn_EquipmentTracker&amp;lt;/u&amp;gt;]] equipment;&lt;br /&gt;
&lt;br /&gt;
public [[Modding_Tutorials/Docs/Pawn_ApparelTracker|&amp;lt;u&amp;gt;Pawn_ApparelTracker&amp;lt;/u&amp;gt;]] apparel;&lt;br /&gt;
&lt;br /&gt;
== Jobs ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--public [[Modding_Tutorials/Docs/VerbTracker|&amp;lt;u&amp;gt;VerbTracker&amp;lt;/u&amp;gt;]] verbTracker;&lt;br /&gt;
&lt;br /&gt;
public [[Modding_Tutorials/Docs/Pawn_CarryTracker|&amp;lt;u&amp;gt;Pawn_CarryTracker&amp;lt;/u&amp;gt;]] carryTracker;&lt;br /&gt;
&lt;br /&gt;
public [[Modding_Tutorials/Docs/Pawn_JobTracker|&amp;lt;u&amp;gt;Pawn_JobTracker&amp;lt;/u&amp;gt;]] jobs;&lt;br /&gt;
&lt;br /&gt;
public [[Modding_Tutorials/Docs/Pawn_PathFollower|&amp;lt;u&amp;gt;Pawn_PathFollower&amp;lt;/u&amp;gt;]] pather;&lt;br /&gt;
&lt;br /&gt;
public [[Modding_Tutorials/Docs/Pawn_RopeTracker|&amp;lt;u&amp;gt;Pawn_RopeTracker&amp;lt;/u&amp;gt;]] roping;&lt;br /&gt;
public VerbTracker VerbTracker =&amp;gt; verbTracker;&lt;br /&gt;
&lt;br /&gt;
public List&amp;lt;VerbProperties&amp;gt; VerbProperties =&amp;gt; def.Verbs;&lt;br /&gt;
&lt;br /&gt;
public List&amp;lt;Tool&amp;gt; Tools =&amp;gt; def.tools;&lt;br /&gt;
&lt;br /&gt;
public WorkTags CombinedDisabledWorkTags&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
====pathfinding====&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
public float TicksPerMoveCardinal&lt;br /&gt;
public float TicksPerMoveDiagonal&lt;br /&gt;
public bool ShouldAvoidFences--&amp;gt;&lt;br /&gt;
== Policies ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--public [[Modding_Tutorials/Docs/Pawn_DrugPolicyTracker|&amp;lt;u&amp;gt;Pawn_DrugPolicyTracker&amp;lt;/u&amp;gt;]] drugs;&lt;br /&gt;
&lt;br /&gt;
public [[Modding_Tutorials/Docs/Pawn_FoodRestrictionTracker|&amp;lt;u&amp;gt;Pawn_FoodRestrictionTracker&amp;lt;/u&amp;gt;]] foodRestriction;&lt;br /&gt;
&lt;br /&gt;
public [[Modding_Tutorials/Docs/Pawn_TimetableTracker|&amp;lt;u&amp;gt;Pawn_TimetableTracker&amp;lt;/u&amp;gt;]] timetable;&lt;br /&gt;
&lt;br /&gt;
public [[Modding_Tutorials/Docs/Pawn_WorkSettings|&amp;lt;u&amp;gt;Pawn_WorkSettings&amp;lt;/u&amp;gt;]] workSettings;&lt;br /&gt;
&lt;br /&gt;
public [[Modding_Tutorials/Docs/Pawn_ReadingTracker|&amp;lt;u&amp;gt;Pawn_ReadingTracker&amp;lt;/u&amp;gt;]] reading;--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Rendering ==&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
public [[Modding_Tutorials/Docs/Pawn_RotationTracker|&amp;lt;u&amp;gt;Pawn_RotationTracker&amp;lt;/u&amp;gt;]] rotationTracker;&lt;br /&gt;
&lt;br /&gt;
public override Vector3 DrawPos&lt;br /&gt;
public Pawn_DrawTracker Drawer =&amp;gt; drawer ?? (drawer = new Pawn_DrawTracker(this));&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Anomaly ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;span style=&amp;quot;color:#3131ff&amp;quot;&amp;gt;public&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#aa0000&amp;quot;&amp;gt;readonly&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#0645ad&amp;quot;&amp;gt;bool&amp;lt;/span&amp;gt; IsCreepJoiner&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--(anomaly)&lt;br /&gt;
public bool IsMutant &lt;br /&gt;
public bool IsDuplicate &lt;br /&gt;
public bool IsEntity &lt;br /&gt;
public bool IsShambler &lt;br /&gt;
public bool IsAwokenCorpse&lt;br /&gt;
&lt;br /&gt;
public bool IsColonyMutant&lt;br /&gt;
public bool IsColonyMutantPlayerControlled&lt;br /&gt;
public bool HasDeathRefusalOrResurrecting&lt;br /&gt;
&lt;br /&gt;
public Faction DeadlifeDustFaction&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Biotech ==&lt;br /&gt;
==== Mechs ====&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;span style=&amp;quot;color:#3131ff&amp;quot;&amp;gt;public&amp;lt;/span&amp;gt; [[Modding_Tutorials/Docs/Pawn_MechanitorTracker|&amp;lt;u&amp;gt;Pawn_MechanitorTracker&amp;lt;/u&amp;gt;]] mechanitor;&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
public bool IsColonyMech&lt;br /&gt;
public bool IsColonyMechPlayerControlled&lt;br /&gt;
public CompOverseerSubject OverseerSubject&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
==== Sanguines =====&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
public bool Deathresting&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
== Other/To be categorized ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--public [[Modding_Tutorials/Docs/Pawn_Ownership|&amp;lt;u&amp;gt;Pawn_Ownership&amp;lt;/u&amp;gt;]] ownership;&lt;br /&gt;
&lt;br /&gt;
public [[Modding_Tutorials/Docs/Pawn_FilthTracker|&amp;lt;u&amp;gt;Pawn_FilthTracker&amp;lt;/u&amp;gt;]] filth;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
public [[Modding_Tutorials/Docs/Pawn_SurroundingsTracker|&amp;lt;u&amp;gt;Pawn_SurroundingsTracker&amp;lt;/u&amp;gt;]] surroundings;&lt;br /&gt;
&lt;br /&gt;
public [[Modding_Tutorials/Docs/Pawn_DuplicateTracker|&amp;lt;u&amp;gt;Pawn_DuplicateTracker&amp;lt;/u&amp;gt;]] duplicate;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
public [[Modding_Tutorials/Docs/Pawn_NativeVerbs|&amp;lt;u&amp;gt;Pawn_NativeVerbs&amp;lt;/u&amp;gt;]] natives;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
public [[Modding_Tutorials/Docs/Pawn_GuestTracker|&amp;lt;u&amp;gt;Pawn_GuestTracker&amp;lt;/u&amp;gt;]] guest;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
public [[Modding_Tutorials/Docs/Pawn_RoyaltyTracker|&amp;lt;u&amp;gt;Pawn_RoyaltyTracker&amp;lt;/u&amp;gt;]] royalty;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
public [[Modding_Tutorials/Docs/Pawn_IdeoTracker|&amp;lt;u&amp;gt;Pawn_IdeoTracker&amp;lt;/u&amp;gt;]] ideo;&lt;br /&gt;
&lt;br /&gt;
public [[Modding_Tutorials/Docs/Pawn_GeneTracker|&amp;lt;u&amp;gt;Pawn_GeneTracker&amp;lt;/u&amp;gt;]] genes;&lt;br /&gt;
&lt;br /&gt;
public [[Modding_Tutorials/Docs/Pawn_CreepJoinerTracker|&amp;lt;u&amp;gt;Pawn_CreepJoinerTracker&amp;lt;/u&amp;gt;]] creepjoiner;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
public [[Modding_Tutorials/Docs/Pawn_TraderTracker|&amp;lt;u&amp;gt;Pawn_TraderTracker&amp;lt;/u&amp;gt;]] trader;&lt;br /&gt;
&lt;br /&gt;
public [[Modding_Tutorials/Docs/Pawn_StyleTracker|&amp;lt;u&amp;gt;Pawn_StyleTracker&amp;lt;/u&amp;gt;]] style;&lt;br /&gt;
&lt;br /&gt;
public [[Modding_Tutorials/Docs/Pawn_StyleObserverTracker|&amp;lt;u&amp;gt;Pawn_StyleObserverTracker&amp;lt;/u&amp;gt;]] styleObserver;&lt;br /&gt;
&lt;br /&gt;
public [[Modding_Tutorials/Docs/Pawn_ConnectionsTracker|&amp;lt;u&amp;gt;Pawn_ConnectionsTracker&amp;lt;/u&amp;gt;]] connections;&lt;br /&gt;
&lt;br /&gt;
public [[Modding_Tutorials/Docs/Pawn_TrainingTracker|&amp;lt;u&amp;gt;Pawn_TrainingTracker&amp;lt;/u&amp;gt;]] training;&lt;br /&gt;
&lt;br /&gt;
public [[Modding_Tutorials/Docs/Pawn_CallTracker|&amp;lt;u&amp;gt;Pawn_CallTracker&amp;lt;/u&amp;gt;]] caller;&lt;br /&gt;
&lt;br /&gt;
public [[Modding_Tutorials/Docs/Pawn_MutantTracker|&amp;lt;u&amp;gt;Pawn_MutantTracker&amp;lt;/u&amp;gt;]] mutant;&lt;br /&gt;
&lt;br /&gt;
public [[Modding_Tutorials/Docs/Pawn_RelationsTracker|&amp;lt;u&amp;gt;Pawn_RelationsTracker&amp;lt;/u&amp;gt;]] relations;&lt;br /&gt;
&lt;br /&gt;
public [[Modding_Tutorials/Docs/Pawn_InteractionsTracker|&amp;lt;u&amp;gt;Pawn_InteractionsTracker&amp;lt;/u&amp;gt;]] interactions;&lt;br /&gt;
&lt;br /&gt;
public [[Modding_Tutorials/Docs/Pawn_PlayerSettings|&amp;lt;u&amp;gt;Pawn_PlayerSettings&amp;lt;/u&amp;gt;]] playerSettings;&lt;br /&gt;
&lt;br /&gt;
public [[Modding_Tutorials/Docs/Pawn_OutfitTracker|&amp;lt;u&amp;gt;Pawn_OutfitTracker&amp;lt;/u&amp;gt;]] outfits;&lt;br /&gt;
&lt;br /&gt;
public [[Modding_Tutorials/Docs/Pawn_InventoryStockTracker|&amp;lt;u&amp;gt;Pawn_InventoryStockTracker&amp;lt;/u&amp;gt;]] inventoryStock;&lt;br /&gt;
&lt;br /&gt;
---------&lt;br /&gt;
public bool markedForDiscard;&lt;br /&gt;
public int becameWorldPawnTickAbs = -1;&lt;br /&gt;
public bool teleporting;&lt;br /&gt;
public bool forceNoDeathNotification;&lt;br /&gt;
public int showNamePromptOnTick = -1;&lt;br /&gt;
public int babyNamingDeadline = -1;&lt;br /&gt;
public bool addCorpseToLord;&lt;br /&gt;
public int timesRaisedAsShambler;&lt;br /&gt;
public Map prevMap;&lt;br /&gt;
public bool wasLeftBehindStartingPawn;&lt;br /&gt;
public bool debugMaxMoveSpeed;&lt;br /&gt;
public bool wasDraftedBeforeSkip;&lt;br /&gt;
public bool dontGivePreArrivalPathway;&lt;br /&gt;
public bool everLostEgo;&lt;br /&gt;
&lt;br /&gt;
public const int DefaultBabyNamingPeriod = 60000;&lt;br /&gt;
public const int DefaultGrowthMomentChoicePeriod = 120000;&lt;br /&gt;
public const int MaxMoveTicks = 450;&lt;br /&gt;
&lt;br /&gt;
public RaceProperties RaceProps =&amp;gt; def.race;&lt;br /&gt;
public Job CurJob =&amp;gt; jobs?.curJob;&lt;br /&gt;
public JobDef CurJobDef =&amp;gt; CurJob?.def;&lt;br /&gt;
public bool Downed =&amp;gt; health.Downed;&lt;br /&gt;
public bool Crawling&lt;br /&gt;
public bool CanAttackWhileCrawling&lt;br /&gt;
public bool Dead =&amp;gt; health.Dead;&lt;br /&gt;
public bool DeadOrDowned =&amp;gt; (health.Dead || health.Downed)&lt;br /&gt;
public string KindLabel =&amp;gt; GenLabel.BestKindLabel(this);&lt;br /&gt;
&lt;br /&gt;
public IEnumerable&amp;lt;IntVec3&amp;gt; IngredientStackCells&lt;br /&gt;
public bool InContainerEnclosed =&amp;gt; base.ParentHolder.IsEnclosingContainer();&lt;br /&gt;
public Corpse Corpse =&amp;gt; base.ParentHolder as Corpse;&lt;br /&gt;
public readonly Pawn CarriedBy&lt;br /&gt;
&lt;br /&gt;
public readonly Verb CurrentEffectiveVerb&lt;br /&gt;
private readonly bool ForceNoDeathNotification&lt;br /&gt;
 (health operations bill stack)&lt;br /&gt;
public override IntVec3 InteractionCell&lt;br /&gt;
public ThingOwner SearchableContents&lt;br /&gt;
public virtual bool ShouldShowQuestionMark() (for traders and interactable pawns)&lt;br /&gt;
&lt;br /&gt;
public static void ResetStaticData()&lt;br /&gt;
public override void Notify_DefsHotReloaded()&lt;br /&gt;
public void MarkDeadlifeDustForFaction(Faction faction)&lt;br /&gt;
public override void SpawnSetup(Map map, bool respawningAfterLoad)&lt;br /&gt;
public override void PostMapInit()&lt;br /&gt;
&lt;br /&gt;
public void DrawShadowAt(Vector3 drawLoc)&lt;br /&gt;
public override void DynamicDrawPhaseAt(DrawPhase phase, Vector3 drawLoc, bool flip = false)&lt;br /&gt;
protected override void DrawAt(Vector3 drawLoc, bool flip = false)&lt;br /&gt;
public override void DrawGUIOverlay() (for pawn gui)&lt;br /&gt;
public override void DrawExtraSelectionOverlays()&lt;br /&gt;
&lt;br /&gt;
public override void Tick()&lt;br /&gt;
public override void TickRare()&lt;br /&gt;
&lt;br /&gt;
public void ProcessPostTickVisuals(int ticksPassed, CellRect viewRect)&lt;br /&gt;
public void TickMothballed(int interval)&lt;br /&gt;
&lt;br /&gt;
public void Notify_Teleported(bool endCurrentJob = true, bool resetTweenedPos = true)&lt;br /&gt;
&lt;br /&gt;
public virtual SurgicalInspectionOutcome DoSurgicalInspection(Pawn surgeon, out string desc)&lt;br /&gt;
&lt;br /&gt;
public void Notify_BecameVisible()&lt;br /&gt;
public void Notify_BecameInvisible()&lt;br /&gt;
public void Notify_ForcedVisible()&lt;br /&gt;
public void Notify_PassedToWorld()&lt;br /&gt;
public void Notify_AddBedThoughts()&lt;br /&gt;
&lt;br /&gt;
public override void PreApplyDamage(ref DamageInfo dinfo, out bool absorbed)&lt;br /&gt;
public override void PostApplyDamage(DamageInfo dinfo, float totalDamageDealt)&lt;br /&gt;
&lt;br /&gt;
public override Thing SplitOff(int count)&lt;br /&gt;
&lt;br /&gt;
private float TicksPerMove(bool diagonal)&lt;br /&gt;
private void DoKillSideEffects(DamageInfo? dinfo, Hediff exactCulprit, bool spawned)&lt;br /&gt;
private void PreDeathPawnModifications(DamageInfo? dinfo, Map map)&lt;br /&gt;
private void DropBeforeDying(DamageInfo? dinfo, ref Map map, ref bool spawned)&lt;br /&gt;
private void RemoveFromHoldingContainer(ref Map map, ref bool spawned, DamageInfo? dinfo)&lt;br /&gt;
&lt;br /&gt;
public override void Kill(DamageInfo? dinfo, Hediff exactCulprit = null)&lt;br /&gt;
public override void Destroy(DestroyMode mode = DestroyMode.Vanish)&lt;br /&gt;
public override void DeSpawn(DestroyMode mode = DestroyMode.Vanish)&lt;br /&gt;
public override void Discard(bool silentlyRemoveReferences = false)&lt;br /&gt;
&lt;br /&gt;
public Corpse MakeCorpse(Building_Grave assignedGrave, Building_Bed currentBed)&lt;br /&gt;
public Corpse MakeCorpse(Building_Grave assignedGrave, bool inBed, float bedRotation)&lt;br /&gt;
&lt;br /&gt;
public void ExitMap(bool allowedToJoinOrCreateCaravan, Rot4 exitDir)&lt;br /&gt;
&lt;br /&gt;
public override void PreTraded(TradeAction action, Pawn playerNegotiator, ITrader trader)&lt;br /&gt;
public void PreKidnapped(Pawn kidnapper)&lt;br /&gt;
public override bool ClaimableBy(Faction by, StringBuilder reason = null)&lt;br /&gt;
public override bool AdoptableBy(Faction by, StringBuilder reason = null)&lt;br /&gt;
public override void SetFaction(Faction newFaction, Pawn recruiter = null)&lt;br /&gt;
public void ClearMind(bool ifLayingKeepLaying = false, bool clearInspiration = false, bool clearMentalState = true)&lt;br /&gt;
public void ClearAllReservations(bool releaseDestinationsOnlyIfObsolete = true)&lt;br /&gt;
public void VerifyReservations(Job prevJob = null)&lt;br /&gt;
public void ClearReservationsForJob(Job job)&lt;br /&gt;
&lt;br /&gt;
public void DropAndForbidEverything(bool keepInventoryAndEquipmentIfInBed = false, bool rememberPrimary = false)&lt;br /&gt;
&lt;br /&gt;
public void GenerateNecessaryName()&lt;br /&gt;
&lt;br /&gt;
public Verb TryGetAttackVerb(Thing target, bool allowManualCastWeapons = false, bool allowTurrets = false)&lt;br /&gt;
&lt;br /&gt;
public bool TryStartAttack(LocalTargetInfo targ)&lt;br /&gt;
&lt;br /&gt;
public override IEnumerable&amp;lt;Thing&amp;gt; ButcherProducts(Pawn butcher, float efficiency)&lt;br /&gt;
&lt;br /&gt;
public TaggedString FactionDesc(TaggedString name, bool extraFactionsInfo, string nameLabel, string genderLabel)&lt;br /&gt;
&lt;br /&gt;
public string MainDesc(bool writeFaction, bool writeGender = true)&lt;br /&gt;
public override string GetInspectString()&lt;br /&gt;
&lt;br /&gt;
public string GetJobReport() (debugging)&lt;br /&gt;
&lt;br /&gt;
public override IEnumerable&amp;lt;Gizmo&amp;gt; GetGizmos()&lt;br /&gt;
&lt;br /&gt;
public virtual IEnumerable&amp;lt;FloatMenuOption&amp;gt; GetExtraFloatMenuOptionsFor(IntVec3 sq)&lt;br /&gt;
public override IEnumerable&amp;lt;FloatMenuOption&amp;gt; GetFloatMenuOptions(Pawn selPawn)&lt;br /&gt;
&lt;br /&gt;
public override TipSignal GetTooltip()&lt;br /&gt;
public override IEnumerable&amp;lt;StatDrawEntry&amp;gt; SpecialDisplayStats()&lt;br /&gt;
&lt;br /&gt;
public bool Sterile()&lt;br /&gt;
public bool AnythingToStrip() =&amp;gt; has anything strippable&lt;br /&gt;
public void Strip(bool notifyFaction = true)&lt;br /&gt;
&lt;br /&gt;
public Thought_Memory GiveObservedThought(Pawn observer)&lt;br /&gt;
public HistoryEventDef GiveObservedHistoryEvent(Pawn observer)&lt;br /&gt;
&lt;br /&gt;
public void HearClamor(Thing source, ClamorDef type)&lt;br /&gt;
private void NotifyLordOfClamor(Thing source, ClamorDef type)&lt;br /&gt;
public override void Notify_UsedVerb(Pawn pawn, Verb verb)&lt;br /&gt;
public override void Notify_Explosion(Explosion explosion)&lt;br /&gt;
public override void Notify_BulletImpactNearby(BulletImpactData impactData)&lt;br /&gt;
public virtual void Notify_Downed()&lt;br /&gt;
public virtual void Notify_Released()&lt;br /&gt;
public virtual void Notify_PrisonBreakout()&lt;br /&gt;
public virtual void Notify_DuplicatedFrom(Pawn source)&lt;br /&gt;
&lt;br /&gt;
private void CheckForDisturbedSleep(Pawn source)&lt;br /&gt;
&lt;br /&gt;
public float GetAcceptArrestChance(Pawn arrester)&lt;br /&gt;
public bool CheckAcceptArrest(Pawn arrester)&lt;br /&gt;
&lt;br /&gt;
public bool ThreatDisabled(IAttackTargetSearcher disabledFor)&lt;br /&gt;
public bool ThreatDisabledBecauseNonAggressiveRoamer(Pawn otherPawn)&lt;br /&gt;
&lt;br /&gt;
private void UpdatePyroVerbThought(Verb verb)&lt;br /&gt;
private bool IsValidPyroThoughtTarget(Thing thing)&lt;br /&gt;
&lt;br /&gt;
public List&amp;lt;WorkTypeDef&amp;gt; GetDisabledWorkTypes(bool permanentOnly = false)&lt;br /&gt;
public List&amp;lt;string&amp;gt; GetReasonsForDisabledWorkType(WorkTypeDef workType)&lt;br /&gt;
public bool WorkTypeIsDisabled(WorkTypeDef w)&lt;br /&gt;
public bool OneOfWorkTypesIsDisabled(List&amp;lt;WorkTypeDef&amp;gt; wts)&lt;br /&gt;
public void Notify_DisabledWorkTypesChanged()&lt;br /&gt;
public bool WorkTagIsDisabled(WorkTags w)&lt;br /&gt;
&lt;br /&gt;
public override bool PreventPlayerSellingThingsNearby(out string reason)&lt;br /&gt;
&lt;br /&gt;
public void ChangeKind(PawnKindDef newKindDef)&lt;br /&gt;
&lt;br /&gt;
public override void ExposeData()&lt;br /&gt;
&lt;br /&gt;
public override string ToString()&lt;br /&gt;
public IEnumerable&amp;lt;Thing&amp;gt; ColonyThingsWillingToBuy(Pawn playerNegotiator)&lt;br /&gt;
public void GiveSoldThingToTrader(Thing toGive, int countToGive, Pawn playerNegotiator)&lt;br /&gt;
public void GiveSoldThingToPlayer(Thing toGive, int countToGive, Pawn playerNegotiator)&lt;br /&gt;
&lt;br /&gt;
public int GetRootTile()&lt;br /&gt;
public ThingOwner GetDirectlyHeldThings()&lt;br /&gt;
public void GetChildHolders(List&amp;lt;IThingHolder&amp;gt; outChildren)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
* confirm what these do&lt;br /&gt;
&lt;br /&gt;
public virtual bool CanAttackWhenPathingBlocked&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
private string LabelPrefix&lt;br /&gt;
public override string LabelNoCount&lt;br /&gt;
public override string LabelShort&lt;br /&gt;
public TaggedString LabelNoCountColored&lt;br /&gt;
public string GetKindLabelSingular()&lt;br /&gt;
public string GetKindLabelPlural(int count = -1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
public override bool Suspended&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding tutorials]]&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Yuki303</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Modding_Tutorials/Docs/Pawn&amp;diff=173252</id>
		<title>Modding Tutorials/Docs/Pawn</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Modding_Tutorials/Docs/Pawn&amp;diff=173252"/>
		<updated>2025-12-17T05:34:51Z</updated>

		<summary type="html">&lt;p&gt;Yuki303: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;1.5&lt;br /&gt;
&lt;br /&gt;
also check out [[Modding_Tutorials/Setting_up_a_solution|&amp;lt;u&amp;gt;solutions&amp;lt;/u&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
== API ==&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;span style=&amp;quot;color:#3131ff&amp;quot;&amp;gt;public class&amp;lt;/span&amp;gt; Pawn : &amp;lt;span style=&amp;quot;color:#0645ad&amp;quot;&amp;gt;[[Modding_Tutorials/Docs/ThingWithComps|&amp;lt;u&amp;gt;ThingWithComps&amp;lt;/u&amp;gt;]]&amp;lt;/span&amp;gt;&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Notable inherits: &lt;br /&gt;
* &amp;lt;code&amp;gt;GetComp&amp;lt;T&amp;gt;()&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Info ===&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;span style=&amp;quot;color:#3131ff&amp;quot;&amp;gt;public&amp;lt;/span&amp;gt; [[Modding_Tutorials/Docs/PawnKindDef|&amp;lt;u&amp;gt;PawnKindDef&amp;lt;/u&amp;gt;]] kindDef;&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Defines the pawn species&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;span style=&amp;quot;color:#3131ff&amp;quot;&amp;gt;public&amp;lt;/span&amp;gt; [[Modding_Tutorials/Docs/Gender|&amp;lt;u&amp;gt;Gender&amp;lt;/u&amp;gt;]] gender;&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;span style=&amp;quot;color:#3131ff&amp;quot;&amp;gt;public&amp;lt;/span&amp;gt; [[Modding_Tutorials/Docs/Name|&amp;lt;u&amp;gt;Name&amp;lt;/u&amp;gt;]] Name;&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;span style=&amp;quot;color:#3131ff&amp;quot;&amp;gt;public&amp;lt;/span&amp;gt; [[Modding_Tutorials/Docs/Pawn_AgeTracker|&amp;lt;u&amp;gt;Pawn_AgeTracker&amp;lt;/u&amp;gt;]] ageTracker;&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
- public DevelopmentalStage DevelopmentalStage&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;span style=&amp;quot;color:#3131ff&amp;quot;&amp;gt;public&amp;lt;/span&amp;gt; [[Modding_Tutorials/Docs/Pawn_RecordsTracker|&amp;lt;u&amp;gt;Pawn_RecordsTracker&amp;lt;/u&amp;gt;]] records;&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;span style=&amp;quot;color:#3131ff&amp;quot;&amp;gt;public&amp;lt;/span&amp;gt; [[Modding_Tutorials/Docs/Pawn_StoryTracker|&amp;lt;u&amp;gt;Pawn_StoryTracker&amp;lt;/u&amp;gt;]] story;&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
public TaggedString NameShortColored&lt;br /&gt;
public TaggedString NameFullColored&lt;br /&gt;
public TaggedString LegalStatus =&amp;gt; &amp;quot;Slave&amp;quot; &amp;quot;{colony} member&amp;quot; &amp;quot;Colonist&amp;quot;&lt;br /&gt;
public override string DescriptionDetailed&lt;br /&gt;
public override string DescriptionFlavor&lt;br /&gt;
public override IEnumerable&amp;lt;DefHyperlink&amp;gt; DescriptionHyperlinks&lt;br /&gt;
public float BodySize&lt;br /&gt;
public float HealthScale (here or health(?))&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
=== Faction ===&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;span style=&amp;quot;color:#3131ff&amp;quot;&amp;gt;public&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#aa0000&amp;quot;&amp;gt;readonly&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#0645ad&amp;quot;&amp;gt;bool&amp;lt;/span&amp;gt; IsColonist&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;span style=&amp;quot;color:#3131ff&amp;quot;&amp;gt;public&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#aa0000&amp;quot;&amp;gt;readonly&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#0645ad&amp;quot;&amp;gt;bool&amp;lt;/span&amp;gt; IsFreeColonist&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;span style=&amp;quot;color:#3131ff&amp;quot;&amp;gt;public&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#aa0000&amp;quot;&amp;gt;readonly&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#0645ad&amp;quot;&amp;gt;bool&amp;lt;/span&amp;gt; IsFreeNonSlaveColonist&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;span style=&amp;quot;color:#3131ff&amp;quot;&amp;gt;public&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#aa0000&amp;quot;&amp;gt;readonly&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#0645ad&amp;quot;&amp;gt;bool&amp;lt;/span&amp;gt; IsCreepJoiner&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;span style=&amp;quot;color:#3131ff&amp;quot;&amp;gt;public&amp;lt;/span&amp;gt; Faction HostFaction&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;span style=&amp;quot;color:#3131ff&amp;quot;&amp;gt;public&amp;lt;/span&amp;gt; Faction SlaveFaction&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--public bool IsPrisoner&lt;br /&gt;
public bool IsPrisonerOfColony&lt;br /&gt;
public bool IsSlave&lt;br /&gt;
public bool IsSlaveOfColony&lt;br /&gt;
public bool IsFreeman&lt;br /&gt;
public GuestStatus? GuestStatus&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
public bool IsColonistPlayerControlled use IsPlayerControlled&lt;br /&gt;
public bool IsPlayerControlled (here or jobs(?) or pathfinding maybe)&lt;br /&gt;
public Faction HomeFaction&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--public bool HasShowGizmosOnCorpseHediff--&amp;gt;&lt;br /&gt;
&amp;lt;!--==== Traders ====--&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
public TraderKindDef TraderKind&lt;br /&gt;
public TradeCurrency TradeCurrency =&amp;gt; TraderKind.tradeCurrency&lt;br /&gt;
public IEnumerable&amp;lt;Thing&amp;gt; Goods =&amp;gt; trader.Goods;&lt;br /&gt;
public int RandomPriceFactorSeed =&amp;gt; trader.RandomPriceFactorSeed&lt;br /&gt;
public string TraderName =&amp;gt; trader.TraderName&lt;br /&gt;
public bool CanTradeNow&lt;br /&gt;
public float TradePriceImprovementOffsetForPlayer&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mental ===&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;span style=&amp;quot;color:#3131ff&amp;quot;&amp;gt;public&amp;lt;/span&amp;gt; [[Modding_Tutorials/Docs/Pawn_MindState|&amp;lt;u&amp;gt;Pawn_MindState&amp;lt;/u&amp;gt;]] mindState;&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt; &lt;br /&gt;
The following are null safe references to its inner values: &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;span style=&amp;quot;color:#3131ff&amp;quot;&amp;gt;public&amp;lt;/span&amp;gt; bool InMentalState;&amp;lt;/code&amp;gt; =&amp;gt; mindState.mentalStateHandler.inMentalState&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;span style=&amp;quot;color:#3131ff&amp;quot;&amp;gt;public&amp;lt;/span&amp;gt; bool InAggroMentalState;&amp;lt;/code&amp;gt; =&amp;gt; mindState.mentalStateHandler.CurStateDef&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;span style=&amp;quot;color:#3131ff&amp;quot;&amp;gt;public&amp;lt;/span&amp;gt; MentalState MentalState;&amp;lt;/code&amp;gt; =&amp;gt; mindState.mentalStateHandler.CurState | null&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;span style=&amp;quot;color:#3131ff&amp;quot;&amp;gt;public&amp;lt;/span&amp;gt; MentalStateDef MentalStateDef;&amp;lt;/code&amp;gt; =&amp;gt; mindState.mentalStateHandler.CurStateDef | null&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;span style=&amp;quot;color:#3131ff&amp;quot;&amp;gt;public&amp;lt;/span&amp;gt; bool Inspired;&amp;lt;/code&amp;gt; =&amp;gt; mindState.inspirationHandler.Inspired&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;span style=&amp;quot;color:#3131ff&amp;quot;&amp;gt;public&amp;lt;/span&amp;gt; Inspiration Inspiration;&amp;lt;/code&amp;gt; =&amp;gt; mindState.inspirationHandler.CurState&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;span style=&amp;quot;color:#3131ff&amp;quot;&amp;gt;public&amp;lt;/span&amp;gt; InspirationDef InspirationDef;&amp;lt;/code&amp;gt; =&amp;gt; mindState.inspirationHandler.CurStateDef&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;span style=&amp;quot;color:#3131ff&amp;quot;&amp;gt;public&amp;lt;/span&amp;gt; [[Modding_Tutorials/Docs/Pawn_NeedsTracker|&amp;lt;u&amp;gt;Pawn_NeedsTracker&amp;lt;/u&amp;gt;]] needs;&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;span style=&amp;quot;color:#3131ff&amp;quot;&amp;gt;public&amp;lt;/span&amp;gt; [[Modding_Tutorials/Docs/Pawn_Thinker|&amp;lt;u&amp;gt;Pawn_Thinker&amp;lt;/u&amp;gt;]] thinker;&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;span style=&amp;quot;color:#3131ff&amp;quot;&amp;gt;public&amp;lt;/span&amp;gt; [[Modding_Tutorials/Docs/Pawn_GuiltTracker|&amp;lt;u&amp;gt;Pawn_GuiltTracker&amp;lt;/u&amp;gt;]] guilt;&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--public [[Modding_Tutorials/Docs/Pawn_SkillTracker|&amp;lt;u&amp;gt;Pawn_SkillTracker&amp;lt;/u&amp;gt;]] skills;&lt;br /&gt;
public [[Modding_Tutorials/Docs/Pawn_LearningTracker|&amp;lt;u&amp;gt;Pawn_LearningTracker&amp;lt;/u&amp;gt;]] learning;--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Health ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--public [[Modding_Tutorials/Docs/Pawn_HealthTracker|&amp;lt;u&amp;gt;Pawn_HealthTracker&amp;lt;/u&amp;gt;]] health;&lt;br /&gt;
&lt;br /&gt;
public [[Modding_Tutorials/Docs/Pawn_InfectionVectorTracker|&amp;lt;u&amp;gt;Pawn_InfectionVectorTracker&amp;lt;/u&amp;gt;]] infectionVectors;--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Surgery ====&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;span style=&amp;quot;color:#3131ff&amp;quot;&amp;gt;public&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#0645ad&amp;quot;&amp;gt;bool&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#8b6a00&amp;quot;&amp;gt;CurrentlyUsableForBills()&amp;lt;/span&amp;gt;&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;span style=&amp;quot;color:#3131ff&amp;quot;&amp;gt;public&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#0645ad&amp;quot;&amp;gt;bool&amp;lt;/span&amp;gt; UsableForBillsAfterFueling()&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;span style=&amp;quot;color:#3131ff&amp;quot;&amp;gt;public&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#0645ad&amp;quot;&amp;gt;void&amp;lt;/span&amp;gt; Notify_BillDeleted([[Modding_Tutorials/Docs/Bill|&amp;lt;u&amp;gt;Bill&amp;lt;/u&amp;gt;]] bill)&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;span style=&amp;quot;color:#3131ff&amp;quot;&amp;gt;public&amp;lt;/span&amp;gt; [[Modding_Tutorials/Docs/Pawn_DraftController|&amp;lt;u&amp;gt;Pawn_DraftController&amp;lt;/u&amp;gt;]] drafter;&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;span style=&amp;quot;color:#3131ff&amp;quot;&amp;gt;public&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#aa0000&amp;quot;&amp;gt;readonly&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#0645ad&amp;quot;&amp;gt;bool&amp;lt;/span&amp;gt; Drafted&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;span style=&amp;quot;color:#3131ff&amp;quot;&amp;gt;public&amp;lt;/span&amp;gt; [[Modding_Tutorials/Docs/Pawn_MeleeVerbs|&amp;lt;u&amp;gt;Pawn_MeleeVerbs&amp;lt;/u&amp;gt;]] meleeVerbs;&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;span style=&amp;quot;color:#3131ff&amp;quot;&amp;gt;public&amp;lt;/span&amp;gt; [[Modding_Tutorials/Docs/Pawn_StanceTracker|&amp;lt;u&amp;gt;Pawn_StanceTracker&amp;lt;/u&amp;gt;]] stances;&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;span style=&amp;quot;color:#3131ff&amp;quot;&amp;gt;public&amp;lt;/span&amp;gt; [[Modding_Tutorials/Docs/Pawn_AbilityTracker|&amp;lt;u&amp;gt;Pawn_AbilityTracker&amp;lt;/u&amp;gt;]] abilities;&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
public IEnumerable&amp;lt;Thing&amp;gt; EquippedWornOrInventoryThings&lt;br /&gt;
public float TargetPriorityFactor =&amp;gt; 1f;&lt;br /&gt;
public readonly LocalTargetInfo TargetCurrentlyAimingAt&lt;br /&gt;
public LocalTargetInfo LastAttackedTarget&lt;br /&gt;
public int LastAttackTargetTick&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
==== Psycast ====&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;span style=&amp;quot;color:#3131ff&amp;quot;&amp;gt;public&amp;lt;/span&amp;gt; [[Modding_Tutorials/Docs/Pawn_PsychicEntropyTracker|&amp;lt;u&amp;gt;Pawn_PsychicEntropyTracker&amp;lt;/u&amp;gt;]] psychicEntropy;&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;span style=&amp;quot;color:#3131ff&amp;quot;&amp;gt;public&amp;lt;/span&amp;gt; [[Modding_Tutorials/Docs/Pawn_MechanitorTracker|&amp;lt;u&amp;gt;Pawn_MechanitorTracker&amp;lt;/u&amp;gt;]] mechanitor; (throw this into biotech?)&amp;lt;/code&amp;gt;&lt;br /&gt;
public &amp;lt;span style=&amp;quot;color:#0645ad&amp;quot;&amp;gt;bool&amp;lt;/span&amp;gt; HasPsylink =&amp;gt; psychicEntropy?.Psylink != null&lt;br /&gt;
&lt;br /&gt;
=== Inventory ===&lt;br /&gt;
&lt;br /&gt;
public [[Modding_Tutorials/Docs/Pawn_InventoryTracker|&amp;lt;u&amp;gt;Pawn_InventoryTracker&amp;lt;/u&amp;gt;]] inventory;&lt;br /&gt;
&lt;br /&gt;
public [[Modding_Tutorials/Docs/Pawn_EquipmentTracker|&amp;lt;u&amp;gt;Pawn_EquipmentTracker&amp;lt;/u&amp;gt;]] equipment;&lt;br /&gt;
&lt;br /&gt;
public [[Modding_Tutorials/Docs/Pawn_ApparelTracker|&amp;lt;u&amp;gt;Pawn_ApparelTracker&amp;lt;/u&amp;gt;]] apparel;&lt;br /&gt;
&lt;br /&gt;
=== Jobs ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--public [[Modding_Tutorials/Docs/VerbTracker|&amp;lt;u&amp;gt;VerbTracker&amp;lt;/u&amp;gt;]] verbTracker;&lt;br /&gt;
&lt;br /&gt;
public [[Modding_Tutorials/Docs/Pawn_CarryTracker|&amp;lt;u&amp;gt;Pawn_CarryTracker&amp;lt;/u&amp;gt;]] carryTracker;&lt;br /&gt;
&lt;br /&gt;
public [[Modding_Tutorials/Docs/Pawn_JobTracker|&amp;lt;u&amp;gt;Pawn_JobTracker&amp;lt;/u&amp;gt;]] jobs;&lt;br /&gt;
&lt;br /&gt;
public [[Modding_Tutorials/Docs/Pawn_PathFollower|&amp;lt;u&amp;gt;Pawn_PathFollower&amp;lt;/u&amp;gt;]] pather;&lt;br /&gt;
&lt;br /&gt;
public [[Modding_Tutorials/Docs/Pawn_RopeTracker|&amp;lt;u&amp;gt;Pawn_RopeTracker&amp;lt;/u&amp;gt;]] roping;&lt;br /&gt;
public VerbTracker VerbTracker =&amp;gt; verbTracker;&lt;br /&gt;
&lt;br /&gt;
public List&amp;lt;VerbProperties&amp;gt; VerbProperties =&amp;gt; def.Verbs;&lt;br /&gt;
&lt;br /&gt;
public List&amp;lt;Tool&amp;gt; Tools =&amp;gt; def.tools;&lt;br /&gt;
&lt;br /&gt;
public WorkTags CombinedDisabledWorkTags&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
====pathfinding====&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
public float TicksPerMoveCardinal&lt;br /&gt;
public float TicksPerMoveDiagonal&lt;br /&gt;
public bool ShouldAvoidFences--&amp;gt;&lt;br /&gt;
=== Policies ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--public [[Modding_Tutorials/Docs/Pawn_DrugPolicyTracker|&amp;lt;u&amp;gt;Pawn_DrugPolicyTracker&amp;lt;/u&amp;gt;]] drugs;&lt;br /&gt;
&lt;br /&gt;
public [[Modding_Tutorials/Docs/Pawn_FoodRestrictionTracker|&amp;lt;u&amp;gt;Pawn_FoodRestrictionTracker&amp;lt;/u&amp;gt;]] foodRestriction;&lt;br /&gt;
&lt;br /&gt;
public [[Modding_Tutorials/Docs/Pawn_TimetableTracker|&amp;lt;u&amp;gt;Pawn_TimetableTracker&amp;lt;/u&amp;gt;]] timetable;&lt;br /&gt;
&lt;br /&gt;
public [[Modding_Tutorials/Docs/Pawn_WorkSettings|&amp;lt;u&amp;gt;Pawn_WorkSettings&amp;lt;/u&amp;gt;]] workSettings;&lt;br /&gt;
&lt;br /&gt;
public [[Modding_Tutorials/Docs/Pawn_ReadingTracker|&amp;lt;u&amp;gt;Pawn_ReadingTracker&amp;lt;/u&amp;gt;]] reading;--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rendering ===&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
public [[Modding_Tutorials/Docs/Pawn_RotationTracker|&amp;lt;u&amp;gt;Pawn_RotationTracker&amp;lt;/u&amp;gt;]] rotationTracker;&lt;br /&gt;
&lt;br /&gt;
public override Vector3 DrawPos&lt;br /&gt;
public Pawn_DrawTracker Drawer =&amp;gt; drawer ?? (drawer = new Pawn_DrawTracker(this));&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Anomaly ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--(anomaly)&lt;br /&gt;
public bool IsMutant &lt;br /&gt;
public bool IsDuplicate &lt;br /&gt;
public bool IsEntity &lt;br /&gt;
public bool IsShambler &lt;br /&gt;
public bool IsAwokenCorpse&lt;br /&gt;
&lt;br /&gt;
public bool IsColonyMutant&lt;br /&gt;
public bool IsColonyMutantPlayerControlled&lt;br /&gt;
public bool HasDeathRefusalOrResurrecting&lt;br /&gt;
&lt;br /&gt;
public Faction DeadlifeDustFaction&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Biotech ===&lt;br /&gt;
==== Mechs ====&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
public bool IsColonyMech&lt;br /&gt;
public bool IsColonyMechPlayerControlled&lt;br /&gt;
public CompOverseerSubject OverseerSubject&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
==== Sanguines =====&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
public bool Deathresting&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
=== Other/To be categorized ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--public [[Modding_Tutorials/Docs/Pawn_Ownership|&amp;lt;u&amp;gt;Pawn_Ownership&amp;lt;/u&amp;gt;]] ownership;&lt;br /&gt;
&lt;br /&gt;
public [[Modding_Tutorials/Docs/Pawn_FilthTracker|&amp;lt;u&amp;gt;Pawn_FilthTracker&amp;lt;/u&amp;gt;]] filth;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
public [[Modding_Tutorials/Docs/Pawn_SurroundingsTracker|&amp;lt;u&amp;gt;Pawn_SurroundingsTracker&amp;lt;/u&amp;gt;]] surroundings;&lt;br /&gt;
&lt;br /&gt;
public [[Modding_Tutorials/Docs/Pawn_DuplicateTracker|&amp;lt;u&amp;gt;Pawn_DuplicateTracker&amp;lt;/u&amp;gt;]] duplicate;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
public [[Modding_Tutorials/Docs/Pawn_NativeVerbs|&amp;lt;u&amp;gt;Pawn_NativeVerbs&amp;lt;/u&amp;gt;]] natives;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
public [[Modding_Tutorials/Docs/Pawn_GuestTracker|&amp;lt;u&amp;gt;Pawn_GuestTracker&amp;lt;/u&amp;gt;]] guest;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
public [[Modding_Tutorials/Docs/Pawn_RoyaltyTracker|&amp;lt;u&amp;gt;Pawn_RoyaltyTracker&amp;lt;/u&amp;gt;]] royalty;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
public [[Modding_Tutorials/Docs/Pawn_IdeoTracker|&amp;lt;u&amp;gt;Pawn_IdeoTracker&amp;lt;/u&amp;gt;]] ideo;&lt;br /&gt;
&lt;br /&gt;
public [[Modding_Tutorials/Docs/Pawn_GeneTracker|&amp;lt;u&amp;gt;Pawn_GeneTracker&amp;lt;/u&amp;gt;]] genes;&lt;br /&gt;
&lt;br /&gt;
public [[Modding_Tutorials/Docs/Pawn_CreepJoinerTracker|&amp;lt;u&amp;gt;Pawn_CreepJoinerTracker&amp;lt;/u&amp;gt;]] creepjoiner;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
public [[Modding_Tutorials/Docs/Pawn_TraderTracker|&amp;lt;u&amp;gt;Pawn_TraderTracker&amp;lt;/u&amp;gt;]] trader;&lt;br /&gt;
&lt;br /&gt;
public [[Modding_Tutorials/Docs/Pawn_StyleTracker|&amp;lt;u&amp;gt;Pawn_StyleTracker&amp;lt;/u&amp;gt;]] style;&lt;br /&gt;
&lt;br /&gt;
public [[Modding_Tutorials/Docs/Pawn_StyleObserverTracker|&amp;lt;u&amp;gt;Pawn_StyleObserverTracker&amp;lt;/u&amp;gt;]] styleObserver;&lt;br /&gt;
&lt;br /&gt;
public [[Modding_Tutorials/Docs/Pawn_ConnectionsTracker|&amp;lt;u&amp;gt;Pawn_ConnectionsTracker&amp;lt;/u&amp;gt;]] connections;&lt;br /&gt;
&lt;br /&gt;
public [[Modding_Tutorials/Docs/Pawn_TrainingTracker|&amp;lt;u&amp;gt;Pawn_TrainingTracker&amp;lt;/u&amp;gt;]] training;&lt;br /&gt;
&lt;br /&gt;
public [[Modding_Tutorials/Docs/Pawn_CallTracker|&amp;lt;u&amp;gt;Pawn_CallTracker&amp;lt;/u&amp;gt;]] caller;&lt;br /&gt;
&lt;br /&gt;
public [[Modding_Tutorials/Docs/Pawn_MutantTracker|&amp;lt;u&amp;gt;Pawn_MutantTracker&amp;lt;/u&amp;gt;]] mutant;&lt;br /&gt;
&lt;br /&gt;
public [[Modding_Tutorials/Docs/Pawn_RelationsTracker|&amp;lt;u&amp;gt;Pawn_RelationsTracker&amp;lt;/u&amp;gt;]] relations;&lt;br /&gt;
&lt;br /&gt;
public [[Modding_Tutorials/Docs/Pawn_InteractionsTracker|&amp;lt;u&amp;gt;Pawn_InteractionsTracker&amp;lt;/u&amp;gt;]] interactions;&lt;br /&gt;
&lt;br /&gt;
public [[Modding_Tutorials/Docs/Pawn_PlayerSettings|&amp;lt;u&amp;gt;Pawn_PlayerSettings&amp;lt;/u&amp;gt;]] playerSettings;&lt;br /&gt;
&lt;br /&gt;
public [[Modding_Tutorials/Docs/Pawn_OutfitTracker|&amp;lt;u&amp;gt;Pawn_OutfitTracker&amp;lt;/u&amp;gt;]] outfits;&lt;br /&gt;
&lt;br /&gt;
public [[Modding_Tutorials/Docs/Pawn_InventoryStockTracker|&amp;lt;u&amp;gt;Pawn_InventoryStockTracker&amp;lt;/u&amp;gt;]] inventoryStock;&lt;br /&gt;
&lt;br /&gt;
---------&lt;br /&gt;
public bool markedForDiscard;&lt;br /&gt;
public int becameWorldPawnTickAbs = -1;&lt;br /&gt;
public bool teleporting;&lt;br /&gt;
public bool forceNoDeathNotification;&lt;br /&gt;
public int showNamePromptOnTick = -1;&lt;br /&gt;
public int babyNamingDeadline = -1;&lt;br /&gt;
public bool addCorpseToLord;&lt;br /&gt;
public int timesRaisedAsShambler;&lt;br /&gt;
public Map prevMap;&lt;br /&gt;
public bool wasLeftBehindStartingPawn;&lt;br /&gt;
public bool debugMaxMoveSpeed;&lt;br /&gt;
public bool wasDraftedBeforeSkip;&lt;br /&gt;
public bool dontGivePreArrivalPathway;&lt;br /&gt;
public bool everLostEgo;&lt;br /&gt;
&lt;br /&gt;
public const int DefaultBabyNamingPeriod = 60000;&lt;br /&gt;
public const int DefaultGrowthMomentChoicePeriod = 120000;&lt;br /&gt;
public const int MaxMoveTicks = 450;&lt;br /&gt;
&lt;br /&gt;
public RaceProperties RaceProps =&amp;gt; def.race;&lt;br /&gt;
public Job CurJob =&amp;gt; jobs?.curJob;&lt;br /&gt;
public JobDef CurJobDef =&amp;gt; CurJob?.def;&lt;br /&gt;
public bool Downed =&amp;gt; health.Downed;&lt;br /&gt;
public bool Crawling&lt;br /&gt;
public bool CanAttackWhileCrawling&lt;br /&gt;
public bool Dead =&amp;gt; health.Dead;&lt;br /&gt;
public bool DeadOrDowned =&amp;gt; (health.Dead || health.Downed)&lt;br /&gt;
public string KindLabel =&amp;gt; GenLabel.BestKindLabel(this);&lt;br /&gt;
&lt;br /&gt;
public IEnumerable&amp;lt;IntVec3&amp;gt; IngredientStackCells&lt;br /&gt;
public bool InContainerEnclosed =&amp;gt; base.ParentHolder.IsEnclosingContainer();&lt;br /&gt;
public Corpse Corpse =&amp;gt; base.ParentHolder as Corpse;&lt;br /&gt;
public readonly Pawn CarriedBy&lt;br /&gt;
&lt;br /&gt;
public readonly Verb CurrentEffectiveVerb&lt;br /&gt;
private readonly bool ForceNoDeathNotification&lt;br /&gt;
public BillStack BillStack (health operations bill stack)&lt;br /&gt;
public override IntVec3 InteractionCell&lt;br /&gt;
public ThingOwner SearchableContents&lt;br /&gt;
public virtual bool ShouldShowQuestionMark() (for traders and interactable pawns)&lt;br /&gt;
&lt;br /&gt;
public static void ResetStaticData()&lt;br /&gt;
public override void Notify_DefsHotReloaded()&lt;br /&gt;
public void MarkDeadlifeDustForFaction(Faction faction)&lt;br /&gt;
public override void SpawnSetup(Map map, bool respawningAfterLoad)&lt;br /&gt;
public override void PostMapInit()&lt;br /&gt;
&lt;br /&gt;
public void DrawShadowAt(Vector3 drawLoc)&lt;br /&gt;
public override void DynamicDrawPhaseAt(DrawPhase phase, Vector3 drawLoc, bool flip = false)&lt;br /&gt;
protected override void DrawAt(Vector3 drawLoc, bool flip = false)&lt;br /&gt;
public override void DrawGUIOverlay() (for pawn gui)&lt;br /&gt;
public override void DrawExtraSelectionOverlays()&lt;br /&gt;
&lt;br /&gt;
public override void Tick()&lt;br /&gt;
public override void TickRare()&lt;br /&gt;
&lt;br /&gt;
public void ProcessPostTickVisuals(int ticksPassed, CellRect viewRect)&lt;br /&gt;
public void TickMothballed(int interval)&lt;br /&gt;
&lt;br /&gt;
public void Notify_Teleported(bool endCurrentJob = true, bool resetTweenedPos = true)&lt;br /&gt;
&lt;br /&gt;
public virtual SurgicalInspectionOutcome DoSurgicalInspection(Pawn surgeon, out string desc)&lt;br /&gt;
&lt;br /&gt;
public void Notify_BecameVisible()&lt;br /&gt;
public void Notify_BecameInvisible()&lt;br /&gt;
public void Notify_ForcedVisible()&lt;br /&gt;
public void Notify_PassedToWorld()&lt;br /&gt;
public void Notify_AddBedThoughts()&lt;br /&gt;
&lt;br /&gt;
public override void PreApplyDamage(ref DamageInfo dinfo, out bool absorbed)&lt;br /&gt;
public override void PostApplyDamage(DamageInfo dinfo, float totalDamageDealt)&lt;br /&gt;
&lt;br /&gt;
public override Thing SplitOff(int count)&lt;br /&gt;
&lt;br /&gt;
private float TicksPerMove(bool diagonal)&lt;br /&gt;
private void DoKillSideEffects(DamageInfo? dinfo, Hediff exactCulprit, bool spawned)&lt;br /&gt;
private void PreDeathPawnModifications(DamageInfo? dinfo, Map map)&lt;br /&gt;
private void DropBeforeDying(DamageInfo? dinfo, ref Map map, ref bool spawned)&lt;br /&gt;
private void RemoveFromHoldingContainer(ref Map map, ref bool spawned, DamageInfo? dinfo)&lt;br /&gt;
&lt;br /&gt;
public override void Kill(DamageInfo? dinfo, Hediff exactCulprit = null)&lt;br /&gt;
public override void Destroy(DestroyMode mode = DestroyMode.Vanish)&lt;br /&gt;
public override void DeSpawn(DestroyMode mode = DestroyMode.Vanish)&lt;br /&gt;
public override void Discard(bool silentlyRemoveReferences = false)&lt;br /&gt;
&lt;br /&gt;
public Corpse MakeCorpse(Building_Grave assignedGrave, Building_Bed currentBed)&lt;br /&gt;
public Corpse MakeCorpse(Building_Grave assignedGrave, bool inBed, float bedRotation)&lt;br /&gt;
&lt;br /&gt;
public void ExitMap(bool allowedToJoinOrCreateCaravan, Rot4 exitDir)&lt;br /&gt;
&lt;br /&gt;
public override void PreTraded(TradeAction action, Pawn playerNegotiator, ITrader trader)&lt;br /&gt;
public void PreKidnapped(Pawn kidnapper)&lt;br /&gt;
public override bool ClaimableBy(Faction by, StringBuilder reason = null)&lt;br /&gt;
public override bool AdoptableBy(Faction by, StringBuilder reason = null)&lt;br /&gt;
public override void SetFaction(Faction newFaction, Pawn recruiter = null)&lt;br /&gt;
public void ClearMind(bool ifLayingKeepLaying = false, bool clearInspiration = false, bool clearMentalState = true)&lt;br /&gt;
public void ClearAllReservations(bool releaseDestinationsOnlyIfObsolete = true)&lt;br /&gt;
public void VerifyReservations(Job prevJob = null)&lt;br /&gt;
public void ClearReservationsForJob(Job job)&lt;br /&gt;
&lt;br /&gt;
public void DropAndForbidEverything(bool keepInventoryAndEquipmentIfInBed = false, bool rememberPrimary = false)&lt;br /&gt;
&lt;br /&gt;
public void GenerateNecessaryName()&lt;br /&gt;
&lt;br /&gt;
public Verb TryGetAttackVerb(Thing target, bool allowManualCastWeapons = false, bool allowTurrets = false)&lt;br /&gt;
&lt;br /&gt;
public bool TryStartAttack(LocalTargetInfo targ)&lt;br /&gt;
&lt;br /&gt;
public override IEnumerable&amp;lt;Thing&amp;gt; ButcherProducts(Pawn butcher, float efficiency)&lt;br /&gt;
&lt;br /&gt;
public TaggedString FactionDesc(TaggedString name, bool extraFactionsInfo, string nameLabel, string genderLabel)&lt;br /&gt;
&lt;br /&gt;
public string MainDesc(bool writeFaction, bool writeGender = true)&lt;br /&gt;
public override string GetInspectString()&lt;br /&gt;
&lt;br /&gt;
public string GetJobReport() (debugging)&lt;br /&gt;
&lt;br /&gt;
public override IEnumerable&amp;lt;Gizmo&amp;gt; GetGizmos()&lt;br /&gt;
&lt;br /&gt;
public virtual IEnumerable&amp;lt;FloatMenuOption&amp;gt; GetExtraFloatMenuOptionsFor(IntVec3 sq)&lt;br /&gt;
public override IEnumerable&amp;lt;FloatMenuOption&amp;gt; GetFloatMenuOptions(Pawn selPawn)&lt;br /&gt;
&lt;br /&gt;
public override TipSignal GetTooltip()&lt;br /&gt;
public override IEnumerable&amp;lt;StatDrawEntry&amp;gt; SpecialDisplayStats()&lt;br /&gt;
&lt;br /&gt;
public bool Sterile()&lt;br /&gt;
public bool AnythingToStrip() =&amp;gt; has anything strippable&lt;br /&gt;
public void Strip(bool notifyFaction = true)&lt;br /&gt;
&lt;br /&gt;
public Thought_Memory GiveObservedThought(Pawn observer)&lt;br /&gt;
public HistoryEventDef GiveObservedHistoryEvent(Pawn observer)&lt;br /&gt;
&lt;br /&gt;
public void HearClamor(Thing source, ClamorDef type)&lt;br /&gt;
private void NotifyLordOfClamor(Thing source, ClamorDef type)&lt;br /&gt;
public override void Notify_UsedVerb(Pawn pawn, Verb verb)&lt;br /&gt;
public override void Notify_Explosion(Explosion explosion)&lt;br /&gt;
public override void Notify_BulletImpactNearby(BulletImpactData impactData)&lt;br /&gt;
public virtual void Notify_Downed()&lt;br /&gt;
public virtual void Notify_Released()&lt;br /&gt;
public virtual void Notify_PrisonBreakout()&lt;br /&gt;
public virtual void Notify_DuplicatedFrom(Pawn source)&lt;br /&gt;
&lt;br /&gt;
private void CheckForDisturbedSleep(Pawn source)&lt;br /&gt;
&lt;br /&gt;
public float GetAcceptArrestChance(Pawn arrester)&lt;br /&gt;
public bool CheckAcceptArrest(Pawn arrester)&lt;br /&gt;
&lt;br /&gt;
public bool ThreatDisabled(IAttackTargetSearcher disabledFor)&lt;br /&gt;
public bool ThreatDisabledBecauseNonAggressiveRoamer(Pawn otherPawn)&lt;br /&gt;
&lt;br /&gt;
private void UpdatePyroVerbThought(Verb verb)&lt;br /&gt;
private bool IsValidPyroThoughtTarget(Thing thing)&lt;br /&gt;
&lt;br /&gt;
public List&amp;lt;WorkTypeDef&amp;gt; GetDisabledWorkTypes(bool permanentOnly = false)&lt;br /&gt;
public List&amp;lt;string&amp;gt; GetReasonsForDisabledWorkType(WorkTypeDef workType)&lt;br /&gt;
public bool WorkTypeIsDisabled(WorkTypeDef w)&lt;br /&gt;
public bool OneOfWorkTypesIsDisabled(List&amp;lt;WorkTypeDef&amp;gt; wts)&lt;br /&gt;
public void Notify_DisabledWorkTypesChanged()&lt;br /&gt;
public bool WorkTagIsDisabled(WorkTags w)&lt;br /&gt;
&lt;br /&gt;
public override bool PreventPlayerSellingThingsNearby(out string reason)&lt;br /&gt;
&lt;br /&gt;
public void ChangeKind(PawnKindDef newKindDef)&lt;br /&gt;
&lt;br /&gt;
public override void ExposeData()&lt;br /&gt;
&lt;br /&gt;
public override string ToString()&lt;br /&gt;
public IEnumerable&amp;lt;Thing&amp;gt; ColonyThingsWillingToBuy(Pawn playerNegotiator)&lt;br /&gt;
public void GiveSoldThingToTrader(Thing toGive, int countToGive, Pawn playerNegotiator)&lt;br /&gt;
public void GiveSoldThingToPlayer(Thing toGive, int countToGive, Pawn playerNegotiator)&lt;br /&gt;
&lt;br /&gt;
public int GetRootTile()&lt;br /&gt;
public ThingOwner GetDirectlyHeldThings()&lt;br /&gt;
public void GetChildHolders(List&amp;lt;IThingHolder&amp;gt; outChildren)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
* confirm what these do&lt;br /&gt;
&lt;br /&gt;
public virtual bool CanAttackWhenPathingBlocked&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
private string LabelPrefix&lt;br /&gt;
public override string LabelNoCount&lt;br /&gt;
public override string LabelShort&lt;br /&gt;
public TaggedString LabelNoCountColored&lt;br /&gt;
public string GetKindLabelSingular()&lt;br /&gt;
public string GetKindLabelPlural(int count = -1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
public override bool Suspended&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding tutorials]]&lt;/div&gt;</summary>
		<author><name>Yuki303</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Modding_Tutorials/Docs/Pawn&amp;diff=173230</id>
		<title>Modding Tutorials/Docs/Pawn</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Modding_Tutorials/Docs/Pawn&amp;diff=173230"/>
		<updated>2025-12-16T23:59:01Z</updated>

		<summary type="html">&lt;p&gt;Yuki303: Created page with &amp;quot; == Values ==   === Functions ===&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Values ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Functions ===&lt;/div&gt;</summary>
		<author><name>Yuki303</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:Yuki303&amp;diff=173229</id>
		<title>User:Yuki303</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:Yuki303&amp;diff=173229"/>
		<updated>2025-12-16T23:54:52Z</updated>

		<summary type="html">&lt;p&gt;Yuki303: Created page with &amp;quot;the lack of proper modding documentation pmo  i think that everything i put here should be compliant with the rw eul,,, in theory&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;the lack of proper modding documentation pmo&lt;br /&gt;
&lt;br /&gt;
i think that everything i put here should be compliant with the rw eul,,, in theory&lt;/div&gt;</summary>
		<author><name>Yuki303</name></author>
	</entry>
</feed>