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	<updated>2026-04-06T01:04:52Z</updated>
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		<id>https://rimworldwiki.com/index.php?title=World_generation&amp;diff=151915</id>
		<title>World generation</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=World_generation&amp;diff=151915"/>
		<updated>2024-09-25T23:59:55Z</updated>

		<summary type="html">&lt;p&gt;Zippy: &lt;/p&gt;
&lt;hr /&gt;
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{| align=center&lt;br /&gt;
| {{GameCreation_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
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{{stub|section=1|reason=Biotech content}}&lt;br /&gt;
{{image wanted|reason=Screenshots of each stage}}&lt;br /&gt;
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[[File:world_gen_preview.png|160px|right]]'''World generation''' - as the name would imply - are the worlds in RimWorld that are generated from either random or user-provided seeds that allow for a completely new experience every time. Each world is uniquely filled with multiple [[biomes]] that change what the world looks like and how it behaves. For example, some biomes feature a large amount of mountains, while others are full of grasslands.&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
There are sliders for overall planet temperature and overall rainfall, with the result of changing them being true to what would happen in real life. Time zones are also modelled as the world actually physically exists and is fully interactive. Temperatures in regards to proximity from the equator are also correct; with hotter biomes being more central and colder biomes being closer to the poles. The seasonal differences are also less pronounced near the equator, with there being a permanent summer in it.&lt;br /&gt;
&lt;br /&gt;
When reloading the world after opening the colony, the game shows a loading screen.&lt;br /&gt;
&lt;br /&gt;
== Generation process ==&lt;br /&gt;
&lt;br /&gt;
When generating the world, the land masses form first, followed by rivers. An ancient society is then shallowly simulated to generate ancient roads, and modern settlements and roads are generated (often alongside ancient roads).&lt;br /&gt;
&lt;br /&gt;
== Create world ==&lt;br /&gt;
The world generation screen appears during the creation of a new colony.&lt;br /&gt;
&lt;br /&gt;
{{key|Seed}} A random seed is provided, but you may enter your own. A given seed always produces the same geographical features such as land masses, rivers and mountains. The locations of human-built features such as roads and NPC faction towns may persist on multiple uses of the same seed, or they may vary somewhat from one use to the next.&lt;br /&gt;
&lt;br /&gt;
{{key|Randomize seed}} Randomly picks a new seed.&lt;br /&gt;
&lt;br /&gt;
{{key|Globe coverage}} What percentage of the overall globe is generated. Larger globe coverage generates a fuller world, but takes a longer time to load up, and can also impact performance on lower-end systems.&lt;br /&gt;
&lt;br /&gt;
Configurable map sizes:&lt;br /&gt;
*5% (Dev Mode)&lt;br /&gt;
*30%&lt;br /&gt;
*50%&lt;br /&gt;
*100%&lt;br /&gt;
&lt;br /&gt;
===Overall rainfall===&lt;br /&gt;
Choose among wetter, drier, or normal range of biomes to generate across the planet.&lt;br /&gt;
&lt;br /&gt;
===Overall temperature===&lt;br /&gt;
Choose among cooler, hotter, or normal range of biomes to generate across the planet.&lt;br /&gt;
&lt;br /&gt;
===Population===&lt;br /&gt;
Choose desired density of faction sites to generate on the planet. This will largely affect your base's possible proximity to a number of faction bases and the time to reach them by caravan. This does not affect the frequency of friendly visits or enemy raids as that is instead affected by the chosen AI and difficulty.&lt;br /&gt;
&lt;br /&gt;
==={{BiotechIcon}} Pollution===&lt;br /&gt;
Choose the percentage of world tiles that will have some initial level of [[pollution]]. A value of 100% will apply at least 25% pollution to all generated tiles, while a value of 0% will generate no initial pollution whatsoever.&lt;br /&gt;
&lt;br /&gt;
Note that this only affects the coverage of polluted areas, not the amount of pollution per-tile. It also does not affect pollution sources during gameplay, such as [[toxifier generator]]s and [[toxic wastepack]]s.&lt;br /&gt;
&lt;br /&gt;
===Factions===&lt;br /&gt;
Choose the desired numbers of each type of [[faction]] to spawn in the world, including outright disabling certain faction types by selecting zero of that type. The total faction count is limited to 11, with the [[Empire]] {{RoyaltyIcon}}, [[Mechanoid]], and [[Insectoid|Insect Hive]] factions restricted to only one. Removing the Empire means deactivating empire quests, and removing mechanoid and insectoids prevents mechanoid raids and [[infestation]]s respectively.&lt;br /&gt;
&lt;br /&gt;
If the [[Biotech DLC]] is active, many factions appear with variants that contain some concentration of [[xenotype]]s {{BiotechIcon}}, or a single xenotype entirely. You can view the make-up of a faction by looking at the &amp;quot;Member xenotypes&amp;quot; section of its tooltip.&lt;br /&gt;
&lt;br /&gt;
{{key|Generate}} Click to continue with the current settings.&lt;br /&gt;
&lt;br /&gt;
== Landing site ==&lt;br /&gt;
Upon clicking Generate on the previous screen a new world is generated. The world will be made up mostly of hexagons and a few pentagons. Here the player can choose a tile to land on, or use the 'Select random site' button. Clicking a tile will show its information including its biome, terrain, overall weather, and growing period. For controls, see [[World generation#Controls|Controls]]&lt;br /&gt;
&lt;br /&gt;
It's possible to choose an island to land on, however caravans cannot cross water tiles without installing mods. Reaching the mainland would require the use of [[transport pod]]s in vanilla gameplay.&lt;br /&gt;
&lt;br /&gt;
=== Advanced settings ===&lt;br /&gt;
The 'Advanced' button accesses these options:&lt;br /&gt;
&lt;br /&gt;
*'''Starting season: '''Recommended to leave as Auto or Spring for new players. &lt;br /&gt;
*'''Map sizes: '''Sets the size of the local map where main gameplay takes place.&lt;br /&gt;
**'''Small'''&lt;br /&gt;
*** 200 × 200 (40,000 cells)&lt;br /&gt;
*** 225 × 225 (50,625 cells)&lt;br /&gt;
**'''Medium'''&lt;br /&gt;
*** 250 × 250 (62,500 cells)&lt;br /&gt;
*** 275 × 275 (75,625 cells)&lt;br /&gt;
**'''Large'''&lt;br /&gt;
*** 300 × 300 (90,000 cells)&lt;br /&gt;
*** 325 × 325 (105,625 cells)&lt;br /&gt;
**'''Ludeonicrous'''&lt;br /&gt;
*** 350 × 350 (122,500 cells)&lt;br /&gt;
*** 400 × 400 (160,000 cells)&lt;br /&gt;
&lt;br /&gt;
=== Factions ===&lt;br /&gt;
The '[[Factions]]' button displays the different factions in the world.&lt;br /&gt;
&lt;br /&gt;
There are three base kinds of factions in the base game: [[outlanders]], [[tribes]], and [[pirates]] and the [[Royalty DLC]] adds a fourth in the [[Empire]] faction. {{RoyaltyIcon}} Additionally there are the hidden [[ancients]], [[insectoid]], and [[mechanoid]] factions.&lt;br /&gt;
&lt;br /&gt;
Normally, without faction amount customization, there are a total of 6 to 10 different factions, depending on the combination of DLC used: one neutral outlander nation, one hostile outlander union, one neutral tribe, one fierce tribe, one savage tribe, a band of pirates, the Empire {{RoyaltyIcon}}, a nudist tribe{{IdeologyIcon}}, a cannibal tribe{{IdeologyIcon}}, and a cannibal pirate gang{{IdeologyIcon}}. The colors on the factions and the shape of their bases screen help identify them on the world map. Also shown is each faction's relation with your colony and with each other. These relations can improve and decrease over time. Relations with the savage tribe and pirates can never improve and they will always raid your settlements.&lt;br /&gt;
&lt;br /&gt;
You can never land or settle directly adjacent to a faction base.&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
There are several main features that affect game play in that tile on a generated world. These details are listed on-screen for the selected map tile.&lt;br /&gt;
&lt;br /&gt;
=== Biomes ===&lt;br /&gt;
{{Main|Biomes}}&lt;br /&gt;
There are nine biomes in RimWorld and—on a normally generated world—all of them are represented. They each correspond to specific features. Each biome is more likely to include certain features based on its real world equivalent.&lt;br /&gt;
&lt;br /&gt;
=== Elevation ===&lt;br /&gt;
A map tile's distance above sea level is its elevation. Higher elevation brings with it colder weather.&lt;br /&gt;
&lt;br /&gt;
=== Latitude ===&lt;br /&gt;
The coordinates of a map tile includes its latitude which affects its temperature range and amount of daylight. In polar latitudes the sun may not set or rise completely for a long time.&lt;br /&gt;
&lt;br /&gt;
=== Rainfall ===&lt;br /&gt;
Each map tile has a certain amount of rainfall, given in average number of millimeters per year. It determines how often it will rain, not counting the automatic rain after a certain number of fire tiles are on the map.&lt;br /&gt;
&lt;br /&gt;
=== Terrain ===&lt;br /&gt;
Each map tile has one of the following terrain types: Flat, Small Hills, Large Hills, and [[Mountain]]s. The terrain type determines the amount of mountain will be generated on the in-game map.&lt;br /&gt;
&lt;br /&gt;
=== Temperature ===&lt;br /&gt;
{{Main|Temperature}}&lt;br /&gt;
Each tile has its own averages for temperature based on the biome. Only the averages are presented in the world generation menu, but can directly affect your game. The effects of temperature vary greatly; extreme heat causes your colonists to develop heat stroke, while extreme cold may freeze them so thoroughly, their corpses will never decay. Temperature is related to the other three features of a tile in a generated world. Naturally, higher elevation and a more northern biome is colder.&lt;br /&gt;
&lt;br /&gt;
=== Quadrums ===&lt;br /&gt;
Each year in a RimWorld planet is separated into four quadrums: Aprimay, Jugust, Septober and Decembary.&lt;br /&gt;
&lt;br /&gt;
The quadrums are the same across the planet, however the corresponding seasons are reversed between the northern hemisphere and the southern hemisphere (e.g. Jugust is summer in the northern hemisphere, and winter in the southern). It is considered permanent summer near the equator, and permanent winter near the poles, however these areas will still have warmer and cooler seasons.&lt;br /&gt;
&lt;br /&gt;
=== Roads ===&lt;br /&gt;
There are many roads throughout the world. They double the speed of any caravans using them, and factions tend to settle near roads. Visitors, caravans, traders or raiders are also tend to arrive and leave on a road.&lt;br /&gt;
&lt;br /&gt;
Roads are generated independent from the world seed, so even if you generate a world using the same seed, you might not get the same road layout. Ancient asphalt roads are generated through an ancient civilization simulation, while modern dirt and stone roads are generated connecting faction bases to main roads. &lt;br /&gt;
&lt;br /&gt;
They come in 5 types: path, dirt road, stone road, ancient asphalt road and ancient asphalt highway. They are functionally the same, with difference only being appearance when generated on a map.&lt;br /&gt;
&lt;br /&gt;
Dirt roads use packed dirt, stone roads use [[flagstone]]s of the local stone and ancient asphalt roads use broken asphalt. None of these can be disassembled for resources.&lt;br /&gt;
&lt;br /&gt;
Sometimes other objects will generate alongside roads, for example the [[ancient concrete barrier]] or [[ancient lamppost]] alongside the ancient asphalt highway. These serve no function except cover or disassembly for steel.&lt;br /&gt;
&lt;br /&gt;
=== Rivers ===&lt;br /&gt;
There are rivers that flow towards the oceans and can merge with each other. They are more likely to generate in rainy areas.&lt;br /&gt;
&lt;br /&gt;
When a map is generated in a tile with a river, there will be a belt of flowing river dividing the map. The river cannot be pumped dry using the [[moisture pump]]. In version 1.0, rivers can now be built over using [[Structure#Bridge|bridge]]s. There is also a [[watermill generator]], added in Beta 19, which requires research before it can be built. Watermill generators must be built adjacent to moving water.&lt;br /&gt;
&lt;br /&gt;
Rivers come in 4 sizes: huge river, large river, river, and creek. It affects the width of the river, and also the proportion of shallow moving water, which can be walked over, to deep moving water, which can't be walked over.&lt;br /&gt;
&lt;br /&gt;
=== Caves ===&lt;br /&gt;
Caves are sometimes found in mountains and may contain harvestable mushrooms or dormant insectoid hives with a small group of [[insectoids]]. Dormant hives won't spawn additional hives or insectoids.&lt;br /&gt;
&lt;br /&gt;
==== Dormant hives ====&lt;br /&gt;
Hives can be a good source of food and/or a valuable trade commodity if you steal their [[Insect jelly|jelly]] while the defenders are asleep. If an insectoid is asleep on a stack of jelly or other item, do not try to take it or you may awake them and put your colonist in peril. Colonists' default [[Menus#Assign|threat response]] may activate upon seeing insectoids, even if the insectoids are asleep. Be careful that your jelly harvesters are not set to &amp;quot;Attack&amp;quot; by default. If their default response is &amp;quot;Flee,&amp;quot; you will need to manually prioritize them to haul the jelly. Otherwise it's possible for them to get stuck repeatedly trying to enter the cave, then fleeing, which could leave them too close to the cave when the insectoids wake up. &lt;br /&gt;
&lt;br /&gt;
Take note of what time the insectoids on your map fall asleep each night and wake up in the morning. It may be helpful to create an [[allowed area]] which excludes the insectoid cave. You can switch your hauler to &amp;quot;Unrestricted&amp;quot; temporarily and have them manually prioritize collecting the jelly when you are certain the insectoids are asleep. Another method might be to wall in the entrance to the cave and forbid the door, only unforbidding it to send in your jelly harvester. This will prevent your hunters, plant cutters, animal tamers and haulers from wandering into the cave while the insectoids are awake.&lt;br /&gt;
&lt;br /&gt;
The hive and its insectoids can be harmed without any colonist actions. Insectoids may suffer from extreme temperatures; cold snaps will kill the weaker ones. Insectoids will be aggressive towards humans, but mutually non-hostile with wildlife. A [[Events#Wild man wanders in|wild human]] counts as wildlife. Walls can be built which may guide raiders into the cave if the raiders spawn in the right locations. However, if the raiders destroy the hive, you will lose your supply of jelly.&lt;br /&gt;
&lt;br /&gt;
Hungry predators may also try to hunt insectoids. Most of the time the predator will be killed, but may down some insectoids by wounding them. When the insectoids die, you can unforbid and collect the corpses for butchering, by the same method used to harvest insect jelly.&lt;br /&gt;
&lt;br /&gt;
==== Cave flora ====&lt;br /&gt;
You may find [[Agarilux]], [[Bryolux]] or [[Glowstool]] in these caves. Instead of needing light to grow, they die when exposed to excess sunlight.&lt;br /&gt;
&lt;br /&gt;
=== Settlements ===&lt;br /&gt;
On the World map, Outlander settlements will have a house icon, Tribal settlements will have a tent and Pirates will be a skull and crossbones. Your colony's settlements will be teal (light blue), with the appropriate icon for the starting scenario you chose. &lt;br /&gt;
&lt;br /&gt;
Other factions appear as follows:&lt;br /&gt;
*Outlanders (blue for rough, purple for civil)&lt;br /&gt;
*Tribals (green for fierce, yellow for gentle, red for savage)&lt;br /&gt;
*Pirates (red skull and crossbones) &lt;br /&gt;
&lt;br /&gt;
Faction settlements tend to be located near roads, and you cannot settle right next to one. If you choose a location within 4 tiles of another faction's settlement, the game warns you that this will decrease your relations.&lt;br /&gt;
&lt;br /&gt;
Since Beta 18, factions are tied to the world seed so factions and their settlements are always generated in the same place. However, this no longer seems to be the case after 1.0.&lt;br /&gt;
&lt;br /&gt;
=== Landforms ===&lt;br /&gt;
&lt;br /&gt;
Each major feature has a name generated with it. This includes biomes, lakes or oceans, mountain ranges, etc.&lt;br /&gt;
&lt;br /&gt;
=== Misc ===&lt;br /&gt;
There are a total of 12 pentagons in the world, with the coordinates as such:&lt;br /&gt;
*31.72 S, 0.00 W&lt;br /&gt;
*31.72 N, 0.00 W&lt;br /&gt;
*31.72 N, 180.00 W&lt;br /&gt;
*31.72 S, 180.00 W&lt;br /&gt;
*0.00 S, 58.28 E&lt;br /&gt;
*0.00 S, 58.28 W&lt;br /&gt;
*0.00 S, 121.72 E&lt;br /&gt;
*0.00 S, 121.72 W&lt;br /&gt;
*58.28 N, 90.00 E&lt;br /&gt;
*58.28 N, 90.00 W&lt;br /&gt;
*58.28 S, 90.00 E&lt;br /&gt;
*58.28 S, 90.00 W&lt;br /&gt;
&lt;br /&gt;
Besides being differently shaped to allow gap-free tiling of the whole world, they function no differently from regular world tiles.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
The player can click 'Select random site' or select one of the squares in which to land and build a [[colony]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Keyboard/mouse controls:&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Mouse Controls&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|Left mouse button&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|Select location&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|Right mouse button&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|Clear selection&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|Mouse wheel&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|Zoom in/out&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|Mouse wheel (click+hold)&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|Pan&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Keyboard Controls&lt;br /&gt;
|-&lt;br /&gt;
|style = &amp;quot;margin-left: 25px;&amp;quot; |{{key|PageUp}} ||Zoom out&lt;br /&gt;
|-&lt;br /&gt;
|{{key|PageDown}}||Zoom in&lt;br /&gt;
|-&lt;br /&gt;
|{{key|W}}, {{key|↑}} ||Pan up&lt;br /&gt;
|-&lt;br /&gt;
|{{key|S}}, {{key|↓}} ||Pan down&lt;br /&gt;
|-&lt;br /&gt;
|{{key|A}}, {{key|←}} ||Pan left&lt;br /&gt;
|-&lt;br /&gt;
|{{key|D}}, {{key|→}} ||Pan right&lt;br /&gt;
|-&lt;br /&gt;
| {{key|SHIFT}} while panning || Fast pan speed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.18.1722|0.18.1722]] - Caves now form sometimes in mountainous maps. Inside there are special cave plants. There can also be dormant insect hives.&lt;br /&gt;
* 1.1 - Added a planet population slider to the planet generation parameters.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Skills&amp;diff=150951</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Skills&amp;diff=150951"/>
		<updated>2024-09-09T00:02:05Z</updated>

		<summary type="html">&lt;p&gt;Zippy: Resize image so the .gif animates.&lt;/p&gt;
&lt;hr /&gt;
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{| align=center&lt;br /&gt;
| {{Character_Properties_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
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&amp;lt;!-- End Nav --&amp;gt;&lt;br /&gt;
{{Rewrite|reason=Verbose and circumspect. Needs cleanup, better layout and general tightening up. Over used of italics and bold.}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
[[File:skills_preview.png|right]][[File:skill_increase_anim.gif|268px|right|Increasing skills of a colonist that's currently building something.]]&lt;br /&gt;
Every pawn in RimWorld has a set of '''skills''' which govern their speed and success in the various types of [[work]]. &lt;br /&gt;
&lt;br /&gt;
Performing certain jobs will award '''experience points''' (XP) towards improving a pawn's skill, reflected by their skill '''level'''. A pawn's skill levels can be viewed by selecting the pawn with the cursor, then navigating to the Bio tab in the pawn inspect pane.&lt;br /&gt;
Pawns may have a '''Passion''' for a skill which increases the rate of XP gain and [[mood]], represented by an adjacent fire symbol in the pawn's Bio menu. Conversely, a skill may be entirely prevented by a pawn's [[backstory]] or [[trait]]s, which is represented by &amp;quot; -- &amp;quot; dashes in place of the level number. &lt;br /&gt;
&lt;br /&gt;
A high skill level will grant improved speed and success in relevant jobs, up to Level 20. A low skill level will result in slow, poor performance at a related job, including Construction failure, wild animal revenge, surgery failure, low harvest yields, or poor [[quality]] crafting products. &lt;br /&gt;
&lt;br /&gt;
Possible pawn skills are Shooting, Melee, Construction, Mining, Cooking, Plants, Animals, Crafting, Artistic, Medical, Social, and Intellectual.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{see also|Training}}&lt;br /&gt;
Skills are improved by performing certain associated jobs, although some few related tasks do not provide skill experience.  Performing these tasks will earn the character experience points either per task completed or per second they are pursuing that task, both of which will eventually level up the skill. The resulting higher skill level then improves the performance in all associated tasks and types of work.  Skills are leveled up individually, and there is no single &amp;quot;character level&amp;quot; as in many role playing games.&lt;br /&gt;
&lt;br /&gt;
In some cases, special management tactics can be employed to more effectively or specifically steer the skill training in the colony, especially during periods of low work in colony development.  See the [[Training|main article on skill training]] for more information.&lt;br /&gt;
&lt;br /&gt;
=== Skills vs work types ===&lt;br /&gt;
Skills and work types (or &amp;quot;tasks&amp;quot;) are two different, but related, concepts.  In some cases, like &amp;quot;mine&amp;quot; (work type) and &amp;quot;mining&amp;quot; (skill), there is an almost perfect correspondence, but in many other cases there is not: the ''work types'' &amp;quot;tailor&amp;quot; and &amp;quot;smith&amp;quot;, for example, are associated with the ''crafting skill''.  Some tasks listed on the work tab do not even have an associated ''skill'' (eg. &amp;quot;haul&amp;quot;, &amp;quot;clean&amp;quot; and &amp;quot;firefight&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
The ''Work'' tab, where you assign tasks to colonists, indicates which skills are relevant for a given task (by mousing over a tick box).  It also shows you if the colonist has a ''passion'' for those skills (with an icon in the tick box), and if a significant proficiency has already been acquired (by emphasizing the tick box border).  Lower skill pawns have their work box darker, and higher skill pawns have it lighter. Extremely proficient pawns have a golden box. When assigning work to a pawn with low skill in a certain job, the box will have a red outline. Passions appear as extremely small flames at the bottom-right hand side of the work box. All these aspects are important for deciding how to assign tasks and types of work.&lt;br /&gt;
&lt;br /&gt;
In general, you want colonists to perform tasks they are ''good at'' (it is productive for your colony), as well as tasks they are ''passionate for'' (improves the associated skill faster and also keep them happy while working).&lt;br /&gt;
&lt;br /&gt;
=== Improving skills ===&lt;br /&gt;
{{Rewrite|section=1|reason=1) Other things affect GLF now, and table no longer accounts for every possible combination of GLF and passion 2) [[Ideoligion#Ranching]] precept inc effect and order of operations}}&lt;br /&gt;
Skill leveling in ''RimWorld'' is very similar to many role playing games: ''experience points'' are constantly earned, and the skill is ''leveled up'' when certain thresholds are reached. Importantly, the effect of a skill improves ''by level'', but it costs more and more XP to gain another level in a skill.  This means that '''skill training is more effective the lower the skill level is.'''&lt;br /&gt;
&lt;br /&gt;
When a player pawn gains a new level in a skill, a text mote will be displayed.&lt;br /&gt;
&lt;br /&gt;
Experience points are generally gained at consistent rate per unit [[time]] - that is, while the rate may vary from one task to another, when performing a given task the only other factor is the time spent doing it.  As higher skill levels often increase the speed a pawn performs tasks, this means that more tasks must be performed to spend the same amount of time working and thus gain the same amount of XP. This is not true for all tasks however, and some will simply give a lump sum of experience for each task completed.&lt;br /&gt;
&lt;br /&gt;
Regardless of how XP is gained, it is multiplied by Passion and [[Global Learning Factor]] in the following way:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Real XP gained = Global Learning Factor x [[Skills#Passion|Passion Multiplier]] x Base XP gained &amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Additionally, there is a soft cap of 4000 '''net''' XP gained per day per skill. Any XP gains past this point are multiplied by 20%.{{Check Tag|Clarify|How does this work for chunks of experience? If some action were assigned to give a lump sum of 5000 experience, would a pawn gain the full 5000, or would the pawn gain 4200?}} This cap resets a few seconds after midnight. Any XP losses will apply against the net gain (e.g. if a pawn were to gain 4500 XP, but lose 1000, they would still remain 500 XP under the cap). Experience from [[Skilltrainer]]s does not apply to this cap, nor is it affected by the 20% multiplier.&lt;br /&gt;
&lt;br /&gt;
==== Passion ====&lt;br /&gt;
Passion for a given skill is indicated by the presence of flame icons next to the skill experience bar on the character's [[Bio]] tab. These passions increases the rate at which a pawn learns specific skills, and may provide them a [[mood]] boost when performing activities related to the skill. Skill gains from using a [[skilltrainer]] are influenced by ''passion'', making the item more valuable when used by characters with a passion for the associated skill. Typically, passion cannot be gained or lost in an adult pawn's lifetime, however [[children]]{{BiotechIcon}} may gain passions at [[Children#Growth moments|growth moments]] and the addition or removal of [[Genes#Aptitudes|Skill Aptitude xenogenes]]{{BiotechIcon}} can also affect passions.{{Check Tag|Incapable of?|What happens to passions on a suppressed skill when a pawns becomes incapable? Some tasks that use that skill can still be performed, despite the incapability and its effects are needed}}&lt;br /&gt;
&lt;br /&gt;
The three levels of passion are:&lt;br /&gt;
{| &lt;br /&gt;
|-&lt;br /&gt;
| || '''''None: ''''' || &amp;amp;nbsp;No flames. 35% multiplier on experience gain. This is the most common passion level.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:PassionMinor.png|24px|left]] || '''Interested: ''' || &amp;amp;nbsp;One flame. 100% multiplier on experience gain and +8 mood (&amp;quot;Minor passion for my work&amp;quot;) while performing related tasks.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:PassionMajor.png|24px|left]]  || '''Burning: ''' || &amp;amp;nbsp;Two flames. 150% multiplier on experience gain and +14 mood (&amp;quot;Burning passion for my work&amp;quot;) while performing related tasks.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Global Learning Factor ====&lt;br /&gt;
{{See also|Global Learning Factor}}&lt;br /&gt;
While some [[traits]]  directly add or subtract from the skills of the pawn - such as [[Traits#Brawler|Brawler]] which increases the Melee skill by +4 and decreases Shooting skill by -4, others affect skill mechanics themselves. Most important to gaining skills are those that affect [[Global Learning Factor]] as this acts as a direct multiplier to experience gained. These traits include: &lt;br /&gt;
* [[Traits#Too smart|Too Smart]] - which increases Global Learning Factor +75%, while also inflicting a penalty to [[mental break threshold]].&lt;br /&gt;
* [[Traits#Fast learner|Fast Learner]] - which increases Global Learning Factor +75%&lt;br /&gt;
* [[Traits#Slow learner|Slow Learner]] - which decreases Global Learning Factor -75%&lt;br /&gt;
&lt;br /&gt;
Additionally, the [[learning assistant]] {{RoyaltyIcon}} implant increases Global Learning Factor +20%.&lt;br /&gt;
&lt;br /&gt;
==== Experience multiplier table ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Global Learning Factor !! 25% !! 45% !! 50% !! 70% !! 100% !! 120% !! 125% !! 145% !! 175% !! 195% !! 200% !! 220% !! 250% !! 270% !! 275% !! 295% &lt;br /&gt;
|-&lt;br /&gt;
! ''None'' &lt;br /&gt;
| {{#expr: 0.35* 25}}% || {{#expr: 0.35* 45}}% || {{#expr: 0.35* 50}}% || {{#expr: 0.35* 70}}% || {{#expr: 0.35* 100}}% || {{#expr: 0.35* 120}}% || {{#expr: 0.35* 125}}% || {{#expr: 0.35* 145}}% || {{#expr: 0.35* 175}}% || {{#expr: 0.35* 195}}% || {{#expr: 0.35* 200}}% || {{#expr: 0.35* 220}}% || {{#expr: 0.35* 250}}% || {{#expr: 0.35* 270}}% || {{#expr: 0.35* 275}}% || {{#expr: 0.35* 295}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[File:PassionMinor.png|frameless]] &lt;br /&gt;
| 25% || 45% || 50% || 70% || 100% || 120% || 125% || 145% || 175% || 195% || 200% || 220% || 250% || 270% || 275% || 295% &lt;br /&gt;
|-&lt;br /&gt;
! [[File:PassionMajor.png|frameless]]  &lt;br /&gt;
| {{#expr: 1.5* 25}}% || {{#expr: 1.5* 45}}% || {{#expr: 1.5* 50}}% || {{#expr: 1.5* 70}}% || {{#expr: 1.5* 100}}% || {{#expr: 1.5* 120}}% || {{#expr: 1.5* 125}}% || {{#expr: 1.5* 145}}% || {{#expr: 1.5* 175}}% || {{#expr: 1.5* 195}}% || {{#expr: 1.5* 200}}% || {{#expr: 1.5* 220}}% || {{#expr: 1.5* 250}}% || {{#expr: 1.5* 270}}% || {{#expr: 1.5* 275}}% || {{#expr: 1.5* 295}}% &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Decay ===&lt;br /&gt;
Beyond skill level 10, XP points are continuously drained away. A skill level is lost only after falling to 0 XP points, and then losing a further 1000 points, preventing repeated level loss and gain right around a level threshold. Experience decay is strictly calculated based on the current skill level and is not directly affected by skill use; Instead, gained XP simply cancels out loss, and vice versa.&lt;br /&gt;
&lt;br /&gt;
XP decays at an accelerated rate with higher skill levels.  This means that all XP earned after 55,000 total XP (level 10) effectively has less value, especially for skills that a colonist does not use frequently, because it will disappear. In most cases, XP is gained by ''time spent'' on a skill, and not by effective work performed: Working faster does not make it easier or faster to gain XP, or compensate the decay loss. Level 20 (max level) is very difficult to acquire, usually only achievable by colonists solely dedicated to a single profession. &lt;br /&gt;
&lt;br /&gt;
The [[Traits#Great memory|Great Memory]] trait halves the skill decay rate for a pawn.&lt;br /&gt;
&lt;br /&gt;
=== Skill point acquisition strategy ===&lt;br /&gt;
{{Stub|section=1|reason=Need at least simple introduction on which jobs and skills benefit from experts vs more hands and why - e.g. cooks beyond skill 9 = More hands, plant harvesting and crafting = experts.}}&lt;br /&gt;
The above implies that on average it is better to spread out the skill training over several colonists instead of having only one &amp;quot;expert&amp;quot;, except for the artisan professions where it is usually good to have true experts in the colony.&lt;br /&gt;
&lt;br /&gt;
For example, you need to acquire about 150,000 XP to make one colonist a &amp;quot;region-known master&amp;quot; (level 16); the same amount of XP would be enough to have ''three'' colonists at level 9 (&amp;quot;solid professional&amp;quot;).  This avoids the risk of losing the only pawn that is capable of the task, and in most cases three level-9 workers are better than a single level-16 expert. Creating anything [[quality]] is a notable exception to this.&lt;br /&gt;
&lt;br /&gt;
=== Experience table ===&lt;br /&gt;
Level 20 is the highest skill level achievable for a pawn.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Name&lt;br /&gt;
! Total experience required&lt;br /&gt;
! Experience till next level&lt;br /&gt;
! Experience decay rate (exp/day)&lt;br /&gt;
|-&lt;br /&gt;
| -&lt;br /&gt;
| Incapable&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| Barely heard of it&lt;br /&gt;
| 0&lt;br /&gt;
| 1000&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Utter Beginner&lt;br /&gt;
| 1000&lt;br /&gt;
| 2000&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Beginner&lt;br /&gt;
| 3000&lt;br /&gt;
| 3000&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Basic Familiarity&lt;br /&gt;
| 6000&lt;br /&gt;
| 4000&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Some Familiarity&lt;br /&gt;
| 10000&lt;br /&gt;
| 5000&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Significant Familiarity&lt;br /&gt;
| 15000&lt;br /&gt;
| 6000&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Capable Amateur&lt;br /&gt;
| 21000&lt;br /&gt;
| 7000&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Weak Professional&lt;br /&gt;
| 28000&lt;br /&gt;
| 8000&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| Employable Professional&lt;br /&gt;
| 36000&lt;br /&gt;
| 9000&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| Solid Professional&lt;br /&gt;
| 45000&lt;br /&gt;
| 10000&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| Skilled Professional&lt;br /&gt;
| 55000&lt;br /&gt;
| 12000&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| Very skilled Professional&lt;br /&gt;
| 67000&lt;br /&gt;
| 14000&lt;br /&gt;
| 60&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| Expert&lt;br /&gt;
| 81000&lt;br /&gt;
| 16000&lt;br /&gt;
| 120&lt;br /&gt;
|-&lt;br /&gt;
| 13&lt;br /&gt;
| Strong Expert&lt;br /&gt;
| 97000&lt;br /&gt;
| 18000&lt;br /&gt;
| 180&lt;br /&gt;
|-&lt;br /&gt;
| 14&lt;br /&gt;
| Master&lt;br /&gt;
| 115000&lt;br /&gt;
| 20000&lt;br /&gt;
| 300&lt;br /&gt;
|-&lt;br /&gt;
| 15&lt;br /&gt;
| Strong Master&lt;br /&gt;
| 135000&lt;br /&gt;
| 22000&lt;br /&gt;
| 540&lt;br /&gt;
|-&lt;br /&gt;
| 16&lt;br /&gt;
| Region-Known Master&lt;br /&gt;
| 157000&lt;br /&gt;
| 24000&lt;br /&gt;
| 840&lt;br /&gt;
|-&lt;br /&gt;
| 17&lt;br /&gt;
| Region-Leading Master&lt;br /&gt;
| 181000&lt;br /&gt;
| 26000&lt;br /&gt;
| 1200&lt;br /&gt;
|-&lt;br /&gt;
| 18&lt;br /&gt;
| Planet-Known Master&lt;br /&gt;
| 207000&lt;br /&gt;
| 28000&lt;br /&gt;
| 1800&lt;br /&gt;
|-&lt;br /&gt;
| 19&lt;br /&gt;
| Planet-Leading Master&lt;br /&gt;
| 235000&lt;br /&gt;
| 30000&lt;br /&gt;
| 2400&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| Legendary Master&lt;br /&gt;
| 265000&lt;br /&gt;
| 32000&lt;br /&gt;
| 3600&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that these values are considered before gene levels (exp) if a pawn with good (skill) wants to go from level 4 to 5, they need 1000 skill exp points&lt;br /&gt;
&lt;br /&gt;
== List of skills ==&lt;br /&gt;
&lt;br /&gt;
Using or applying skills will give ''experience'' in the skill, and improve the character's proficiency.  How much experience is gained depends on the ''passion'' for the skill.  See [[Skills#Passion|passion]] below.&lt;br /&gt;
&lt;br /&gt;
On this page, where experience gains are listed, an &amp;quot;Interested&amp;quot; passion with 100% skill gain is assumed.  Note that this is not the &amp;quot;default&amp;quot; passion; &amp;quot;no passion&amp;quot; at 35% gain is far more common.&lt;br /&gt;
&lt;br /&gt;
=== Animals ===&lt;br /&gt;
{{For|a list of skills that animals can learn|Animals#Training}}&lt;br /&gt;
The ''animals'' skill determines how well a character handles wild and domesticated animals, and increases the chance to go undetected while ''hunting'' wild animals.&lt;br /&gt;
&lt;br /&gt;
Higher ''animals'' skill has the following benefits:&lt;br /&gt;
* Chance to tame a wild animal increases.  Some animals can not even be attempted to be tamed if the ''animals'' skill is too low.&lt;br /&gt;
* Chance to successfully train a domesticated animal increases.&lt;br /&gt;
* Animal handling, such as ''milking'' and ''shearing'' certain livestock, becomes more efficient, with a lower chance of wasting products.&lt;br /&gt;
* Mastering an animal, as in having it follow you and obey your commands, becomes possible for more animal races.  The more ''wild'' a race is, the higher the ''animals'' skill required to be assigned its master.&lt;br /&gt;
* It becomes less likely for a colonist hunting an animal to be detected by the animal, and the animal retaliating.  It still requires ''shooting'' skill for the colonist to be able to kill the animal.&lt;br /&gt;
{{#ask:  [[Category:Stat]] [[Skill::Animals]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Artistic ===&lt;br /&gt;
The ''artistic'' skill is the proficiency to create [[beauty|beautiful]] works of art at an [[art bench]].  &lt;br /&gt;
&lt;br /&gt;
Higher skill increases the chance for a higher quality, in this case more beautiful, sculpture. Note that higher skill levels do not increase the speed of creating sculptures.&lt;br /&gt;
&lt;br /&gt;
The beauty and market value of sculptures increases tremendously at the highest quality levels.  Combined with the fact that trade partners pay more for works of art compared to other items, this makes ''artistic'' a useful skill outside of decorating the home base.&lt;br /&gt;
&lt;br /&gt;
Not very useful in the early game, but once you have a well-established colony, having a permanent artist would be beneficial to it.&lt;br /&gt;
&lt;br /&gt;
=== Construction ===&lt;br /&gt;
The ''construction'' skill governs a wide variety of colonist tasks, centered around creating structures in the game world; it is an essential skill in any colony:&lt;br /&gt;
* Making all kinds of structures, like furniture, walls, power lines and spaceship parts.  If a structure can be placed on the ground in form of a blueprint, its construction is usually facilitated by this skill.  Many structures require a minimum skill to make.&lt;br /&gt;
* Deconstructing existing structures back into raw materials.&lt;br /&gt;
* Building and tearing down roofs.&lt;br /&gt;
* Laying and removing flooring, like carpet, concrete and stone tiles.&lt;br /&gt;
* Smoothing rock walls and stone floors.&lt;br /&gt;
&lt;br /&gt;
Higher ''construction'' skill will&lt;br /&gt;
* allow the construction of more difficult to build structures.&lt;br /&gt;
* increase construction speed; the base speed at 0 construction skill is 50%, this is increased additively by 15% for every skill level.&lt;br /&gt;
* reduce the chance of a construction effort to be &amp;quot;botched&amp;quot;, which will result in some resources going to waste, and require the construction effort to be restarted (ie. all work is wasted).  The base chance of success is 75%, increasing by about 3% per skill level to 100% at skill level 8.&lt;br /&gt;
* increase the chance to make higher quality items, for items that have a quality rating, such as furniture.&lt;br /&gt;
&lt;br /&gt;
Construction outcomes are influenced by the [[manipulation]] and [[sight]] capacities of the colonist.&lt;br /&gt;
&lt;br /&gt;
Experience is gained continuously while working on a construction project. At 100% work speed this seems to translate to roughly 82 experience per point of work required.&lt;br /&gt;
&lt;br /&gt;
{{#ask:  [[Category:Stat]] [[Skill::Construction]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable text-center mw-collapsible mw-collapsed}}&lt;br /&gt;
|+ style=&amp;quot;white-space: nowrap;&amp;quot; |'''Items with a required Construction skill level:'''&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Level&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Skill 1::Construction]]&lt;br /&gt;
| ?Skill 1 Level=&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| limit = 999&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Skill 1 Level, Name}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cooking ===&lt;br /&gt;
The cooking skill affects how long it takes to cook [[meals]] and butcher dead creatures, as well as the [[Food Poison Chance]] for the person who eats the meal. It also affects [[Butchery Speed]] and [[Butchery Efficiency]], how much meat is produced when butchering.&lt;br /&gt;
&lt;br /&gt;
Cooking and butchering increase cooking skill.  It is also trained by making [[smokeleaf joint]]s at a drug lab.&lt;br /&gt;
&lt;br /&gt;
A Cooking skill of {{Q|Lavish meal|Skill 1 Level}} is required to be able to cook every item, a skill of 9 achieves the minimum [[Food Poison Chance]], and a skill of 10 gives maximum [[Butchery Efficiency]] - assuming a healthy but otherwise unaugmented pawn. Levels above this only increase the speed of tasks. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Project&lt;br /&gt;
! Experience Given Per Task&lt;br /&gt;
|-&lt;br /&gt;
| Simple Meal&lt;br /&gt;
| 60&lt;br /&gt;
|-&lt;br /&gt;
| Fine Meal&lt;br /&gt;
| 110&lt;br /&gt;
|-&lt;br /&gt;
| Lavish meal&lt;br /&gt;
| 160&lt;br /&gt;
|-&lt;br /&gt;
| Pemmican&lt;br /&gt;
| 80&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{#ask:  [[Category:Stat]] [[Skill::Cooking]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable text-center mw-collapsible mw-collapsed}}&lt;br /&gt;
|+ style=&amp;quot;white-space: nowrap;&amp;quot; |'''Items with a required Cooking skill level:'''&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Level&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Skill 1::Cooking]]&lt;br /&gt;
| ?Skill 1 Level=&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| limit = 999&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Skill 1 Level, Name}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Crafting ===&lt;br /&gt;
The crafting skill affects the creation of many of the items under the [[Work#Smith|smith]], [[Work#Tailor|tailor]] and [[Work#Craft|craft]] work types. It does so in two ways; crafting quality and minimum crafting levels.&lt;br /&gt;
&lt;br /&gt;
A pawn's Crafting skill is a driving factor in the [[Quality]] of produced [[Clothing]], [[Armor]], and [[Weapons]]. The quality of things such as [[Sculptures]] and [[Buildings]] are instead controlled by the [[#Artistic|Artistic]] and [[#Construction|Construction]] skills respectively.&lt;br /&gt;
&lt;br /&gt;
The speed of production for these tasks is unrelated to Crafting level, however, and is instead completely dependent on a pawn's [[General Labor Speed]] and the amount of labor required in the bill. &lt;br /&gt;
&lt;br /&gt;
Many work [[bill|bills]] of the [[Work#Smith|Smith]], [[Work#Tailor|Tailor]] and [[Work#Craft|Craft]] work types have a required minimum Crafting skill level. This restricts the creation of some items to skilled crafters regardless of their possible quality.&lt;br /&gt;
&lt;br /&gt;
The Crafting skill also determines the time required to shred [[mechanoid]]s, and the amount of resources produced from doing so.&lt;br /&gt;
&lt;br /&gt;
{{#ask:  [[Category:Stat]] [[Skill::Crafting]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable text-center mw-collapsible mw-collapsed}}&lt;br /&gt;
|+ style=&amp;quot;white-space: nowrap;&amp;quot; | '''Items with a required Crafting skill level:'''&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Level&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Skill 1::Crafting]]&lt;br /&gt;
| ?Skill 1 Level=&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| limit = 999&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Skill 1 Level, Name}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Medical ===&lt;br /&gt;
{{Main|Doctoring}}&lt;br /&gt;
&lt;br /&gt;
The ''Medical'' skill level is the main factor for medical treatment quality and speed, surgery speed and surgery success chance. &lt;br /&gt;
&lt;br /&gt;
Low quality treatment will increase the chance of [[infection]], and the likelihood of permanent health conditions such as ''scars'', in turn leading to chronic pain.  Certain scars cause more than 10% pain, permanently weakening the ''consciousness'' of the patient, which reduces their work performance.&lt;br /&gt;
&lt;br /&gt;
Medical ''surgery'', if not successful, can fail in minor or major ways, even causing the death of the patient.  The success rate is not only determined by the ''medical'' skill, but also other character stats like ''manipulation'', ''eye sight'' and ''consciousness''.  It is not advisable to let an incapacitated doctor perform surgery.&lt;br /&gt;
&lt;br /&gt;
Higher grade [[medicine]] and medical equipment like [[hospital bed]]s and a [[sterile tile|sterile]] environment significantly boost the effectiveness of all medical treatments, independent of the skill level of the doctor.&lt;br /&gt;
&lt;br /&gt;
Medical skill can be trained very quickly by performing euthanasia on fast-breeding animals such as chickens.  This costs 1 medicine per procedure, but only requires [[herbal medicine]].  The procedure can be scheduled in the respective animal's ''health'' tab, and an animal sleeping spot must be available to perform the euthanasia.&lt;br /&gt;
&lt;br /&gt;
Performing ''surgery'' trains the ''medical'' skill.  The amount of XP that is awarded only depends on the duration of the procedure (varying by procedure and ''medical operation speed'' of the surgeon).&lt;br /&gt;
&lt;br /&gt;
{{#ask:  [[Category:Stat]] [[Skill::Medical]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Melee ===&lt;br /&gt;
The melee skill determines a characters' effectiveness with [[melee weapons]] namely, their chance to:&lt;br /&gt;
* Land a hit in melee (''see [[Melee Hit Chance]]'')&lt;br /&gt;
* Dodge a melee attack, when not aiming or firing a ranged weapon (''see [[Melee Dodge Chance]]'')&lt;br /&gt;
The tables below are post-processed chances for a healthy pawn.&lt;br /&gt;
{{col-begin|width=60}}&lt;br /&gt;
&amp;lt;div class=&amp;quot;center&amp;quot; style=&amp;quot;width:auto; margin-left:auto; margin-right:auto;&amp;quot;&amp;gt;'''Chance to hit'''&amp;lt;/div&amp;gt;&lt;br /&gt;
{| {{STDT| c_12 text-center}}&lt;br /&gt;
!Skill Level&lt;br /&gt;
!Standard&lt;br /&gt;
!Brawler&lt;br /&gt;
!Skill Level&lt;br /&gt;
!Standard&lt;br /&gt;
!Brawler&lt;br /&gt;
|-&lt;br /&gt;
!0&lt;br /&gt;
|50%&lt;br /&gt;
|62%&lt;br /&gt;
! -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
!1&lt;br /&gt;
|53%&lt;br /&gt;
|65%&lt;br /&gt;
!11&lt;br /&gt;
|81%&lt;br /&gt;
|85%&lt;br /&gt;
|-&lt;br /&gt;
!2&lt;br /&gt;
|56%&lt;br /&gt;
|68%&lt;br /&gt;
!12&lt;br /&gt;
|82%&lt;br /&gt;
|86%&lt;br /&gt;
|-&lt;br /&gt;
!3&lt;br /&gt;
|59%&lt;br /&gt;
|71%&lt;br /&gt;
!13&lt;br /&gt;
|83%&lt;br /&gt;
|87%&lt;br /&gt;
|-&lt;br /&gt;
!4&lt;br /&gt;
|62%&lt;br /&gt;
|74%&lt;br /&gt;
!14&lt;br /&gt;
|84%&lt;br /&gt;
|88%&lt;br /&gt;
|-&lt;br /&gt;
!5&lt;br /&gt;
|65%&lt;br /&gt;
|77%&lt;br /&gt;
!15&lt;br /&gt;
|85%&lt;br /&gt;
|89%&lt;br /&gt;
|-&lt;br /&gt;
!6&lt;br /&gt;
|68%&lt;br /&gt;
|80%&lt;br /&gt;
!16&lt;br /&gt;
|86%&lt;br /&gt;
|90%&lt;br /&gt;
|-&lt;br /&gt;
!7&lt;br /&gt;
|71%&lt;br /&gt;
|81%&lt;br /&gt;
!17&lt;br /&gt;
|87%&lt;br /&gt;
|90.3%&lt;br /&gt;
|-&lt;br /&gt;
!8&lt;br /&gt;
|74%&lt;br /&gt;
|82%&lt;br /&gt;
!18&lt;br /&gt;
|88%&lt;br /&gt;
|90.6%&lt;br /&gt;
|-&lt;br /&gt;
!9&lt;br /&gt;
|77%&lt;br /&gt;
|83%&lt;br /&gt;
!19&lt;br /&gt;
|89%&lt;br /&gt;
|90.9%&lt;br /&gt;
|-&lt;br /&gt;
!10&lt;br /&gt;
|80%&lt;br /&gt;
|84%&lt;br /&gt;
!20&lt;br /&gt;
|90%&lt;br /&gt;
|91.2%&lt;br /&gt;
|}&lt;br /&gt;
{{col-2|width=60}}&lt;br /&gt;
&amp;lt;div class=&amp;quot;center&amp;quot; style=&amp;quot;width:auto; margin-left:auto; margin-right:auto;&amp;quot;&amp;gt;'''Chance to dodge'''&amp;lt;/div&amp;gt;&lt;br /&gt;
{| {{STDT| c_12 text-center}}&lt;br /&gt;
!Skill Level&lt;br /&gt;
!Standard&lt;br /&gt;
!Nimble&lt;br /&gt;
!Skill Level&lt;br /&gt;
!Standard&lt;br /&gt;
!Nimble&lt;br /&gt;
|-&lt;br /&gt;
!0&lt;br /&gt;
|0%&lt;br /&gt;
|20%&lt;br /&gt;
! -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
!1&lt;br /&gt;
|0%&lt;br /&gt;
|22%&lt;br /&gt;
!11&lt;br /&gt;
|12%&lt;br /&gt;
|33%&lt;br /&gt;
|-&lt;br /&gt;
!2&lt;br /&gt;
|0%&lt;br /&gt;
|24%&lt;br /&gt;
!12&lt;br /&gt;
|14%&lt;br /&gt;
|33.5%&lt;br /&gt;
|-&lt;br /&gt;
!3&lt;br /&gt;
|0%&lt;br /&gt;
|26%&lt;br /&gt;
!13&lt;br /&gt;
|16%&lt;br /&gt;
|34%&lt;br /&gt;
|-&lt;br /&gt;
!4&lt;br /&gt;
|0%&lt;br /&gt;
|28%&lt;br /&gt;
!14&lt;br /&gt;
|18%&lt;br /&gt;
|34.5%&lt;br /&gt;
|-&lt;br /&gt;
!5&lt;br /&gt;
|0%&lt;br /&gt;
|30%&lt;br /&gt;
!15&lt;br /&gt;
|20%&lt;br /&gt;
|35%&lt;br /&gt;
|-&lt;br /&gt;
!6&lt;br /&gt;
|2%&lt;br /&gt;
|30.5%&lt;br /&gt;
!16&lt;br /&gt;
|22%&lt;br /&gt;
|35.5%&lt;br /&gt;
|-&lt;br /&gt;
!7&lt;br /&gt;
|4%&lt;br /&gt;
|31%&lt;br /&gt;
!17&lt;br /&gt;
|24%&lt;br /&gt;
|36%&lt;br /&gt;
|-&lt;br /&gt;
!8&lt;br /&gt;
|6%&lt;br /&gt;
|31.5%&lt;br /&gt;
!18&lt;br /&gt;
|26%&lt;br /&gt;
|36.5%&lt;br /&gt;
|-&lt;br /&gt;
!9&lt;br /&gt;
|8%&lt;br /&gt;
|32%&lt;br /&gt;
!19&lt;br /&gt;
|28%&lt;br /&gt;
|37%&lt;br /&gt;
|-&lt;br /&gt;
!10&lt;br /&gt;
|10%&lt;br /&gt;
|32.5%&lt;br /&gt;
!20&lt;br /&gt;
|30%&lt;br /&gt;
|37.5%&lt;br /&gt;
|}&lt;br /&gt;
{{col-end}}&lt;br /&gt;
{{#ask:  [[Category:Stat]] [[Skill::Melee]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Mining ===&lt;br /&gt;
The mining skill determines how long it takes for a colonist to mine out each rock, and how much they can obtain from each mineral vein mined.&lt;br /&gt;
&lt;br /&gt;
{{#ask:  [[Category:Stat]] [[Skill::Mining]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Intellectual ===&lt;br /&gt;
This skill affects the speed at which [[research]] is completed.&lt;br /&gt;
&lt;br /&gt;
{{#ask:  [[Category:Stat]] [[Skill::Intellectual]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Plants ===&lt;br /&gt;
The plants skill affects how fast a colonist sows and harvests growing zones, hydroponics and flower pots, and how fast trees and other vegetation is cut down. It also influences how much a colonist [[Caravan#Foraging| forages]] while in a caravan. Some plants require a minimum plants skill in order to plant them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#ask:  [[Category:Stat]] [[Skill::Plants]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable text-center mw-collapsible mw-collapsed}}&lt;br /&gt;
|+ style=&amp;quot;white-space: nowrap;&amp;quot; | '''Plants with a minimum Plants skill level to sow:'''&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Level&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Category:Plants]] [[Minimum Required Growing Skill::&amp;gt;1]]&lt;br /&gt;
| ?Minimum Required Growing Skill=&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| limit = 999&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Minimum Required Growing Skill, Name}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Shooting ===&lt;br /&gt;
The shooting skill affects a character's [[Shooting Accuracy|accuracy]] with [[ranged weapons]].&lt;br /&gt;
&lt;br /&gt;
The table below shows post-processed shooting accuracy per tile of distance for each skill level and trait combination, assuming the pawn is healthy:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_12 text-center}}&lt;br /&gt;
!Skill Level&lt;br /&gt;
!Standard&lt;br /&gt;
!Careful Shooter&lt;br /&gt;
!Trigger-Happy&lt;br /&gt;
!Skill Level&lt;br /&gt;
!Standard&lt;br /&gt;
!Careful Shooter&lt;br /&gt;
!Trigger-Happy&lt;br /&gt;
|-&lt;br /&gt;
!0&lt;br /&gt;
|89%&lt;br /&gt;
|94.5%&lt;br /&gt;
|84%&lt;br /&gt;
! -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
!1&lt;br /&gt;
|91%&lt;br /&gt;
|95%&lt;br /&gt;
|85%&lt;br /&gt;
!11&lt;br /&gt;
|97.25%&lt;br /&gt;
|98.333%&lt;br /&gt;
|95%&lt;br /&gt;
|-&lt;br /&gt;
!2&lt;br /&gt;
|93%&lt;br /&gt;
|95.5%&lt;br /&gt;
|86%&lt;br /&gt;
!12&lt;br /&gt;
|97.5%&lt;br /&gt;
|98.5%&lt;br /&gt;
|95.5%&lt;br /&gt;
|-&lt;br /&gt;
!3&lt;br /&gt;
|93.5%&lt;br /&gt;
|96%&lt;br /&gt;
|87%&lt;br /&gt;
!13&lt;br /&gt;
|97.75%&lt;br /&gt;
|98.666%&lt;br /&gt;
|96%&lt;br /&gt;
|-&lt;br /&gt;
!4&lt;br /&gt;
|94%&lt;br /&gt;
|96.5%&lt;br /&gt;
|88%&lt;br /&gt;
!14&lt;br /&gt;
|98%&lt;br /&gt;
|98.833%&lt;br /&gt;
|96.5%&lt;br /&gt;
|-&lt;br /&gt;
!5&lt;br /&gt;
|94.5%&lt;br /&gt;
|97%&lt;br /&gt;
|89%&lt;br /&gt;
!15&lt;br /&gt;
|98.167%&lt;br /&gt;
|99%&lt;br /&gt;
|97%&lt;br /&gt;
|-&lt;br /&gt;
!6&lt;br /&gt;
|95%&lt;br /&gt;
|97.25%&lt;br /&gt;
|91%&lt;br /&gt;
!16&lt;br /&gt;
|98.333%&lt;br /&gt;
|99.125%&lt;br /&gt;
|97.25%&lt;br /&gt;
|-&lt;br /&gt;
!7&lt;br /&gt;
|95.5%&lt;br /&gt;
|97.5%&lt;br /&gt;
|93%&lt;br /&gt;
!17&lt;br /&gt;
|98.5%&lt;br /&gt;
|99.25%&lt;br /&gt;
|97.5%&lt;br /&gt;
|-&lt;br /&gt;
!8&lt;br /&gt;
|96%&lt;br /&gt;
|97.75%&lt;br /&gt;
|93.5%&lt;br /&gt;
!18&lt;br /&gt;
|98.666%&lt;br /&gt;
|99.313%&lt;br /&gt;
|97.75%&lt;br /&gt;
|-&lt;br /&gt;
!9&lt;br /&gt;
|96.5%&lt;br /&gt;
|98%&lt;br /&gt;
|94%&lt;br /&gt;
!19&lt;br /&gt;
|98.833%&lt;br /&gt;
|99.375%&lt;br /&gt;
|98%&lt;br /&gt;
|-&lt;br /&gt;
!10&lt;br /&gt;
|97%&lt;br /&gt;
|98.167%&lt;br /&gt;
|94.5%&lt;br /&gt;
!20&lt;br /&gt;
|99%&lt;br /&gt;
|99.438%&lt;br /&gt;
|98.167%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that shooting accuracy for the pawn is calculated '''per tile''', meaning that while a trivial increase (like 1% or so) in shooting accuracy may not matter up close, it can make a huge difference in long distances.&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
*A colonist with shooting accuracy of 99% has a base accuracy of 72.5% against a target 32 tiles away.&lt;br /&gt;
*With 98% accuracy, the base accuracy against the same target becomes only 52.4%.&lt;br /&gt;
&lt;br /&gt;
The base accuracy at various distances are listed when you check the information of a pawn. This can show the actual shooting performance of a pawn, especially at long ranges.&lt;br /&gt;
&lt;br /&gt;
{{#ask:  [[Category:Stat]] [[Skill::Shooting]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Social ===&lt;br /&gt;
The social skill affects the impact of social interactions on other characters' mood, the impact of gifts on faction relations, the recruitment chance for prisoners and trader prices.&lt;br /&gt;
A small amount of experience is gained every time two colonists have a social interaction with each other. Characters have a [[talking]] stat that somehow interacts with this skill&lt;br /&gt;
&lt;br /&gt;
{{#ask:  [[Category:Stat]] [[Skill::Social]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.0.245|0.0.245]] - Skills now cap at 20. Added cooking, medicine, artistic, crafting but currently do nothing. Rebalanced shooting and melee to make skill more important. Shooting accuracy split into into misses due to equipment and misses due to skill.&lt;br /&gt;
* [[Version/0.2.363|0.2.363]] - High level skills now decay. Passions system added. &lt;br /&gt;
* [[Version/0.9.722|0.9.722]] - Old pawns now tend to spawn with higher skills. Low skill cooks can now cause food poisoning.&lt;br /&gt;
* [[Version/0.10.785|0.10.785]] - Passion flames are now displayed subtly on the work overview screen. Reduced skill degradation rate. Reworked how skills generate so there will be more initial skill variation and age affect starting skills more.&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Animals skill added.&lt;br /&gt;
* B19/1.0 - Doing passionate work now affects mood instead of recreation.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Pawns will now not lose their skill levels until they fall 1000 XP under zero. This stops pawns from quickly leveling up and down around a threshold.  We now display a text mote when a player pawn gains a new level in a skill.&lt;br /&gt;
* [[Version/1.4.3527|1.4.3527]] - Fix: Can train shooting and melee on colony mechanoids.&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:Skill_increase_anim.gif&amp;diff=150939</id>
		<title>File:Skill increase anim.gif</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:Skill_increase_anim.gif&amp;diff=150939"/>
		<updated>2024-09-08T19:25:00Z</updated>

		<summary type="html">&lt;p&gt;Zippy: Zippy uploaded a new version of File:Skill increase anim.gif&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Videos]]&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:Skills_preview.png&amp;diff=150938</id>
		<title>File:Skills preview.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:Skills_preview.png&amp;diff=150938"/>
		<updated>2024-09-08T19:24:50Z</updated>

		<summary type="html">&lt;p&gt;Zippy: Zippy uploaded a new version of File:Skills preview.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Images - Previews]]&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Go-juice&amp;diff=108284</id>
		<title>Go-juice</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Go-juice&amp;diff=108284"/>
		<updated>2022-08-26T16:26:43Z</updated>

		<summary type="html">&lt;p&gt;Zippy: ×&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|drug&lt;br /&gt;
| name = Go-juice&lt;br /&gt;
| image = Gojuice a.png&lt;br /&gt;
| description = A synthetic performance-enhancing drug developed for space marines during the early days of interplanetary warfare. Go-juice blocks pain, increases movement speed, and improves the user's melee and shooting abilities. The military chemists who created it were never able to remove its addictiveness. Some saw this as a downside; others saw it as a benefit.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Drug&lt;br /&gt;
| type2 = Hard Drug&lt;br /&gt;
| hp = 50&lt;br /&gt;
| deterioration = 2&lt;br /&gt;
| marketvalue = 53&lt;br /&gt;
| mass base = 0.1&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| stack limit = 150&lt;br /&gt;
| path cost = 15&lt;br /&gt;
| rotatable = false&lt;br /&gt;
&amp;lt;!-- Ingestion --&amp;gt;&lt;br /&gt;
| joy offset = 0.4&lt;br /&gt;
| joy kind = Chemical&lt;br /&gt;
| addictiveness = 0.026&lt;br /&gt;
| max num to ingest at once = 1&lt;br /&gt;
| ingestion time = 80&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| production facility 1 = Drug lab&lt;br /&gt;
| research = Go-juice production&lt;br /&gt;
| work to make = 600&lt;br /&gt;
| skill 1 = Intellectual&lt;br /&gt;
| resource 1 = Neutroamine&lt;br /&gt;
| resource 1 amount = 2&lt;br /&gt;
| resource 2 = Yayo&lt;br /&gt;
| resource 2 amount = 1&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = GoJuice&lt;br /&gt;
| food preference = NeverForFood&lt;br /&gt;
| drug category = hard&lt;br /&gt;
| is pleasure drug = true&lt;br /&gt;
| preferability = NeverForNutrition&lt;br /&gt;
| page verified for version = 1.3.3326&lt;br /&gt;
&amp;lt;!-- Unused --&amp;gt;&lt;br /&gt;
| always haulable = true&lt;br /&gt;
| draw gui overlay = true&lt;br /&gt;
| graphic class = Graphic_StackCount&lt;br /&gt;
| graphic path = Things/Thing/Drug/Go-juice&lt;br /&gt;
| label = Go-juice&lt;br /&gt;
| parent name = MakeableDrugBase&lt;br /&gt;
| resource readout priority = Last&lt;br /&gt;
| selectable = true&lt;br /&gt;
| social properness matters = true&lt;br /&gt;
| tech level = industrial&lt;br /&gt;
| thing class = Drugs&lt;br /&gt;
| use hit points = true}}&lt;br /&gt;
{{Info|'''Go-juice''' is a potent [[hard drugs|hard]] combat [[drug]] that almost completely blocks [[pain]] and significantly improves a pawn's capabilities, at the risk of addiction and overdose.}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Go-juice can be synthesized at a [[{{P|Production Facility 1}}]] once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. Each dose require {{Required Resources}} and {{Ticks|{{P|Work To Make}}}} of work. Its [[Drug Synthesis Speed|synthesis speed]] is dependent on the [[Skills#{{P|Skill 1}}|{{P|Skill 1}}]] skill.&lt;br /&gt;
&lt;br /&gt;
It can also be found on [[raider]]s and [[Trade|purchased]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Go-juice is a potent combat stimulant that has a variety of effects. These can be broken into effects that occur:&lt;br /&gt;
* Instantaneously and one time upon using the drug.&lt;br /&gt;
* While high on the drug.&lt;br /&gt;
* While addicted to the drug.&lt;br /&gt;
* While withdrawing from the drug.&lt;br /&gt;
&lt;br /&gt;
=== Upon injection ===&lt;br /&gt;
A pawn taking go-juice will do so right where it stands without looking for a place to sit first. Go-juice is taken by injection, taking {{ticks|{{P|Ingestion Time}}}}. It has the following one time effects:&lt;br /&gt;
* {{+|{{%|{{P|Joy Offset}}}}}} {{P|Joy Kind}} [[recreation]]&lt;br /&gt;
* '''+{{%|{{#vardefineecho:highSeverity|0.5}}}}''' Go-juice high severity ''(see &amp;quot;Go-juice high&amp;quot; below)''&lt;br /&gt;
* {{+|40%}} [[Rest]]&lt;br /&gt;
* {{+|15%}} [[Psycasts#Psyfocus|Psyfocus]]{{RoyaltyIcon}}&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:firebrick&amp;gt;'''{{%|{{P|Addictiveness}}}}'''&amp;lt;/span&amp;gt; [[Addiction]] chance&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:firebrick&amp;gt;'''{{%|{{#vardefineecho:overdoseChance|0.005}}}}'''&amp;lt;/span&amp;gt; Chance for a [[Overdose#Major|major overdose]]&lt;br /&gt;
* {{++|18% to +{{%|{{#vardefineecho:maxOverdoseSeverity|0.35}}}}}} [[Overdose]] severity&lt;br /&gt;
* If the pawn has an addiction already:&lt;br /&gt;
** {{+|{{%|{{#vardefineecho:needOffset|0.9}}}}}} Go-juice need ''(see &amp;quot;Addiction&amp;quot; below)''&lt;br /&gt;
** {{++|{{%|{{#vardefineecho:addictionSeverityOffset|0.2}}}}}} Addiction severity ''(see &amp;quot;Withdrawal&amp;quot; below)''&lt;br /&gt;
&lt;br /&gt;
=== Go-juice high ===&lt;br /&gt;
{{Quote|text=&amp;quot;Go-juice in the bloodstream. It supercharges combat-related abilities, and instantly increases psyfocus when first injected.&amp;quot;}}&lt;br /&gt;
While each go-juice injection increases the severity of the go-juice high by {{%|{{#var:highSeverity}}}} ''(see &amp;quot;Upon injection&amp;quot; above)'', it decreases by {{%|{{#vardefineecho:highSeverityPerDay|0.75}}}} per day again, meaning that the high of a single dose lasts {{#vardefineecho:highDuration|{{#expr: {{#var:highSeverity}}/({{#var:highSeverityPerDay}}/24)}}}}&amp;amp;nbsp;hours. The maximum severity of a go-juice high is 100% which is reached with {{#expr: 1/{{#var:highSeverity}}}}&amp;amp;nbsp;go-juice. Regardless of the go-juice high severity, the effects are always the same. Only their duration changes accordingly:&lt;br /&gt;
* {{+|5}} [[Mood]] (''&amp;quot;I feel pumped but steady. I am the bullet in flight, ready to cut through you.&amp;quot;'')&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:forestgreen&amp;gt;'''×10%'''&amp;lt;/span&amp;gt; [[Pain]] (meaning all pain will be divided by ten)&lt;br /&gt;
* {{+|20%}} [[Consciousness]]&lt;br /&gt;
* {{+|35%}} [[Sight]]&lt;br /&gt;
* {{+|50%}} [[Moving]]&lt;br /&gt;
&lt;br /&gt;
=== Tolerance ===&lt;br /&gt;
As of version [[Version/1.2.3005|1.2.3005]], go-juice no longer gives a pawn any tolerance at all when taken, despite the effects of tolerance still existing in-game. This has been confirmed as intended behaviour.&amp;lt;ref&amp;gt;Rejected bug report: [https://ludeon.com/forums/index.php?topic=53403 &amp;quot;&amp;amp;#91;1.2.2753&amp;amp;#93; Wake-up and go-juice do not cause tolerance&amp;quot;]. Unused tolerance effects: ''&amp;quot;A built-up tolerance to go-juice. The more severe this tolerance is, the more go-juice it takes to get the same effect.&amp;quot;'' Starting at 45% tolerance the pawn could get moderate [[chemical damage]] in the brain reducing part efficiency by 50%, impairing the pawn in all jobs from combat to daily work. The chemical damage would be applied in a curve with the following points: a) At 45% tolerance on average every 99999 days. b) At 50% tolerance on average every 120 days. c) At 100% tolerance on average every 90 days. All values in between are calculated with linear interpolation. The go-juice tolerance would decrease by 1.5% per day.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Addiction ===&lt;br /&gt;
{{Quote|&amp;quot;A chemical addiction to go-juice. Long-term presence of go-juice has caused neurological adaptations at the cellular level, so the brain can no longer function properly without the drug. Without regular doses of go-juice, withdrawal symptoms will begin. However, extended abstinence will force the brain to adapt back to its normal state, resolving the addiction.&amp;quot;|Addiction description}}&lt;br /&gt;
Developing an addiction means a pawn has a go-juice [[Needs#Drug addictions|need]]. The need for go-juice falls by {{%|{{#vardefineecho:needFall|0.333}}}} per day, consuming go-juice satisfies the need by {{%|{{#var:needOffset}}}} ''(see &amp;quot;Upon injection&amp;quot; above)'', meaning the pawn will need to consume go-juice at least every {{#expr: {{#var:needOffset}}/{{#var:needFall}} round 1}}&amp;amp;nbsp;days to prevent withdrawal symptoms.&lt;br /&gt;
&lt;br /&gt;
=== Withdrawal ===&lt;br /&gt;
{{Quote|&amp;quot;Because of a go-juice addiction, this person needs to regularly consume the drug to avoid withdrawal symptoms.&amp;quot;|Need description}}&lt;br /&gt;
As soon as the go-juice need reaches 0%, the pawn will develop a go-juice withdrawal. From then on the addiction severity falls by {{%|{{#vardefineecho:addictionSeverityPerDay|0.045}}}} per day from the initial 100%, meaning it takes about {{#expr: 1/{{#var:addictionSeverityPerDay}} round 1}}&amp;amp;nbsp;days to overcome the addiction. Consuming a go-juice during a withdrawal will increase the addiction severity by {{%|{{#var:addictionSeverityOffset}}}} again ''(see &amp;quot;Upon injection&amp;quot; above)''. During the withdrawal the pawn suffers from the following symptoms:&lt;br /&gt;
* {{--|22}} [[Mood]] (''&amp;quot;I'm all fuzzy and can't think straight. My limbs feel heavy, I'm tired and hungry, everything hurts. And why won't my eyes focus properly?&amp;quot;'')&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:firebrick&amp;gt;'''×300%'''&amp;lt;/span&amp;gt; [[Pain]] (meaning all pain will be tripled)&lt;br /&gt;
* {{--|20%}} [[Consciousness]]&lt;br /&gt;
* {{--|50%}} [[Moving]]&lt;br /&gt;
* {{--|20%}} [[Sight]]&lt;br /&gt;
* {{--|20%}} [[Blood pumping]]&lt;br /&gt;
* {{--|10%}} [[Manipulation]]&lt;br /&gt;
* {{++|30%}} [[Rest Fall Rate|Rest fall factor]] (meaning the pawn needs to sleep about a 30% sooner)&lt;br /&gt;
* {{++|50%}} [[Hunger|Hunger rate factor]] (meaning the pawn needs to eat about 50% sooner)&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:firebrick&amp;gt;'''Mental break'''&amp;lt;/span&amp;gt; chances:&lt;br /&gt;
** [[Hard drug binge]]: on average every {{#vardefineecho:bingeMtb|10}} days. This averages to {{#expr: 1/{{#var:addictionSeverityPerDay}}/{{#var:bingeMtb}} round 1}}&amp;amp;nbsp;psychotic wanderings during each withdrawal.&lt;br /&gt;
** [[Psychotic wandering]]: on average every {{#vardefineecho:wanderingMtb|40}} days. This averages to {{#expr: 1/{{#var:addictionSeverityPerDay}}/{{#var:wanderingMtb}} round 1}}&amp;amp;nbsp;hard drug binges during each withdrawal.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=Comparison with other drugs - effects, shorter withdrawal etc}}&lt;br /&gt;
Go-juice acts as a potent stimulant and pain-killer. It has a significant impact on combat performance due to the mobility improvement, along with the enhancement to sight and consciousness which are vital for shooting accuracy. Similar to the [[painstopper]], its reduction of pain in turn reduces the penalties to combat stats that come with it while also keeping the pawn up for longer. This means an affected pawn does more damage while injured and is doing that damage for longer. Coupled with the direct buffs from the other effects of the drug, this makes affected pawn significantly deadlier, but also puts them at risk by not going into shock as quickly meaning they will fight until very close to death or made physically unable. &lt;br /&gt;
&lt;br /&gt;
Go-juice's consciousness boost also improves the odds of a doctor successfully performing surgery. This is more useful for the surgeries with less chance to succeed such as carcinoma removal, though is less useful for regular surgeries.&lt;br /&gt;
&lt;br /&gt;
:'''Tip:''' Unless you need an immediate and significant boost in chemical [[recreation]], [[rest]] or [[Psycasts#Psyfocus|psyfocus]]{{RoyaltyIcon}} it is recommended to wait at least {{#expr: (2*{{#var:maxOverdoseSeverity}}-0.5)/(1/24)}}&amp;amp;nbsp;hours between the first and the second dose of go-juice. Otherwise the overdose severity might build up resulting in a [[Overdose#Minor|minor overdose]] (this is unrelated to the {{%|{{#var:overdoseChance}}}} chance for a [[Overdose#Major|major overdose]] that comes with each injection). Be particulary careful when using go-juice in combination with other drugs! The third dose and any dose after that shouldn't be taken earlier than {{#var:highDuration}}&amp;amp;nbsp;hours after the second to last dose. Otherwise some hours of the go-juice high will be wasted.&lt;br /&gt;
&lt;br /&gt;
Assuming a healthy, but otherwise unaugmented pawn, the bonuses from consuming go-juice translates to:&lt;br /&gt;
* A +50% increase to [[Move Speed]], equivalent to an increase of 2.3 {{CS}} on a healthy, unencumbered pawn.&lt;br /&gt;
* A +20% increase in [[General Labor Speed]].&lt;br /&gt;
* A +30% increase in [[Medical Tend Quality]] at [[Medical]] skill 10. At Medical 20, this is a 27% increase, at Medical 5, a 32% increase&lt;br /&gt;
* A {{#expr:1 + 0.2*{{Q|Medical Surgery Success Chance|Manipulation Importance}}}}× multiplier to [[Medical Surgery Success Chance]].&lt;br /&gt;
* An increase in [[Shooting Accuracy]] equivalent to +{{#expr: 0.35*{{Q|Shooting Accuracy|Sight Importance}}}} extra levels of [[Shooting]].&lt;br /&gt;
* An increase in [[Melee Hit Chance]] equivalent to +{{#expr: 0.35*{{Q|Melee Hit Chance|Sight Importance}} + 0.2*{{Q|Melee Hit Chance|Manipulation Importance}}}} extra levels of [[Melee]].&lt;br /&gt;
* An increase in [[Melee Dodge Chance]] equivalent to +{{#expr: 0.35*{{Q|Melee Dodge Chance|Sight Importance}} + 0.5*{{Q|Melee Dodge Chance|Moving Importance}}}} extra levels of Melee.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Gojuice a.png|One Go-juice&lt;br /&gt;
Gojuice b.png|Stack of go-juice&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.15.1279|0.15.1279]] - Added.&lt;br /&gt;
* [[Version/1.1.2647|1.1.2647]] - Rebalanced. Addiction risk and effects reduced, safe dose interval removed. Now instantly gives [[Psycasts#Psyfocus|psyfocus]]{{RoyaltyIcon}} when taken by psycasters.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{nav/drugs}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Drug]] [[Category:Hard Drug]]&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Yayo&amp;diff=108283</id>
		<title>Yayo</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Yayo&amp;diff=108283"/>
		<updated>2022-08-26T16:24:07Z</updated>

		<summary type="html">&lt;p&gt;Zippy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{rewrite|reason=Format standardisation - See [[Go-juice]]}}&lt;br /&gt;
{{Infobox main|drug&lt;br /&gt;
| name = Yayo&lt;br /&gt;
| image = Yayo a.png&lt;br /&gt;
| description = A refined powdery preparation of the psychite drug. When snorted, it produces a rapid euphoric high, dramatically reduces the user's need for rest, and suppresses pain. Like all forms of psychite, it is addictive, though it is not as addictive as the cruder flake.\n\nBecause of its high cost and refined appearance, many cultures associate yayo with degenerate wealth. Whether in the throneroom or the boardroom, many hare-brained policy schemes have been developed during yayo-fueled binge parties.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Drug&lt;br /&gt;
| type2 = Hard Drug&lt;br /&gt;
| marketvalue = 21&lt;br /&gt;
| stack limit = 150&lt;br /&gt;
| mass base = 0.05&lt;br /&gt;
| hp = 50&lt;br /&gt;
| deterioration = 2&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| rotatable = false&lt;br /&gt;
| path cost = 15&lt;br /&gt;
&amp;lt;!-- Ingestion --&amp;gt;&lt;br /&gt;
| joy offset = 0.8&lt;br /&gt;
| joy kind = chemical&lt;br /&gt;
| addictiveness = 0.01&lt;br /&gt;
| max num to ingest at once = 1&lt;br /&gt;
| ingestion time = 150&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| production facility 1 = Drug lab&lt;br /&gt;
| research = Psychite refining&lt;br /&gt;
| work to make = 350&lt;br /&gt;
| resource 1 = Psychoid leaves&lt;br /&gt;
| resource 1 amount = 8&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Yayo&lt;br /&gt;
| preferability = NeverForNutrition&lt;br /&gt;
| food preference = NeverForFood&lt;br /&gt;
| drug category = hard&lt;br /&gt;
| is pleasure drug = true&lt;br /&gt;
&amp;lt;!-- Unused --&amp;gt;&lt;br /&gt;
| always haulable = true&lt;br /&gt;
| draw gui overlay = true&lt;br /&gt;
| graphic class = Graphic_StackCount&lt;br /&gt;
| graphic path = Things/Thing/Drug/Yayo&lt;br /&gt;
| label = yayo&lt;br /&gt;
| parent name = MakeableDrugBase&lt;br /&gt;
| resource readout priority = Last&lt;br /&gt;
| selectable = true&lt;br /&gt;
| social properness matters = true&lt;br /&gt;
| tech level = industrial&lt;br /&gt;
| thing class = Drugs&lt;br /&gt;
| use hit points = true&lt;br /&gt;
&amp;lt;!-- Drug Parameters --&amp;gt;&lt;br /&gt;
| moving offset = 0.15&lt;br /&gt;
| pain factor = 0.5&lt;br /&gt;
| rest fall factor = 0.33&lt;br /&gt;
| rest offset = 0.4&lt;br /&gt;
| mood offset = 35}}&lt;br /&gt;
'''Yayo''' is a 12 hour mood enhancing [[Drugs|drug]] with 1% [[Drugs#Addiction and Tolerance|addiction]] rate that can be produced at a [[drug lab]] with 8 [[psychoid leaves]] after researching Psychite refining. Consumption generates the [[Thoughts/Drugs|''Feeling pumped! Let's do this!'']] thought. The user receives:&lt;br /&gt;
* [[Recreation]] +80%&lt;br /&gt;
* Mood: +35%&lt;br /&gt;
* Moving: +15%&lt;br /&gt;
* Improved joy 80%&lt;br /&gt;
* Suppressed pain ×50%&lt;br /&gt;
* Reduced need for rest by 66%&lt;br /&gt;
&lt;br /&gt;
Excessive consumption of yayo within a short timespan, or consumption in combination with other [[hard drugs]] may result in a drug [[overdose]]. Furthermore, each dose has an unavoidable 1.0% chance of instantly causing a major overdose, regardless of previous drug consumption.&lt;br /&gt;
&lt;br /&gt;
Those with visible tolerance to psychite will develop [[chemical damage]] in the [[kidney]]s in a mean time of 120 days.&lt;br /&gt;
&lt;br /&gt;
It is also used in the crafting of [[go-juice]].&lt;br /&gt;
&lt;br /&gt;
== Crafting ==&lt;br /&gt;
Yayo can be manufactured at a [[drug lab]] for 8 [[psychoid leaves]].  Its [[Drug Synthesis Speed|synthesis speed]] is dependent on the [[Skills#Intellectual|Intellectual]] skill.&lt;br /&gt;
&lt;br /&gt;
== Withdrawal symptoms ==&lt;br /&gt;
Like [[Flake]] and [[Psychite tea]], Yayo can cause psychite addiction. Withdrawal lasts for 30 days and causes the following symptoms:&lt;br /&gt;
* [[Mood]]: -35&lt;br /&gt;
* [[Consciousness]]: -20%&lt;br /&gt;
* [[Moving]]: -20%&lt;br /&gt;
* [[Manipulation]]: -20%&lt;br /&gt;
* [[Rest Fall Rate]]: +30%&lt;br /&gt;
* Hard drug binges (''mtb of 40 days'')&lt;br /&gt;
* Psychotic wandering (''mtb of 10 days'')&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=Should compare stat buffs as well as mood buffs - any comparison should be duplicated on [[Flake]]}}&lt;br /&gt;
Yayo is one of three drugs that can be produced from psychoid leaves, the others being [[flake]] and [[psychite tea]]. Yayo can also be further refined into [[go-juice]] with the addition of 2 [[neutroamine]].&lt;br /&gt;
&lt;br /&gt;
=== Drug ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Drug !! Mood buff !! Moving !! Pain !! Tiredness !! Consciousness !! Sight !! Global working speed&lt;br /&gt;
|-&lt;br /&gt;
| Yayo ||    +35    ||    +15%    ||    ×50%    ||    ×33%    ||    -    ||    -    ||    -    &lt;br /&gt;
|-&lt;br /&gt;
| Flake ||    +35    ||    -    ||    ×50%     ||    ×33%    ||    -    ||    -    ||    -    &lt;br /&gt;
|-&lt;br /&gt;
| Go juice ||    +5    ||    +50%    ||    ×10%    ||   -    ||    +20%    ||    +35%    ||    -    &lt;br /&gt;
|-&lt;br /&gt;
| Wake-up ||    -    ||    +10%    ||    -    ||    ×80%    ||    +10%    ||    -    ||    +50%    &lt;br /&gt;
|}&lt;br /&gt;
For use as a mood control drug, yayo is far preferable to flake, with stronger effects and only one fifth as addictive (1% vs 5% addictiveness). Psychite tea is considerably weaker, but it is much less addictive than either of the other two and, unlike them, has a safe usage interval. It is thus a significantly safer option than either. This makes tea far more useful for regular use, while yayo is more appropriate for mood emergencies. Though there is no minimum tolerance to get addicted to Yayo, it still contributes to tolerance to Psychite tea.&lt;br /&gt;
&lt;br /&gt;
=== Trade ===&lt;br /&gt;
On the market, yayo is worth 50% more [[silver]] than flake, with a 20% increase in the [[Work To Make]] and a 100% increase in ingredient cost. The most economical option depends on which is the greater bottleneck: converting the leaves to the drug, or producing the leaves in the first place. &lt;br /&gt;
&lt;br /&gt;
If converting the leaves into drugs is the bottleneck then there are two options. The psychoid leaves could be turned into yayo, however converting as much as possible to flake and then selling the remaining psychoid leaves themselves is even more efficient. For example, a pawn requires {{ticks|35000}} of work and 800 psychoid leaves to synthesize 100 yayo worth {{icon Small|silver||2100}}. With the same amount of work, a pawn could craft 140 flake worth {{icon Small|silver||1960}} and consume 560 of the 800 psychoid leaves. The remaining 240 psychoid leaves are worth {{icon Small|silver||456}} for a total of {{icon Small|silver||2416}}. This is not without its downsides however - fewer traders accept psychoid leaves than accept drugs and without refrigeration, the leaves will eventually rot away. Thus, if the player is likely to caravan to a settlement or receive a relevant trader before they rot entirely away, or can accommodate the refrigeration of leaves long term, converting to flake and selling the remainder of leaves is ideal. If they cannot, converting to yayo for storage may be necessary.&lt;br /&gt;
&lt;br /&gt;
If psychoid leaf production is the bottleneck and there is insufficient leaf supply to fully occupy your drug synthesizers' time, producing flake is the optimum as it produces 33% more silver per leaf at the cost of 7% more work per silver.&lt;br /&gt;
&lt;br /&gt;
If caravan weight is a limiting factor, yayo is worth more proportional to [[mass]], however the low weight of all the options means this is unlikely to be relevant as a single [[muffalo]] can carry almost 20 stacks of flake worth over 20,000 silver. &lt;br /&gt;
&lt;br /&gt;
Note that the third possible product for psychoid leaves, [[psychite tea]], is economically inferior to both yayo and flake.  Its primary advantage instead lies in ease of use by colonists. It is produced at a [[campfire]] or stove with the [[Cooking]] skill and requires only the [[Research#Psychoid brewing|Psychoid Brewing]] research, and thus may be a more accessible in the early game.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Yayo is slang for Cocaine in Spanish derived from Santiago Luis Polanco Rodriguez, but it's more commonly known from the quote &amp;quot;Chichi, get the Yayo&amp;quot; from Scarface (1983).&amp;lt;sup&amp;gt;[https://en.wikipedia.org/wiki/Scarface_(1983_film)]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Yayo a.png|One yayo&lt;br /&gt;
Yayo b.png|Partial stack&lt;br /&gt;
Yayo c.png|Full stack&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.15.1279|0.15.1279]] - Added.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Reduced yayo new addiction chance from 10% to 1%, and removed the min tolerance to addict.&lt;br /&gt;
&lt;br /&gt;
{{nav/drugs}}&lt;br /&gt;
[[Category:Drug]] [[Category:Hard Drug]]&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Yayo&amp;diff=108282</id>
		<title>Yayo</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Yayo&amp;diff=108282"/>
		<updated>2022-08-26T16:23:14Z</updated>

		<summary type="html">&lt;p&gt;Zippy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{rewrite|reason=Format standardisation - See [[Go-juice]]}}&lt;br /&gt;
{{Infobox main|drug&lt;br /&gt;
| name = Yayo&lt;br /&gt;
| image = Yayo a.png&lt;br /&gt;
| description = A refined powdery preparation of the psychite drug. When snorted, it produces a rapid euphoric high, dramatically reduces the user's need for rest, and suppresses pain. Like all forms of psychite, it is addictive, though it is not as addictive as the cruder flake.\n\nBecause of its high cost and refined appearance, many cultures associate yayo with degenerate wealth. Whether in the throneroom or the boardroom, many hare-brained policy schemes have been developed during yayo-fueled binge parties.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Drug&lt;br /&gt;
| type2 = Hard Drug&lt;br /&gt;
| marketvalue = 21&lt;br /&gt;
| stack limit = 150&lt;br /&gt;
| mass base = 0.05&lt;br /&gt;
| hp = 50&lt;br /&gt;
| deterioration = 2&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| rotatable = false&lt;br /&gt;
| path cost = 15&lt;br /&gt;
&amp;lt;!-- Ingestion --&amp;gt;&lt;br /&gt;
| joy offset = 0.8&lt;br /&gt;
| joy kind = chemical&lt;br /&gt;
| addictiveness = 0.01&lt;br /&gt;
| max num to ingest at once = 1&lt;br /&gt;
| ingestion time = 150&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| production facility 1 = Drug lab&lt;br /&gt;
| research = Psychite refining&lt;br /&gt;
| work to make = 350&lt;br /&gt;
| resource 1 = Psychoid leaves&lt;br /&gt;
| resource 1 amount = 8&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Yayo&lt;br /&gt;
| preferability = NeverForNutrition&lt;br /&gt;
| food preference = NeverForFood&lt;br /&gt;
| drug category = hard&lt;br /&gt;
| is pleasure drug = true&lt;br /&gt;
&amp;lt;!-- Unused --&amp;gt;&lt;br /&gt;
| always haulable = true&lt;br /&gt;
| draw gui overlay = true&lt;br /&gt;
| graphic class = Graphic_StackCount&lt;br /&gt;
| graphic path = Things/Thing/Drug/Yayo&lt;br /&gt;
| label = yayo&lt;br /&gt;
| parent name = MakeableDrugBase&lt;br /&gt;
| resource readout priority = Last&lt;br /&gt;
| selectable = true&lt;br /&gt;
| social properness matters = true&lt;br /&gt;
| tech level = industrial&lt;br /&gt;
| thing class = Drugs&lt;br /&gt;
| use hit points = true&lt;br /&gt;
&amp;lt;!-- Drug Parameters --&amp;gt;&lt;br /&gt;
| moving offset = 0.15&lt;br /&gt;
| pain factor = 0.5&lt;br /&gt;
| rest fall factor = 0.33&lt;br /&gt;
| rest offset = 0.4&lt;br /&gt;
| mood offset = 35}}&lt;br /&gt;
'''Yayo''' is a 12 hour mood enhancing [[Drugs|drug]] with 1% [[Drugs#Addiction and Tolerance|addiction]] rate that can be produced at a [[drug lab]] with 8 [[psychoid leaves]] after researching Psychite refining. Consumption generates the [[Thoughts/Drugs|''Feeling pumped! Let's do this!'']] thought. The user receives:&lt;br /&gt;
&lt;br /&gt;
* [[recreation]] +80%&lt;br /&gt;
* Mood: +35%&lt;br /&gt;
* Moving: +15%&lt;br /&gt;
* Improved joy 80%&lt;br /&gt;
* Suppressed pain ×50%&lt;br /&gt;
* Reduced need for rest by 66%&lt;br /&gt;
&lt;br /&gt;
Excessive consumption of yayo within a short timespan, or consumption in combination with other [[hard drugs]] may result in a drug [[overdose]]. Furthermore, each dose has an unavoidable 1.0% chance of instantly causing a major overdose, regardless of previous drug consumption.&lt;br /&gt;
&lt;br /&gt;
Those with visible tolerance to psychite will develop [[chemical damage]] in the [[kidney]]s in a mean time of 120 days.&lt;br /&gt;
&lt;br /&gt;
It is also used in the crafting of [[go-juice]].&lt;br /&gt;
&lt;br /&gt;
== Crafting ==&lt;br /&gt;
Yayo can be manufactured at a [[drug lab]] for 8 [[psychoid leaves]].  Its [[Drug Synthesis Speed|synthesis speed]] is dependent on the [[Skills#Intellectual|Intellectual]] skill.&lt;br /&gt;
&lt;br /&gt;
== Withdrawal symptoms ==&lt;br /&gt;
Like [[Flake]] and [[Psychite tea]], Yayo can cause psychite addiction. Withdrawal lasts for 30 days and causes the following symptoms:&lt;br /&gt;
* [[Mood]]: -35&lt;br /&gt;
* [[Consciousness]]: -20%&lt;br /&gt;
* [[Moving]]: -20%&lt;br /&gt;
* [[Manipulation]]: -20%&lt;br /&gt;
* [[Rest Fall Rate]]: +30%&lt;br /&gt;
* Hard drug binges (''mtb of 40 days'')&lt;br /&gt;
* Psychotic wandering (''mtb of 10 days'')&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=Should compare stat buffs as well as mood buffs - any comparison should be duplicated on [[Flake]]}}&lt;br /&gt;
Yayo is one of three drugs that can be produced from psychoid leaves, the others being [[flake]] and [[psychite tea]]. Yayo can also be further refined into [[go-juice]] with the addition of 2 [[neutroamine]].&lt;br /&gt;
&lt;br /&gt;
=== Drug ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Drug !! Mood buff !! Moving !! Pain !! Tiredness !! Consciousness !! Sight !! Global working speed&lt;br /&gt;
|-&lt;br /&gt;
| Yayo ||    +35    ||    +15%    ||    ×50%    ||    ×33%    ||    -    ||    -    ||    -    &lt;br /&gt;
|-&lt;br /&gt;
| Flake ||    +35    ||    -    ||    ×50%     ||    ×33%    ||    -    ||    -    ||    -    &lt;br /&gt;
|-&lt;br /&gt;
| Go juice ||    +5    ||    +50%    ||    ×10%    ||   -    ||    +20%    ||    +35%    ||    -    &lt;br /&gt;
|-&lt;br /&gt;
| Wake-up ||    -    ||    +10%    ||    -    ||    ×80%    ||    +10%    ||    -    ||    +50%    &lt;br /&gt;
|}&lt;br /&gt;
For use as a mood control drug, yayo is far preferable to flake, with stronger effects and only one fifth as addictive (1% vs 5% addictiveness). Psychite tea is considerably weaker, but it is much less addictive than either of the other two and, unlike them, has a safe usage interval. It is thus a significantly safer option than either. This makes tea far more useful for regular use, while yayo is more appropriate for mood emergencies. Though there is no minimum tolerance to get addicted to Yayo, it still contributes to tolerance to Psychite tea.&lt;br /&gt;
&lt;br /&gt;
=== Trade ===&lt;br /&gt;
On the market, yayo is worth 50% more [[silver]] than flake, with a 20% increase in the [[Work To Make]] and a 100% increase in ingredient cost. The most economical option depends on which is the greater bottleneck: converting the leaves to the drug, or producing the leaves in the first place. &lt;br /&gt;
&lt;br /&gt;
If converting the leaves into drugs is the bottleneck then there are two options. The psychoid leaves could be turned into yayo, however converting as much as possible to flake and then selling the remaining psychoid leaves themselves is even more efficient. For example, a pawn requires {{ticks|35000}} of work and 800 psychoid leaves to synthesize 100 yayo worth {{icon Small|silver||2100}}. With the same amount of work, a pawn could craft 140 flake worth {{icon Small|silver||1960}} and consume 560 of the 800 psychoid leaves. The remaining 240 psychoid leaves are worth {{icon Small|silver||456}} for a total of {{icon Small|silver||2416}}. This is not without its downsides however - fewer traders accept psychoid leaves than accept drugs and without refrigeration, the leaves will eventually rot away. Thus, if the player is likely to caravan to a settlement or receive a relevant trader before they rot entirely away, or can accommodate the refrigeration of leaves long term, converting to flake and selling the remainder of leaves is ideal. If they cannot, converting to yayo for storage may be necessary.&lt;br /&gt;
&lt;br /&gt;
If psychoid leaf production is the bottleneck and there is insufficient leaf supply to fully occupy your drug synthesizers' time, producing flake is the optimum as it produces 33% more silver per leaf at the cost of 7% more work per silver.&lt;br /&gt;
&lt;br /&gt;
If caravan weight is a limiting factor, yayo is worth more proportional to [[mass]], however the low weight of all the options means this is unlikely to be relevant as a single [[muffalo]] can carry almost 20 stacks of flake worth over 20,000 silver. &lt;br /&gt;
&lt;br /&gt;
Note that the third possible product for psychoid leaves, [[psychite tea]], is economically inferior to both yayo and flake.  Its primary advantage instead lies in ease of use by colonists. It is produced at a [[campfire]] or stove with the [[Cooking]] skill and requires only the [[Research#Psychoid brewing|Psychoid Brewing]] research, and thus may be a more accessible in the early game.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Yayo is slang for Cocaine in Spanish derived from Santiago Luis Polanco Rodriguez, but it's more commonly known from the quote &amp;quot;Chichi, get the Yayo&amp;quot; from Scarface (1983).&amp;lt;sup&amp;gt;[https://en.wikipedia.org/wiki/Scarface_(1983_film)]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Yayo a.png|One yayo&lt;br /&gt;
Yayo b.png|Partial stack&lt;br /&gt;
Yayo c.png|Full stack&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.15.1279|0.15.1279]] - Added.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Reduced yayo new addiction chance from 10% to 1%, and removed the min tolerance to addict.&lt;br /&gt;
&lt;br /&gt;
{{nav/drugs}}&lt;br /&gt;
[[Category:Drug]] [[Category:Hard Drug]]&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Plasteel&amp;diff=105382</id>
		<title>Plasteel</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Plasteel&amp;diff=105382"/>
		<updated>2022-07-14T02:08:26Z</updated>

		<summary type="html">&lt;p&gt;Zippy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|metallic|&lt;br /&gt;
| name = Plasteel&lt;br /&gt;
| image = Plasteel.png|Plasteel&lt;br /&gt;
| description = Advanced spacer tech structural material. Plasteel is extremely strong due to its unique molecular structure.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Material&lt;br /&gt;
| type2 = Metal&lt;br /&gt;
| stuff category = Metallic&lt;br /&gt;
| marketvalue = 9&lt;br /&gt;
| beauty = -4&lt;br /&gt;
| mass base = 0.25&lt;br /&gt;
| stack limit = 75&lt;br /&gt;
| path cost = 15&lt;br /&gt;
| rotatable = false&lt;br /&gt;
| terrain affordance = Medium&lt;br /&gt;
&amp;lt;!-- Stat Modifiers --&amp;gt;&lt;br /&gt;
| beauty factor = 1&lt;br /&gt;
| beauty offset = 0&lt;br /&gt;
| work to make factor = 2.2&lt;br /&gt;
| work to build factor = 2.2&lt;br /&gt;
| max hit points factor = 2.8&lt;br /&gt;
| flammability factor = 0&lt;br /&gt;
| armor - sharp factor = 1.14&lt;br /&gt;
| armor - blunt factor = 0.55&lt;br /&gt;
| armor - heat factor = 0.65&lt;br /&gt;
| insulation - cold factor = 3&lt;br /&gt;
| insulation - heat factor = 0&lt;br /&gt;
| melee blunt damage factor = 0.9&lt;br /&gt;
| melee sharp damage factor = 1.1&lt;br /&gt;
| melee cooldown factor = 0.8&lt;br /&gt;
| door opening speed factor = 1&lt;br /&gt;
| rest effectiveness factor = 1&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Plasteel&lt;br /&gt;
&amp;lt;!-- Unused --&amp;gt;&lt;br /&gt;
| always haulable = true&lt;br /&gt;
| color = (160,178,181)&lt;br /&gt;
| construct effect = ConstructMetal&lt;br /&gt;
| draw gui overlay = true&lt;br /&gt;
| graphic class = Graphic_Single&lt;br /&gt;
| graphic path = Things/Item/Resource/Plasteel&lt;br /&gt;
| label = plasteel&lt;br /&gt;
| parent name = ResourceBase&lt;br /&gt;
| resource readout priority = Middle&lt;br /&gt;
| selectable = true&lt;br /&gt;
| sound drop = Metal_Drop&lt;br /&gt;
| sound impact stuff = BulletImpactMetal&lt;br /&gt;
| sound interact = Metal_Drop&lt;br /&gt;
| sound melee hit blunt = MeleeHit_Metal_Blunt&lt;br /&gt;
| sound melee hit sharp = MeleeHit_Metal_Sharp&lt;br /&gt;
| thing class = ThingWithComps&lt;br /&gt;
| use hit points = false&lt;br /&gt;
| volume = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Info|'''Plasteel''' is the [[Max Hit Points|strongest]] [[material]] in the game. Commonly used for high tech items, especially ship engines and other modules, which are needed to [[Ship|build a spaceship]] to escape the planet and win the game. &lt;br /&gt;
&lt;br /&gt;
Can be obtained by &lt;br /&gt;
*[[trading]], &lt;br /&gt;
*disassembling a dead [[Mechanoid]], &lt;br /&gt;
*mining compacted plasteel deposits, &lt;br /&gt;
*using a [[deep drill]] on an underground plasteel vein.}}&lt;br /&gt;
&lt;br /&gt;
'''Plasteel''' can be used to make some ''very'' tough defensive [[turret]]s and [[wall]]s, so consider setting some aside to shore up your frontline against [[raiders]]. Plasteel can also be used to craft very powerful melee weapons and armor, and is needed for [[advanced component]]s.&lt;br /&gt;
&lt;br /&gt;
==Ore==&lt;br /&gt;
[[File:Compacted_plasteel.png|frameless|left|Compacted plasteel in game]] &lt;br /&gt;
&lt;br /&gt;
'''Compacted plasteel''' tiles have 8,000 health each, making it the slowest ore to mine and the toughest object in-game. They can be found in smaller veins, ranging from 2 to 8 tiles in size. Each mined block has a base yield of 40 plasteel, however this is modified by factors such as the [[Difficulty]] setting and the [[Mining_Yield|mining yield]] of the pawn.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
Plasteel is used in the following crafting recipes:&lt;br /&gt;
{{Ingredient List}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*The term  &amp;quot;Plasteel&amp;quot; has been used in sci-fi as early as 1942 to describe materials with properties of both plastic and metal, including seminal works such as Dune and Star Wars.  &lt;br /&gt;
&lt;br /&gt;
{{nav|materials|wide}}&lt;br /&gt;
[[Category:Material]] [[Category:Metal]]&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:Prisoner_preview.png&amp;diff=105376</id>
		<title>File:Prisoner preview.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:Prisoner_preview.png&amp;diff=105376"/>
		<updated>2022-07-13T01:58:36Z</updated>

		<summary type="html">&lt;p&gt;Zippy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;br /&gt;
[[Category:Images]]&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Prisoner&amp;diff=105375</id>
		<title>Prisoner</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Prisoner&amp;diff=105375"/>
		<updated>2022-07-13T01:58:11Z</updated>

		<summary type="html">&lt;p&gt;Zippy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Characters_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
{{Stub|reason=Needs information on enslaving from [[Ideology]] and relevant links to, and integration with, the [[slavery]] page}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{imagemargin|[[File:prisoner_preview.png|right]]|18px}}'''Prisoners''' are [[people]], usually [[raider]]s, hostile tribals, or your own colonists undergoing a [[mood|mental break]], who have been taken captive. They are unable to leave their [[Room roles|prison barracks]] and can only use facilities (such as a [[Nutrient paste dispenser|food dispenser]] or [[shelf]]) on their own if they are placed inside the prison barracks. &lt;br /&gt;
{{TOCright}}&lt;br /&gt;
Colonists generally will not take food from prisoners' cells. However, colonists experiencing a &amp;quot;food binge&amp;quot; mental break may steal food from anywhere they can reach, including forbidden areas.&lt;br /&gt;
&lt;br /&gt;
Animals that are allowed to venture into prison cells will occasionally eat food left for prisoners.&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
== Taking a Prisoner ==&lt;br /&gt;
&lt;br /&gt;
In order to take a prisoner, you first need a fully enclosed cell&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; where you want the prisoner(s) to stay and at least one unclaimed bed or sleeping spot per prisoner. In order to designate a bed for a prisoner, you need to click the bed/sleeping spot and click the button that says &amp;quot;Set for prisoners&amp;quot;. The bed will turn orange along with the entire room that it's in; an orange outline of the room indicates what is then labeled a &amp;quot;''prison cell''&amp;quot; or (if more than one bed) a &amp;quot;''prison barracks''&amp;quot;. Setting one bed for prisoners will set all beds in that room as prison beds, as non-prisoners cannot share a barracks with a prisoner. This setting can be reversed later if you wish to re-purpose this room.&lt;br /&gt;
&lt;br /&gt;
Also, note that changing bed settings while a colonist is already carrying a captive may cause your pawn to release the other and generate the need to recapture, which may entail another fight.  Best to carry the prisoner to one bed, then designate a second and take them there before removing the current &amp;quot;cell&amp;quot; designation.&lt;br /&gt;
&lt;br /&gt;
* [[Raiders]] cannot be captured until you incapacitate them first (downed), then right-click on them and select 'Capture &amp;lt;name&amp;gt;'. This will order the colonist to drag the raider to an unclaimed prison bed or prisoner sleeping spot.&lt;br /&gt;
* Incapacitated pawns can be captured, without the need to draft a colonist.&lt;br /&gt;
* To arrest a ''non''-hostile: first [[drafting|draft]] a colonist, then right-click the target to arrest, and select 'Try to arrest &amp;lt;name&amp;gt;'. This will order the colonist to chase after, then escort the target person. Sometimes the target will 'refuse to be arrested' (with a top of screen message) and your colonist will not reattempt to capture the pawn unless you direct them to do so again. While conducting an arrest, if the drafted colonist has a mental break, the colonist will release the prisoner allowing an attempt to escape if not incapacitated. Be careful with [[Events#Transport pod crash|Transport pod crash]] events, as some of the occupants may already belong to a friendly faction which you may not want to upset. This action can be done on colonists as well as visitors, as well as [[mental break]]ing pawns to minimize damage they inflict, though they may fight to prevent being arrested. Arresting any non-hostile pawn has a chance for success determined by the arresting pawn's [[Arrest Success Chance]] stat. &lt;br /&gt;
&lt;br /&gt;
Prisoners can be marked as 'guilty' through some actions, such as attacking the colony, killing/downing a colonist or attempting escape. During these times, executing that prisoner incurs a lesser mood penalty. The 'guilt' marker lasts 24 hours.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; The [[nutrient paste dispenser]] counts as a wall for the purpose of enclosing a cell.&lt;br /&gt;
&lt;br /&gt;
=== Captives from your attacks ===&lt;br /&gt;
Those you imprisoned by attacking others will be taken with the return caravan and will also be used to load your spoils of war. Sometimes, a caravan will arrive back home near bedtime and, by necessity, your colonists may choose to sleep first and not immediately escort prisoners to their cells. Leaving them outside allows them a chance to escape, so make sure all prisoners are properly secured one way or another.&lt;br /&gt;
&lt;br /&gt;
==Hosting a Prisoner==&lt;br /&gt;
Prisoners, like colonists, require food and medical attention or they may die. If the cell is broken, the prisoner will make an attempt to escape but can only be recaptured if the Taking a Prisoner conditions are met.&lt;br /&gt;
&lt;br /&gt;
A solution to instantly meeting the conditions can be to convert one or more of the colonists' beds (provided the colonist have a private room with a claimed sleeping spot or bed) into a prison bed, and if necessary add enough [[sleeping spot]]s in the same room to house all prisoners, while the real prisons are being built.&lt;br /&gt;
&lt;br /&gt;
Multiple prison beds can be built in the same prison room, so several prisoners can be held in one room for &amp;quot;compact prisoner storage&amp;quot;, but if the door or wall is broken or one of them decides to break out they will all escape at the same time.  Prisoners without their own rooms will suffer a mood penalty, the same as colonists.&lt;br /&gt;
&lt;br /&gt;
=== Keeping Prisoners Content ===&lt;br /&gt;
Prisoners, just like your colonists, are more likely to have a mental break if they are in a bad mood. To counter this, you can provide them with conditions that boost their mood. This can be done in several ways, but here are some common and easy ones:&lt;br /&gt;
 &lt;br /&gt;
* Provide individual prison cells.&lt;br /&gt;
* Provide a table and chair for prisoners to sit at.&lt;br /&gt;
* Provide a comfortable bed (using a skilled constructor to make good or better quality beds).&lt;br /&gt;
* Use marble tiles (or if underground, smooth stone) for flooring to provide a slight beauty boost.&lt;br /&gt;
* Give fine meals or better.&lt;br /&gt;
&lt;br /&gt;
These will generally help tide your prisoners over until they are recruited or processed. Note that for prisoners that were captured from raids, there could be other attacks where friends or family of the prisoners are killed, giving a rather severe mood debuff depending on the relationship between the prisoner and the killed people. Additionally, those captured from raids will likely already have mood debuffs from their comrades dying in the fight against your colony. Counteracting these are rather difficult without using more work-intensive or costly measures such as providing luxurious comfort or lavish meals, although surprisingly, some will have +4 mood buffs from their rivals being killed in the battle.&lt;br /&gt;
&lt;br /&gt;
Keep prisoners in acceptable temperature. A prisoner can become a victim of [[Hypothermia]] or [[Heatstroke]] just like any colonist. Either warm up their rooms, provide them with clothes or both. Giving clothes for prisoners to wear can be tricky as you can't control them directly. Some of the options are bringing colonists wearing desired clothing into the cell and forcing them to drop it or creating a small warehouse with high priority so that your haulers bring clothes in. Note that sometimes prisoners are slow to put warm clothes on even if they are freezing. Stripping them down and hauling away their old clothes with weak insulation will incentivize them to &amp;quot;find&amp;quot; appropriate clothing faster.&lt;br /&gt;
&lt;br /&gt;
=== Mental Breaks ===&lt;br /&gt;
Unfortunately, prisoners will likely have a mental break during their stay with you. This is not a big deal, as prisoners rarely do anything productive, but there is a rather high chance of them going berserk. This is a rather concerning problem, especially if the prisoner is one you wanted to recruit. The prisoner will start by punching those around him, which would include any other prisoners that are housed in the cell of the berserk prisoner. If they survive from fighting the other prisoners, they will proceed to punch the weakest (lowest hp) part of their cell to get out. Once out of their cell, they will harm any colonist or colony animal that they come across.&lt;br /&gt;
&lt;br /&gt;
To prevent the berserk prisoner from damaging your base and your people, you can draft a melee attacker by the door to stop the prisoner from progressing. Another option if you wish to preserve the door is to draft the melee attacker into the doorway, where there would be a fight. If you wish to keep the prisoner intact and alive, using a couple of unskilled melee instead of one skilled melee is recommended. Another, labor-intensive option without the risk of injury is to restrict a pawn with good construction skill to the area where the prisoner is trying to break through, keeping the door or wall repaired until the break subsides.&lt;br /&gt;
&lt;br /&gt;
==Prisoners Interaction==&lt;br /&gt;
Only wardens and doctors can interact with prisoners. Interactions are determined by the option chosen selected in the Prisoner Interface. If a prisoner is incapacitated, a doctor is required to feed the prisoner.&lt;br /&gt;
&lt;br /&gt;
=== Care ===&lt;br /&gt;
Determines if your colonists will take care of prisoners, or just let them die.&lt;br /&gt;
&lt;br /&gt;
====Medical care====&lt;br /&gt;
Determines the level of medical care administered to the prisoner.  The range is similar to [[doctoring]] colonists: no care at all, to doctor care only, to medicine levels available.&lt;br /&gt;
&lt;br /&gt;
==== Drugs ====&lt;br /&gt;
You can use the Health/Operations tab to administer drugs to a prisoner.  Drugs that boost mood and/or decrease [[Consciousness]] or [[Manipulation]] can be helpful in avoiding a mental or prison break.  Be careful of over-administrating and causing addiction, which can cause more problems than the drug solved.&lt;br /&gt;
&lt;br /&gt;
==== Prostheses ====&lt;br /&gt;
It's possible to give a prisoner one or more [[artificial body parts]]. The base selling price of a slave is increased by the market value of any such part added. More, if the slave's market value had been reduced by injuries (before or during their arrival on your map), repairing the injury will remove that penalty to their base selling price.&lt;br /&gt;
&lt;br /&gt;
However, remember that all base selling prices are at 60% (before any [[Social]] skill adjustments). Worse, buying prices start at a base 140% of market value, which almost precludes purchasing the replacement part and expecting to see any net profit. The subject would have to be a rare and potentially valuable slave to make this profitable.&lt;br /&gt;
&lt;br /&gt;
===Other things on the Prisoner Interface===&lt;br /&gt;
&lt;br /&gt;
====Prison Break Interval====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Resistance====&lt;br /&gt;
When recruiting a prisoner, this amount gets lessened every time the warden tries.  When reduced to 0%, you will recruit the prisoner pawn to the warden's community. &lt;br /&gt;
&lt;br /&gt;
====Will====&lt;br /&gt;
When enslaving a prisoner, this amount gets lessened every time the warden tries.  When reduced to 0%, you will enslave the prisoner pawn to the warden's community. &lt;br /&gt;
&lt;br /&gt;
====Slave Price====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Relations Gain on Release====&lt;br /&gt;
Typically, there is a +12 increase to [[Goodwill]] with the related [[Faction]] for the release of a prisoner, but there are two exceptions.&lt;br /&gt;
&lt;br /&gt;
The first is if the increase would move goodwill toward the &amp;quot;natural goodwill&amp;quot; (viewable in the [Factions] tab, bottom right of the screen. Moving toward natural goodwill always multiplies changes by 125%, so in this case the increase is +15.&lt;br /&gt;
&lt;br /&gt;
The second is if the faction is &amp;quot;always hostile&amp;quot;, such as [[pirates]] or [[savage tribe]]s, in which case the change will be &amp;quot;None&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
====Target Ideoligion====&lt;br /&gt;
Set this, when converting a prisoner, so that when the prisoner's certainty in their ideoligion gets to 0%, they will convert to this ideoligion. &lt;br /&gt;
&lt;br /&gt;
==== Medical operations ====&lt;br /&gt;
You can also operate on any prisoners, the same way you operate on colonists.&lt;br /&gt;
&lt;br /&gt;
This allows you to do things such as handicapping the prisoner to make them unable to escape (installing a peg leg then removing it), harvesting their organs, administering drugs, or euthanizing them.&lt;br /&gt;
&lt;br /&gt;
=== Social Interactions ===&lt;br /&gt;
Determines what social interactions wardens will have with prisoners.&lt;br /&gt;
&lt;br /&gt;
====No interaction====&lt;br /&gt;
Wardens will not interact with the prisoner, causing no effect to relations.&lt;br /&gt;
&lt;br /&gt;
==== Recruit ====&lt;br /&gt;
{{see also|#Recruitment{{!}}Recruitment}}&lt;br /&gt;
Wardens will try to convince the prisoner to join the colony, with a chance to succeed, depending on each prisoner's recruitment difficulty percentage, their current mood, faction, how many colonists you currently have, as well as your [[storyteller]].  &lt;br /&gt;
&lt;br /&gt;
If there is remaining resistance, it will be reduced instead, akin to the 'Reduce resistance' option. Proper recruitment begins only when resistance is at zero.&lt;br /&gt;
&lt;br /&gt;
To maximize the recruitment chance by fulfilling the prisoner's needs: make sure the cell is beautiful (potted plants, carpet, art, etc.), lit, spacious, with a comfortable bed, and has a table and chair for the prisoner to eat off of. The carpet and plants should be done early on, as it is a big bonus for little effort. Have a separate cell for each prisoner, both to remove the &amp;quot;sharing rooms&amp;quot; debuff and to prevent them from killing one another. Feed prisoners your best food, set your colonist with the highest social rating as Warden, and wait.&lt;br /&gt;
&lt;br /&gt;
==== Reduce resistance ====&lt;br /&gt;
Wardens will have a conversation with the prisoner, reducing their resistance towards recruiting and making them easier to recruit. This also causes an increase in relations between the warden and the prisoner, as well as the Social skill of the warden, improving the chance of recruiting them later on. If resistance is already at zero, wardens will continue to interact with the prisoner but will make no attempt to recruit them unless otherwise instructed.&lt;br /&gt;
&lt;br /&gt;
During interaction with prisoners, wardens will gain Social rapport with each prisoner over time, making recruiting easier and lasting past their recruitment.&lt;br /&gt;
&lt;br /&gt;
====Enslave====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Reduce Will====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Convert====&lt;br /&gt;
Allowed only 2 times per day (starting after the prisoner goes to bed and wakes up) and no closer than 4 hours between the 2 times.  Will reduce the certainty of the prisoners Ideology each time by a amount using the Social skill of the warden.  When the certainty is reduced to 0%, then the prisoner is &amp;quot;converted&amp;quot; to the set Ideology on the Prisoner Interface.&lt;br /&gt;
&lt;br /&gt;
====Release====&lt;br /&gt;
Wardens will take the prisoner outside your colony and free the prisoner, who will then promptly leave the map.  &amp;quot;Outside the colony&amp;quot; means beyond your outermost line of connected walls, so it could be just out the door, or across most of the map if your defenses stretch that far.&lt;br /&gt;
&lt;br /&gt;
Releasing an arrested colonist will have them rejoin your colony.&lt;br /&gt;
&lt;br /&gt;
Releasing a prisoner from another faction will give a [[Prisoner#Relations Gain on Release|goodwill boost]] to relations with their faction once they leave the map.  Note that this bonus only happens whens they actually &amp;quot;leave the map&amp;quot;.  If that prisoner can't walk, then he or she can't leave the map.  To prevent this, ''only prisoners capable of walking can be released''.  If they are incapacitated and you want to release them, then you have to heal them before releasing them if possible.&lt;br /&gt;
&lt;br /&gt;
If they are attacked and prevented from leaving the map, that also prevents any goodwill bonus.&lt;br /&gt;
&lt;br /&gt;
====Execute====&lt;br /&gt;
The warden will kill the prisoner, causing a -5 mood debuff for any colonist without the [[Traits#Psychopath|Psychopath]] trait for 10.0 days, unless they are considered guilty.  Executing guilty prisoners only causes a -2 mood debuff.&lt;br /&gt;
&lt;br /&gt;
Note that euthanasia also kills the prisoner but only gives a -3 mood debuff and trains your doctors, too. Guilty prisoners euthanized will still give a -2 mood penalty.&lt;br /&gt;
&lt;br /&gt;
=== Accidental ===&lt;br /&gt;
&lt;br /&gt;
==== Escape ====&lt;br /&gt;
&lt;br /&gt;
[[File:Thank you Megasloth for letting my prisoners run.png|thumb|right|500px|Megasloth getting sheared at the exit of a prison door, holding it open for a prisoner to escape.]]&lt;br /&gt;
&lt;br /&gt;
If there is an exit towards open space or you leave the prison door open, the prisoner may escape.&lt;br /&gt;
&lt;br /&gt;
Dropping items right in the door holds it open, giving opportunistic prisoners their chance.&lt;br /&gt;
&lt;br /&gt;
This method can be used to get rid of unwanted colonists without mood penalty.&lt;br /&gt;
&lt;br /&gt;
==== Social fights ====&lt;br /&gt;
Like colonists, prisoners can also initiate social fights with other prisoners that they are locked together with. They rarely do so with wardens, whose rapport-building won't cause negative reactions from the prisoner, though if they insult or slight the warden there will still be a chance.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Escorting ===&lt;br /&gt;
Colonists can escort prisoners from hospitals where the bed settings were both for prisoner and hospital to another cell exclusively set for prisoner only without risking accidental release.&lt;br /&gt;
[[File:Escorting prisoner.png|400px|thumb|none|Escorting a prisoner from one cell to another.]]&lt;br /&gt;
&lt;br /&gt;
== Recruitment ==&lt;br /&gt;
{{stub|section=1|reason= Math, inc specifically the difficulty multiplier for new arrivals recruiting tribals, and new tribes recruiting non-tribals}}&lt;br /&gt;
Prisoners can be recruited into your faction if you set the 'Social Interactions' setting to 'Recruit'. Wardens will come in and chat with the prisoner, then end their chat with a recruitment pitch. Most of the time the prisoner will refuse to join.&lt;br /&gt;
&lt;br /&gt;
During each recruitment attempt, a warden will build rapport with the prisoner 5 times, ending with a recruitment pitch.&lt;br /&gt;
&lt;br /&gt;
For every recruitment pitch made there is at least a 0.5% chance that the prisoner accepts, no matter how difficult it may be.&lt;br /&gt;
&lt;br /&gt;
=== Recruitment difficulty ===&lt;br /&gt;
&lt;br /&gt;
Each prisoner has their own recruitment difficulty. It has several factors:&lt;br /&gt;
*The maximum difficulty is 99%, while the minimum is 10%. The average is 50% with a standard deviation of 15%.&lt;br /&gt;
*For each level of technology between your faction and the enemy's, the difficulty is increased by 16%.&lt;br /&gt;
*The storyteller will change the recruitment difficulty of prisoners depending on your existing population.&lt;br /&gt;
&lt;br /&gt;
=== Resistance ===&lt;br /&gt;
&lt;br /&gt;
In addition to recruitment difficulty, each prisoner has a resistance stat. For recruitment to commence, resistance must be at zero; if not, recruitment attempts will instead reduce resistance until it reaches zero.&lt;br /&gt;
&lt;br /&gt;
It can be reduced by the 'Reduce resistance' or 'Recruit' interaction.&lt;br /&gt;
&lt;br /&gt;
Starting resistance is based on the recruitment difficulty:&lt;br /&gt;
&lt;br /&gt;
*At 10% difficulty prisoners have no starting resistance.&lt;br /&gt;
*At 50% they have 15.&lt;br /&gt;
*At 90% they have 25.&lt;br /&gt;
*At 100% they have 50.&lt;br /&gt;
&lt;br /&gt;
This is multiplied by the storyteller's 'population intent' factor- the greater your population, the less the storyteller will want you to have an increase in population, and hence the higher the starting resistance:&lt;br /&gt;
&lt;br /&gt;
*At -1 intent the resistance is multiplied by 2.&lt;br /&gt;
*At 0 the resistance is multiplied by 1.5.&lt;br /&gt;
*At 1 the resistance is multiplied by 1.&lt;br /&gt;
*At 2 the resistance is multiplied by 0.8.&lt;br /&gt;
&lt;br /&gt;
Finally, the resistance is multiplied by a random factor between 0.8 and 1.2.&lt;br /&gt;
&lt;br /&gt;
=== Resistance reduction ===&lt;br /&gt;
The amount of resistance reduced per attempt is dependent on some factors. &lt;br /&gt;
&lt;br /&gt;
If a factor is causing the reduction to lower, it will be shown after the resistance reduction is complete, alongside the amount reduced.&lt;br /&gt;
&lt;br /&gt;
The base reduction is 1.0, scaled by the Wardens [[Negotiation Ability]] and it is affected by the below:&lt;br /&gt;
&lt;br /&gt;
==== Opinion towards warden ====&lt;br /&gt;
Opinion of the prisoner towards the warden can greatly affect resistance reduction. This is usually increased by the warden building rapport with the prisoner.&lt;br /&gt;
&lt;br /&gt;
*At -100 opinion, the resistance reduction factor is 50%.&lt;br /&gt;
*At 0 opinion the resistance reduction factor is 100%.&lt;br /&gt;
*At 100 opinion the resistance reduction factor is 150%.&lt;br /&gt;
&lt;br /&gt;
==== Current mood ====&lt;br /&gt;
The mood of the prisoner when the resistance reduction is made also matters. A well-fed prisoner in an impressive cell will give a fine mood to work with.&lt;br /&gt;
&lt;br /&gt;
*At 0% mood, the resistance reduction factor is 20%.&lt;br /&gt;
*At 50%, the resistance reduction factor is 100%.&lt;br /&gt;
*At 100%, the resistance reduction factor is 150%.&lt;br /&gt;
&lt;br /&gt;
=== Recruitment chance ===&lt;br /&gt;
The chance for each individual recruitment pitch to succeed depends on various factors. Many of them are post-process curved.&lt;br /&gt;
&lt;br /&gt;
==== Recruit prisoner chance ====&lt;br /&gt;
&lt;br /&gt;
The base chance that a recruitment pitch succeeds is equal to 50% of the warden's [[Negotiation Ability]].&lt;br /&gt;
&lt;br /&gt;
Talking and hearing has a 90% importance on this stat, meaning that a warden with impaired talking and hearing will have lower chances of success. In addition, colonists incapable of talking or social cannot attempt to recruit a prisoner.&lt;br /&gt;
&lt;br /&gt;
==== Recruitment difficulty ====&lt;br /&gt;
Obviously the prisoner's recruitment difficulty is taken into account.&lt;br /&gt;
&lt;br /&gt;
*At 0% difficulty, the base chance factor is 200%.&lt;br /&gt;
*At '''10% difficulty (lowest possible)''', the base chance factor is 180%.&lt;br /&gt;
*At 50% difficulty, the base chance factor is 100%.&lt;br /&gt;
*At '''99% difficulty (highest possible)''', the base chance factor is 2.196%.&lt;br /&gt;
*At 100% difficulty, the base chance factor is 2%.&lt;br /&gt;
&lt;br /&gt;
==== Opinion towards warden ====&lt;br /&gt;
Opinion of the prisoner towards the warden can greatly affect recruitment chances. This is usually increased by the warden building rapport with the prisoner.&lt;br /&gt;
&lt;br /&gt;
*At -100 opinion, the recruitment chance factor is 50%.&lt;br /&gt;
*At 0 opinion the recruitment chance factor is 100%.&lt;br /&gt;
*At 100 opinion the recruitment chance factor is 200%.&lt;br /&gt;
&lt;br /&gt;
==== Current mood ====&lt;br /&gt;
The mood of the prisoner when the recruitment pitch is made also matters. A well-fed prisoner in an impressive cell will give a fine mood to work with. You may also wish to provide them with [[drugs]] and/or [[beer]], which, in addition to improving mood, helps to mitigate the pain often associated with wounds the prisoner may have suffered. Be careful about leaving beer in their cell, though; beer can be equipped as a weapon, should the prisoner break free and attack your colonists.&lt;br /&gt;
&lt;br /&gt;
*At 0% mood, the recruitment chance factor is 20%.&lt;br /&gt;
*At 50%, the recruitment chance factor is 100%.&lt;br /&gt;
*At 100%, the recruitment chance factor is 200%.&lt;br /&gt;
&lt;br /&gt;
== Prison breaks ==&lt;br /&gt;
{{stub|section=1}}&lt;br /&gt;
Prisoners have a small chance to decide to break out and escape. During this time, they are able to open all prison doors like your colonists, and will attempt to equip and use weapons and weapon-like [[utility]] items such as [[orbital bombardment targeter]]. Prisoner break events are rolled per prisoner, meaning that the more prisoners you have, the greater the chance of a prison break happening.&lt;br /&gt;
&lt;br /&gt;
The chance for a prison break is multiplied by the number of exits the prisoner has. &lt;br /&gt;
&lt;br /&gt;
In a break, all prisoners in that cell or barracks will escape. Prisoners from different cells may also join in, or choose not to do so.&lt;br /&gt;
&lt;br /&gt;
To fight escaping prisoners with less risk of killing them, use blunt weaponry, unarmed melee, or a single colonist shooting them. Be careful about downed wardens as they will steal weapons from them, making them harder to fight. Place your exits away from the map edge, preferably facing a direction where your colonists can quickly respond to breakouts. Funneling all prisoners into 1 exit also helps in dealing with prison breaks by allowing wardens to deal with them 1 at a time.&lt;br /&gt;
&lt;br /&gt;
== Caravans ==&lt;br /&gt;
Prisoners can be brought along in caravans, after capturing them from various sources, such as a faction base attack.&lt;br /&gt;
&lt;br /&gt;
Prisoners can be formed as part of a caravan, but like everybody else they need to be capable of moving. Reforming a caravan as opposed to forming one from scratch removes this requirement, meaning you can bring any downed prisoners you find. Prisoners will carry 35 kg worth of items, like your colonists.&lt;br /&gt;
&lt;br /&gt;
If a caravan has a hostile encounter, like ambushes or base attacks, the prisoner will proceed to wander around the map without attempting to escape. This often puts the prisoner at risk as they may wander into the crossfire getting themselves severely injured or killed. Hostile factions will also attack prisoners if they are captured from an enemy faction of theirs.&lt;br /&gt;
&lt;br /&gt;
== Unwanted Prisoners == &lt;br /&gt;
&lt;br /&gt;
Enemies who have fallen in battle may not always be worth capturing in the first place. For example, a hostile with a shattered spine won't be able to move at all, unless they get a [[Bionic spine]] - which is certainly possible, but an expensive investment.  Maybe it's better to just accept that it's their time (right after you strip them, of course)...&lt;br /&gt;
&lt;br /&gt;
There are several ways to dispose of unwanted prisoners, most of which involve killing the prisoner.  Any colonist without the [[Traits#Psychopath|Psychopath]] trait will get a negative mood effect from a prisoner dying.  Normally this effect is -5, but euthanizing a prisoner gives a lighter -3 penalty, and if a prisoner is considered ''guilty'' and is executed or euthanized, it will only be -2.  Most prisoners are &amp;quot;guilty&amp;quot; for about 24 hours after a battle, and this information can be seen in their Prisoner tab.&lt;br /&gt;
&lt;br /&gt;
If you're stuck with an unwanted guest and simply want them &amp;quot;gone&amp;quot;, there are several simple solutions:&lt;br /&gt;
&lt;br /&gt;
* '''Expendables''': This is not exactly &amp;quot;getting rid of them&amp;quot;, as much as making best (and ultimately temporary) use of them. [[Recruit]] one (or more) to send on those long quests, the ones that you'd rather not dedicate a week or more for a more valuable colonist to complete. Or, they can go take a long hike and see if that ''next'' settlement has anything interesting to trade - and then the one after that, and so on.  Or go scout a hostile base to get a picture of their defenses.  Or have them scout the route to your [[Quests#Ship to the Stars|starship]], so you know what's ahead. Give them a surplus weapon and forget about them, since you don't care if they come back or not. If they do it's a win, and send them right back out on another mission, and then another, and/or just expel them from the colony when you're done with them, nothing lost.&lt;br /&gt;
&lt;br /&gt;
: A variation is to have them always lead the charge against [[raider]]s, fully expecting them (rather than any valued colony member) to take the brunt of the incoming damage.  Raising a [[stele]] in their honor is, of course, completely unnecessary.&lt;br /&gt;
&lt;br /&gt;
: Valued skills (depending on their exact future assignments) could include Shooting, Melee, Plants (for foraging during a [[Caravan]]), Social (for any incidental trading), Medical (for self-healing), and so on.  Usually negative traits such as [[Traits#Slothful|slothful]], [[Traits#Abrasive|abrasive]], [[Traits#Drug_Desire|drug fascination]] or [[pyromaniac]], or injuries that hurt [[manipulation]] etc., become irrelevant if they &amp;quot;never&amp;quot; spend time at your base.&lt;br /&gt;
&lt;br /&gt;
: Be aware that ''any'' &amp;quot;colonist&amp;quot; dying will give a [[Mood#Colonist_died|small mood penalty]] (-3 for 6 days), although not as bad as if your colonists actually cared about them. This can countered with a positive [[Mood#My Rival Died|&amp;quot;''My Rival Died''&amp;quot;]] thought if the lost pawn is considered a &amp;quot;[[Social|Rival]]&amp;quot;, this thought lasts for 10 days and its impact varies on how much the pawn dislikes the deceased (to a maximum of +10). This rivalry can be artificially induced with minimal risk by having the expendable pawn harm the other colonists, sell slaves (especially loved ones), or by disfiguring the expendable, such as by installing and removing a [[bionic ear]] or [[aesthetic nose]].{{RoyaltyIcon}}&lt;br /&gt;
&lt;br /&gt;
* '''Release''': If finances and manpower are not an issue, this can be a win/win option as you get free goodwill from the prisoner's [[faction]] without negative mood effects. Not very useful with [[Factions#Pirates|pirate]] or [[Factions#Savage tribe|savage tribe]] prisoners as their goodwill never can be improved (i.e. they are ''always'' &amp;quot;hostile&amp;quot;), but it does prevent the mood debuffs that normally result from the death of unwanted prisoners, and also gives all pawn a &amp;quot;healthy prisoner released&amp;quot; mood buff. Note that you only get the full goodwill bonus if they exit the map with any wounds treated.&lt;br /&gt;
&lt;br /&gt;
===== Capital punishment =====&lt;br /&gt;
So many ways to die in RimWorld...&lt;br /&gt;
&lt;br /&gt;
* '''Starvation''': The oubliette is a fine and time-honoured tradition, just [f]orbid the door and forget them. Or, go to their Health tab and set 'Food Restrictions' (near the top)  to &amp;quot;Nothing&amp;quot; (and similarly with &amp;quot;No medical care&amp;quot;).  The prisoner will have the negative [[thoughts]], quite possibly resulting [[Mood|mental breaks]] associated with hunger.  This may cause prisoners in shared cells to attack each other, including them severely injuring/killing ones you don't want dead. Or you can put several unwanted prisoners in the same cell, and let nature take its course.&lt;br /&gt;
&lt;br /&gt;
* '''Temperature control''': Using heaters or coolers, lower/raise the temperature of the cell to a lethal level.&lt;br /&gt;
&lt;br /&gt;
* '''Euthanasia''': Open the 'Operations' menu in the Health tab, then select 'Euthanize'. A doctor will come in and euthanize the prisoner. Similar to Execution (below), except it allows doctors to practice medicine and has a lighter mood penalty.&lt;br /&gt;
&lt;br /&gt;
* '''Execution''': In the pawn's Prisoner tab, select &amp;quot;Execute&amp;quot;, and a pawn with the Warden work active will take care of this.  Right click and Strip them first, if you want any of their [[apparel]] that will not be [[tainted]] by death.&lt;br /&gt;
&lt;br /&gt;
* '''Death by combat''': You can draft a colonist with a weapon and order them to kill the prisoner by clicking 'B' and selecting the prisoner.  This gives some small weapons practice.&lt;br /&gt;
&lt;br /&gt;
=====Extreme measures=====&lt;br /&gt;
Alternatively, unwanted prisoners can be made to provide restitution for their crimes, for those players with a stomach for such options:&lt;br /&gt;
&lt;br /&gt;
* '''Organ removal''': You can remove one kidney and one lung without killing an otherwise healthy prisoner. Removing important body parts (the heart or liver, both worth the same), will kill the prisoner, preventing any further organ harvesting, as will removing a second kidney or lung. There is no market for a tongue, but removing it will give a little more practice to your doctor. Removing any organ (tongue included) will give all colonists without the [[Traits#Psychopath|Psychopath]] or [[Traits#Bloodlust|Bloodlust]] trait a negative mood modifier. (For a more complete discussion, see also [[Human_resources#Organ_harvesting|organ harvesting]].)&lt;br /&gt;
&lt;br /&gt;
* '''Medical (mal)practice''': You could also replace an extremity with a wooden one, and then remove the wooden one and repeat until the patient dies on the operating table or you get bored of him. Yes, it's dark, but this is RimWorld.&lt;br /&gt;
&lt;br /&gt;
* '''Selling To Slaver''': If combined with organ removal this gets you the most silver. Selling a prisoner will give all colonists a -3 mood penalty labeled &amp;quot;[[Mood#A_prisoner_was_sold|A prisoner was sold]]&amp;quot; that lasts for 4 days (and stacks up to 5 times), and gives other pawns a negative [[Social|opinion]] of the seller.  Their current slave value can be seen under the Patient tab; this value will change with the current health and skills of the prisoner.&lt;br /&gt;
&lt;br /&gt;
* '''Gifting To Slaver''': Similar to releasing them, but granting goodwill with the slaver's faction proportional to the slave's market value. No mood penalty and it gets the unwanted prisoner off your hands, but the prisoner remains a slave.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.8.657|0.8.657]] - You can now release prisoners. This gains you goodwill from their faction.&lt;br /&gt;
* [[Version/0.13.1135|0.13.1135]] - Prison breaks added.&lt;br /&gt;
* [[Version/1.1.2570|1.1.2570]] - Escaping prisoners are no longer able to equip [[Persona weapons|bladelinked]] [[biocoded]] weapons.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Prisoner escape chance is multiplied by the number of exits the prisoner has. Escaping prisoners will attack enemies with weapons they pick up, including [[orbital bombardment targeter]]s, [[orbital power beam targeter]]s, and [[tornado generator]]s.&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:Prisoner_preview.png&amp;diff=105374</id>
		<title>File:Prisoner preview.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:Prisoner_preview.png&amp;diff=105374"/>
		<updated>2022-07-13T01:37:21Z</updated>

		<summary type="html">&lt;p&gt;Zippy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Drugs&amp;diff=105366</id>
		<title>Drugs</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Drugs&amp;diff=105366"/>
		<updated>2022-07-12T02:49:38Z</updated>

		<summary type="html">&lt;p&gt;Zippy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{For|the medical items see|Medicine (disambiguation)}}&lt;br /&gt;
{{imagemargin|[[File:drugs_preview.png|right]]|50px}}'''Drugs''' can be useful to gain temporary benefits of various sorts, but can lead to harmful [[addictiveness|addictions]], negative side effects, and even [[overdose]] resulting in permanent ailments or death. Most drugs are crafted at the [[drug lab]] using either [[psychoid leaves]] or [[neutroamine]]. &lt;br /&gt;
Beer, however requires [[hops]] and has an intermediate stage before fermenting called [[wort]].&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
If you want to avoid drugs in your colony, you have the option of burning them at a [[campfire]] or [[crematorium]], or forbidding them and selling them to a trader which is lucrative on the market. Binging pawns will take drugs even if they're forbidden though.&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
[[File:Burning drugs.png|400px|thumb|none|Burning drugs to prevent policy breakers from overdose.]]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
The effects of drugs are modulated by body size, so smaller creatures need less beer to be drunk than bigger animals such as the [[Thrumbo]].&lt;br /&gt;
&lt;br /&gt;
Drugs can be assigned for regular taking through the drug policy system. Similar to Outfits, drug policies are an assigned schedule for taking drugs. You can set any number of drugs, each with a frequency. For example, you can assign a colonist to drink 2 beers every day, and take one Penoxycyline every 5 days. You can also toggle to use the drug to feed an addiction, separately from joy usage.&lt;br /&gt;
&lt;br /&gt;
Drugs can also be administered through a medical operation. Animals may take drugs on their own if they are within their allowed areas.&lt;br /&gt;
&lt;br /&gt;
== Addiction and Tolerance ==&lt;br /&gt;
Addictions are a sad reality that most drug-using colonies must face. Without a continuous supply of drugs, withdrawal symptoms will kick in and your poor colonist will suffer.  Luciferium has an instant addiction.  Once taken, it will need to be taken regularly.  Otherwise, the withdrawal from it will cause all sorts of mental breaks, eventually resulting in death.&lt;br /&gt;
&lt;br /&gt;
'''Tolerance''' is the value related to addiction upon consumption of any drugs. It has a fixed buildup amount for each drug, and decreases each day afterwards. Tolerance gain is inversely proportional to body size, so smaller colonists (teenagers 0.85 vs normal 1.0) gain more tolerance per drug use. Colonists will have a chance of getting addicted once they cross a certain tolerance threshold. '''Safe''' consumption of drugs can be set in the restriction tab for drug usage.&lt;br /&gt;
&lt;br /&gt;
When tolerant, the severity given per dose of the drug will decrease by a fixed amount, meaning that they will last shorter, and colonists will need to consume more of them. &amp;lt;br&amp;gt;&lt;br /&gt;
Addiction also has the same effect, in addition to requiring the pawn get a regular dose of the drug to prevent withdrawal.&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_25 text-center}}&lt;br /&gt;
!Drug	   !!High duration per dose     !!Tolerance gain per dose     !!Tolerance fall rate     	!!New addiction min tolerance	!!New addiction chance	!!Safe dose interval !!Safe doses at 0 tolerance&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! [[Ambrosia]]     &lt;br /&gt;
| 16.7 h	||3.2% ||2% / Day  ||15% ||1% ||1.6 Days||4&lt;br /&gt;
|-&lt;br /&gt;
! [[Psychite tea]] &lt;br /&gt;
| 7.2 h  ||3% ||1.5% / Day  ||10% ||2% ||2 Days||3&lt;br /&gt;
|-&lt;br /&gt;
! [[Beer]]	      &lt;br /&gt;
| 4.8 h	||1.6% ||1.6% / Day  ||25% ||1% ||1 Day||15&lt;br /&gt;
|-&lt;br /&gt;
! [[Smokeleaf]]    &lt;br /&gt;
| 12 h ||3% ||1.5% /Day  ||15% ||2% ||2 Days||5&lt;br /&gt;
|-&lt;br /&gt;
! [[Flake]]	      &lt;br /&gt;
| 7.2 h ||4% ||1.5% / Day  ||0% ||5% ||Never||0&lt;br /&gt;
|-&lt;br /&gt;
! [[Yayo]]	      &lt;br /&gt;
| 12 h	||4% ||1.5% / Day  ||0% ||1% ||Never||0&lt;br /&gt;
|-&lt;br /&gt;
! [[Wake-up]]      &lt;br /&gt;
| 12 h	||N/A ||N/A  ||0% ||2% ||Never||0&lt;br /&gt;
|-&lt;br /&gt;
! [[Go-juice]]     &lt;br /&gt;
| 16.7 h	||N/A ||N/A  ||0% ||2.6% ||Never||0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
* Tolerance gain values are for size 1.00 pawns, or that of adult [[human]]s. Note that pawns with different sizes, such as teenagers or animals will have different values.&lt;br /&gt;
&lt;br /&gt;
=== Fighting Addictions ===&lt;br /&gt;
&lt;br /&gt;
==== Addiction Severity ====&lt;br /&gt;
Time spent in withdrawal is calculated by multiplying addiction severity by recovery time.  This means that the addiction takes longer to cure for each dose the addict takes to a maximum of 100%.&lt;br /&gt;
&lt;br /&gt;
==== Drug binges ====&lt;br /&gt;
Colonists with either the Chemical Interest or Fascination traits as well as addicts may randomly have drug binges. Such colonists will ignore drug policies. This can cause a relapse from getting those colonists clean. &lt;br /&gt;
&lt;br /&gt;
==== Remove access to drugs ====&lt;br /&gt;
Colonists can't take drugs that they can't reach.  A drug binging colonist without access to that drug will only wander around until their senses are restored.  Other withdrawal-based mental breaks are another story.&lt;br /&gt;
&lt;br /&gt;
To destroy drugs, you can burn them at a campfire.  You can also sell them to passing traders that are interested in buying, or have a non-binging colonist take them away on a caravan.&lt;br /&gt;
&lt;br /&gt;
One alternative to keeping drugs out of the hands of binging addicts is to place the drugs in a room and wall up the entrance.  This could also be done to the addict by trapping them but will become counterproductive once they become hungry.  Another alternative, which may be quicker depending on the case, is to load the drugs in a transport pod and keep them there until the binge is over.&lt;br /&gt;
&lt;br /&gt;
==== 'Rehab center' ====&lt;br /&gt;
Instead of keeping the drugs from the addict, you can keep the addict from the drugs by imprisoning them and keeping them there until they're clean.  Imprisoning them also contains the impacts of their mental breaks.  You can arrest an addicted colonist by drafting another colonist and right clicking on the addict.  Using force can have a negative social influence on the patient and increased mood debuffs that will make recovery even harder, especially if such measure was performed with weapons (healing will take longer and could injure the body badly).  As with any combat, either or both of the addicted or the arresting colonist have the chance of injury or death.  It may be best to wait until the withdrawal-suffering pawn collapses due to exhaustion or starvation, and ''then'' arrest them without the risk of a physical confrontation.   If it must be done while they can stand, then it's wise to disarm this colonist before attempting to arrest them as they may resist and go berserk.  Still, addicted colonists will usually go down quickly due to the [[consciousness]] penalty from withdrawal.&lt;br /&gt;
&lt;br /&gt;
Chatting with the imprisoned while they're getting clean will help train your warden's Social skill.  Still, arresting any colonist will give them the accompanying thoughts of being imprisoned both during and afterward.&lt;br /&gt;
&lt;br /&gt;
This also works great for addicted prisoners as they're already imprisoned.  It is recommended to keep them in their own cell though.  Otherwise, they can go berserk and attack other prisoners.  If you want to recruit such an addict, it's recommended to get them clean before recruiting.  There's no use in releasing an addicted new recruit, only to throw them right back in their cell very soon.&lt;br /&gt;
&lt;br /&gt;
You can avoid the berserk state of a &amp;quot;drug rehab inmate&amp;quot; by installing and then removing peg legs to keep them incapacitated until new (and possibly better depending on technological level) replacement legs get reinstalled after the addiction ends. This trick can also be done by installing and removing a bionic spine which is half as costly as double bionic legs but does not make the pawn faster. Make sure you have prosthetics or bionics researched if you want to do this method of rehabilitation.&lt;br /&gt;
&lt;br /&gt;
==== Caravan ====&lt;br /&gt;
Pawns on a caravan can't take drugs that aren't part of their drug policy. Furthermore, mental breaks in a caravan tend to have less serious consequences unless the caravan get ambushed. You can completely avoid any chance of ambush by keeping the caravan on top of another faction's settlement.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Recovery ====&lt;br /&gt;
[[File:Medicine.png|right]]&lt;br /&gt;
Withdrawal will make the person feel a great mood drop and impair their stats, depending on the addicted drug. Once the withdrawal passes away, the colonist will feel good as new.&lt;br /&gt;
&lt;br /&gt;
During this time, you may want to give your colonist more time to enjoy himself. Giving him social drugs may help depending on the situation, but remember never to feed his addiction as this resets the withdrawal countdown, unless he's addicted to multiple drugs at the same time, in which it may be easier to deal with 1 drug addiction at a time. &amp;lt;br&amp;gt;&lt;br /&gt;
On the other hand, if they become incapacitated when the withdrawal symptoms hit all at once, it may be better to leave them like that, as they are unable to have mental breaks or such during the withdrawal period.&lt;br /&gt;
&lt;br /&gt;
The health overview tab which will display a counter with withdrawal percentage. The higher it gets, the closer to complete recovery (100%, though 99.5% is rounded to 100% in display).&lt;br /&gt;
&amp;lt;!-- [[File:Psychite addiction withdrawal 100 percent.png|550px|thumb|none|Colonist who almost defeated her addiction to psychite]] --&amp;gt;&lt;br /&gt;
==== Healer mech serum ====&lt;br /&gt;
Using the [[healer mech serum]] instantly treats non-[[luciferium]] drug addictions if there are no other serious health problems affecting the addict. This gives a convenient but somewhat costly way to bypass the lengthy withdrawal period. Note however healer mech serum '''cannot''' remove the luciferium need. There is no cure for luciferium addiction.&lt;br /&gt;
&lt;br /&gt;
== Effects ==&lt;br /&gt;
Not surprisingly, different drugs have different effects, and some also have different effects depending how much is consumed. Some effects can be beneficial to a colonist or a colony, although many drugs have a mixture of good and bad effects, and some can be helpful to the colony as a whole while putting the individual colonist at [[Sarcophagus|great risk]].  Also, effects and duration can be reduced by [[tolerance]] to a drug.  &lt;br /&gt;
&lt;br /&gt;
Note that many drugs have a chance of [[heart attack]] or instant [[addiction]], even for a single, first use, and such chances are always increased when multiple drugs are active in a pawn's system at the same time - see the above section on [[Drugs#Addiction_and_Tolerance|addition &amp;amp; tolerance]] for more information.&lt;br /&gt;
&lt;br /&gt;
=== When and What to Use ===&lt;br /&gt;
{{Rewrite|reason=Verification and cleanup}}&lt;br /&gt;
The table below lists the most common effects; see notes, below, for descriptions and for &amp;quot;other&amp;quot; effects. &lt;br /&gt;
&lt;br /&gt;
Note that [[Consciousness]] (&amp;quot;'''Consc'''&amp;quot;) is an extremely important consideration when giving drugs for two primary reasons.&lt;br /&gt;
&lt;br /&gt;
First, any change in Consciousness translates ''directly'' to an ''identical'' change in both [[Manipulation]] and [[Moving]], both of which cascade to other stats. Values listed under &amp;quot;'''Move'''&amp;quot; are separate for ''additional'' changes, and do ''not'' reflect any ''additional'' effect from a change in Consciousness.&lt;br /&gt;
&lt;br /&gt;
Second, Consciousness can be life-or-death for patients or any pawn that may have that stat additionally reduced for any reason. Any pawn loses consciousness when this falls below 30%, and '''dies''' when this reaches 0%.  Note also that some drugs ''increase'' consciousness, which could be a lifesaver in situations where consciousness is threatening to drop to an undesirable level.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_23 text-center}}&lt;br /&gt;
!Drug	!! Time !!  [[Consciousness|Consc]] !! [[Mood]]    !!  [[Recreation|Rec]]         !!  [[Pain]]   !!  [[Rest]]    !!  [[Rest Fall Rate|Tired]]    !!  [[Moving]]	  !!  Other&lt;br /&gt;
|-&lt;br /&gt;
! [[Ambrosia]]  &lt;br /&gt;
| 16.7 h ||  -   || +5  || {{%|{{Q|Ambrosia|Joy Offset}}}}        || -    || -     ||  -   ||   -      || +0.2 [[Nutrition|Nut]]&lt;br /&gt;
|-&lt;br /&gt;
! [[Beer]] (1st*)  &lt;br /&gt;
| 4.8 h  ||  -   || +10 || {{%|{{Q|Beer|Joy Offset}}}}            || ×90% || -     || -   ||  -       || +0.08 [[Nutrition|Nut]], ''see notes''*&lt;br /&gt;
|-&lt;br /&gt;
! [[Psychite tea]] &lt;br /&gt;
| 7.2 h  ||  -   || +12 || {{%|{{Q|Psychite tea|Joy Offset}}}}    || ×90% || +10%  || x80%        || -  || &lt;br /&gt;
|-&lt;br /&gt;
! [[Smokeleaf joint]]  &lt;br /&gt;
| 12 h   || -30% || +13 || {{%|{{Q|Smokeleaf joint|Joy Offset}}}} || -20% || -10%  || -     ||  -      || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Flake]]	  &lt;br /&gt;
| 7.2 h  ||  -   || +35 || {{%|{{Q|Flake|Joy Offset}}}}           || ×50% || -     || x33%      ||    -      || -     &lt;br /&gt;
|-&lt;br /&gt;
! [[Go-juice]]   &lt;br /&gt;
| 16.7 h || +20% || +5  || {{%|{{Q|Go-juice|Joy Offset}}}}        || ×10% || +40%  || x33%       ||  +50%       || ''see&amp;lt;br&amp;gt; notes*''     &lt;br /&gt;
|-&lt;br /&gt;
! [[Wake-up]]   &lt;br /&gt;
| 12 h   || +10% || 0   || {{%|{{Q|Wake-up|Joy Offset}}}}         || -    || +100% || x80%  ||  +10%      ||  +50% [[Global Work Speed|GWS]]&amp;lt;br&amp;gt;''see notes*''    &lt;br /&gt;
|-&lt;br /&gt;
! [[Yayo]]	  &lt;br /&gt;
| 12 h   ||  -  || +35  || {{%|{{Q|Yayo|Joy Offset}}}}            || ×50% ||  -    || x33%      ||  +15%   ||        -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
'''Effect''' categories have been abbreviated to avoid an awkwardly large table. If several drugs share an effect, they are listed; drugs with (relatively) unique effects are listed in &amp;quot;other&amp;quot;.  Though some may be obvious, they are:&lt;br /&gt;
{|width=&amp;quot;700&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
* '''Time''' = the duration of effect of the 1st dose, measured in &amp;quot;hours&amp;quot;. Note that a [[Drugs#Addiction and Tolerance|tolerance]] can reduce this time.&lt;br /&gt;
* '''Consc''' = [[Consciousness]] &lt;br /&gt;
* '''Rec''' = [[Recreation]]&lt;br /&gt;
* '''Rest''' = a pawn's basic [[Needs|need]] for sleep &lt;br /&gt;
|&lt;br /&gt;
* '''Tired''' = [[Rest Fall Rate]], the rate at which a pawn ''loses'' Rest (i.e. how fast they ''become'' &amp;quot;Tired&amp;quot;)&lt;br /&gt;
* '''Moving''' = [[Moving]] capacity. Has a direct effect on [[movement speed]] and some other [[stats]].  &lt;br /&gt;
* '''Other''' = Other effects; if not listed or for explanation, see Notes on specific drugs, below&lt;br /&gt;
|}&lt;br /&gt;
; Notes:&lt;br /&gt;
* '''Ambrosia''' - This has a [[nutrition]]al value.&lt;br /&gt;
* '''Beer''' - The 1st beer gives 98% Manipulation and also increases &amp;quot;[[Social Fight Chance]]&amp;quot; by x1.5. Beer also has a small [[nutrition]]al value. Note that the very first beer has the effects listed, but ''additional'' beers can have ''additional'' negative effects, including a major drop in Consciousness.   See [[Beer]] for more information.&lt;br /&gt;
* '''Smokeleaf joint''' - Hunger rate offset +30% (i.e. the pawn gains hunger 30% faster). &lt;br /&gt;
* '''Go-juice''' -  +35% [[sight]];  restores +15% psyfocus{{RoyaltyIcon}}.  Note that 20% improved consciousness translates to +20% improved manipulation and [[talking]], and improved sight also cascades to other stats, all together yielding a +20% increase in [[General Labor Speed]], improved combat stats and  in [[Medical Tend Quality]] and [[Medical Surgery Success Chance|surgery success]] chances; see  [[Go-juice#Detailed_Effects|detailed effects of go-juice]].&lt;br /&gt;
:: Caution: A pawn high on go-juice only feels 10% of the pain they would otherwise be feeling. In combat, this usually means they are not &amp;quot;[[downed]]&amp;quot; from severe injuries, they fight until they win or are killed outright.  For those literal &amp;quot;do or die&amp;quot; moments.&lt;br /&gt;
* '''Wake-up''' - Increases [[Global Work Speed]] by +50%. &lt;br /&gt;
&amp;lt;!-- * '''Yayo''' - The &amp;quot;+15&amp;quot; to Movement is directly offset by -20 Consciousness, yielding a net -5 Movement.{{Check Tag|Confirm this is correct?}}  --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Safety considerations ===&lt;br /&gt;
To avoid the downsides of drugs, the following is advised:&lt;br /&gt;
&lt;br /&gt;
* [[Beer]] can be safely drunk every day, providing a decent +10 [[mood]].  &lt;br /&gt;
* [[Psychite tea]] can be consumed every two days, providing an additional +12 mood.  &lt;br /&gt;
* If an [[ambrosia]] sprout happens, 200 or so ambrosia can be harvested and one consumed every 2 days (actually 1.6) for +5 mood.  &lt;br /&gt;
* [[Smokeleaf joint]]s can also be smoked every 2 days, providing a +12 boost, but also massively reduces consciousness, and should thus be used sparingly.&lt;br /&gt;
* [[Penoxycyline]] should be taken every 5 or 6* days to mitigate 3 dangerous diseases, however this might not be worth it if the current [[biome]] has a disease frequency less than 0.5.  &lt;br /&gt;
:: (* Penoxycyline lasts ~5.556 days, so it's up to you whether to take it a bit too often, or risk that down time.)&lt;br /&gt;
&lt;br /&gt;
Hard drugs should only be consumed in an emergency: &lt;br /&gt;
* [[Yayo]] is useful for periods of heavy mood penalties such as family deaths and for difficult or lengthy combats. Providing a massive +35 mood, +10% [[Moving]], halving [[pain]], providing 80% [[recreation]] and both refilling the [[Rest]] need by 40% and reducing further Rest loss. It is a strong mood controller and a fairly potent combat drug, making pawns better fighters and preventing them from breaking, but with a 1 percent addiction chance each time, regardless of tolerance, it is not without risk. It also pales in comparison to go-juice in combat potential.&lt;br /&gt;
* [[Flake]] should almost never be smoked although it is cheaper and provides the same mood buffs, it has a gigantic 5% addiction chance each. A key exception are perhaps Guests, as they will leave shortly and there is little practical downside to their their addiction.&lt;br /&gt;
* [[Go-juice]] is an exceptionally potent combat drug, significantly reducing pain and buffing several key [[capacity|capacities]] and almost every [[stat]]. it also restores a modest amount of [[psyfocus]] {{RoyaltyIcon}}. This is especially useful used when utilizing [[kiting]] combat tactics, as it increases the speed of a pawn by 50 percent.  &lt;br /&gt;
* [[Wake-up]] is very useful in situations where something needs to be finished as soon as possible or when a pawn cannot stop working, such as constructing [[solar panel]]s during a toxic fallout power shortage, or letting your doctor keep saving lives after a devastating raid. It not only makes pawns work faster and better, it provides a full nights rest and significantly reducing rest fall rate, allowing pawns to work for almost three days straight.&lt;br /&gt;
&lt;br /&gt;
During the late game, when silver is plentiful, you can have two or three [[luciferium]] addicted colonists. Alternatively, you can go wild and just get everybody addicted to every drug in-game.&lt;br /&gt;
&lt;br /&gt;
== Trade ==&lt;br /&gt;
Drugs, especially hard drugs, can be manufactured and sold for a large profit. Below are the optimal types of drugs for sale.&lt;br /&gt;
=== Psychoid-Type ===&lt;br /&gt;
[[Yayo]] costs 8 [[Psychoid leaves]] and is valued at 21 silver each. It weighs 50 grams and takes 6 work to make. On the other hand, [[flake]] takes 4 psychoid leaves and is valued at 14 silver each. It also weighs 50 grams and takes 5 work to make. [[Psychite tea]], however, is the most inefficient. It takes the same amount of leaves as flake, but is 4 silver less valuable than it. On the market, flake is worth 2/3&amp;lt;sup&amp;gt;rds&amp;lt;/sup&amp;gt; the [[silver]] of yayo, requires 80% of the [[Work To Make]], and 50% of the ingredient costs. The most economical option depends on which is the greater bottleneck: converting the leaves to the drug, or producing the leaves in the first place. &lt;br /&gt;
&lt;br /&gt;
If converting the leaves into drugs is the bottleneck then there are two options. The psychoid leaves could be turned into yayo, however converting as much as possible to flake and then selling the remaining psychoid leaves themselves is even more efficient. For example, a pawn requires {{ticks|35000}} of work and 800 psychoid leaves to synthesize 100 yayo worth {{icon Small|silver||2100}}. With the same amount of work, a pawn could craft 140 flake worth {{icon Small|silver||1960}} and consume 560 of the 800 psychoid leaves. The remaining 240 psychoid leaves are worth {{icon Small|silver||456}} for a total of {{icon Small|silver||2416}}. This is not without its downsides however - fewer traders accept psychoid leaves than accept drugs and without refrigeration, the leaves will eventually rot away. Thus, if the player is likely to caravan to a settlement or receive a relevant trader before they rot entirely away, or can accommodate the refrigeration of leaves long term, converting to flake and selling the remainder of leaves is ideal. If they cannot, converting to yayo for storage may be necessary.&lt;br /&gt;
If psychoid leaf production is the bottleneck and there is insufficient leaf supply to fully occupy your drug synthesizers' time, producing flake is the optimum as it produces more value per leaf at the cost of more work.&lt;br /&gt;
&lt;br /&gt;
If caravan weight is a limiting factor, yayo is worth more proportional to [[mass]], however the low weight of all the options mean this is unlikely to be relevant as a single [[muffalo]] can carry almost 20 stacks of flake worth over 20,000 silver.&lt;br /&gt;
&lt;br /&gt;
=== Other Hard Drugs ===&lt;br /&gt;
[[Wake-up]] and [[Go-juice]] are both made from 2 [[neutroamine]], with go-juice costing an additional unit of [[yayo]]. Wake-up is valued at 28 silver and takes 14 units of work to make. Go-juice is valued at 53 silver and takes 50 units of work to make. Because these hard drugs use [[neutroamine]] for production, it is generally unadvised to use these as profit drugs because neutroamine is both expensive and can not be made. It is better used for high-quality [[medicine]].&lt;br /&gt;
&lt;br /&gt;
== Recipes ==&lt;br /&gt;
{| {{STDT| sortable c_25 text-center}}&lt;br /&gt;
! Drug  !! Ingredients !! Work to Make || Minimum Skills !! Market Value&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Wake-up]]         &lt;br /&gt;
| {{Required Resources|Wake-up|sep=&amp;amp;nbsp;+|simple=1}}         || {{Ticks|{{Q|Wake-up|Work To Make}} }} || {{Q|Wake-up|Skill 1|-}} {{Q|Wake-up|Skill 1 Level}} || {{Q|Wake-up|Market Value Base}} {{Icon Small|Silver}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Penoxycyline]]    &lt;br /&gt;
| {{Required Resources|Penoxycyline|sep=&amp;amp;nbsp;+|simple=1}}    || {{Ticks|{{Q|Penoxycyline|Work To Make}} }} || {{Q|Penoxycyline|Skill 1|-}} {{Q|Penoxycyline|Skill 1 Level}} || {{Q|Penoxycyline|Market Value Base}} {{Icon Small|Silver}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Flake]]           &lt;br /&gt;
| {{Required Resources|Flake|sep=&amp;amp;nbsp;+|simple=1}}           || {{Ticks|{{Q|Flake|Work To Make}} }} || {{Q|Flake|Skill 1|-}} {{Q|Flake|Skill 1 Level}} || {{Q|Flake|Market Value Base}} {{Icon Small|Silver}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Yayo]]            &lt;br /&gt;
| {{Required Resources|Yayo|sep=&amp;amp;nbsp;+|simple=1}}            || {{Ticks|{{Q|Yayo|Work To Make}} }} || {{Q|Yayo|Skill 1|-}} {{Q|Yayo|Skill 1 Level}} || {{Q|Yayo|Market Value Base}} {{Icon Small|Silver}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Psychite tea]]    &lt;br /&gt;
| {{Required Resources|Psychite tea|sep=&amp;amp;nbsp;+|simple=1}}    || {{Ticks|{{Q|Psychite tea|Work To Make}} }} || {{Q|Psychite tea|Skill 1|-}} {{Q|Psychite tea|Skill 1 Level}} || {{Q|Psychite tea|Market Value Base}} {{Icon Small|Silver}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Smokeleaf joint]] &lt;br /&gt;
| {{Required Resources|Smokeleaf joint|sep=&amp;amp;nbsp;+|simple=1}} || {{Ticks|{{Q|Smokeleaf joint|Work To Make}} }} || {{Q|Smokeleaf joint|Skill 1|-}} {{Q|Smokeleaf joint|Skill 1 Level}} || {{Q|Smokeleaf joint|Market Value Base}} {{Icon Small|Silver}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Go-juice]]        &lt;br /&gt;
| {{Required Resources|Go-juice|sep=&amp;amp;nbsp;+|simple=1}}        || {{Ticks|{{Q|Go-juice|Work To Make}} }} || {{Q|Go-juice|Skill 1|-}} {{Q|Go-juice|Skill 1 Level}} || {{Q|Go-juice|Market Value Base}} {{Icon Small|Silver}} &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[Beer]]            &lt;br /&gt;
| {{Required Resources|Beer|sep=&amp;amp;nbsp;+|simple=1}}            || {{Ticks|{{Q|Beer|Work To Make|-}} }} || {{Q|Beer|Skill 1|-}} {{Q|Beer|Skill 1 Level}} || {{Q|Beer|Market Value Base}} {{Icon Small|Silver}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Social drugs ==&lt;br /&gt;
{{List|Social Drug}}&lt;br /&gt;
&lt;br /&gt;
== Hard drugs ==&lt;br /&gt;
{{List|Hard Drug}}&lt;br /&gt;
&lt;br /&gt;
== Medical drugs ==&lt;br /&gt;
{{List|Medical Drug}}&lt;br /&gt;
&lt;br /&gt;
{{nav/drugs}}&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:Drugs_preview.png&amp;diff=105365</id>
		<title>File:Drugs preview.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:Drugs_preview.png&amp;diff=105365"/>
		<updated>2022-07-12T02:45:18Z</updated>

		<summary type="html">&lt;p&gt;Zippy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;br /&gt;
[[Category:Images]]&lt;br /&gt;
[[Category:Images - Drugs]]&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:Drugs_preview.png&amp;diff=105364</id>
		<title>File:Drugs preview.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:Drugs_preview.png&amp;diff=105364"/>
		<updated>2022-07-12T02:44:57Z</updated>

		<summary type="html">&lt;p&gt;Zippy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Yayo&amp;diff=105363</id>
		<title>Yayo</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Yayo&amp;diff=105363"/>
		<updated>2022-07-12T02:36:17Z</updated>

		<summary type="html">&lt;p&gt;Zippy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|drug&lt;br /&gt;
| name = Yayo&lt;br /&gt;
| image = Yayo.png|Yayo&lt;br /&gt;
| description = A refined powdery preparation of the psychite drug. When snorted, it produces a rapid euphoric high, dramatically reduces the user's need for rest, and suppresses pain. Like all forms of psychite, it is addictive, though it is not as addictive as the cruder flake.\n\nBecause of its high cost and refined appearance, many cultures associate yayo with degenerate wealth. Whether in the throneroom or the boardroom, many hare-brained policy schemes have been developed during yayo-fueled binge parties.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Drug&lt;br /&gt;
| type2 = Hard Drug&lt;br /&gt;
| marketvalue = 21&lt;br /&gt;
| stack limit = 150&lt;br /&gt;
| mass base = 0.05&lt;br /&gt;
| hp = 50&lt;br /&gt;
| deterioration = 2&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| rotatable = false&lt;br /&gt;
| path cost = 15&lt;br /&gt;
&amp;lt;!-- Ingestion --&amp;gt;&lt;br /&gt;
| joy offset = 0.8&lt;br /&gt;
| joy kind = chemical&lt;br /&gt;
| addictiveness = 0.01&lt;br /&gt;
| max num to ingest at once = 1&lt;br /&gt;
| ingestion time = 150&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| production facility 1 = Drug lab&lt;br /&gt;
| research = Psychite refining&lt;br /&gt;
| work to make = 350&lt;br /&gt;
| resource 1 = Psychoid leaves&lt;br /&gt;
| resource 1 amount = 8&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Yayo&lt;br /&gt;
| preferability = NeverForNutrition&lt;br /&gt;
| food preference = NeverForFood&lt;br /&gt;
| drug category = hard&lt;br /&gt;
| is pleasure drug = true&lt;br /&gt;
&amp;lt;!-- Unused --&amp;gt;&lt;br /&gt;
| always haulable = true&lt;br /&gt;
| draw gui overlay = true&lt;br /&gt;
| graphic class = Graphic_StackCount&lt;br /&gt;
| graphic path = Things/Thing/Drug/Yayo&lt;br /&gt;
| label = yayo&lt;br /&gt;
| parent name = MakeableDrugBase&lt;br /&gt;
| resource readout priority = Last&lt;br /&gt;
| selectable = true&lt;br /&gt;
| social properness matters = true&lt;br /&gt;
| tech level = industrial&lt;br /&gt;
| thing class = Drugs&lt;br /&gt;
| use hit points = true&lt;br /&gt;
&amp;lt;!-- Drug Parameters --&amp;gt;&lt;br /&gt;
| moving offset = 0.15&lt;br /&gt;
| pain factor = 0.5&lt;br /&gt;
| rest fall factor = 0.33&lt;br /&gt;
| rest offset = 0.4&lt;br /&gt;
| mood offset = 35&lt;br /&gt;
}}&lt;br /&gt;
'''Yayo''' is a [[Drugs|drug]] of 1% [[Drugs#Addiction and Tolerance|addiction]] rate that can be produced at a [[drug lab]] with 8 [[psychoid leaves]] after researching Psychite refining. Consumption provides +80% to [[recreation]] and will generate the [[Thoughts/Drugs|''Feeling pumped! Let's do this!'' thought]]  which has a +35 mood effect and affects the body with:&lt;br /&gt;
&lt;br /&gt;
* Moving: +15%&lt;br /&gt;
* Improves joy 80%&lt;br /&gt;
* Suppresses pain ×50%&lt;br /&gt;
* Reduces need for rest by 66%&lt;br /&gt;
&lt;br /&gt;
Excessive consumption of yayo within a short timespan, or consumption in combination with other [[hard drugs]] may result in a drug [[overdose]]. Furthermore, each dose has an unavoidable 1.0% chance of instantly causing a major overdose, regardless of previous drug consumption.&lt;br /&gt;
&lt;br /&gt;
Those with visible tolerance to psychite will develop [[chemical damage]] in the [[kidney]]s in a mean time of 120 days.&lt;br /&gt;
&lt;br /&gt;
It is also used in the crafting of [[go-juice]].&lt;br /&gt;
&lt;br /&gt;
== Crafting ==&lt;br /&gt;
Yayo can be manufactured at a [[drug lab]] for 8 [[psychoid leaves]].  Its [[Drug Synthesis Speed|synthesis speed]] is dependent on the [[Skills#Intellectual|Intellectual]] skill.&lt;br /&gt;
&lt;br /&gt;
== Withdrawal symptoms ==&lt;br /&gt;
Like [[Flake]] and [[Psychite tea]], Yayo can cause psychite addiction. Withdrawal lasts for 30 days and causes the following symptoms:&lt;br /&gt;
&lt;br /&gt;
* [[Mood]]: -35&lt;br /&gt;
* [[Consciousness]]: -20%&lt;br /&gt;
* [[Moving]]: -20%&lt;br /&gt;
* [[Manipulation]]: -20%&lt;br /&gt;
* [[Rest Fall Rate]]: +30%&lt;br /&gt;
* Hard drug binges (''mtb of 40 days'')&lt;br /&gt;
* Psychotic wandering (''mtb of 10 days'')&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=Should compare stat buffs as well as mood buffs - any comparison should be duplicated on [[Flake]]}}&lt;br /&gt;
Yayo is one of three drugs that can be produced from psychoid leaves, the others being [[flake]] and [[psychite tea]]. Yayo can also be further refined into [[go-juice]] with the addition of 2 [[neutroamine]].&lt;br /&gt;
&lt;br /&gt;
=== Drug ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Drug !! Mood buff !! Moving !! Pain !! Tiredness !! Consciousness !! Sight !! Global working speed&lt;br /&gt;
|-&lt;br /&gt;
| Yayo ||    +35    ||    +15%    ||    ×50%    ||    ×33%    ||    -    ||    -    ||    -    &lt;br /&gt;
|-&lt;br /&gt;
| Flake ||    +35    ||    -    ||    ×50%     ||    ×33%    ||    -    ||    -    ||    -    &lt;br /&gt;
|-&lt;br /&gt;
| Go juice ||    +5    ||    +50%    ||    ×10%    ||   -    ||    +20%    ||    +35%    ||    -    &lt;br /&gt;
|-&lt;br /&gt;
| Wake-up ||    -    ||    +10%    ||    -    ||    ×80%    ||    +10%    ||    -    ||    +50%    &lt;br /&gt;
|}&lt;br /&gt;
For use as a mood control drug, yayo is far preferable to flake, with stronger effects and only one fifth as addictive (1% vs 5% addictiveness). Psychite tea is considerably weaker, but it is much less addictive than either of the other two and, unlike them, has a safe usage interval. It is thus a significantly safer option than either. This makes tea far more useful for regular use, while yayo is more appropriate for mood emergencies. Though there is no minimum tolerance to get addicted to Yayo, it still contributes to tolerance to Psychite tea.&lt;br /&gt;
&lt;br /&gt;
=== Trade ===&lt;br /&gt;
On the market, yayo is worth 50% more [[silver]] than flake, with a 20% increase in the [[Work To Make]] and a 100% increase in ingredient cost. The most economical option depends on which is the greater bottleneck: converting the leaves to the drug, or producing the leaves in the first place. &lt;br /&gt;
&lt;br /&gt;
If converting the leaves into drugs is the bottleneck then there are two options. The psychoid leaves could be turned into yayo, however converting as much as possible to flake and then selling the remaining psychoid leaves themselves is even more efficient. For example, a pawn requires {{ticks|35000}} of work and 800 psychoid leaves to synthesize 100 yayo worth {{icon Small|silver||2100}}. With the same amount of work, a pawn could craft 140 flake worth {{icon Small|silver||1960}} and consume 560 of the 800 psychoid leaves. The remaining 240 psychoid leaves are worth {{icon Small|silver||456}} for a total of {{icon Small|silver||2416}}. This is not without its downsides however - fewer traders accept psychoid leaves than accept drugs and without refrigeration, the leaves will eventually rot away. Thus, if the player is likely to caravan to a settlement or receive a relevant trader before they rot entirely away, or can accommodate the refrigeration of leaves long term, converting to flake and selling the remainder of leaves is ideal. If they cannot, converting to yayo for storage may be necessary.&lt;br /&gt;
&lt;br /&gt;
If psychoid leaf production is the bottleneck and there is insufficient leaf supply to fully occupy your drug synthesizers' time, producing flake is the optimum as it produces 33% more silver per leaf at the cost of 7% more work per silver.&lt;br /&gt;
&lt;br /&gt;
If caravan weight is a limiting factor, yayo is worth more proportional to [[mass]], however the low weight of all the options means this is unlikely to be relevant as a single [[muffalo]] can carry almost 20 stacks of flake worth over 20,000 silver. &lt;br /&gt;
&lt;br /&gt;
Note that the third possible product for psychoid leaves, [[psychite tea]], is economically inferior to both yayo and flake.  Its primary advantage instead lies in ease of use by colonists. It is produced at a [[campfire]] or stove with the [[Cooking]] skill and requires only the [[Research#Psychoid brewing|Psychoid Brewing]] research, and thus may be a more accessible in the early game.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Yayo is slang for Cocaine in Spanish derived from Santiago Luis Polanco Rodriguez but it's more commonly known from the quote &amp;quot;Chichi, get the Yayo&amp;quot; from Scarface (1983).[https://en.wikipedia.org/wiki/Scarface_(1983_film)]&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.15.1279|0.15.1279]] - Added.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Reduced yayo new addiction chance from 10% to 1%, and removed the min tolerance to addict.&lt;br /&gt;
&lt;br /&gt;
{{nav/drugs}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Drug]] [[Category:Hard Drug]]&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Yayo&amp;diff=105362</id>
		<title>Yayo</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Yayo&amp;diff=105362"/>
		<updated>2022-07-12T02:36:02Z</updated>

		<summary type="html">&lt;p&gt;Zippy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|drug&lt;br /&gt;
| name = Yayo&lt;br /&gt;
| image = Yayo.png|Yayo&lt;br /&gt;
| description = A refined powdery preparation of the psychite drug. When snorted, it produces a rapid euphoric high, dramatically reduces the user's need for rest, and suppresses pain. Like all forms of psychite, it is addictive, though it is not as addictive as the cruder flake.\n\nBecause of its high cost and refined appearance, many cultures associate yayo with degenerate wealth. Whether in the throneroom or the boardroom, many hare-brained policy schemes have been developed during yayo-fueled binge parties.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Drug&lt;br /&gt;
| type2 = Hard Drug&lt;br /&gt;
| marketvalue = 21&lt;br /&gt;
| stack limit = 150&lt;br /&gt;
| mass base = 0.05&lt;br /&gt;
| hp = 50&lt;br /&gt;
| deterioration = 2&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| rotatable = false&lt;br /&gt;
| path cost = 15&lt;br /&gt;
&amp;lt;!-- Ingestion --&amp;gt;&lt;br /&gt;
| joy offset = 0.8&lt;br /&gt;
| joy kind = chemical&lt;br /&gt;
| addictiveness = 0.01&lt;br /&gt;
| max num to ingest at once = 1&lt;br /&gt;
| ingestion time = 150&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| production facility 1 = Drug lab&lt;br /&gt;
| research = Psychite refining&lt;br /&gt;
| work to make = 350&lt;br /&gt;
| resource 1 = Psychoid leaves&lt;br /&gt;
| resource 1 amount = 8&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Yayo&lt;br /&gt;
| preferability = NeverForNutrition&lt;br /&gt;
| food preference = NeverForFood&lt;br /&gt;
| drug category = hard&lt;br /&gt;
| is pleasure drug = true&lt;br /&gt;
&amp;lt;!-- Unused --&amp;gt;&lt;br /&gt;
| always haulable = true&lt;br /&gt;
| draw gui overlay = true&lt;br /&gt;
| graphic class = Graphic_StackCount&lt;br /&gt;
| graphic path = Things/Thing/Drug/Yayo&lt;br /&gt;
| label = yayo&lt;br /&gt;
| parent name = MakeableDrugBase&lt;br /&gt;
| resource readout priority = Last&lt;br /&gt;
| selectable = true&lt;br /&gt;
| social properness matters = true&lt;br /&gt;
| tech level = industrial&lt;br /&gt;
| thing class = Drugs&lt;br /&gt;
| use hit points = true&lt;br /&gt;
&amp;lt;!-- Drug Parameters --&amp;gt;&lt;br /&gt;
| moving offset = 0.15&lt;br /&gt;
| pain factor = 0.5&lt;br /&gt;
| rest fall factor = 0.33&lt;br /&gt;
| rest offset = 0.4&lt;br /&gt;
| mood offset = 35&lt;br /&gt;
}}&lt;br /&gt;
'''Yayo''' is a [[drug]] of 1% [[Drugs#Addiction and Tolerance|addiction]] rate that can be produced at a [[drug lab]] with 8 [[psychoid leaves]] after researching Psychite refining. Consumption provides +80% to [[recreation]] and will generate the [[Thoughts/Drugs|''Feeling pumped! Let's do this!'' thought]]  which has a +35 mood effect and affects the body with:&lt;br /&gt;
&lt;br /&gt;
* Moving: +15%&lt;br /&gt;
* Improves joy 80%&lt;br /&gt;
* Suppresses pain ×50%&lt;br /&gt;
* Reduces need for rest by 66%&lt;br /&gt;
&lt;br /&gt;
Excessive consumption of yayo within a short timespan, or consumption in combination with other [[hard drugs]] may result in a drug [[overdose]]. Furthermore, each dose has an unavoidable 1.0% chance of instantly causing a major overdose, regardless of previous drug consumption.&lt;br /&gt;
&lt;br /&gt;
Those with visible tolerance to psychite will develop [[chemical damage]] in the [[kidney]]s in a mean time of 120 days.&lt;br /&gt;
&lt;br /&gt;
It is also used in the crafting of [[go-juice]].&lt;br /&gt;
&lt;br /&gt;
== Crafting ==&lt;br /&gt;
Yayo can be manufactured at a [[drug lab]] for 8 [[psychoid leaves]].  Its [[Drug Synthesis Speed|synthesis speed]] is dependent on the [[Skills#Intellectual|Intellectual]] skill.&lt;br /&gt;
&lt;br /&gt;
== Withdrawal symptoms ==&lt;br /&gt;
Like [[Flake]] and [[Psychite tea]], Yayo can cause psychite addiction. Withdrawal lasts for 30 days and causes the following symptoms:&lt;br /&gt;
&lt;br /&gt;
* [[Mood]]: -35&lt;br /&gt;
* [[Consciousness]]: -20%&lt;br /&gt;
* [[Moving]]: -20%&lt;br /&gt;
* [[Manipulation]]: -20%&lt;br /&gt;
* [[Rest Fall Rate]]: +30%&lt;br /&gt;
* Hard drug binges (''mtb of 40 days'')&lt;br /&gt;
* Psychotic wandering (''mtb of 10 days'')&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=Should compare stat buffs as well as mood buffs - any comparison should be duplicated on [[Flake]]}}&lt;br /&gt;
Yayo is one of three drugs that can be produced from psychoid leaves, the others being [[flake]] and [[psychite tea]]. Yayo can also be further refined into [[go-juice]] with the addition of 2 [[neutroamine]].&lt;br /&gt;
&lt;br /&gt;
=== Drug ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Drug !! Mood buff !! Moving !! Pain !! Tiredness !! Consciousness !! Sight !! Global working speed&lt;br /&gt;
|-&lt;br /&gt;
| Yayo ||    +35    ||    +15%    ||    ×50%    ||    ×33%    ||    -    ||    -    ||    -    &lt;br /&gt;
|-&lt;br /&gt;
| Flake ||    +35    ||    -    ||    ×50%     ||    ×33%    ||    -    ||    -    ||    -    &lt;br /&gt;
|-&lt;br /&gt;
| Go juice ||    +5    ||    +50%    ||    ×10%    ||   -    ||    +20%    ||    +35%    ||    -    &lt;br /&gt;
|-&lt;br /&gt;
| Wake-up ||    -    ||    +10%    ||    -    ||    ×80%    ||    +10%    ||    -    ||    +50%    &lt;br /&gt;
|}&lt;br /&gt;
For use as a mood control drug, yayo is far preferable to flake, with stronger effects and only one fifth as addictive (1% vs 5% addictiveness). Psychite tea is considerably weaker, but it is much less addictive than either of the other two and, unlike them, has a safe usage interval. It is thus a significantly safer option than either. This makes tea far more useful for regular use, while yayo is more appropriate for mood emergencies. Though there is no minimum tolerance to get addicted to Yayo, it still contributes to tolerance to Psychite tea.&lt;br /&gt;
&lt;br /&gt;
=== Trade ===&lt;br /&gt;
On the market, yayo is worth 50% more [[silver]] than flake, with a 20% increase in the [[Work To Make]] and a 100% increase in ingredient cost. The most economical option depends on which is the greater bottleneck: converting the leaves to the drug, or producing the leaves in the first place. &lt;br /&gt;
&lt;br /&gt;
If converting the leaves into drugs is the bottleneck then there are two options. The psychoid leaves could be turned into yayo, however converting as much as possible to flake and then selling the remaining psychoid leaves themselves is even more efficient. For example, a pawn requires {{ticks|35000}} of work and 800 psychoid leaves to synthesize 100 yayo worth {{icon Small|silver||2100}}. With the same amount of work, a pawn could craft 140 flake worth {{icon Small|silver||1960}} and consume 560 of the 800 psychoid leaves. The remaining 240 psychoid leaves are worth {{icon Small|silver||456}} for a total of {{icon Small|silver||2416}}. This is not without its downsides however - fewer traders accept psychoid leaves than accept drugs and without refrigeration, the leaves will eventually rot away. Thus, if the player is likely to caravan to a settlement or receive a relevant trader before they rot entirely away, or can accommodate the refrigeration of leaves long term, converting to flake and selling the remainder of leaves is ideal. If they cannot, converting to yayo for storage may be necessary.&lt;br /&gt;
&lt;br /&gt;
If psychoid leaf production is the bottleneck and there is insufficient leaf supply to fully occupy your drug synthesizers' time, producing flake is the optimum as it produces 33% more silver per leaf at the cost of 7% more work per silver.&lt;br /&gt;
&lt;br /&gt;
If caravan weight is a limiting factor, yayo is worth more proportional to [[mass]], however the low weight of all the options means this is unlikely to be relevant as a single [[muffalo]] can carry almost 20 stacks of flake worth over 20,000 silver. &lt;br /&gt;
&lt;br /&gt;
Note that the third possible product for psychoid leaves, [[psychite tea]], is economically inferior to both yayo and flake.  Its primary advantage instead lies in ease of use by colonists. It is produced at a [[campfire]] or stove with the [[Cooking]] skill and requires only the [[Research#Psychoid brewing|Psychoid Brewing]] research, and thus may be a more accessible in the early game.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Yayo is slang for Cocaine in Spanish derived from Santiago Luis Polanco Rodriguez but it's more commonly known from the quote &amp;quot;Chichi, get the Yayo&amp;quot; from Scarface (1983).[https://en.wikipedia.org/wiki/Scarface_(1983_film)]&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.15.1279|0.15.1279]] - Added.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Reduced yayo new addiction chance from 10% to 1%, and removed the min tolerance to addict.&lt;br /&gt;
&lt;br /&gt;
{{nav/drugs}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Drug]] [[Category:Hard Drug]]&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Yayo&amp;diff=105361</id>
		<title>Yayo</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Yayo&amp;diff=105361"/>
		<updated>2022-07-12T02:35:24Z</updated>

		<summary type="html">&lt;p&gt;Zippy: Changing &amp;quot;x&amp;quot; to &amp;quot;×&amp;quot; because... reasons idk...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|drug&lt;br /&gt;
| name = Yayo&lt;br /&gt;
| image = Yayo.png|Yayo&lt;br /&gt;
| description = A refined powdery preparation of the psychite drug. When snorted, it produces a rapid euphoric high, dramatically reduces the user's need for rest, and suppresses pain. Like all forms of psychite, it is addictive, though it is not as addictive as the cruder flake.\n\nBecause of its high cost and refined appearance, many cultures associate yayo with degenerate wealth. Whether in the throneroom or the boardroom, many hare-brained policy schemes have been developed during yayo-fueled binge parties.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Drug&lt;br /&gt;
| type2 = Hard Drug&lt;br /&gt;
| marketvalue = 21&lt;br /&gt;
| stack limit = 150&lt;br /&gt;
| mass base = 0.05&lt;br /&gt;
| hp = 50&lt;br /&gt;
| deterioration = 2&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| rotatable = false&lt;br /&gt;
| path cost = 15&lt;br /&gt;
&amp;lt;!-- Ingestion --&amp;gt;&lt;br /&gt;
| joy offset = 0.8&lt;br /&gt;
| joy kind = chemical&lt;br /&gt;
| addictiveness = 0.01&lt;br /&gt;
| max num to ingest at once = 1&lt;br /&gt;
| ingestion time = 150&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| production facility 1 = Drug lab&lt;br /&gt;
| research = Psychite refining&lt;br /&gt;
| work to make = 350&lt;br /&gt;
| resource 1 = Psychoid leaves&lt;br /&gt;
| resource 1 amount = 8&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Yayo&lt;br /&gt;
| preferability = NeverForNutrition&lt;br /&gt;
| food preference = NeverForFood&lt;br /&gt;
| drug category = hard&lt;br /&gt;
| is pleasure drug = true&lt;br /&gt;
&amp;lt;!-- Unused --&amp;gt;&lt;br /&gt;
| always haulable = true&lt;br /&gt;
| draw gui overlay = true&lt;br /&gt;
| graphic class = Graphic_StackCount&lt;br /&gt;
| graphic path = Things/Thing/Drug/Yayo&lt;br /&gt;
| label = yayo&lt;br /&gt;
| parent name = MakeableDrugBase&lt;br /&gt;
| resource readout priority = Last&lt;br /&gt;
| selectable = true&lt;br /&gt;
| social properness matters = true&lt;br /&gt;
| tech level = industrial&lt;br /&gt;
| thing class = Drugs&lt;br /&gt;
| use hit points = true&lt;br /&gt;
&amp;lt;!-- Drug Parameters --&amp;gt;&lt;br /&gt;
| moving offset = 0.15&lt;br /&gt;
| pain factor = 0.5&lt;br /&gt;
| rest fall factor = 0.33&lt;br /&gt;
| rest offset = 0.4&lt;br /&gt;
| mood offset = 35&lt;br /&gt;
}}&lt;br /&gt;
'''Yayo''' is a drug of 1% [[Drugs#Addiction and Tolerance|addiction]] rate that can be produced at a [[drug lab]] with 8 [[psychoid leaves]] after researching Psychite refining. Consumption provides +80% to [[recreation]] and will generate the [[Thoughts/Drugs|''Feeling pumped! Let's do this!'' thought]]  which has a +35 mood effect and affects the body with:&lt;br /&gt;
&lt;br /&gt;
* Moving: +15%&lt;br /&gt;
* Improves joy 80%&lt;br /&gt;
* Suppresses pain ×50%&lt;br /&gt;
* Reduces need for rest by 66%&lt;br /&gt;
&lt;br /&gt;
Excessive consumption of yayo within a short timespan, or consumption in combination with other [[hard drugs]] may result in a drug [[overdose]]. Furthermore, each dose has an unavoidable 1.0% chance of instantly causing a major overdose, regardless of previous drug consumption.&lt;br /&gt;
&lt;br /&gt;
Those with visible tolerance to psychite will develop [[chemical damage]] in the [[kidney]]s in a mean time of 120 days.&lt;br /&gt;
&lt;br /&gt;
It is also used in the crafting of [[go-juice]].&lt;br /&gt;
&lt;br /&gt;
== Crafting ==&lt;br /&gt;
Yayo can be manufactured at a [[drug lab]] for 8 [[psychoid leaves]].  Its [[Drug Synthesis Speed|synthesis speed]] is dependent on the [[Skills#Intellectual|Intellectual]] skill.&lt;br /&gt;
&lt;br /&gt;
== Withdrawal symptoms ==&lt;br /&gt;
Like [[Flake]] and [[Psychite tea]], Yayo can cause psychite addiction. Withdrawal lasts for 30 days and causes the following symptoms:&lt;br /&gt;
&lt;br /&gt;
* [[Mood]]: -35&lt;br /&gt;
* [[Consciousness]]: -20%&lt;br /&gt;
* [[Moving]]: -20%&lt;br /&gt;
* [[Manipulation]]: -20%&lt;br /&gt;
* [[Rest Fall Rate]]: +30%&lt;br /&gt;
* Hard drug binges (''mtb of 40 days'')&lt;br /&gt;
* Psychotic wandering (''mtb of 10 days'')&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=Should compare stat buffs as well as mood buffs - any comparison should be duplicated on [[Flake]]}}&lt;br /&gt;
Yayo is one of three drugs that can be produced from psychoid leaves, the others being [[flake]] and [[psychite tea]]. Yayo can also be further refined into [[go-juice]] with the addition of 2 [[neutroamine]].&lt;br /&gt;
&lt;br /&gt;
=== Drug ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Drug !! Mood buff !! Moving !! Pain !! Tiredness !! Consciousness !! Sight !! Global working speed&lt;br /&gt;
|-&lt;br /&gt;
| Yayo ||    +35    ||    +15%    ||    ×50%    ||    ×33%    ||    -    ||    -    ||    -    &lt;br /&gt;
|-&lt;br /&gt;
| Flake ||    +35    ||    -    ||    ×50%     ||    ×33%    ||    -    ||    -    ||    -    &lt;br /&gt;
|-&lt;br /&gt;
| Go juice ||    +5    ||    +50%    ||    ×10%    ||   -    ||    +20%    ||    +35%    ||    -    &lt;br /&gt;
|-&lt;br /&gt;
| Wake-up ||    -    ||    +10%    ||    -    ||    ×80%    ||    +10%    ||    -    ||    +50%    &lt;br /&gt;
|}&lt;br /&gt;
For use as a mood control drug, yayo is far preferable to flake, with stronger effects and only one fifth as addictive (1% vs 5% addictiveness). Psychite tea is considerably weaker, but it is much less addictive than either of the other two and, unlike them, has a safe usage interval. It is thus a significantly safer option than either. This makes tea far more useful for regular use, while yayo is more appropriate for mood emergencies. Though there is no minimum tolerance to get addicted to Yayo, it still contributes to tolerance to Psychite tea.&lt;br /&gt;
&lt;br /&gt;
=== Trade ===&lt;br /&gt;
On the market, yayo is worth 50% more [[silver]] than flake, with a 20% increase in the [[Work To Make]] and a 100% increase in ingredient cost. The most economical option depends on which is the greater bottleneck: converting the leaves to the drug, or producing the leaves in the first place. &lt;br /&gt;
&lt;br /&gt;
If converting the leaves into drugs is the bottleneck then there are two options. The psychoid leaves could be turned into yayo, however converting as much as possible to flake and then selling the remaining psychoid leaves themselves is even more efficient. For example, a pawn requires {{ticks|35000}} of work and 800 psychoid leaves to synthesize 100 yayo worth {{icon Small|silver||2100}}. With the same amount of work, a pawn could craft 140 flake worth {{icon Small|silver||1960}} and consume 560 of the 800 psychoid leaves. The remaining 240 psychoid leaves are worth {{icon Small|silver||456}} for a total of {{icon Small|silver||2416}}. This is not without its downsides however - fewer traders accept psychoid leaves than accept drugs and without refrigeration, the leaves will eventually rot away. Thus, if the player is likely to caravan to a settlement or receive a relevant trader before they rot entirely away, or can accommodate the refrigeration of leaves long term, converting to flake and selling the remainder of leaves is ideal. If they cannot, converting to yayo for storage may be necessary.&lt;br /&gt;
&lt;br /&gt;
If psychoid leaf production is the bottleneck and there is insufficient leaf supply to fully occupy your drug synthesizers' time, producing flake is the optimum as it produces 33% more silver per leaf at the cost of 7% more work per silver.&lt;br /&gt;
&lt;br /&gt;
If caravan weight is a limiting factor, yayo is worth more proportional to [[mass]], however the low weight of all the options means this is unlikely to be relevant as a single [[muffalo]] can carry almost 20 stacks of flake worth over 20,000 silver. &lt;br /&gt;
&lt;br /&gt;
Note that the third possible product for psychoid leaves, [[psychite tea]], is economically inferior to both yayo and flake.  Its primary advantage instead lies in ease of use by colonists. It is produced at a [[campfire]] or stove with the [[Cooking]] skill and requires only the [[Research#Psychoid brewing|Psychoid Brewing]] research, and thus may be a more accessible in the early game.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Yayo is slang for Cocaine in Spanish derived from Santiago Luis Polanco Rodriguez but it's more commonly known from the quote &amp;quot;Chichi, get the Yayo&amp;quot; from Scarface (1983).[https://en.wikipedia.org/wiki/Scarface_(1983_film)]&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.15.1279|0.15.1279]] - Added.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Reduced yayo new addiction chance from 10% to 1%, and removed the min tolerance to addict.&lt;br /&gt;
&lt;br /&gt;
{{nav/drugs}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Drug]] [[Category:Hard Drug]]&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Colonist&amp;diff=105360</id>
		<title>Colonist</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Colonist&amp;diff=105360"/>
		<updated>2022-07-12T02:31:30Z</updated>

		<summary type="html">&lt;p&gt;Zippy: &lt;/p&gt;
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&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{imagemargin|[[File:colonists_preview.png|right|150px]]|31px}}'''Colonists''' are the main protagonists in ''RimWorld''. They are living inhabitants of each ''RimWorld'' colony, and the primary goal of the game is for the player to properly manage them. Each colonist has specific [[skills]], positive and negative [[traits]], and a character backstory. In general, every [[human]] is a colonist, except for [[raider]]s/[[traveler]]s/[[prisoner]]s. The colonists come in various outfits based on their background, which can be seen by looking at the 'Character' tab in game.&lt;br /&gt;
&lt;br /&gt;
When managing the colonists, the player must take note of as many of the colonists' traits as possible. These include, but are not limited to, managing their needs at all times, utilizing their skills to help with their progress throughout the game, increasing their skills, having them research technologies and build anything that helps them the most, and defend themselves against raiders - which include increasing their defenses with each passing moment.&lt;br /&gt;
&lt;br /&gt;
When possible, playing into the strengths of each colonist, as well as their likes, will increase the player's efficiency of advancing through the game.&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;{{TOCright}}&lt;br /&gt;
==Creation==&lt;br /&gt;
{{Main|Characters}}&lt;br /&gt;
Upon creating a new colony, a screen where 3 colonists can be &amp;lt;!--currently--&amp;gt; randomized individually is shown. The player cannot pick each character aspect by its own. Each of the colonists has a name, an age, a backstory, limitations, traits, and skills. The name is the only information that does not alter a colonist. The age can cause Cataracts, a bad back, Frailty, or other age-related conditions. Traits can cause mood disruption, psychic resistance, increase in skills, and so on.&lt;br /&gt;
[[File:CharacterCreationA16.png|200px|thumb|right|Typical character creation screen]]&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
{{Main|Skills}}&lt;br /&gt;
Each colonist has different skill levels generated at the start. They tend to range from zero to five, before accounting traits and backstories. Those numeric values are not fixed, but temporarily, and will increase as the character performs actions related to that area. Colonists can be passionate or very passionate about certain skills, and will gain them faster or much faster, respectively.&lt;br /&gt;
&lt;br /&gt;
Older colonists tend to have better skills, but these are often offset by their poor health.&lt;br /&gt;
&lt;br /&gt;
===Backstory===&lt;br /&gt;
{{Main|Backstories}}&lt;br /&gt;
Each colonist will have one or two backstories, teenage characters will usually only have one due to their young age. Each story has a short description to go along with it, detailing a portion of the colonist's past. Each backstory has different effects on the colonist, such as  increasing/decreasing stats and disallowing certain tasks. Such information is important to consider when creating the first colonists for the new colony.  It may be difficult to even survive the start without certain skills, and future colonists may not join for a while.&lt;br /&gt;
&lt;br /&gt;
==Playing==&lt;br /&gt;
There are 4 default [[scenario system|scenarios]], in addition to the ability to create/ download more.&lt;br /&gt;
Each can have different attributes, e.g. no. of colonists, starting equipment, etc.&lt;br /&gt;
&lt;br /&gt;
Colonists may be dropped in escape pods on the map or start off standing.&lt;br /&gt;
&lt;br /&gt;
Upon generation of a new colony, starting characters will have varying equipment. For example, colonies starting as New Arrivals will be outfitted with [[synthread]] [[clothing]], while New Tribes will be outfitted with [[tribalwear]].&lt;br /&gt;
&lt;br /&gt;
In addition to being clothed, equipment, supplies and materials will be dropped with or near the starting point, or scattered around the map, depending on the scenario.&lt;br /&gt;
&lt;br /&gt;
Over the course of the game, other colonists can join, by walking onto the map from the border, falling in from their own pods via an event, be discovered in [[Cryptosleep casket|cryptosleep sarcophagi]], captured and recruited or bought from slave [[trader]]s.&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
{{Main|Weapons}}&lt;br /&gt;
&lt;br /&gt;
Colonists can be equipped with various items, which are shown on their information panel while individually selected. They can only be equipped with one item type at a time, meaning a single shirt, a single weapon, and so on. Their skill with their weapons is determined by their skill with Shooting, for projectile-based weapons, and Melee for the rest. An example of this can be seen below.&lt;br /&gt;
[[File:ColonistEquippedA16.png|300px|thumb|none|Marine colonist equipped with a survival rifle from earlier versions]]&lt;br /&gt;
&lt;br /&gt;
===Overview===&lt;br /&gt;
The work tab allows manually setting the tasks that each colonist is allowed to perform. Colonists will have a natural aptitude at a task, and have no check-boxes for tasks they are unable to perform. &lt;br /&gt;
[[File:WorkTab.png|300px|thumb|none|With default prioritization]]&lt;br /&gt;
&lt;br /&gt;
You can also prioritize a colonist's actions manually. To do this, go to the Work tab, and check the Manual Priorities box in the upper left-hand corner. The colonist has the numbers 1-4 in each check-box available, with 1 being the highest priority. If two or more tasks have the same prioritization number, then the colonist will do tasks from left to right, in relation to the task menu.&lt;br /&gt;
[[File:WorkTabCustom.png|300px|thumb|none|With manual prioritization selected]]&lt;br /&gt;
&lt;br /&gt;
===Thoughts===&lt;br /&gt;
{{Main|Thoughts}}&lt;br /&gt;
&lt;br /&gt;
The Thoughts tab shows what your colonist is thinking and experiencing, whether good or bad, and these thoughts will increase or decrease [[mood]].&lt;br /&gt;
&lt;br /&gt;
===Needs===&lt;br /&gt;
{{:Needs}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Animals&amp;diff=105359</id>
		<title>Animals</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Animals&amp;diff=105359"/>
		<updated>2022-07-12T02:27:31Z</updated>

		<summary type="html">&lt;p&gt;Zippy: format cleanup.&lt;/p&gt;
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{| align=center&lt;br /&gt;
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{{Move|reason=Suggest split entire [[Animals#Animal_husbandry|Animal Husbandry]] subsection to its own article, to reduce the WoT factor on this page. See [[Talk:Animals|Discussion page]].}}&lt;br /&gt;
{{Stub|reason=Missing information on the autoslaughter system added in 1.3.3066}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{for|the skill of the same name|Skills#Animals{{!}}Skills}}&lt;br /&gt;
{{for|a complete search|List of animals|}}&lt;br /&gt;
{{imagemargin|[[File:animals_preview.png|190px|right]]|30px}}Wild '''animals''' spawn on the map according to the [[biomes|biome]] and from random events.  Unlike animals on, say, Earth, animals on RimWorld are all potentially '''dangerous'''. With just a little luck, a [[rat]] or [[squirrel]], and certainly something as vicious as a [[tortoise]] or a wild [[turkey]], can often [[downed|take down]] and even kill a casually armored colonist, or at best leave them wishing they had never met the horrible beast. At least until you have some first-hand experience with them, '''do not underestimate wild animals!'''&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
These wild animals, and their tamed counterparts, will wander and graze on vegetation, including player-grown plants, regardless of type. Growing [[Resources#Raw food|food]] outdoors can sometimes attract animals to your base perimeter. Animals are an important source of [[food]] by the meat they provide once [[Orders#Hunt|hunted]] and [[butcher table|butchered]].&lt;br /&gt;
&lt;br /&gt;
Raiders will target tamed animals as often as colonists.&lt;br /&gt;
&lt;br /&gt;
Animal trainers receive 90 XP per training or taming attempt. When tamed &amp;quot;[[cute]]&amp;quot; animals nuzzle a colonist, it counts as a social interaction and is logged in the social tab of both the colonist and animal. &lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
== Animals tab ==&lt;br /&gt;
The Animals tab is in the menu bar at the bottom of the screen. The default hotkey is {{key|F4}}.&lt;br /&gt;
* The Animals tab lists all the colony animals. Clicking an animal name will center the map to that animal. &lt;br /&gt;
* A button lists the animal's master, if it has one. Click the button to assign a new master.&lt;br /&gt;
* [[Zone/Area#Allowed area|Allowed areas]] are also listed here including Unrestricted, [[Home area]], and animal areas. Each animal stays in its assigned area unless its master is drafted. &lt;br /&gt;
** Farm animals and some pack animals cannot be assigned zones, and are instead controlled by pawns with roping and pen settings.&lt;br /&gt;
* The &amp;lt;tt&amp;gt;[Manage areas...]&amp;lt;/tt&amp;gt; button at the top of the tab opens a window to edit allowed areas.&lt;br /&gt;
{{asof|A14}} several features have been added to the Animals tab:&lt;br /&gt;
* Gender and life stage informational columns&lt;br /&gt;
* A &amp;quot;Slaughter&amp;quot; checkbox column to allow easy slaughtering of multiple tamed animals at once&lt;br /&gt;
* Checkbox columns for each trainable skill to allow easy training of many animals&lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
Most animals appear to have no limbs, just as colonists do. Some animals have different appearances between males and females.&lt;br /&gt;
&lt;br /&gt;
== Behavior ==&lt;br /&gt;
*'''Wandering:''' Animals will wander the area when they have nothing else to do, e.g. eating or hunting. When wandering, some species of animals will tend to stay together in a herd. Others will spread out alone across the map.&lt;br /&gt;
*'''Roaming:''' Tame farm animals will occasionally attempt to leave the map if not in a pen or if a door is obstructed, with its frequency determined by the animal's roam interval [[stat]].&lt;br /&gt;
*'''Filth:''' While walking on constructed floors they can leave animal filth. The rate of producing filth is proportional to body size and wildness. Farm animals tend to produce massive amounts of filth. This can be mitigated by the [[straw matting]] floor type, reducing filth by 95%.&lt;br /&gt;
*'''Forbidden food:''' Hungry tame animals will eat forbidden food and non-farm animals may even leave their allowed area to eat food. &lt;br /&gt;
&lt;br /&gt;
=== Mating ===&lt;br /&gt;
For each non-[[sterilized]], tamed, awake male, once per hour, there is either a 1/12 or 1/8 (depending on species) chance that the male will search for a non-pregnant/non-fertilized, non-sterilized, tamed, awake female of the same species within 30 tiles to initiate mating. Female animals do not ever attempt to initiate mating themselves. In rare cases, more than one male can mate with the same female at once. The female will stand there, allowing the male to mate with her. The female then has a 50% chance to become [[pregnant]] in the case of gestational animals, or a 100% chance to become fertilized in the case of egg-laying animals.&lt;br /&gt;
&lt;br /&gt;
In order to maximize the rate of offspring for a given population size of adults, the ideal is that the moment one female becomes pregnant or fertilized, another gives birth or lays an egg and becomes available to be mated. If there was no randomness involved in mating, the female:male ratio that would achieve this is given by &amp;lt;code&amp;gt;awake_proportion×gestation_time/(2×mate_mtb)&amp;lt;/code&amp;gt; for gestational animals, or &amp;lt;code&amp;gt;awake_proportion×egg_interval/mate_mtb&amp;lt;/code&amp;gt; for egg-laying animals. As the proportion of [[Rest|time spent awake]] can be approximated to be about &amp;lt;code&amp;gt;2/3&amp;lt;/code&amp;gt; for a rest effectiveness of 0.8, and &amp;lt;code&amp;gt;mate_mtb&amp;lt;/code&amp;gt; is usually 12 hours, this can be simplified to &amp;lt;code&amp;gt;2/3×gestation_time&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;4/3×egg_interval&amp;lt;/code&amp;gt; in most cases. However, as the randomness involved with mating becomes more significant with smaller population sizes, slightly more males will be desired for smaller populations. On the contrary, animals that can be milked will want more females than this ratio suggests, as the gains from milk will offset the losses from time spent not pregnant, and animals that can lay unfertilized eggs can similarly afford a higher female ratio.&lt;br /&gt;
&lt;br /&gt;
Wild animals do not mate. Incest has no effect on animal health.&lt;br /&gt;
&lt;br /&gt;
=== Fleeing ===&lt;br /&gt;
Passive animals will mostly flee when harmed. They will not flee if they are engaging in combat with an adversary. &amp;lt;br&amp;gt;&lt;br /&gt;
More aggressive animals have a chance to revenge and turn and attack instead of fleeing.&lt;br /&gt;
Be aware that packs of animals may seek revenge together, quickly overpowering a single colonist.&lt;br /&gt;
&lt;br /&gt;
If a member of a herd is harmed or killed, the rest of the herd will flee as well, scattering around.&lt;br /&gt;
&lt;br /&gt;
=== Aggression ===&lt;br /&gt;
Sometimes a single animal may go mad, or every animal of the same species be driven mad by a psychic wave, and attack any humans not behind closed doors. &lt;br /&gt;
&lt;br /&gt;
If injured by a colonist or tamed pet, certain species of animals will become maddened into a [[Mental break#Manhunter|manhunter]] state and will relentlessly seek out humans to attack. Sometimes nearby animals of the same species will be simultaneously enraged. Unless otherwise neutralized, a maddened animal will eventually return to a normal mood after sleeping. Animals in manhunter state will attack doors if colonists try to go in and out of them.&lt;br /&gt;
&lt;br /&gt;
Manhunter chances are listed in the Wildlife tab of the map screen with a red lightning bolt next to their name, and also on the Info tab of each individual animal's information window.&lt;br /&gt;
&lt;br /&gt;
[[File:Manhunter due to pet hunting.png|400px]]&lt;br /&gt;
&lt;br /&gt;
=== Predation ===&lt;br /&gt;
Most carnivores are predators. When hungry, a predator will prefer an easy meal. They'll first go for meals or food types within their diet. They may go for a downed or dead animal or a human corpse. But when a hungry predator has no other food nearby, they will hunt, kill and consume almost any animal smaller than them, including your tamed animals or even your colonists. This can especially be a problem on maps with little wildlife, like on [[Biomes#Ice sheet|Ice sheets]] when a polar bear wanders in. Still, predators tend to choose more vulnerable and weaker animals, and wisely avoid boomrats and boomalopes. Their attacks usually stun their prey, leaving them unable to fight back or flee.  A predator will focus all their attacks on their downed prey, so if they do down your colonists or livestock and you have a colonist nearby, then direct them to Rescue that downed pawn.  It could mean the difference between life and death.&lt;br /&gt;
 &lt;br /&gt;
Predators include the {{#ask: [[Category:Animals]] [[Is Predator::true]]}}.&lt;br /&gt;
&lt;br /&gt;
If you successfully hide all colonists and tamed animals away from a predator's reach, it will hunt any other available wildlife.&lt;br /&gt;
&lt;br /&gt;
It is not possible to view the Needs tab of a wild animal, so you may have to deduce whether or not a predator is hungry based on its behavior. They sometimes remain near the area where they last killed and ate an animal for about a day. Bloodstains or partially-consumed animal corpses on the ground are a fairly reliable guide, as well as a source of free leather and delicious leftovers. Be careful not to let a hauler take away a predator's food before it has finished eating. It will still be hungry and will hunt your colonist instead.&lt;br /&gt;
&lt;br /&gt;
Remember that [[fence]]s and [[fence gate]]s do not count as impassable for all pawns except for farm animals, meaning that predators can leap over.&lt;br /&gt;
&lt;br /&gt;
=== Body heat ===&lt;br /&gt;
&lt;br /&gt;
Animals will give out body heat, slightly heating up their surroundings. This is insignificant most of the time. In enclosed barns with many animals packed, the heat can become a problem in warm weather or hot biomes, and a benefit in cold biomes or during winter.&lt;br /&gt;
&lt;br /&gt;
== Breeding ==&lt;br /&gt;
Animals are born by live birth or by hatching from a fertilized egg.&lt;br /&gt;
&lt;br /&gt;
=== Live birth ===&lt;br /&gt;
{{See also|Pregnancy}}&lt;br /&gt;
Female animals that give live birth become [[pregnant]] when a male animal approaches them and mates. Only tamed animals may breed. An animal's gestation period specifies how long a female's pregnancy will last.&lt;br /&gt;
&lt;br /&gt;
A pregnant animal suffering [[malnutrition]] or is injured may miscarry. Miscarriages are noted by an in-game message.&lt;br /&gt;
&lt;br /&gt;
Live births produce amniotic fluid (see [[Filth]]).&lt;br /&gt;
&lt;br /&gt;
Some animals will give birth to multiple young. The probability of this is determined by a curve, and is different for each animal.&lt;br /&gt;
&lt;br /&gt;
Animals can breed with their own family members without penalty, even for repeated generational incest, allowing a pair of 2 animals to eventually propagate into a packed room of the species of animal.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-style: solid; border-width: 0px; text-align:left;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot; | Pregnancy progresses in stages.&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Early stage (hidden) &lt;br /&gt;
|: Starts at 0%. This stage is not displayed but may be surmised by the vomiting it causes.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Middle stage&lt;br /&gt;
|: Starts at 33%. At this stage [[Health#Moving|Moving]] is reduced by 15%.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Late stage&lt;br /&gt;
|: Starts at 66%. At this stage [[Health#Moving|Moving]] is reduced by 30% and may include vomiting.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Full term&lt;br /&gt;
|: At 100%. At this point the female will give birth. Some species may have multiple offspring in a litter.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Eggs ===&lt;br /&gt;
Egg-laying animals include the {{#ask: [[Category:Animals]] [[Egg Laying Interval::+]]}} as of 1.1. Females become fertilized after mating with males, causing them to lay fertilized eggs. Most animals will not lay unfertilized eggs, with the exception of [[chicken]]s, [[duck]]s, and [[goose|geese]].&lt;br /&gt;
&lt;br /&gt;
Fertilized eggs display their progress on the inspect pane and hatch when ready.&lt;br /&gt;
&lt;br /&gt;
Fertilized eggs can be ruined by temperature if not kept within their safe temperature range of {{Temperature|{{Q|Chicken egg (fert.)|Min Safe Temperature}}|{{Q|Chicken egg (fert.)|Max Safe Temperature}}}}.&amp;lt;!-- These temperatures are the same for all eggs. I just picked the most common one --&amp;gt;&lt;br /&gt;
: Eggs start to freeze below {{Temperature|{{Q|Chicken egg (fert.)|Min Safe Temperature}}}}.&lt;br /&gt;
: Eggs start to overheat above {{Temperature|{{Q|Chicken egg (fert.)|Max Safe Temperature}}}}.&lt;br /&gt;
&lt;br /&gt;
The inspect pane will indicate 'Overheating' or 'Freezing' followed by a percentage rising up to 100%. It increases by {{#expr:{{Q|Chicken egg (fert.)|Spoiling Rate}}*100}}% per {{Temperature|1||delta}} outside the safe temperature range each [[tick]]. This status is halted when safe temperate is restored, but it is not reset - if the temperature is unsafe again, it will pick up where it left off. If it reaches 100% the egg is 'ruined by temperature' and will not hatch even if returned to a suitable area. A ruined egg still has full nutritional value and can be used to make a meal (or eaten raw, with a mood debuff).&lt;br /&gt;
&lt;br /&gt;
=== Sterilization ===&lt;br /&gt;
{{Main|Sterilization}}&lt;br /&gt;
&lt;br /&gt;
Animals can be sterilized by way of an operation to prevent them even attempting to breed with another animal. As such they will never reproduce.&lt;br /&gt;
&lt;br /&gt;
== Diet ==&lt;br /&gt;
While most carnivorous animals can eat raw meat, corpses, kibble, and meals, [[Warg]]s can ''only'' eat raw meat and corpses. &lt;br /&gt;
&lt;br /&gt;
All strictly herbivorous animals and some omnivorous animals (notably pigs and boars) can eat live plants (except trees) and haygrass. &amp;lt;br&amp;gt;&lt;br /&gt;
Dendrovorous animals such as the [[alphabeaver]] and [[thrumbo]] can eat trees, in addition to other plant-based foods.&lt;br /&gt;
&lt;br /&gt;
Because all animals except wargs can eat meals, [[kibble]], and [[pemmican]], it is possible to feed meat to herbivores or plants to carnivores if it is prepared first.&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
Animals have the same set-up as humans when it comes to health, minus the ability to operate on them (except euthanasia)(The option to amputate an infected limb can become available once infection sets in, at least on Thrumbos—assuming other animals as well). They feel pain, and have all of the different health stats that human pawns possess. Animals can become addicted to beer, and they suffer the same negative health alcohol effects as humans. Keep them away from alcohol.&lt;br /&gt;
Animals need to have an animal bed (or sleeping spot) in order to be healed.&lt;br /&gt;
&lt;br /&gt;
Like humans, they have a life expectancy, and are affected by [[Ailments|chronic diseases]]. There is no way to cure them in the base game other than [[Healer mech serum]], which would be incredibly expensive.&lt;br /&gt;
&lt;br /&gt;
A tamed animal that requires tending will find the nearest animal bed or animal sleeping spot in their [[allowed area]] and rest there until it is either fully healed or dead. Pawns assigned to doctoring will tend its wounds or illnesses and feed it, just as they would do for a humanlike pawn. If all human colonists are absent or unable to care for a sick animal, it can die of starvation even if there is food nearby and it is capable of walking.&lt;br /&gt;
&lt;br /&gt;
Animals have half the [[Toxic Sensitivity]] of humans by default.&lt;br /&gt;
&lt;br /&gt;
== Hunting ==&lt;br /&gt;
[[File:Hunt.png|42px]]&lt;br /&gt;
&lt;br /&gt;
Wild animals may be marked for hunting, done by [[Menus#Hunt|hunters]] with ranged weapons, who will proceed to shoot them at maximum range, before executing them with a neck cut when they are downed (except explosive animals). After killing their target, they will haul the carcass to a [[stockpile zone]] even if they are naturally incapable of hauling, but will not start hauling it again if they're interrupted.&lt;br /&gt;
&lt;br /&gt;
Animals harmed by hunting that were not killed yet may become enraged and if its a pack type, its full horde may turn hostile against the entire colony. If they are non-aggressive animals they usually flee instead.&lt;br /&gt;
&lt;br /&gt;
Hunting may take longer during bad weather since there's a shooting modifier while it's raining or snowing that makes it more likely for shots to miss.&lt;br /&gt;
* Fog (with or without rain): hit chance multiplier is 50%.&lt;br /&gt;
* Rain or snow: hit chance multiplier is 80%.&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
To mark animals to be hunted use one of the following methods: &lt;br /&gt;
*Click Wildlife, Click the first red X to the right of the animal you want to hunt and change it to a green check mark&lt;br /&gt;
*Click Orders, Hunt, then click one or more individual animals.&lt;br /&gt;
*Click Orders, Hunt, then click and drag a box to surround and select multiple animals.&lt;br /&gt;
*Select one or more animals, click Hunt.&lt;br /&gt;
&lt;br /&gt;
=== Hunting tips ===&lt;br /&gt;
&lt;br /&gt;
* Animals can be hunted manually instead of just using the hunt order by drafting a colonist and right clicking to fire at animals.  This allows the killing of multiple animals in one session, or hunting from close range.  Closer range reduces the chance of missing shots or unintended friendly fire, but raises the chance of provoking animal revenge.&lt;br /&gt;
&lt;br /&gt;
* Wounded animals (either hit with arrows/bullets or cut in particular) tend to bleed. Heavily bleeding animals die after a certain period of time if left untended. Thus it is possible to wound a target and wait until it bleeds to death or drops unconscious due to blood loss. This way you can avoid unnecessary damage to the corpse (and avoid being caught in the explosion left by boomalopes and boomrats). Keep in mind that a wounded but mobile animal can wander away. Unconscious animals can be &amp;quot;saved&amp;quot; - essentially transported to sleeping spots assigned as medical - but without medical treatment they will still die. A valid, if hardly humane, way to hunt.&lt;br /&gt;
&lt;br /&gt;
* In the occasion of a full horde revenge, early-stage colonies may easily become overrun, leaving all colonists downed. But down is not out. Eventually, one or more of your colonists may recover. With luck, this miracle may take place at nightfall, when wildlife sleep (except for the most enraged beasts among those), or they have wandered far enough, opening a chance to rescue everybody else. The manhunter status of the horde will disappear overnight.&lt;br /&gt;
**[[Defense tactics#Melee blocking|Melee blocking]] could be a valuable tactic to defeat the rampaging animals. In addition to making it easier to defeat the animals even when outnumbered, it also keeps your downed colonists near your base for easy rescue.&lt;br /&gt;
&lt;br /&gt;
== Life stages ==&lt;br /&gt;
Animals all have three different life stages - baby, juvenile and adult. The growth at which they enter the juvenile and adult life stages is determined for each animal separately. Animals may have different graphics for different life stages (e.g. [[deer]]), or may simply appear smaller. Some animals have a specific name for this stage (e.g. chick). Eventually, they reach the final life stage, adulthood. Animals have different sounds (call, anger, wounded, death) for different life stages. Babies may simply make a higher pitched sound, or have a different sound altogether (such as chicks). Only upon reaching adulthood can animals reproduce, produce wool or milk, or carry riders in caravans.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! Baby Bird !! Baby !! Juvenile !! Adult&lt;br /&gt;
|-&lt;br /&gt;
| '''Body Size''' || 10% || 20% || 50% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Hunger''' || 40% || 40% || 75% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Max Food''' || 60% || 60% || 75% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Health Scale''' || 25% || 25% || 60% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Market Value''' || 40% || 40% || 75% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Move Speed''' || 50% || 50% || 90% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Melee Damage''' || 50% || 50% || 75% || 100%&lt;br /&gt;
|}&lt;br /&gt;
The reduction in Body Size of babies and juveniles also affects several other stats, such as [[Meat Amount|Meat]] and [[Leather Amount]]&lt;br /&gt;
&lt;br /&gt;
== Needs ==&lt;br /&gt;
Animals require food and sleep and will fulfil their needs on their own.&lt;br /&gt;
&lt;br /&gt;
'''Food:''' Animals will eat any available food according to their diet. Herbivorous animals of the colony can be left to eat grass on their own. Note that animals require different amounts of food compared to humans, as represented by their [[Hunger Rate]].&lt;br /&gt;
&lt;br /&gt;
'''Rest:''' Animals will sleep as needed. Tamed animals will sleep in [[animal sleeping spot]]s, [[animal sleeping box]]es, or [[animal bed]]s. If none of which are available, the animal will crash out on the ground inside its allowed zone. A tamed animal will not sleep as long as its master is drafted.&lt;br /&gt;
&lt;br /&gt;
== Animal husbandry ==&lt;br /&gt;
&lt;br /&gt;
Animals can be tamed and put to use in the colony, providing several benefits.  Some species can be trained to perform one or possibly more tasks (Guard, Attack, Rescue, Haul), and will wander about your colony freely. Other species, which can loosely be considered &amp;quot;farm animals&amp;quot;, can only be tamed and then put in a [[pen]]. This second category can never be trained.&lt;br /&gt;
&lt;br /&gt;
=== Taming ===&lt;br /&gt;
Wild animals can be tamed by a [[Menus#Handle|animal handler]] with sufficient Animal skill and available food. Tamed animals may be bred, trained, traded, slaughtered, or farmed.&lt;br /&gt;
&lt;br /&gt;
Wild animals may be marked for taming using the Tame button. &lt;br /&gt;
[[File:TameButton.png|52px|left|link=]]{{clear}}&lt;br /&gt;
&lt;br /&gt;
An [[Menus#Handle|animal handler]] will attempt to tame marked animals using food fitting that animal's diet. The chance to tame an animal depends on the animal's wildness (displayed on the info window) and the handler's 'Tame animal chance' stat. This stat is determined by the colonist's [[Skills#Animals|animals skill]], [[Health#Manipulation|manipulation]], [[Health#Talking|talking]], and [[Health#Hearing|hearing]]. When a handler fails to tame an animal there is a cooldown period of {{ticks|30000}}, or {{#expr:30000/2500}} in-game [[Time|hours]], before another attempt can be made. There is also a chance it will turn [[manhunter]] and start attacking the handler and others. The revenge chance is shown on the [[Menu#Wildlife|Wildlife]] menu. After a while the handler may drop unused food. &amp;lt;br&amp;gt;&lt;br /&gt;
Tamed animals will wander around the map until they are restricted to a designated [[area]] or lead to a pen with a [[pen marker]]. Restricting animal movement using [[areas]] is usually necessary to prevent unwanted food consumption and animal [[filth]].&lt;br /&gt;
&lt;br /&gt;
==== Tame chances ====&lt;br /&gt;
Besides the animal handler's own skill, the wildness of the animals also counts.&lt;br /&gt;
&lt;br /&gt;
Tame chances undergo a post-processing curve.&lt;br /&gt;
*An animal with 0% wildness has a x2 taming chance.&lt;br /&gt;
*An animal with 50% wildness has normal taming chance.&lt;br /&gt;
*An animal with 100% wildness cannot be tamed at all.&lt;br /&gt;
&lt;br /&gt;
Currently, the hardest to tame animal is the [[Thrumbo]] with a post-processed taming chance of 3%.{{Check Tag|Fact Check}}&lt;br /&gt;
&lt;br /&gt;
[[List of animals|Animals]] with 0% wildness remain tame forever. An animal with a wildness above 0% (shown on the wildlife tab) needs to have maintenance training in Tameness. If it loses all Tameness it will go back to being wild.&lt;br /&gt;
&lt;br /&gt;
==== Minimum skill ====&lt;br /&gt;
Some animals require a minimum skill before they can be handled. The game will prompt the player if no colonist has enough skill to handle the animal. In this case a colonist has only 1 point as an utter beginner and has learning ability, the easiest...&lt;br /&gt;
&lt;br /&gt;
* Animals that require no points (zero) to tame are: Alpaca, Cat, Chicken, Cow, Dromedary, Husky, Labrador retriever, Pig and Yorkshire terrier.&lt;br /&gt;
&lt;br /&gt;
An animal's handling skill requirement is calculated as follows:&lt;br /&gt;
&lt;br /&gt;
'''Skill = 9 * (wildness - 0.3) / 0.7'''&lt;br /&gt;
&lt;br /&gt;
So animals with a wildness of 30% or less won't require any handling skill whatsoever.&lt;br /&gt;
&lt;br /&gt;
=== Starting pets ===&lt;br /&gt;
&lt;br /&gt;
For most [[Scenario system|scenarios]], new colonies will include a random pet that is already tamed. These pets will have a random name and have a chance to be bonded with a pawn. The animals available are determined by the handling skills of the starting pawn(s), as the game will not provide a pet that cannot be handled by the colony. This rule is broken when all colonists have animal handling disabled, as the game will still provide animals that require periodic taming.&lt;br /&gt;
&lt;br /&gt;
The chance of getting an animal is influenced by the &amp;quot;petness&amp;quot; stat, with a higher value resulting in a higher chance.  The selection of animals also influences the chances, as a Husky has a 26% chance of being selected with the highest handling skill at 0, while at level 8+ the chance is only 12%.  Hares, snowhares, capybaras and cobras are all under 1% chance due to the petness being so low and the animal handling being so high.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+ '''Animals that can be starting pets'''&lt;br /&gt;
! Animal !! Handling skill required !! Petness !! Chance (with 8+ handling)&lt;br /&gt;
|-&lt;br /&gt;
| [[Yorkshire terrier]] || 0 || 1 || 12.06%&lt;br /&gt;
|-&lt;br /&gt;
| [[Husky]] || 0 || 1 || 12.06%&lt;br /&gt;
|-&lt;br /&gt;
| [[Labrador retriever]] || 0 || 1 || 12.06%&lt;br /&gt;
|-&lt;br /&gt;
| [[Donkey]] || 0 || 0.6 || 7.24%&lt;br /&gt;
|-&lt;br /&gt;
| [[Yak]] || 0 || 0.3 || 3.62%&lt;br /&gt;
|-&lt;br /&gt;
| [[Cat]] || 1 || 1 || 12.06%&lt;br /&gt;
|-&lt;br /&gt;
| [[Horse]] || 4 || 0.6 || 7.24%&lt;br /&gt;
|-&lt;br /&gt;
| [[Iguana]] || 4 || 0.15 || 1.81%&lt;br /&gt;
|-&lt;br /&gt;
| [[Rat]] || 4 || 0.15 || 1.81%&lt;br /&gt;
|-&lt;br /&gt;
| [[Monkey]] || 5 || 0.5 || 6.03%&lt;br /&gt;
|-&lt;br /&gt;
| [[Warg]] || 5 || 0.5 || 6.03%&lt;br /&gt;
|-&lt;br /&gt;
| [[Guinea pig]] || 5 || 0.3 || 3.62%&lt;br /&gt;
|-&lt;br /&gt;
| [[Chinchilla]] || 5 || 0.2 || 2.41%&lt;br /&gt;
|-&lt;br /&gt;
| [[Boomrat]] || 7 || 0.2 || 2.41%&lt;br /&gt;
|-&lt;br /&gt;
| [[Fennec fox]] || 7 || 0.1 || 1.21%&lt;br /&gt;
|-&lt;br /&gt;
| [[Red fox]] || 7 || 0.1 || 1.21%&lt;br /&gt;
|-&lt;br /&gt;
| [[Arctic fox]] || 7 || 0.1 || 1.21%&lt;br /&gt;
|-&lt;br /&gt;
| [[Hare]] || 7 || 0.08 || 0.97%&lt;br /&gt;
|-&lt;br /&gt;
| [[Snowhare]] || 7 || 0.08 || 0.97%&lt;br /&gt;
|-&lt;br /&gt;
| [[Capybara]] || 7 || 0.08 || 0.97%&lt;br /&gt;
|-&lt;br /&gt;
| [[Cobra]] || 7 || 0.05 || 0.60%&lt;br /&gt;
|-&lt;br /&gt;
| [[Timber wolf]] || 8 || 0.1 || 1.21%&lt;br /&gt;
|-&lt;br /&gt;
| [[Arctic wolf]] || 8 || 0.1 || 1.21%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Bonding ===&lt;br /&gt;
&lt;br /&gt;
Animals may '''bond''' with their handlers or doctors, and starting &amp;quot;pets&amp;quot; (see previous) have a chance to start the game bonded with a random starting colonist.  A bond gives a +5 mood bonus to the animal's &amp;quot;owner&amp;quot;, and the animal may follow the owner around. If separated for an extended period, that changes to a -3 penalty, and if the animal dies there is a -8 mood penalty for 20(!) days.&lt;br /&gt;
&lt;br /&gt;
*When an animal has its wounds tended by a colonist, there is a constant 0.4% chance that the animal will bond with the colonist, regardless of Animals skill. If the animal is wild, the animal will instantly self-tame, disregarding wildness.&lt;br /&gt;
*When tamed, an animal also has a 1% chance to bond with the tamer.&lt;br /&gt;
* For starting animals, the % to start bonded with an owner appears to be related to the innate [[Property:Wildness|wildness]] (i.e. horses and camels will start bonded more often than cobras or wargs).  Domestic animals (wildness 0 - dogs, cats, some farm animals) will always start bonded.&lt;br /&gt;
&lt;br /&gt;
Bonded animals are also be easier to train (5x multiplier on chance). &lt;br /&gt;
&lt;br /&gt;
On the death of the pawn an animal is bonded with, it can go into one of two animal mental breaks; [[Mental break#Manhunter|manhunter]], in which it will attack all nearby entities, or [[Mental break#Confusion|confusion]], in which it will wander around, uncontrollable, similar to dazed humans.&lt;br /&gt;
&lt;br /&gt;
=== Interaction ===&lt;br /&gt;
Tamed animals can be trained by colonists. With Guard trained, they will follow their master around if designated to do so.&lt;br /&gt;
&lt;br /&gt;
Some animals can be milked or sheared, which will be handled if necessary. Only adult animals can be milked.&lt;br /&gt;
&lt;br /&gt;
Occasionally, animals can nuzzle colonists, giving the colonist a mood buff. Animals can nuzzle anyone regardless of handling skill.&lt;br /&gt;
&lt;br /&gt;
When injured, they will go to animal sleeping spots/ beds for rest and treatment.&lt;br /&gt;
&lt;br /&gt;
=== Naming ===&lt;br /&gt;
Newly tamed animals get numerical designations so you can tell them apart (“Muffalo 1”, “Muffalo 2”, etc.). The game names certain animals when tamed or bought. Others are named when they form a bond with a colonist Names can be changed by the player from the &amp;quot;Training&amp;quot; Tab.&lt;br /&gt;
&lt;br /&gt;
Animals without a pet name may have a gender-specific name (i.e. hen, rooster, buck, doe), or a lifestage-specific name (piglet, warg puppy), or even a gender/lifestage-specific name (cockerel).&lt;br /&gt;
&lt;br /&gt;
Names of tamed animals are not shown on the map unless the option is turned on. See Menu, Options, 'Show animal names'.&lt;br /&gt;
&lt;br /&gt;
It is possible for animals which have been lost or sold to reappear later as part of a wild herd. This will only happen with animals which occur naturally on your colony's biome. They will still have the name you gave them (including automatic names like &amp;quot;Muffalo 2&amp;quot;), but will need to be tamed and trained again.&lt;br /&gt;
&lt;br /&gt;
=== Training ===&lt;br /&gt;
Tamed animals may be trained depending on their trainable intelligence. Click the animal's training tab to specify training and view progress.&lt;br /&gt;
&lt;br /&gt;
The stats of the training pawn, including Animals skill or [[Global Work Speed]], have no effect on how fast each training session is completed. Instead, increased skill improves a pawn's [[Train Animal Chance]], resulting in the animal requiring fewer training attempts in the first place. &lt;br /&gt;
&lt;br /&gt;
Once Guard is trained, they can be assigned a master which they will follow. You can configure when the animals will follow their master, by toggling whether or not the animal will follow while doing field work (hunting/taming), or while drafted.&lt;br /&gt;
&lt;br /&gt;
Many skills require multiple steps to fully train.&lt;br /&gt;
&lt;br /&gt;
After a training attempt on a tamed animal, there is a 6 in-game hour waiting period before that same animal can be trained again.&lt;br /&gt;
&lt;br /&gt;
Since Beta 19 skills now decay over time. The speed at which skills decay is dependent on wildness of the animal. For most animals their wildness is high enough such that their tameness decrease over time, such that they will eventually return to the wild if not maintained. For this reason, if you do not have enough skilled animal handlers to keep an animal's skills fresh, it is best to sell or slaughter it before it loses tameness.&lt;br /&gt;
&lt;br /&gt;
[[File:Obedience.png|link=]] '''Guard:''' (Training intelligence required: Simple, Steps: 3)&lt;br /&gt;
: An animal trained in guard will follow its master and attack nearby aggressors. An animal's master is listed on the Training tab and on the Animals menu. Multiple animals may be assigned to a single master. Note that assigning an animal to the pawn it is bonded with will give that pawn a permanent +5 moodlet, and if a bonded animal is ''not'' assigned to its bonded pawn, that pawn gets a permanent -3 moodlet. Mood effects stack with multiple bonded animals, and one pawn can have both the positive and negative moodlets from two bonded animals.&lt;br /&gt;
&lt;br /&gt;
[[File:Release.png|link=]] '''Attack:''' (Training intelligence required: Intermediate, Steps: 5)&lt;br /&gt;
: Using the 'attack' command, animals may leave their master's immediate area to attack enemies. When the 'release animals' command is turned off, animals will guard their master and only attack enemies nearby. &lt;br /&gt;
&lt;br /&gt;
[[File:Rescue.png|link=]] '''Rescue:''' (Training intelligence required: Advanced, Steps: 2)&lt;br /&gt;
: Animals trained in rescue will rescue its master as well as nearby colonists in a radius of 75. Only species of sufficient size can rescue.&lt;br /&gt;
&lt;br /&gt;
[[File:Haul_animal.png|link=]] '''Haul:''' (Training intelligence required: Advanced, Steps: 7)&lt;br /&gt;
: Animals trained in hauling will haul just as colonists do, although each species has a specific carrying capacity according to its size. Only species of sufficient size can haul, but the size required is less than it is for rescuing, meaning some animals can haul items but cannot rescue. Animals will perform hauling intermittently. Apart from being able to move, animals also need an intact jaw in order to haul.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Animal !! Move Speed !! Carrying Capacity !! Wildness !! &amp;lt;abbr title=Nutrition lost per day&amp;gt;Hunger Rate&amp;lt;/abbr&amp;gt;!! Body Size !! data-sort-type=number|&amp;lt;abbr title=days&amp;gt;Juvenile Age&amp;lt;/abbr&amp;gt; !! data-sort-type=number|&amp;lt;abbr title=days&amp;gt;Maturity Age&amp;lt;/abbr&amp;gt; !! &amp;lt;abbr title=°C&amp;gt;Min Temperature&amp;lt;/abbr&amp;gt; !! &amp;lt;abbr title=°C&amp;gt;Max Temperature&amp;lt;/abbr&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
{{#ask:[[Category:Animals]] [[Can Train Haul::True]] [[Carrying Capacity::+]]&lt;br /&gt;
| named args=yes&lt;br /&gt;
| ?Name=?Name&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Animals/Haul Row&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
Once Guard is trained, animals will gather around their master upon drafting, and will attack nearby threats, or (unintentionally) block ranged attacks for their master. This is configurable and can be disabled by disabling follow during drafted.&lt;br /&gt;
&lt;br /&gt;
With Attack trained, animals can be released to attack threats from a distance.  Even colonists incapable of Violence can send their assigned animals into battle.&lt;br /&gt;
&lt;br /&gt;
Animals can be downed during combat, and can be rescued by colonists or other animals capable of Rescue.&lt;br /&gt;
&lt;br /&gt;
=== Products ===&lt;br /&gt;
Certain tame animals produce milk, wool, or eggs. Shearing sometimes fails, indicated with a brief &amp;quot;product wasted&amp;quot; message.&lt;br /&gt;
&lt;br /&gt;
==== [[Eggs]] ====&lt;br /&gt;
[[File:Eggs.png|32px|left|link=Eggs]]&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Animal !! Eggs Per Clutch Average !! Egg Laying Interval !! Eggs Per Season Average !! Can Lay Unfertilized Eggs&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Concept:Production Animals]] [[Egg Laying Interval::+]]&lt;br /&gt;
| ?Eggs Per Clutch Average&lt;br /&gt;
| ?Egg Laying Interval&lt;br /&gt;
| ?Eggs Per Season Average&lt;br /&gt;
| ?Can Lay Unfertilized Eggs&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Animals/EggProductsRow&lt;br /&gt;
| link = subject}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== [[Milk]] ====&lt;br /&gt;
[[File:Milk.png|32px|left|link=Milk]]&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Animal !! Milk Amount !! Milking Interval !! Daily Milk Average&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Concept:Production Animals]] [[Milk Amount::+]] [[Milk Name::Milk]]&lt;br /&gt;
| ?Milk Amount&lt;br /&gt;
| ?Milking Interval Days&lt;br /&gt;
| ?Daily Milk Average&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Animals/ProductsRow&lt;br /&gt;
| link = subject}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== [[Wool]] ====&lt;br /&gt;
[[File:Wool.png|32px|left|link=Wool]]&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Animal !! Wool Amount !! Shearing Interval !! Daily Wool Average&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Concept:Production Animals]] [[Wool Amount::+]]&lt;br /&gt;
| ?Wool Amount&lt;br /&gt;
| ?Shearing Interval Days&lt;br /&gt;
| ?Daily Wool Average&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Animals/ProductsRow&lt;br /&gt;
| link = subject}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== [[Chemfuel]] ====&lt;br /&gt;
[[File:Chemfuel.png|32px|left|link=Chemfuel]]&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Animal !! Chemfuel Amount !! Milking Interval !! Daily Chemfuel Average&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Concept:Production Animals]] [[Milk Name::Chemfuel]]&lt;br /&gt;
| ?Milk Amount&lt;br /&gt;
| ?Milking Interval Days&lt;br /&gt;
| ?Daily Milk Average&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Animals/ProductsRow&lt;br /&gt;
| link = subject}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Slaughtering ===&lt;br /&gt;
&lt;br /&gt;
Tamed animals may be slaughtered selecting the animal and clicking the Slaughter button, or by using the Slaughter tool from the Orders menu. An animal marked in this way will be slaughtered by an animal handler. The handler need not be equipped with a weapon. You can also set up an auto-slaughter order in the animals tab, configurable to limit the amount of male, female, and pregnant animals in a pen.&lt;br /&gt;
&lt;br /&gt;
Animals killed through means other than slaughtering (hunting, combat, etc) suffer a 66% multiplier to [[Meat Amount]] and [[Leather Amount]].  &lt;br /&gt;
&lt;br /&gt;
Ordering a [[Doctoring|surgeon]] to perform a &amp;quot;euthanize by cut&amp;quot; operation on an animal counts as carefully slaughtering them.&lt;br /&gt;
&lt;br /&gt;
If you try to slaughter a bonded animal, the game will warn you about it due to the mood impact this has on the animal's master.&lt;br /&gt;
[[File:SlaughterButton.png|52px|left|link=]]{{clear|left}}&lt;br /&gt;
&lt;br /&gt;
=== Caravans ===&lt;br /&gt;
{{see also|Pack animal}}&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! '''Animal'''&lt;br /&gt;
! [[Property:Carrying Capacity|Pack Capacity]]&lt;br /&gt;
! [[Property:Mass - Adult|Mass]]&lt;br /&gt;
! [[Property:Riding Speed|Riding Speed]]&lt;br /&gt;
|-{{Animal Caravan Row|Alpaca}}&lt;br /&gt;
|-{{Animal Caravan Row|Bison}}&lt;br /&gt;
|-{{Animal Caravan Row|Donkey}}&lt;br /&gt;
|-{{Animal Caravan Row|Dromedary}}&lt;br /&gt;
|-{{Animal Caravan Row|Elephant}}&lt;br /&gt;
|-{{Animal Caravan Row|Horse}}&lt;br /&gt;
|-{{Animal Caravan Row|Muffalo}}&lt;br /&gt;
|-{{Animal Caravan Row|Thrumbo}}&lt;br /&gt;
|-{{Animal Caravan Row|Yak}}&lt;br /&gt;
|}&lt;br /&gt;
These animals can can graze, meaning they don't usually require food during a [[caravan]]. (This may not b true when traveling across cold or inhospitable [[biome]]s, like tundra or deserts, or in winter in general.) When carrying items in their inventory, they will appear to have packs on, which disappear when unloaded.&lt;br /&gt;
&lt;br /&gt;
=== Release to Wild ===&lt;br /&gt;
Unwanted animals can be released to the wild using a command next to the slaughter button. Releasing bonded animals also causes a mood debuff to master of the animal.&lt;br /&gt;
&lt;br /&gt;
=== Social ===&lt;br /&gt;
Each animal has a Social tab that lists that animal's bonds and relations. Clicking an entry jumps to that bond's counterpart. Bonded humans have a persistent mood bonus, unless they have the psychopath trait, while set as that animal's master. Animals do not have such thoughts or bonuses.&lt;br /&gt;
&lt;br /&gt;
Occasionally, tame animals will nuzzle your colonists. More pet-like animals such as Yorkshire Terriers and Cats will nuzzle often, whereas wilder animals such as Timber Wolves and Grizzly Bears can still nuzzle colonists, but rarely do so. Animals can nuzzle patients in bed. A colonist who is nuzzled receives a +4 mood buff for 1 day.&lt;br /&gt;
&lt;br /&gt;
=== Trade goods ===&lt;br /&gt;
&lt;br /&gt;
Tamed animals may be sold to [[trade]]rs. Animals purchased from traders will be already tamed. Bulk goods traders offer pets and farm animals while exotic goods traders carry most of the wild species. Traders offering animals will attempt to at least carry a breeding pair of a core farm animal.&lt;br /&gt;
&lt;br /&gt;
=== Raising animals ===&lt;br /&gt;
==== Feeding animals ====&lt;br /&gt;
The simplest way to feed non-strictly-carnivorous animals is to create a large [[Pens|pen]] where animals can graze on the wild grass and brambles. The [[pen marker]] will show the number of animals the wild plants can sustain (measured in [[cow]]s, [[goat]]s, and [[chicken]]s. When the weather is too cold or too hot though, plants grow slower or even stop growing. Furthermore, plants become totally inedible when the temperature drops below {{Temperature|-10}}, because they all are considered leafless, grass as well as trees. This unrealistic mechanic is not explained in-game, and is quite puzzling to unaware players. It looks like animals starve on top of good-looking grass. See [[Plants#Temperature]] for more info.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2 | Animal&lt;br /&gt;
! rowspan=2 | Diet&lt;br /&gt;
! rowspan=2 data-sort-type=number | Tameness Decay Interval&lt;br /&gt;
! rowspan=2 | Produces&lt;br /&gt;
! rowspan=2 data-sort-type=number | Produce per day&lt;br /&gt;
! rowspan=2 data-sort-type=number| Produced Nutrition per day&lt;br /&gt;
! colspan=3 | Baby Slaughter&lt;br /&gt;
! colspan=3 | Adult Slaughter&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Units of nutrition of meat produced per female per day when babies are slaughtered, assuming constant pregnancy.&amp;quot;&amp;gt;Meat Per Day&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Units of nutrition consumed by a single adult per day. Note that this does not include the nutrition consumption of the father.&amp;quot;&amp;gt;Consumption Per Day&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;(Milk + Meat)/Consumption&amp;quot;&amp;gt;Overall Efficiency&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Units of nutrition of meat produced per female per day when adults are slaughtered, assuming constant pregnancy.&amp;quot;&amp;gt;Meat Per Day&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Units of nutrition consumed per female per day, including the offspring's consumption up to adulthood. Note that this does not include the nutrition consumption the father.&amp;gt;Consumption Per Day&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;(Milk + Meat)/Consumption&amp;quot;&amp;gt;Overall Efficiency&amp;lt;/abbr&amp;gt;&lt;br /&gt;
|- {{Animal Rearing Row|Alpaca}} &lt;br /&gt;
|- {{Animal Rearing Row|Alphabeaver}} &lt;br /&gt;
|- {{Animal Rearing Row|Arctic fox}} &lt;br /&gt;
|- {{Animal Rearing Row|Arctic wolf}} &lt;br /&gt;
|- {{Animal Rearing Row|Bison}} &lt;br /&gt;
|- {{Animal Rearing Row|Boomalope}} &lt;br /&gt;
|- {{Animal Rearing Row|Boomrat}} &lt;br /&gt;
|- {{Animal Rearing Row|Capybara}} &lt;br /&gt;
|- {{Animal Rearing Row|Caribou}} &lt;br /&gt;
|- {{Animal Rearing Row|Cassowary}} &lt;br /&gt;
|- {{Animal Rearing Row|Cat}} &lt;br /&gt;
|- {{Animal Rearing Row|Chicken}} &lt;br /&gt;
|- {{Animal Rearing Row|Chinchilla}} &lt;br /&gt;
|- {{Animal Rearing Row|Cobra}} &lt;br /&gt;
|- {{Animal Rearing Row|Cougar}} &lt;br /&gt;
|- {{Animal Rearing Row|Cow}} &lt;br /&gt;
|- {{Animal Rearing Row|Deer}} &lt;br /&gt;
|- {{Animal Rearing Row|Donkey}} &lt;br /&gt;
|- {{Animal Rearing Row|Dromedary}} &lt;br /&gt;
|- {{Animal Rearing Row|Duck}} &lt;br /&gt;
|- {{Animal Rearing Row|Elephant}} &lt;br /&gt;
|- {{Animal Rearing Row|Elk}} &lt;br /&gt;
|- {{Animal Rearing Row|Emu}} &lt;br /&gt;
|- {{Animal Rearing Row|Fennec fox}} &lt;br /&gt;
|- {{Animal Rearing Row|Gazelle}} &lt;br /&gt;
|- {{Animal Rearing Row|Goat}} &lt;br /&gt;
|- {{Animal Rearing Row|Goose}} &lt;br /&gt;
|- {{Animal Rearing Row|Grizzly bear}} &lt;br /&gt;
|- {{Animal Rearing Row|Guinea pig}} &lt;br /&gt;
|- {{Animal Rearing Row|Hare}} &lt;br /&gt;
|- {{Animal Rearing Row|Horse}} &lt;br /&gt;
|- {{Animal Rearing Row|Husky}} &lt;br /&gt;
|- {{Animal Rearing Row|Ibex}} &lt;br /&gt;
|- {{Animal Rearing Row|Iguana}} &lt;br /&gt;
|- {{Animal Rearing Row|Labrador retriever}} &lt;br /&gt;
|- {{Animal Rearing Row|Lynx}} &lt;br /&gt;
|- {{Animal Rearing Row|Megascarab}} &lt;br /&gt;
|- {{Animal Rearing Row|Megaspider}} &lt;br /&gt;
|- {{Animal Rearing Row|Megasloth}} &lt;br /&gt;
|- {{Animal Rearing Row|Monkey}} &lt;br /&gt;
|- {{Animal Rearing Row|Muffalo}} &lt;br /&gt;
|- {{Animal Rearing Row|Ostrich}} &lt;br /&gt;
|- {{Animal Rearing Row|Panther}} &lt;br /&gt;
|- {{Animal Rearing Row|Pig}} &lt;br /&gt;
|- {{Animal Rearing Row|Polar bear}} &lt;br /&gt;
|- {{Animal Rearing Row|Raccoon}} &lt;br /&gt;
|- {{Animal Rearing Row|Rat}} &lt;br /&gt;
|- {{Animal Rearing Row|Red fox}} &lt;br /&gt;
|- {{Animal Rearing Row|Rhinoceros}} &lt;br /&gt;
|- {{Animal Rearing Row|Sheep}} &lt;br /&gt;
|- {{Animal Rearing Row|Snowhare}} &lt;br /&gt;
|- {{Animal Rearing Row|Spelopede}} &lt;br /&gt;
|- {{Animal Rearing Row|Squirrel}} &lt;br /&gt;
|- {{Animal Rearing Row|Thrumbo}} &lt;br /&gt;
|- {{Animal Rearing Row|Timber wolf}} &lt;br /&gt;
|- {{Animal Rearing Row|Tortoise}} &lt;br /&gt;
|- {{Animal Rearing Row|Turkey}} &lt;br /&gt;
|- {{Animal Rearing Row|Warg}} &lt;br /&gt;
|- {{Animal Rearing Row|Wild boar}} &lt;br /&gt;
|- {{Animal Rearing Row|Yak}} &lt;br /&gt;
|- {{Animal Rearing Row|Yorkshire terrier}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Growing haygrass ====&lt;br /&gt;
While the land can sustain a sizable population of animals grazing on it, it doesn't have an infinite supply and can still be depleted. Winter can also stop grass growth, leaving nothing for your grazing animals to eat. &lt;br /&gt;
&lt;br /&gt;
If you need to raise a lot of animals, e.g. an exponentially growing flock of [[chicken]]s, you will need to grow haygrass to sustain them all. You also need to have a stock of haygrass to keep animals fed through the winter.&lt;br /&gt;
&lt;br /&gt;
Haygrass gives a total of 0.9 nutrition (18 units of [[hay]]) when fully grown and harvested, compared to 0.5 of grass. However, you have to keep your hungry animals from getting to it otherwise they'll only get a max of 0.2 nutrition from eating the plant.&lt;br /&gt;
&lt;br /&gt;
==== Making kibble ====&lt;br /&gt;
[[Kibble]] is a kind of animal feed made with both plant and animal sources. It can be made using haygrass and any kind of meat, including human or insect meat. Producing kibble at a [[butcher table]] costs 1 nutrition of vegetables or hay and 1 nutrition of meat or animal products, and produces 2.5 nutrition of kibble. &lt;br /&gt;
&lt;br /&gt;
All animals except [[warg]]s can eat it, so it makes a good way to feed your animals using mixed sources of nutrition, including those that animals won't normally eat. Kibble also lasts forever under a roof so you can store it and use it to feed animals when in need, such as in winter when there is nothing to eat.&lt;br /&gt;
&lt;br /&gt;
When you feed a population of herbivorous or omnivorous animals kibble made from their own meat or milk, the formula for their nutrition efficiency can be calculated as:&lt;br /&gt;
&lt;br /&gt;
{{math|''nutritionEfficiency(kibble)'' {{=}} 2.5&amp;amp;times;''nutritionEfficiency(raw vegetables)'' - 1}}&lt;br /&gt;
If effect, this means that for any animal population that has a nutrition efficiency of at least 0.667, it is more efficient to feed them kibble rather than hay. It is worth noting, however, that this will increase the amount of butchering and cooking labour needed to support the higher animal population required.&lt;br /&gt;
&lt;br /&gt;
==== Pens ====&lt;br /&gt;
{{main|pens}}&lt;br /&gt;
Pens are areas which farm animals are assigned to. These [[pen animals]] will be passive, meaning that hostiles will not attack these animals, and vice versa. Tamed pen animals must be put in a pen, or they will occasionally attempt to leave the map, meaning they disappear forever. Colonists will automatically rope roaming farm animals and place them in the pen. The borders of pens can be marked with: solid [[wall]]s, [[door]]s, [[fence]]s, [[fence gate]]s, and [[animal flap]]s. To mark an enclosed area as a pen, place a pen marker inside. The pen marker allows you to configure auto-slaughter orders and also tells you the amount of animals that can be sustained in a pen with wild plants, measured in [[cow]]s, [[goat]]s, and [[chicken]]s. An attached, roofed, and heated/cooled coop can be built with an [[animal flap]] as a door instead of a regular [[door]] for animals to stay warm or cool down during extreme temperatures.&lt;br /&gt;
&lt;br /&gt;
==== Corpse freezer ====&lt;br /&gt;
&lt;br /&gt;
In typical RimWorlder fashion, you can use a freezer to preserve the corpses of raiders (or dead colonists if you're desperate) so you can feed omnivorous and carnivorous animals. This allows you to make use of corpses while avoiding heavy mood penalties from butchering humans or eating their flesh.&lt;br /&gt;
&lt;br /&gt;
==== Pet care ====&lt;br /&gt;
&lt;br /&gt;
Tamed animals that have a social bond to a person will affect the master's mood positively while living and negatively if killed (-8 for 20 days). This bond will either improve resistance against mental breaks or cause them. Because of the effect they cause on feelings, these creatures should be given special treatment, or any animal worth keeping alive.&lt;br /&gt;
&lt;br /&gt;
These are a few tips to keep them safe:&lt;br /&gt;
&lt;br /&gt;
* Keep them indoors by creating a new animal zone within a room. &lt;br /&gt;
* Keep them at the Home area after building a base wall.&lt;br /&gt;
* Prey pets should not be left wandering around in unrestricted area.&lt;br /&gt;
* Hunt their predators to prevent surprise attacks (or just wall the base in to prevent predators from coming in).&lt;br /&gt;
* Patrol your perimeter by zooming your view out to a larger scale but not to full, just enough to spot their sleeping animation of flying ZZZs while they rest at night. Sweeping your surroundings once every night shall keep you aware of threat presence.&lt;br /&gt;
&lt;br /&gt;
Note: The first three of these tips only apply to pet animals. Farm animals are passive while in pens, though if the pen is built with [[fence]]s, predators can still pass through.&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Animals can now be tamed and trained. Animals now sleep. Animals can be pregnant and give birth. Animals can be named when tamed or when nuzzling. Animals produce animal filth. Animals have “life stages” related to their ages. Eggs, Milk and Wool production added. Nuzzling added. Animals have life expectancies.&lt;br /&gt;
* [[Version/0.12.910|0.12.910]] - Rebalanced animal hunger rate and animal hauling.&lt;br /&gt;
* [[Version/0.13.1135|0.13.1135]] - Added new animals, some of which will hunt people. Some animals are now predators, including colony pets (e.g. cats catch squirrels). Animals can gnaw corpses apart directly now. Animal bonding added.&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Changed animal rescue radius from 30 to 75. Fix: Jawless animals can still haul.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Removed naming animals through nuzzling. Animals only get names by bonding, or if given names by the player (so you can implicitly tell which animals are bonded by seeing which have names).&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Major overhaul to animals: added multiple animal-related buildings, added pens, decreased trainability of [[boomalope]] to none, added sterilization, added release to wild.&lt;br /&gt;
{{nav|animal}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Production&amp;diff=105344</id>
		<title>Production</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Production&amp;diff=105344"/>
		<updated>2022-07-09T22:00:55Z</updated>

		<summary type="html">&lt;p&gt;Zippy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Architect_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{{#vardefine:cellsize|width=96px height=90px}}&lt;br /&gt;
{{#vardefine:imagesize|80px}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;__NOTOC__&lt;br /&gt;
'''Production''' structures are used for keeping your colonists fed as well as processing raw materials.&lt;br /&gt;
&lt;br /&gt;
==Operation==&lt;br /&gt;
Work orders are initiated by selecting the production building, then hitting the '[[Bill]]s' button. This opens a list from which you can select the bills to be completed.&lt;br /&gt;
Work tables can have a chair placed at its interaction spot to provide [[comfort]] while the colonist is working there. Chairs in order of best to least comfort are [[armchair]], [[dining chair]], and [[stool]].&lt;br /&gt;
&lt;br /&gt;
==Breakdowns==&lt;br /&gt;
Production machinery that use electricity can break down, indicated by a yellow notice envelope. A red flashing mark on the machine indicates it's broken. The machine won't work until a [[Menus#Repair|repairer]] fixes it and requires just one [[component]]. &amp;lt;br&amp;gt;&lt;br /&gt;
Production tables that don't use electricity are not affected and will never break down.&lt;br /&gt;
&lt;br /&gt;
==List of workstations==&lt;br /&gt;
===Neolithic===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{#var:cellsize}} | [[File:TableBrewery.png      |{{#var:imagesize}}|link=Brewery]]&lt;br /&gt;
| {{#var:cellsize}} | [[File:Butcher_spot.png      |48px              |link=Butcher spot]]&lt;br /&gt;
| {{#var:cellsize}} | [[File:TableButcher.png      |{{#var:imagesize}}|link=Butcher table]] &lt;br /&gt;
| {{#var:cellsize}} | [[File:Crafting_spot.png     |48px              |link=Crafting spot]]&lt;br /&gt;
| {{#var:cellsize}} | [[File:FermentingBarrel.png  |48px              |link=Fermenting barrel]]&lt;br /&gt;
| {{#var:cellsize}} | [[File:Fueled Stove.jpg      |{{#var:imagesize}}|link=Fueled stove]]&lt;br /&gt;
| {{#var:cellsize}} | [[File:TableSculpting.png    |{{#var:imagesize}}|link=Art bench]]&lt;br /&gt;
| {{#var:cellsize}} | [[File:ResearchBench.png     |{{#var:imagesize}}|link=Simple research bench]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div&amp;gt;&amp;lt;small&amp;gt;[[Brewery]]&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div&amp;gt;&amp;lt;small&amp;gt;[[Butcher spot]]&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div&amp;gt;&amp;lt;small&amp;gt;[[Butcher table]]&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
| &amp;lt;div&amp;gt;&amp;lt;small&amp;gt;[[Crafting spot]]&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div&amp;gt;&amp;lt;small&amp;gt;[[Fermenting barrel]]&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div&amp;gt;&amp;lt;small&amp;gt;[[Fueled stove]]&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div&amp;gt;&amp;lt;small&amp;gt;[[Art bench]]&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div&amp;gt;&amp;lt;small&amp;gt;[[Simple research bench]]&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div&amp;gt;&amp;lt;small&amp;gt;[[Menus#Cook|Cooks]]&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div&amp;gt;&amp;lt;small&amp;gt;[[Menus#Cook|Cooks]]&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div&amp;gt;&amp;lt;small&amp;gt;[[Menus#Cook|Cooks]]&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div&amp;gt;&amp;lt;small&amp;gt;[[Menus#Craft|Crafters]]&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div&amp;gt;&amp;lt;small&amp;gt;[[Menus#Haul|Haulers]]&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div&amp;gt;&amp;lt;small&amp;gt;[[Menus#Cook|Cooks]]&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div&amp;gt;&amp;lt;small&amp;gt;[[Menus#Art|Artists]]&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div&amp;gt;&amp;lt;small&amp;gt;[[Menus#Research|Researchers]]&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Medieval===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{#var:cellsize}} | [[File:TableTailor.png       |{{#var:imagesize}}|link=Hand tailor bench]]&lt;br /&gt;
| {{#var:cellsize}} | [[File:Fueled_smithy.png     |{{#var:imagesize}}|link=Fueled smithy]] &lt;br /&gt;
| {{#var:cellsize}} | [[File:TableStonecutter.png  |{{#var:imagesize}}|link=Stonecutter's table]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div&amp;gt;&amp;lt;small&amp;gt;[[Hand tailor bench]]&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div&amp;gt;&amp;lt;small&amp;gt;[[Fueled smithy]]&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
| &amp;lt;div&amp;gt;&amp;lt;small&amp;gt;[[Stonecutter's table]]&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div&amp;gt;&amp;lt;small&amp;gt;[[Menus#Tailor|Tailors]]&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div&amp;gt;&amp;lt;small&amp;gt;[[Menus#Smith|Smiths]]&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div&amp;gt;&amp;lt;small&amp;gt;[[Menus#Craft|Crafters]]&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Industrial===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{#var:cellsize}} | [[File:Component assembly bench.png  |{{#var:imagesize}}|link=Fabrication bench]]&lt;br /&gt;
| {{#var:cellsize}} | [[File:Deep drill.png                |{{#var:imagesize}}|link=Deep drill]]&lt;br /&gt;
| {{#var:cellsize}} | [[File:Drug lab.png                  |{{#var:imagesize}}|link=Drug lab]]&lt;br /&gt;
| {{#var:cellsize}} | [[File:Crematorium.png               |{{#var:imagesize}}|link=Electric crematorium]] &lt;br /&gt;
| {{#var:cellsize}} | [[File:Electric smelter.png          |{{#var:imagesize}}|link=Electric smelter]]&lt;br /&gt;
| {{#var:cellsize}} | [[File:TableSmithing.png             |{{#var:imagesize}}|link=Electric smithy]]&lt;br /&gt;
| {{#var:cellsize}} | [[File:TableCookStove.png            |{{#var:imagesize}}|link=Electric stove]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div&amp;gt;&amp;lt;small&amp;gt;[[Fabrication bench]]&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div&amp;gt;&amp;lt;small&amp;gt;[[Deep drill]]&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div&amp;gt;&amp;lt;small&amp;gt;[[Drug lab]]&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div&amp;gt;&amp;lt;small&amp;gt;[[Electric crematorium]]&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
| &amp;lt;div&amp;gt;&amp;lt;small&amp;gt;[[Electric smelter]]&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div&amp;gt;&amp;lt;small&amp;gt;[[Electric smithy]]&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div&amp;gt;&amp;lt;small&amp;gt;[[Electric stove]]&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div&amp;gt;&amp;lt;small&amp;gt;[[Menus#Smith|Smiths]]&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div&amp;gt;&amp;lt;small&amp;gt;[[Menus#Mine|Miners]]&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div&amp;gt;&amp;lt;small&amp;gt;[[Menus#Craft|Crafters]]&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div&amp;gt;&amp;lt;small&amp;gt;[[Menus#Haul|Haulers]]&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
| &amp;lt;div&amp;gt;&amp;lt;small&amp;gt;[[Menus#Craft|Crafters]]&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div&amp;gt;&amp;lt;small&amp;gt;[[Menus#Smith|Smiths]]&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div&amp;gt;&amp;lt;small&amp;gt;[[Menus#Cook|Cooks]]&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{#var:cellsize}} | [[File:TableTailor.png               |{{#var:imagesize}}|link=Electric tailor bench]]&lt;br /&gt;
| {{#var:cellsize}} | [[File:Hi-tech_research_bench.png    |{{#var:imagesize}}|link=Hi-tech research bench]]&lt;br /&gt;
| {{#var:cellsize}} | [[File:HydroponicsTable.png          |{{#var:imagesize}}|link=Hydroponics basin]]&lt;br /&gt;
| {{#var:cellsize}} | [[File:MachiningTable.png            |{{#var:imagesize}}|link=Machining table]]&lt;br /&gt;
| {{#var:cellsize}} | [[File:Refinery.png                  |{{#var:imagesize}}|link=Refinery]]&lt;br /&gt;
| {{#var:cellsize}} | [[File:NutrientDispenser.png         |{{#var:imagesize}}|link=Nutrient paste dispenser]]&lt;br /&gt;
| {{#var:cellsize}} | [[File:Hopper.png                    |32px              |link=Hopper]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div&amp;gt;&amp;lt;small&amp;gt;[[Electric tailor bench]]&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div&amp;gt;&amp;lt;small&amp;gt;[[Hi-tech research bench]]&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div&amp;gt;&amp;lt;small&amp;gt;[[Hydroponics basin]]&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div&amp;gt;&amp;lt;small&amp;gt;[[Machining table]]&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div&amp;gt;&amp;lt;small&amp;gt;[[Refinery]]&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div&amp;gt;&amp;lt;small&amp;gt;[[Nutrient paste dispenser]]&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div&amp;gt;&amp;lt;small&amp;gt;[[Hopper]]&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div&amp;gt;&amp;lt;small&amp;gt;[[Menus#Tailor|Tailors]]&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div&amp;gt;&amp;lt;small&amp;gt;[[Menus#Research|Researchers]]&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div&amp;gt;&amp;lt;small&amp;gt;[[Menus#Grow|Growers]]&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div&amp;gt;&amp;lt;small&amp;gt;[[Menus#Smith|Smiths]]&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div&amp;gt;&amp;lt;small&amp;gt;[[Menus#Craft|Crafters]]&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div&amp;gt;&amp;lt;small&amp;gt;Anyone&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div&amp;gt;&amp;lt;small&amp;gt;[[Menus#Haul|Haulers]]&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{nav|production|wide}}&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Doctoring&amp;diff=105273</id>
		<title>Doctoring</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Doctoring&amp;diff=105273"/>
		<updated>2022-07-06T19:46:58Z</updated>

		<summary type="html">&lt;p&gt;Zippy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Rewrite|reason=Cleanup, fact check, [[Template:Verified|verification]]}}&lt;br /&gt;
{{Stub|reason = Sanitation - How it affects surgery, and infection likelihood; Physical well-being's effect on this too; Hospital design}}&lt;br /&gt;
'''Doctoring''' is a type of work performed by colonists assigned as a doctor in the [[Menus#Work|Work menu]]. The [[Medical]] skill is required and is the primary factor for success. Colonists incapable of Caring cannot perform doctor tasks.&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
Doctoring includes treating injuries and diseases, performing surgical operations, and taking care of patients (entertaining and feeding). How well a colonist performs in doctoring mainly depends on their medicine skill and medicine used, but their physical well-being plays an important role too: A healthy colonist with a lower medicine skill will perform better at doctoring than a colonist with a missing arm or eye and a higher medicine skill. Similarly, a doctor on consciousness-reducing [[drugs]] won't perform as well as a sober doctor. The speed at which a doctor performs medical operations is shown by the [[Medical Operation Speed]] stat.&lt;br /&gt;
&lt;br /&gt;
Doctors can heal other colonists, guests, prisoners or animals and will prioritize life-threatening wounds and illnesses before tending minor conditions. &amp;lt;br&amp;gt;&lt;br /&gt;
They can treat themselves at 70% effectiveness. Disabled by default, the self-tend option can be enabled on Health | Overview.&lt;br /&gt;
&lt;br /&gt;
==Skill==&lt;br /&gt;
The Medicine skill is the center skill of doctoring in RimWorld. It directly multiplies the treatment quality as well as surgery success chance and healing speed before other factors are taken in. All values in this table take post-processing into account where necessary.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_10 text-center}}&lt;br /&gt;
!Doctor Level !! 0 !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10 !! 11 !! 12 !! 13 !! 14 !! 15 !! 16 !! 17 !! 18 !! 19 !! 20&lt;br /&gt;
|-&lt;br /&gt;
!Base Treatment Quality&lt;br /&gt;
| 20% || | 30% || | 40% || | 50% || | 60% || | 70% || | 80% || | 90% || | 100% || | 105% || | 110% || | 115% || | 120% || | 125% || | 130% || | 135% || | 140% || | 145% || | 150% || | 152.5% || | 155%&lt;br /&gt;
|-&lt;br /&gt;
!Base Healing Speed&lt;br /&gt;
| 40% || | 46% || | 52% || | 58% || | 64% || | 70% || | 76% || | 82% || | 88% || | 94% || | 100% || | 106% || | 112% || | 118% || | 124% || | 130% || | 136% || | 142% || | 148% || | 152% || | 160%&lt;br /&gt;
|-&lt;br /&gt;
!Base Surgery Success Chance&lt;br /&gt;
| 20% || | 30% || | 40% || | 50% || | 60% || | 70% || | 80% || | 85% || | 90% || | 92% || | 93% || | 94% || | 95% || | 95.5% || | 96% || | 96.5% || | 97% || | 97.5% || | 98% || | 98.5% || | 99%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The following table documents a few of many possible combinations of how factors play into a colonist's performance at doctoring (needs updating for A17):&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_10 text-center}}&lt;br /&gt;
!Colonist !! Medicine Skill !! Base Treatment Quality !! Manipulation &amp;lt;ref&amp;gt;90% importance in treatment quality, effective up to 140%&amp;lt;/ref&amp;gt; !! Sight &amp;lt;ref&amp;gt;70% importance in treatment quality, effective up to 140%&amp;lt;/ref&amp;gt; !! Final Treatment Quality &amp;lt;ref&amp;gt;To 2 decimal places&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!A &amp;lt;ref&amp;gt;Healthy, practitioner in medicine&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 6 || | 80% || | 100% || | 100% || | '''80%'''&lt;br /&gt;
|-&lt;br /&gt;
!B &amp;lt;ref&amp;gt;Bad back, frail, and cataracts, visionary in medicine&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 18 || | 200% || | 60% || | 30% || | '''62.72%'''&lt;br /&gt;
|-&lt;br /&gt;
!C &amp;lt;ref&amp;gt;Fully bionic trauma savant, basic familiarity with medicine&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 3 || | 50% || | 190% || | 140% || | '''89.6%'''&lt;br /&gt;
|-&lt;br /&gt;
!D &amp;lt;ref&amp;gt;Missing an arm, strong expert with medicine&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 11 || | 130% || | 50% || | 100% || | '''71.5%'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Medicines==&lt;br /&gt;
Medicine is used to improve the results of doctoring, therefore improving recovery from injuries and disease, and also allowing the performing of surgery. Another perk to using medicine is that medicine is typically able to heal multiple low severity injuries (up to max of 20 damage worth of severity), which is something that 'dry-bandaging' can't do.&lt;br /&gt;
&lt;br /&gt;
There are currently three types of medicine in RimWorld: the organic [[herbal medicine]], the bog standard [[medicine]], and the coveted [[glitterworld medicine]] - in order from least potent to most potent.&lt;br /&gt;
&lt;br /&gt;
In Alpha 17 it is possible to change the default healthcare given to pawns. Defaults to best meds for colonists and herbal meds for everybody else.&lt;br /&gt;
&lt;br /&gt;
===Treatment Options===&lt;br /&gt;
&lt;br /&gt;
Five treatment options are available; none at all, doctor care, herbal medicine or worse, regular medicine or worse, or best quality medical care. &lt;br /&gt;
&lt;br /&gt;
For prisoners and guests the default is herbal medicine; colonists default to best care available.&lt;br /&gt;
&lt;br /&gt;
In the early game, however, it is ideal to set the medical policy so that all pawns on the map only get basic doctor treatment. This allows precious medicine to be stockpiled for emergencies an operations rather than wasted on minor injuries. &lt;br /&gt;
&lt;br /&gt;
===No medical care===&lt;br /&gt;
Somewhat straightforward, this option prevents pawns from receiving any sort of medical care. This will leave them to succumb to their wounds, or die of diseases without anyone to treat them.&lt;br /&gt;
&lt;br /&gt;
As doctor care does not require any medicine, this option is not recommended unless your intent is to let the pawn die.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
===Doctor care===&lt;br /&gt;
Sometimes when supplies are short, or you need to save your stocks of medicine for better purposes, doctors will attempt to improvise a treatment. '''Note''' that it is not possible to do surgeries without medicine, and treatment is much slower than with any form of medicine, especially being unable to treat multiple wounds in a single treatment. Expect many infections from the poor treatment quality.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_10 text-center}}&lt;br /&gt;
!Attributes !! Medical Potency !! Market Value !! Mass (kg)&lt;br /&gt;
|-&lt;br /&gt;
!Values&lt;br /&gt;
| 30% || | N/A || | N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Treatment Quality====&lt;br /&gt;
{| {{STDT| c_10 text-center}}&lt;br /&gt;
!Doctor Level !! 0 !! 3 !! 6 !! 9 !! 12 !! 15 !! 18 !! 20 &lt;br /&gt;
|-&lt;br /&gt;
!Base Avg. Quality&lt;br /&gt;
| 6% || | 15% || | 24% || | 31.5% || | 36% || | 40.5% || | 45% || | 46.5%&lt;br /&gt;
|-&lt;br /&gt;
!Base Surgery Success&lt;br /&gt;
| - || | - || | - || | - || | - || | - || | - || | - &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Herbal Medicine===&lt;br /&gt;
[[File:Herbal_medicine.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
Herbal medicine is an organic medicine which can be grown from [[healroot]] , or purchased from tribal traders. It is not very powerful, and its best application is in treating injuries, the flu, and chronic diseases - but it can be good at treating more severe diseases when used by a skilled and/or enhanced doctor. It's not recommended to use herbal medicine for surgery, but you might just about be able to get away with it if your surgeon is fully bionic and of a very good skill level (at least level 12), but don't expect any miracles.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_10 text-center}}&lt;br /&gt;
!Attributes !! Medical Potency !! Market Value !! Mass (kg)&lt;br /&gt;
|-&lt;br /&gt;
!Values&lt;br /&gt;
| 60% || | 12 || | 0.35&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Treatment Quality====&lt;br /&gt;
{| {{STDT| c_10 text-center}}&lt;br /&gt;
!Doctor Level !! 0 !! 3 !! 6 !! 9 !! 12 !! 15 !! 18 !! 20 &lt;br /&gt;
|-&lt;br /&gt;
!Base Avg. Quality&lt;br /&gt;
| 12% || | 30% || | 48% || | 63% || | 72% || | 81% || | 90% || | 93% &lt;br /&gt;
|-&lt;br /&gt;
!Base Surgery Success&lt;br /&gt;
| 12% || | 30% || | 48% || | 55.2% || | 57% || | 57.9% || | 58.8% || | 59.4%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Medicine===&lt;br /&gt;
[[File:Medicine.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
Standard medicine is the benchmark of medical treatment solutions, and is also producible at a [[drug lab]] by combining herbal medicine, [[neutroamine]], and [[cloth]]. It can additionally be purchased from outlanders and orbital traders, and is occasionally dropped by pirate raiders and mercenaries. &lt;br /&gt;
&lt;br /&gt;
Medicine is best used for treating severe injuries or illnesses. It also works good enough for most surgeries, though the risk of failure is still present. Odds can be improved by as little as a shot of [[go-juice]] or [[luciferium]] for boosted consciousness.&lt;br /&gt;
&lt;br /&gt;
It's not the best idea to excise cancerous growths using ordinary medicine due to its 0.7x success factor and 25% death chance on failure- unless your surgeon has at least a surgery success chance of 128.5% (achievable with a pair of bionic arms) - which translates to a roughly 90% success chance.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_10 text-center}}&lt;br /&gt;
!Attributes !! Medical Potency !! Market Value !! Mass (kg)&lt;br /&gt;
|-&lt;br /&gt;
!Values&lt;br /&gt;
| 100% || | 18 || | 0.5&lt;br /&gt;
|}&lt;br /&gt;
====Treatment Quality====&lt;br /&gt;
{| {{STDT| c_10 text-center}}&lt;br /&gt;
!Doctor Level !! 0 !! 3 !! 6 !! 9 !! 12 !! 15 !! 18 !! 20 &lt;br /&gt;
|-&lt;br /&gt;
!Base Avg. Quality&lt;br /&gt;
| 20% || | 50% || | 80% || | 100% || | 100% || | 100% || | 100% || | 100% &lt;br /&gt;
|-&lt;br /&gt;
!Base Surgery Success&lt;br /&gt;
| 20% || | 50% || | 80% || | 92% || | 95% || | 96.5% || | 98% || | 99% &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Glitterworld Medicine===&lt;br /&gt;
[[File:Glitterworld_medicine.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
Glitterworld Medicine is the most powerful medicine out of the three types available, and can only be produced on high-tech Glitterworlds. Despite the high price, Glitterworld Medicine carries a value which no other medicine can carry: enhanced medical potency. Naturally, due to the cost, Glitterworld Medicine isn't worth the price for treating trivial diseases or injuries - but it makes surgery ''significantly'' easier, and allows even mediocre doctors to guarantee success in operations.&lt;br /&gt;
&lt;br /&gt;
Whether it be bringing somebody from the jaws of death from the plague or excising cancerous growths, or installing bionics: Glitterworld Medicine is your answer. Injuries and more secure situations with diseases: ordinary medicine will cut it, or even herbal (especially for the former).&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_10 text-center}}&lt;br /&gt;
!Attributes !! Medical Potency !! Market Value !! Mass (kg)&lt;br /&gt;
|-&lt;br /&gt;
!Values&lt;br /&gt;
| 160% || | 100 || | 0.5&lt;br /&gt;
|}&lt;br /&gt;
====Treatment Quality====&lt;br /&gt;
{| {{STDT| c_10 text-center}}&lt;br /&gt;
!Doctor Level !! 0 !! 3 !! 6 !! 9 !! 12 !! 15 !! 18 !! 20 &lt;br /&gt;
|-&lt;br /&gt;
!Base Avg. Quality&lt;br /&gt;
| 32% || | 80% || | 100% || | 100% || | 100% || | 100% || | 100% || | 100% &lt;br /&gt;
|-&lt;br /&gt;
!Base Surgery Success&lt;br /&gt;
| 32% || | 80% || | 100% || | 100% || | 100% || | 100% || | 100% || | 100% &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Treatment ==&lt;br /&gt;
Basic medical work involving tending to wounds and illnesses. Treating wounds stop them from bleeding and reduce the chance of infections, while tending to illnesses slows them down allowing your colonists' immune systems to catch up and pull ahead.&lt;br /&gt;
&lt;br /&gt;
Each individual treatment can have any quality from 0 - 100%. Higher quality makes infections less likely and slows down illnesses more.&lt;br /&gt;
&lt;br /&gt;
After each treatment there will be text feedback showing the wound/illness tended and the quality of the treatment. Only 1 injury will generate feedback at a time even if multiple are treated at once.&lt;br /&gt;
&lt;br /&gt;
== Surgery ==&lt;br /&gt;
[[File:Installing bionic arm.png|right|300px]]&lt;br /&gt;
Surgery is a medical operation which involves removal and addition of body parts, or excising carcinomas. Any doctor can perform most types of surgery (excising carcinomas requires 10 medical skill), and herbal medicine is the minimum required medicine for most surgical operations, although it's not advisable to use herbal medicine in surgery unless you have an exceptionally good doctor.&lt;br /&gt;
&lt;br /&gt;
=== Available targets ===&lt;br /&gt;
Surgeons can perform surgery on colonists, prisoners or guests. Performing any kind of violating surgery (such as organ removal) on guests will anger the faction. &amp;lt;br&amp;gt;&lt;br /&gt;
Tamed animals can be operated on as well, though there are limited options. [[Injury#Incapacitation|Downed]] non-tamed animals can also be operated on once dragged to an animal sleeping spot.&lt;br /&gt;
&lt;br /&gt;
Surgeons can also perform a 'medical' operation on downed mechanoids to remove body parts and to shut them down for good.&lt;br /&gt;
&lt;br /&gt;
=== Success chance ===&lt;br /&gt;
{{Rewrite | reason = Formulae need to be double-checked, reconciled with each other and cleaned up; values here contradict values in other articles (e.g. &amp;quot;outside&amp;quot; base 60% or 85%?), where are bed factors added?}}&lt;br /&gt;
Surgery success chance is determined by several factors: The Surgeon's Medicine skill, Manipulation, Sight (until 100%), Room Cleanliness, and Medical Potency of the Medicine used. &lt;br /&gt;
&lt;br /&gt;
'''The formula (simplified from the game's code) for the room cleanliness' effect on surgery success chance is effectively as follows''' ...&lt;br /&gt;
: C = 0.6 + (0.9 * ((c + 5) / 10)) &lt;br /&gt;
: if C &amp;lt; 0.6, then C = 0.6 &lt;br /&gt;
: or if C &amp;gt; 1.5, then C = 1.5&lt;br /&gt;
: ...where C is Room Cleanliness Factor; and c is room cleanliness.&lt;br /&gt;
&lt;br /&gt;
Surgery success chance is measured based on the medical bed/ sleeping spot's location.&lt;br /&gt;
&lt;br /&gt;
'''The basic surgery success chance formula for the surgeon is as follows...&lt;br /&gt;
* S = min(0.98, (D*M)*C)&lt;br /&gt;
: ...where S is Actual Surgery Success Chance; D is Doctor's [[Surgery Success Chance]]; M is Medical Potency; C is Room Cleanliness Factor, and min is a function that selects the minimum of the two options separated by a comma.&lt;br /&gt;
&lt;br /&gt;
'''Note that this means that all surgeries have a minimum 2% chance of failure no matter the skill of the doctor, quality of the hospital, or even [[inspirations]] present.'''&lt;br /&gt;
&lt;br /&gt;
For example, we have John, a healthy doctor with a medicine skill of 5, installing a bionic arm on a fellow colonist. His base success chance is 70%, and he is using regular medicine, with a potency of 100%. The hospital in use has a cleanliness stat of 0 with clean wood floor.&lt;br /&gt;
&lt;br /&gt;
If we plug in the numbers, we have to split the equation into two parts: room cleanliness, and getting the actual, surgery success chance.&lt;br /&gt;
:* C = 0.6 + (0.9 * ((0 + 5) / 10)) = 1.05&lt;br /&gt;
:* S = (0.7 * 1) * 1.05 = 0.735&lt;br /&gt;
&lt;br /&gt;
So John only has a 73.5% chance of successfully completing an operation, yikes!&lt;br /&gt;
&lt;br /&gt;
Keep in mind that this will be further affected by the success chance of the particular operation being performed - inherently difficult operations like removing a carcinoma will be lower success chance, easier ones like harvesting organs will have a higher success chance, and in the case of anaesthetize and especially euthanize by cut, only doctors who are both incompetent and unlucky will ever fail them. &lt;br /&gt;
&lt;br /&gt;
The environment where the surgery is performed also has an effect on the overall [[Surgery Success Chance Factor|surgery success chance]]. Unsurprisingly, good light is also an important factor in optimizing your odds; 50% or better light (easily achievable with standard [[standing lamp]]s) is the goal.&lt;br /&gt;
&lt;br /&gt;
In any environment defined as &amp;quot;outdoors&amp;quot;, the success factor is always 60% no matter how clean the surroundings are.&lt;br /&gt;
&lt;br /&gt;
To find out the success chance of a specific operation, multiply the result from the previous formula by the surgery success chance in the info tab for that operation.&lt;br /&gt;
&lt;br /&gt;
=== Surgery failure ===&lt;br /&gt;
If a surgery fails then the colonist will take damage, and materials (including prosthetics) will be wasted. For lesser failures, damage is concentrated near the site of surgery, while for the aptly named ridiculous ones they can be found anywhere in the body.&lt;br /&gt;
&lt;br /&gt;
There are 3 kinds of surgery failure in-game.&lt;br /&gt;
*Minor: Deals a little damage, and will not destroy any body parts.&lt;br /&gt;
*Catastrophic: Deals great damage, and usually destroys body parts outright.&lt;br /&gt;
*Ridiculous: Deals great damage scattered across the entire body.&lt;br /&gt;
&lt;br /&gt;
In addition, each surgery has a death on failure chance, meaning that when it fails it is possible that the colonist instantly dies.&lt;br /&gt;
&lt;br /&gt;
==Sanitation==&lt;br /&gt;
The cleanliness rating of a room has a major impact on the infection chance of a pawn, and a comparatively minor, but still significant impact on the success chance of surgery. It also affects other things, like research speed and food poisoning chance&lt;br /&gt;
&lt;br /&gt;
Infection&lt;br /&gt;
When a bed is set to be medical, selecting it shows the infection chance modifier of the room. The overall chance of infection is affected by tend quality, and then multiplied by the aforementioned number. Any bed, no matter what it is, has a 100% modifier on infection when outdoors, and only an incredibly dirty room can get close to this number. However, even at an 80% modifier, wounds tended by an unskilled doctor using herbal meds is likely to be around 10-20% infection chance '''per wound'''. Averting death by a thousand cuts will quickly become agonizing death by 100 infections in such circumstances.&lt;br /&gt;
&lt;br /&gt;
It is much better to make the hospital as clean as possible. Start by covering or removing all natural floors (dirt, sand etc. but excluding stone) and ensure that the hospital is cleaned before tending to pawns. Keep all pawns, especially animals out to keep the room as clean as possible. Infection chance multiplier will likely become around the 40-50% mark or even lower. Next, unlock sterile tiles. A room with 0.6 cleanliness can have multipliers near 30%. To see the cleanliness of rooms, toggle on the room stats view on the bottom right corner and then mouse over the hospital (or any other room for that matter). Dirt, animal filth among other things drastically reduces cleanliness, and it also reduces beauty. This makes it possible to locate and prioritize cleaning through the beauty view. Remember to clean before the treatment when possible.&lt;br /&gt;
&lt;br /&gt;
One of the most difficult things about keeping a hospital clean is bleeding. Bleeding colonists will leave blood on the floor, and blood reduces cleanliness. Someone hemorrhaging to death may create 4 or 5 blood splatters on the floor in a very short time, and if this is happening to multiple colonists after a disastrous raid, your doctor alone may not be enough to keep the room clean. Bring in another colonist or two to clean up after other patients awaiting treatment. What is important is the cleanliness at the time of treatment.&lt;br /&gt;
&lt;br /&gt;
Other things like the presence of hospital beds and better medicine/doctors can reduce infection chance to next to nothing, and make it a non-issue when it does occasionally arise.&lt;br /&gt;
&lt;br /&gt;
== Doctoring strategies ==&lt;br /&gt;
You will often need to make the most out of the doctors you have, to ensure maximum doctoring efficiency and colonist survival rate/ well-being.&lt;br /&gt;
&lt;br /&gt;
=== Triage ===&lt;br /&gt;
You should have doctors prioritize treating patients according to their illness/infection/injury severity.&lt;br /&gt;
&lt;br /&gt;
# Bleeding colonists should receive priority care as they may bleed to death or receive nasty infections. Always prioritize colonists closer to death.&lt;br /&gt;
#* Colonists about to die (&amp;lt;1 hours until death) are generally not worth saving unless you have extremely good bionic-enhanced doctors that can reach and patch them up in time.&lt;br /&gt;
#** Strip them to recover their clothes so they won't receive the deadman's apparel debuff. How you will deal with the dead colonist is up to you.&lt;br /&gt;
#* Colonists that are very close (1-4 hours till death) to dying should have the best doctors care over them.&lt;br /&gt;
#* Colonists with around 5-8 hours before death can be treated by regular doctors, or by good doctors without medicine.&lt;br /&gt;
#* Colonists with 12 hours or more till death can wait.&lt;br /&gt;
# Colonists sick with deadly diseases should also receive priority care, especially those with wound [[infection]]s or the [[plague]].&lt;br /&gt;
# Non-bleeding colonists aren't in a great risk of both infections or blood loss; they should be put on the bottom of your priority list.&lt;br /&gt;
&lt;br /&gt;
If left undirected, doctors will automatically tend in order:&lt;br /&gt;
&lt;br /&gt;
# The nearest patients that will die from blood loss in 18 hours&lt;br /&gt;
# The nearest human patients&lt;br /&gt;
# Himself/herself if self-tend is enabled&lt;br /&gt;
# (Feed patients in bed)&lt;br /&gt;
# (Surgeries)&lt;br /&gt;
# (Rescue downed colonists and pets by taking them to bed)&lt;br /&gt;
# The nearest non-human patients&lt;br /&gt;
&lt;br /&gt;
Note that this automatic priority does not take into account the overall severity and lethality of all the illnesses, infections, and injuries afflicting patients, other than the death from blood loss in 18 hours limit. Nor does it prioritize colonists over prisoners or visitors. If imminent death is a concern, it's not a good idea to rely on this default behavior.&lt;br /&gt;
&lt;br /&gt;
=== Medicine allocation ===&lt;br /&gt;
Doctors will always tend to use the best medicine possible by default. To counteract this, set colonists' healthcare to Normal medicine or worse. Switch to Glitterworld medicine only if the colonist is down with a fast-working illness and you don't have a decent doctor on board, or they are about to receive a difficult operation.&lt;br /&gt;
&lt;br /&gt;
You can also manually forbid medicine so they will be forced to use lower-tier medicine, so you can save your better medicine for later.&lt;br /&gt;
&lt;br /&gt;
You should try to split your medicine apart into many stacks. If a doctor is about to treat a patient and someone else is getting medicine from a stack, your doctor will use medicine from another stack, or if there's none, he will try to dry-bandage the injured colonist. To combat this, you can draft doctors to go towards the medicine stacks, and manually un-draft and assign them to treat colonists when a doctor is finished taking the medicine.&lt;br /&gt;
&lt;br /&gt;
=== Positioning ===&lt;br /&gt;
Medicine should always be put near the hospital. Don't put them right inside the hospital as it reduces beauty unless you're willing to build a shelf to put them in. &lt;br /&gt;
If you're anticipating the need for a treatment, have a doctor stand near your stocks of medicine. You can immediately get the doctor to heal them without having to have him go to the medicine storage and back, saving time. If using primarily herbal meds then it is best to cool the room. It will rarely be necessary to freeze them, but it could make the difference&lt;br /&gt;
&lt;br /&gt;
=== Hospital design ===&lt;br /&gt;
{{Stub|section=1}}&lt;br /&gt;
[[File:8 hospital beds compact.png|100px|thumb|left|Compact placement of 8 hospital beds around a [[vitals monitor]].]]&lt;br /&gt;
* Assuming you're constructing new beds, or comparing beds of the same quality, prioritize hospital beds over other bed types, and beds over bedrolls. Avoid using sleeping spots unless necessary. However, also see the note on quality below.&lt;br /&gt;
* A well-equipped hospital will have one or more [[vitals monitor]]s, which give a bonus to several doctoring-related values, including fighting [[infection]]s and general healing.&lt;br /&gt;
* [[Sterile tile]]s improve cleanliness and thus outcomes. [[Steel tile]]s offer a lesser but still significant buff, and are significantly more accessible. &lt;br /&gt;
* Ensure that that every bed has 50% [[light]] around it. Consider lighting the entire room to allow you to safely place emergency medial-designated [[sleeping spot]]s in case of overflow.&lt;br /&gt;
* Compare the stats of the beds placed in the hospital - while Immunity Gain Speed Factor depends solely on the type of bed, Surgery Success Chance Factor is dependent on [[quality]]. A surgery is more likely to succeed on a Good standard [[Bed]] than an Awful Hospital Bed.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.9.722|0.9.722]] - Surgery can fail now, sometimes catastrophically. Failure chance is related to the surgeon’s medical skill and the quality of the medicine.&lt;br /&gt;
*  Beta 18 - all surgeries now have a minimum 2% chance of failure, no matter how good everything is.&lt;br /&gt;
&lt;br /&gt;
[[Category:Health]]&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Skills&amp;diff=105235</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Skills&amp;diff=105235"/>
		<updated>2022-07-05T02:04:00Z</updated>

		<summary type="html">&lt;p&gt;Zippy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Character_Properties_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End Nav --&amp;gt;&lt;br /&gt;
{{Rewrite|reason=Verbose and circumspect. Needs cleanup, better layout and general tightening up. Over used of italics and bold.}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
[[File:skills_preview.png|right]][[File:skill_increase_anim.gif|thumb|236px|right|Increasing skills of a colonist that's currently building something.]]Every character in RimWorld has a set of '''skills'''; these skills govern their effectiveness in the relevant tasks. A character may be unable to undertake certain work types due to [[backstories|backstory]] elements, and as such, the relevant skills will be disabled entirely, and show &amp;quot; - &amp;quot; under skills on the Bio tab. Experience points are gained by performing a relevant task or may be boosted by using a [[skilltrainer]].&lt;br /&gt;
&lt;br /&gt;
== Learning skills ==&lt;br /&gt;
{{see also|Training}}&lt;br /&gt;
Skills are improved by performing associated work types or tasks, although some few related tasks do not provide experience.  Performing these tasks will earn the character '''experience points''' either per task completed or per second they are pursuing that task, which in turn will eventually ''level up'' the skills.  The resulting higher '''skill level''' then improves the performance in all associated tasks and types of work.  Skills are leveled up individually, and there is no single &amp;quot;character level&amp;quot; as in many role playing games.&lt;br /&gt;
&lt;br /&gt;
In some cases, special management tactics can be employed to more effectively or specifically steer the skill training in the colony, especially during periods of low work in colony development.  See the [[Training|main article on skill training]] for more information.&lt;br /&gt;
&lt;br /&gt;
=== Skills vs work types ===&lt;br /&gt;
Skills and work types (or &amp;quot;tasks&amp;quot;) are two different, but related, concepts.  In some cases, like &amp;quot;mine&amp;quot; (work type) and &amp;quot;mining&amp;quot; (skill), there is an almost perfect correspondence, but in many other cases there is not: the ''work types'' &amp;quot;tailor&amp;quot; and &amp;quot;smith&amp;quot;, for example, are associated with the ''crafting skill''.  Some tasks listed on the work tab do not even have an associated ''skill'' (eg. &amp;quot;haul&amp;quot;, &amp;quot;clean&amp;quot; and &amp;quot;firefight&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
The ''Work'' tab, where you assign tasks to colonists, indicates which skills are relevant for a given task (by mousing over a tick box).  It also shows you if the colonist has a ''passion'' for those skills (with an icon in the tick box), and if a significant proficiency has already been acquired (by emphasizing the tick box border).  Lower skill pawns have their work box darker, and higher skill pawns have it lighter. Extremely proficient pawns have a golden box. When assigning work to a pawn with low skill in a certain job, the box will have a red outline. Passions appear as extremely small flames at the bottom-right hand side of the work box. All these aspects are important for deciding how to assign tasks and types of work.&lt;br /&gt;
&lt;br /&gt;
In general, you want a colonist to perform tasks they are ''good at'' (it is productive for your colony), as well as tasks they are ''passionate for'' (have them improve the associated skill and also keep them happy while working).&lt;br /&gt;
&lt;br /&gt;
=== Improving skills ===&lt;br /&gt;
Skill levelling in ''RimWorld'' is very similar to many role playing games: ''experience points'' are constantly earned, and the skill is ''levelled up'' when certain thresholds are reached. Importantly, the effect of a skill improves ''by level'', but it costs more and more XP to gain another level in a skill.  This means that '''skill training is more effective the lower the skill level is.'''&lt;br /&gt;
&lt;br /&gt;
When a player pawn gains a new level in a skill, a text mote will be displayed.&lt;br /&gt;
&lt;br /&gt;
Experience points are generally gained at consistent rate per unit [[time]] - that is, while the rate may vary from one task to another, when performing a given task the only other factor is the time spent doing it.  As higher skill levels often increase the speed a pawn performs tasks, this means that more tasks must be performed to spend the same amount of time working and thus gain the same amount of XP. This is not true for all tasks however, and some will simply give a lump sum of experience for each task completed.&lt;br /&gt;
&lt;br /&gt;
Regardless of how XP is gained, it is multiplied by Passion and [[Global Learning Factor]] in the following way:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Real XP gained = Global Learning Factor x [[Skills#Passion|Passion Multiplier]] x Base XP gained &amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Passion ====&lt;br /&gt;
Passion for a given skill is indicated by the presence of flame icons next to the skill experience bar on the character's ''Bio'' tab. These passions increases the rate at which a pawn learns the skill in question and provides them  with a substantial [[mood]] boost when performing activities related to the skill. There is absolutely no way to change a character's skill passions in the unmodified game.&lt;br /&gt;
&lt;br /&gt;
Skill gains from using a [[skilltrainer]] are influenced by ''passion''.  This makes the item a lot more valuable when used by characters with a passion for the associated skill.&lt;br /&gt;
&lt;br /&gt;
The three levels of passion are:&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;'''''None''''': Skills with no flames. This can be considered the default for a skill, and is the most common. Characters with no passion in a skill have a 35% multiplier on their experience gain.&lt;br /&gt;
&lt;br /&gt;
[[File:PassionMinor.png|24px|left]] '''Interested''': Skills with one flame. Characters that are ''interested'' in a skill have a 100% multiplier on their experience gain and gain a +8 mood (&amp;quot;Minor passion for my work&amp;quot;) while performing related tasks.&lt;br /&gt;
&lt;br /&gt;
[[File:PassionMajor.png|24px|left]] '''Burning''': Skills with two flames. Characters with a ''burning'' passion for a skill have a 150% multiplier on their experience gain and gain +14 mood (&amp;quot;Burning passion for my work&amp;quot;) while performing related tasks.{{Clear}}&lt;br /&gt;
&lt;br /&gt;
====Global Learning Factor====&lt;br /&gt;
{{See also|Global Learning Factor}}&lt;br /&gt;
While some [[traits]]  directly add or subtract from the skills of the pawn - such as [[Traits#Brawler|Brawler]] which increases the Melee skill by +4 and decreases Shooting skill by -4, others affect skill mechanics themselves. Most important to gaining skills are those that affect [[Global Learning Factor]] as this acts as a direct multiplier to experience gained. These traits include: &lt;br /&gt;
* [[Traits#Too smart|Too Smart]] - which increases Global Learning Factor +75%, while also inflicting a penalty to [[mental break threshold]].&lt;br /&gt;
* [[Traits#Fast learner|Fast Learner]] - which increases Global Learning Factor +75%&lt;br /&gt;
* [[Traits#Slow learner|Slow Learner]] - which decreases Global Learning Factor -75%&lt;br /&gt;
&lt;br /&gt;
Additionally, the [[learning assistant]] {{RoyaltyIcon}} implant increases Global Learning Factor +20%.&lt;br /&gt;
&lt;br /&gt;
==== Experience multiplier table ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Global Learning Factor !! 25% !! 45% !! 50% !! 70% !! 100% !! 120% !! 125% !! 145% !! 175% !! 195% !! 200% !! 220% !! 250% !! 270% !! 275% !! 295% &lt;br /&gt;
|-&lt;br /&gt;
! ''None'' &lt;br /&gt;
| {{#expr: 0.35* 25}}% || {{#expr: 0.35* 45}}% || {{#expr: 0.35* 50}}% || {{#expr: 0.35* 70}}% || {{#expr: 0.35* 100}}% || {{#expr: 0.35* 120}}% || {{#expr: 0.35* 125}}% || {{#expr: 0.35* 145}}% || {{#expr: 0.35* 175}}% || {{#expr: 0.35* 195}}% || {{#expr: 0.35* 200}}% || {{#expr: 0.35* 220}}% || {{#expr: 0.35* 250}}% || {{#expr: 0.35* 270}}% || {{#expr: 0.35* 275}}% || {{#expr: 0.35* 295}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[File:PassionMinor.png|frameless]] &lt;br /&gt;
| 25% || 45% || 50% || 70% || 100% || 120% || 125% || 145% || 175% || 195% || 200% || 220% || 250% || 270% || 275% || 295% &lt;br /&gt;
|-&lt;br /&gt;
! [[File:PassionMajor.png|frameless]]  &lt;br /&gt;
| {{#expr: 1.5* 25}}% || {{#expr: 1.5* 45}}% || {{#expr: 1.5* 50}}% || {{#expr: 1.5* 70}}% || {{#expr: 1.5* 100}}% || {{#expr: 1.5* 120}}% || {{#expr: 1.5* 125}}% || {{#expr: 1.5* 145}}% || {{#expr: 1.5* 175}}% || {{#expr: 1.5* 195}}% || {{#expr: 1.5* 200}}% || {{#expr: 1.5* 220}}% || {{#expr: 0.35* 250}}% || {{#expr: 1.5* 270}}% || {{#expr: 1.5* 275}}% || {{#expr: 1.5* 295}}% &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Decay ===&lt;br /&gt;
Furthermore, there is another mechanic in play called ''decay'': starting at skill level 10, XP points are continuously drained away. A skill level is lost only after falling to 0 XP points and then losing a further 1000 points, preventing pawns from bouncing between levels when right around the threshold. Experience decay is an automatic mechanism and is independent of which and how many skills are used – not using or frequently using a skill (or other, unrelated skills) has no effect on the rate of decay, which only depends on the current skill level. Instead, gained XP simply cancels out loss and vice versa on a 1:1 basis.&lt;br /&gt;
&lt;br /&gt;
The [[Traits#Great memory|Great Memory]] trait halves the skill decay rate for a pawn.&lt;br /&gt;
&lt;br /&gt;
XP is lost at a faster and faster rate with higher skill levels.  This means that all XP earned after 55,000 total XP effectively has less value, especially for skills that a colonist does not use frequently, because it will disappear.  It becomes more and more expensive to even keep a master at his or her current level, let alone have them improve further.&lt;br /&gt;
&lt;br /&gt;
As an example, consider that roughly 3,500 XP is lost per day by a colonist at skill level 20.  This usually means that the colonist would have to be applying that skill more or less ''continuously'' during her work hours in order to never lose level 20.  In most cases, XP is gained by ''time spent'' on a skill, and not by effective work performed!  Working faster does not make it easier or faster to gain XP, or compensate the decay loss.&lt;br /&gt;
&lt;br /&gt;
So the higher you go, the harder it becomes to even maintain the current skill level.  This is why actual &amp;quot;legendary masters&amp;quot; are very rare, usually only achievable by colonists who are non-stop spamming a single ability (such as ''research'' or crafting artworks).&lt;br /&gt;
&lt;br /&gt;
=== Skill point acquisition strategy ===&lt;br /&gt;
{{Stub|section=1|reason=Need at least simple introduction on which jobs and skills benefit from experts vs more hands and why - e.g. cooks beyond skill 9 = More hands, plant harvesting and crafting = experts.}}&lt;br /&gt;
The above implies that on average it is better to spread out the skill training over several colonists instead of having only one &amp;quot;expert&amp;quot;, except for the artisan professions where it is usually good to have true experts in the colony.&lt;br /&gt;
&lt;br /&gt;
For example, you need to acquire about 150,000 XP to make one colonist a &amp;quot;region-known master&amp;quot; (level 16); the same amount of XP would be enough to have ''three'' colonists at level 9 (&amp;quot;solid professional&amp;quot;).  This avoids the risk of losing the only pawn that is capable of the task, and in most cases three level-9 workers are better than a single level-16 expert. Creating anything [[quality]] is a notable exception to this.&lt;br /&gt;
&lt;br /&gt;
=== Experience table ===&lt;br /&gt;
Level 20 is the highest skill level achievable for a pawn.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Name&lt;br /&gt;
! Total experience required&lt;br /&gt;
! Experience till next level&lt;br /&gt;
! Experience decay rate (exp/day)&lt;br /&gt;
|-&lt;br /&gt;
| -&lt;br /&gt;
| Incapable&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| Barely heard of it&lt;br /&gt;
| 0&lt;br /&gt;
| 1000&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Utter Beginner&lt;br /&gt;
| 1000&lt;br /&gt;
| 2000&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Beginner&lt;br /&gt;
| 3000&lt;br /&gt;
| 3000&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Basic Familiarity&lt;br /&gt;
| 6000&lt;br /&gt;
| 4000&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Some Familiarity&lt;br /&gt;
| 10000&lt;br /&gt;
| 5000&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Significant Familiarity&lt;br /&gt;
| 15000&lt;br /&gt;
| 6000&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Capable Amateur&lt;br /&gt;
| 21000&lt;br /&gt;
| 7000&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Weak Professional&lt;br /&gt;
| 28000&lt;br /&gt;
| 8000&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| Employable Professional&lt;br /&gt;
| 36000&lt;br /&gt;
| 9000&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| Solid Professional&lt;br /&gt;
| 45000&lt;br /&gt;
| 10000&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| Skilled Professional&lt;br /&gt;
| 55000&lt;br /&gt;
| 12000&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| Very skilled Professional&lt;br /&gt;
| 67000&lt;br /&gt;
| 14000&lt;br /&gt;
| 60&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| Expert&lt;br /&gt;
| 81000&lt;br /&gt;
| 16000&lt;br /&gt;
| 120&lt;br /&gt;
|-&lt;br /&gt;
| 13&lt;br /&gt;
| Strong Expert&lt;br /&gt;
| 97000&lt;br /&gt;
| 18000&lt;br /&gt;
| 180&lt;br /&gt;
|-&lt;br /&gt;
| 14&lt;br /&gt;
| Master&lt;br /&gt;
| 115000&lt;br /&gt;
| 20000&lt;br /&gt;
| 300&lt;br /&gt;
|-&lt;br /&gt;
| 15&lt;br /&gt;
| Strong Master&lt;br /&gt;
| 135000&lt;br /&gt;
| 22000&lt;br /&gt;
| 540&lt;br /&gt;
|-&lt;br /&gt;
| 16&lt;br /&gt;
| Region-Known Master&lt;br /&gt;
| 157000&lt;br /&gt;
| 24000&lt;br /&gt;
| 840&lt;br /&gt;
|-&lt;br /&gt;
| 17&lt;br /&gt;
| Region-Leading Master&lt;br /&gt;
| 181000&lt;br /&gt;
| 26000&lt;br /&gt;
| 1200&lt;br /&gt;
|-&lt;br /&gt;
| 18&lt;br /&gt;
| Planet-Known Master&lt;br /&gt;
| 207000&lt;br /&gt;
| 28000&lt;br /&gt;
| 1800&lt;br /&gt;
|-&lt;br /&gt;
| 19&lt;br /&gt;
| Planet-Leading Master&lt;br /&gt;
| 235000&lt;br /&gt;
| 30000&lt;br /&gt;
| 2400&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| Legendary Master&lt;br /&gt;
| 265000&lt;br /&gt;
| 32000&lt;br /&gt;
| 3600&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== List of skills ==&lt;br /&gt;
&lt;br /&gt;
Using or applying skills will give ''experience'' in the skill, and improve the character's proficiency.  How much experience is gained depends on the ''passion'' for the skill.  See [[Skills#Passion|passion]] below.&lt;br /&gt;
&lt;br /&gt;
On this page, where experience gains are listed, an &amp;quot;Interested&amp;quot; passion with 100% skill gain is assumed.  Note that this is not the &amp;quot;default&amp;quot; passion; &amp;quot;no passion&amp;quot; at 35% gain is far more common.&lt;br /&gt;
&lt;br /&gt;
=== Animals ===&lt;br /&gt;
{{For|a list of skills that animals can learn|Animals#Training}}&lt;br /&gt;
The ''animals'' skill determines how well a character handles wild and domesticated animals, and increases the chance to go undetected while ''hunting'' wild animals.&lt;br /&gt;
&lt;br /&gt;
Higher ''animals'' skill has the following benefits:&lt;br /&gt;
* Chance to tame a wild animal increases.  Some animals can not even be attempted to be tamed if the ''animals'' skill is too low.&lt;br /&gt;
* Chance to successfully train a domesticated animal increases.&lt;br /&gt;
* Animal handling, such as ''milking'' and ''shearing'' certain livestock, becomes more efficient, with a lower chance of wasting products.&lt;br /&gt;
* Mastering an animal, as in having it follow you and obey your commands, becomes possible for more animal races.  The more ''wild'' a race is, the higher the ''animals'' skill required to be assigned its master.&lt;br /&gt;
* It becomes less likely for a colonist hunting an animal to be detected by the animal, and the animal retaliating.  It still requires ''shooting'' skill for the colonist to be able to kill the animal.&lt;br /&gt;
{{#ask:  [[Category:Stat]] [[Skill::Animals]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Artistic ===&lt;br /&gt;
The ''artistic'' skill is the proficiency to create [[beauty|beautiful]] works of art at a [[sculptor's table]].  &lt;br /&gt;
&lt;br /&gt;
Higher skill increases the chance for a higher quality, in this case more beautiful, sculpture. Note that higher skill levels do not increase the speed of creating sculptures.&lt;br /&gt;
&lt;br /&gt;
The beauty and market value of sculptures increases tremendously at the highest quality levels.  Combined with the fact that trade partners pay more for works of art compared to other items, this makes ''artistic'' a useful skill outside of decorating the home base.&lt;br /&gt;
&lt;br /&gt;
Not very useful in the early game, but once you have a well-established colony, having a permanent artist would be beneficial to it.&lt;br /&gt;
&lt;br /&gt;
=== Construction ===&lt;br /&gt;
The ''construction'' skill governs a wide variety of colonist tasks, centered around creating structures in the game world; it is an essential skill in any colony:&lt;br /&gt;
* Making all kinds of structures, like furniture, walls, power lines and spaceship parts.  If a structure can be placed on the ground in form of a [[blueprint]], its construction is usually facilitated by this skill.  Many structures require a minimum skill to make.&lt;br /&gt;
* Deconstructing existing structures back into raw materials.&lt;br /&gt;
* Building and tearing down roofs.&lt;br /&gt;
* Laying and removing flooring, like carpet, concrete and stone tiles.&lt;br /&gt;
* Smoothing rock walls and stone floors.&lt;br /&gt;
&lt;br /&gt;
Higher ''construction'' skill will&lt;br /&gt;
* allow the construction of more difficult to build structures.&lt;br /&gt;
* increase construction speed; the base speed at 0 construction skill is 50%, this is increased additively by 15% for every skill level.&lt;br /&gt;
* reduce the chance of a construction effort to be &amp;quot;botched&amp;quot;, which will result in some resources going to waste, and require the construction effort to be restarted (ie. all work is wasted).  The base chance of success is 75%, increasing by about 3% per skill level to 100% at skill level 8.&lt;br /&gt;
* increase the chance to make higher quality items, for items that have a quality rating, such as furniture.&lt;br /&gt;
&lt;br /&gt;
Construction outcomes are influenced by the [[manipulation]] and [[sight]] capacities of the colonist.&lt;br /&gt;
&lt;br /&gt;
Experience is gained continuously while working on a construction project. At 100% work speed this seems to translate to roughly 82 experience per point of work required.&lt;br /&gt;
&lt;br /&gt;
{{#ask:  [[Category:Stat]] [[Skill::Construction]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:20%&amp;quot;&amp;gt;&lt;br /&gt;
'''Items with a required Construction skill level:'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{#ask: [[Skill 1::Construction]]&lt;br /&gt;
| ?Skill 1 Level=Level&lt;br /&gt;
| sort = Skill 1 Level&lt;br /&gt;
| limit = 999&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cooking ===&lt;br /&gt;
The cooking skill affects how long it takes to cook [[meals]] and butcher dead creatures, as well as the [[Food Poison Chance]] for the person who eats the meal. It also affects [[Butchery Speed]] and [[Butchery Efficiency]], how much meat is produced when butchering.&lt;br /&gt;
&lt;br /&gt;
Cooking and butchering increase cooking skill.  It is also trained by making [[smokeleaf joint]]s at a drug lab.&lt;br /&gt;
&lt;br /&gt;
A cooking skill of at least 6 is required to make a [[fine meal]].&amp;lt;br/&amp;gt;&lt;br /&gt;
A cooking skill of at least 10 is required to make a [[lavish meal]].&lt;br /&gt;
&lt;br /&gt;
These additive increases are relative to a base value; that means each increase corresponds to a fixed amount.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Project&lt;br /&gt;
! Experience Given Per Task&lt;br /&gt;
|-&lt;br /&gt;
| Simple Meal&lt;br /&gt;
| 60&lt;br /&gt;
|-&lt;br /&gt;
| Fine Meal&lt;br /&gt;
| 110&lt;br /&gt;
|-&lt;br /&gt;
| Lavish meal&lt;br /&gt;
| 160&lt;br /&gt;
|-&lt;br /&gt;
| Pemmican&lt;br /&gt;
| 80&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{#ask:  [[Category:Stat]] [[Skill::Cooking]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Crafting ===&lt;br /&gt;
Many work [[bill|bills]] of the [[Menus#Smith|Smith]], [[Menus#Tailor|Tailor]] and [[Menus#Craft|Craft]] work types have a required minimum Crafting skill level, except cutting [[Stone Blocks]] or [[Electric smelter|Smelting]] which do not have a minimum required skill level. &lt;br /&gt;
&lt;br /&gt;
A pawn's Crafting skill is a driving factor in the [[Quality]] of produced [[Clothing]], [[Armor]], [[Neolithic Weapons|Neolithic weapons]], [[Weapons#Melee weapons|Melee weapons]], and [[Weapons#Ranged weapons|Ranged weapons]]. The speed of production for these tasks is unrelated to Crafting level, however, and is instead completely dependent on a pawn's [[General Labor Speed]] and the amount of labor required in the bill. &lt;br /&gt;
&lt;br /&gt;
The Crafting skill determines the time it takes for a colonist to extract metal from slag and disassemble [[mechanoid]]s, and it also determines the amount of resources produced from these tasks.&lt;br /&gt;
&lt;br /&gt;
{{#ask:  [[Category:Stat]] [[Skill::Crafting]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:20%&amp;quot;&amp;gt;&lt;br /&gt;
'''Items with a required Crafting skill level:'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{#ask: [[Skill 1::Crafting]]&lt;br /&gt;
| ?Skill 1 Level=Level&lt;br /&gt;
| sort = Skill 1 Level&lt;br /&gt;
| limit = 999&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Medical ===&lt;br /&gt;
{{Main|Doctoring}}&lt;br /&gt;
&lt;br /&gt;
The ''Medical'' skill level is the main factor for medical treatment quality and speed, surgery speed and surgery success chance. &lt;br /&gt;
&lt;br /&gt;
Low quality treatment will increase the chance of [[infection]], and the likelihood of permanent health conditions such as ''scars'', in turn leading to chronic pain.  Certain scars cause more than 10% pain, permanently weakening the ''consciousness'' of the patient, which reduces their work performance.&lt;br /&gt;
&lt;br /&gt;
Medical ''surgery'', if not successful, can fail in minor or major ways, even causing the death of the patient.  The success rate is not only determined by the ''medical'' skill, but also other character stats like ''manipulation'', ''eye sight'' and ''consciousness''.  It is not advisable to let an incapacitated doctor perform surgery.&lt;br /&gt;
&lt;br /&gt;
Higher grade [[medicine]] and medical equipment like [[hospital bed]]s and a [[sterile tile|sterile]] environment significantly boost the effectiveness of all medical treatments, independent of the skill level of the doctor.&lt;br /&gt;
&lt;br /&gt;
Medical skill can be trained very quickly by performing euthanasia on fast-breeding animals such as chickens.  This costs 1 medicine per procedure, but only requires [[herbal medicine]].  The procedure can be scheduled in the respective animal's ''health'' tab, and an animal sleeping spot must be available to perform the euthanasia.&lt;br /&gt;
&lt;br /&gt;
Performing ''surgery'' trains the ''medical'' skill.  The amount of XP that is awarded only depends on the duration of the procedure (varying by procedure and ''medical operation speed'' of the surgeon).&lt;br /&gt;
&lt;br /&gt;
{{#ask:  [[Category:Stat]] [[Skill::Medical]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Melee ===&lt;br /&gt;
The melee skill determines a characters' effectiveness with [[melee weapons]] namely, their chance to:&lt;br /&gt;
* Land a hit in melee (''see [[Melee Hit Chance]]'')&lt;br /&gt;
* Dodge a melee attack, when not aiming or firing a ranged weapon (''see [[Melee Dodge Chance]]'')&lt;br /&gt;
The tables below are post-processed chances for a healthy pawn.&lt;br /&gt;
&lt;br /&gt;
{{col-begin|width=60}}&lt;br /&gt;
&amp;lt;div class=&amp;quot;center&amp;quot; style=&amp;quot;width:auto; margin-left:auto; margin-right:auto;&amp;quot;&amp;gt;'''Chance to hit'''&amp;lt;/div&amp;gt;&lt;br /&gt;
{| {{STDT| c_12 text-center}}&lt;br /&gt;
!Skill Level&lt;br /&gt;
!Standard&lt;br /&gt;
!Brawler&lt;br /&gt;
!Skill Level&lt;br /&gt;
!Standard&lt;br /&gt;
!Brawler&lt;br /&gt;
|-&lt;br /&gt;
!0&lt;br /&gt;
|50%&lt;br /&gt;
|62%&lt;br /&gt;
! -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
!1&lt;br /&gt;
|53%&lt;br /&gt;
|65%&lt;br /&gt;
!11&lt;br /&gt;
|81%&lt;br /&gt;
|85%&lt;br /&gt;
|-&lt;br /&gt;
!2&lt;br /&gt;
|56%&lt;br /&gt;
|68%&lt;br /&gt;
!12&lt;br /&gt;
|82%&lt;br /&gt;
|86%&lt;br /&gt;
|-&lt;br /&gt;
!3&lt;br /&gt;
|59%&lt;br /&gt;
|71%&lt;br /&gt;
!13&lt;br /&gt;
|83%&lt;br /&gt;
|87%&lt;br /&gt;
|-&lt;br /&gt;
!4&lt;br /&gt;
|62%&lt;br /&gt;
|74%&lt;br /&gt;
!14&lt;br /&gt;
|84%&lt;br /&gt;
|88%&lt;br /&gt;
|-&lt;br /&gt;
!5&lt;br /&gt;
|65%&lt;br /&gt;
|77%&lt;br /&gt;
!15&lt;br /&gt;
|85%&lt;br /&gt;
|89%&lt;br /&gt;
|-&lt;br /&gt;
!6&lt;br /&gt;
|68%&lt;br /&gt;
|80%&lt;br /&gt;
!16&lt;br /&gt;
|86%&lt;br /&gt;
|90%&lt;br /&gt;
|-&lt;br /&gt;
!7&lt;br /&gt;
|71%&lt;br /&gt;
|81%&lt;br /&gt;
!17&lt;br /&gt;
|87%&lt;br /&gt;
|90.3%&lt;br /&gt;
|-&lt;br /&gt;
!8&lt;br /&gt;
|74%&lt;br /&gt;
|82%&lt;br /&gt;
!18&lt;br /&gt;
|88%&lt;br /&gt;
|90.6%&lt;br /&gt;
|-&lt;br /&gt;
!9&lt;br /&gt;
|77%&lt;br /&gt;
|83%&lt;br /&gt;
!19&lt;br /&gt;
|89%&lt;br /&gt;
|90.9%&lt;br /&gt;
|-&lt;br /&gt;
!10&lt;br /&gt;
|80%&lt;br /&gt;
|84%&lt;br /&gt;
!20&lt;br /&gt;
|90%&lt;br /&gt;
|91.2%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{col-2|width=60}}&lt;br /&gt;
&amp;lt;div class=&amp;quot;center&amp;quot; style=&amp;quot;width:auto; margin-left:auto; margin-right:auto;&amp;quot;&amp;gt;'''Chance to dodge'''&amp;lt;/div&amp;gt;&lt;br /&gt;
{| {{STDT| c_12 text-center}}&lt;br /&gt;
!Skill Level&lt;br /&gt;
!Standard&lt;br /&gt;
!Nimble&lt;br /&gt;
!Skill Level&lt;br /&gt;
!Standard&lt;br /&gt;
!Nimble&lt;br /&gt;
|-&lt;br /&gt;
!0&lt;br /&gt;
|0%&lt;br /&gt;
|20%&lt;br /&gt;
! -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
!1&lt;br /&gt;
|0%&lt;br /&gt;
|22%&lt;br /&gt;
!11&lt;br /&gt;
|12%&lt;br /&gt;
|33%&lt;br /&gt;
|-&lt;br /&gt;
!2&lt;br /&gt;
|0%&lt;br /&gt;
|24%&lt;br /&gt;
!12&lt;br /&gt;
|14%&lt;br /&gt;
|33.5%&lt;br /&gt;
|-&lt;br /&gt;
!3&lt;br /&gt;
|0%&lt;br /&gt;
|26%&lt;br /&gt;
!13&lt;br /&gt;
|16%&lt;br /&gt;
|34%&lt;br /&gt;
|-&lt;br /&gt;
!4&lt;br /&gt;
|0%&lt;br /&gt;
|28%&lt;br /&gt;
!14&lt;br /&gt;
|18%&lt;br /&gt;
|34.5%&lt;br /&gt;
|-&lt;br /&gt;
!5&lt;br /&gt;
|0%&lt;br /&gt;
|30%&lt;br /&gt;
!15&lt;br /&gt;
|20%&lt;br /&gt;
|35%&lt;br /&gt;
|-&lt;br /&gt;
!6&lt;br /&gt;
|2%&lt;br /&gt;
|30.5%&lt;br /&gt;
!16&lt;br /&gt;
|22%&lt;br /&gt;
|35.5%&lt;br /&gt;
|-&lt;br /&gt;
!7&lt;br /&gt;
|4%&lt;br /&gt;
|31%&lt;br /&gt;
!17&lt;br /&gt;
|24%&lt;br /&gt;
|36%&lt;br /&gt;
|-&lt;br /&gt;
!8&lt;br /&gt;
|6%&lt;br /&gt;
|31.5%&lt;br /&gt;
!18&lt;br /&gt;
|26%&lt;br /&gt;
|36.5%&lt;br /&gt;
|-&lt;br /&gt;
!9&lt;br /&gt;
|8%&lt;br /&gt;
|32%&lt;br /&gt;
!19&lt;br /&gt;
|28%&lt;br /&gt;
|37%&lt;br /&gt;
|-&lt;br /&gt;
!10&lt;br /&gt;
|10%&lt;br /&gt;
|32.5%&lt;br /&gt;
!20&lt;br /&gt;
|30%&lt;br /&gt;
|37.5%&lt;br /&gt;
|}&lt;br /&gt;
{{col-end}}&lt;br /&gt;
&lt;br /&gt;
{{#ask:  [[Category:Stat]] [[Skill::Melee]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Mining ===&lt;br /&gt;
The mining skill determines how long it takes for a colonist to mine out each rock, and how much they can obtain from each mineral vein mined.&lt;br /&gt;
&lt;br /&gt;
{{#ask:  [[Category:Stat]] [[Skill::Mining]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Intellectual ===&lt;br /&gt;
This skill affects the speed at which [[research]] is completed.&lt;br /&gt;
&lt;br /&gt;
{{#ask:  [[Category:Stat]] [[Skill::Intellectual]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Plants ===&lt;br /&gt;
The plants skill affects how fast a colonist sows and harvests growing zones, hydroponics and flower pots, and how fast trees and other vegetation is cut down. It also influences how much a colonist [[Caravan#Foraging| forages]] while in a caravan. See [[Plant Work Speed]]&lt;br /&gt;
Each point increases speed by 11.5%.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Project&lt;br /&gt;
! Experience Given Per Task&lt;br /&gt;
|-&lt;br /&gt;
| Harvesting&lt;br /&gt;
| 50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Some plants require a minimum plants skill in order to plant them:&lt;br /&gt;
{{#ask: [[Category:Plants]] [[Minimum Required Growing Skill::&amp;gt;1]]&lt;br /&gt;
| ?Minimum Required Growing Skill = Required skill |+align=center&lt;br /&gt;
| sort=Minimum Required Growing Skill&lt;br /&gt;
| order=asc&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#ask:  [[Category:Stat]] [[Skill::Plants]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Shooting ===&lt;br /&gt;
The shooting skill affects a character's [[Shooting Accuracy|accuracy]] with [[ranged weapons]].&lt;br /&gt;
&lt;br /&gt;
The table below shows post-processed shooting accuracy per tile of distance for each skill level and trait combination, assuming the pawn is healthy:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_12 text-center}}&lt;br /&gt;
!Skill Level&lt;br /&gt;
!Standard&lt;br /&gt;
!Careful Shooter&lt;br /&gt;
!Trigger-Happy&lt;br /&gt;
!Skill Level&lt;br /&gt;
!Standard&lt;br /&gt;
!Careful Shooter&lt;br /&gt;
!Trigger-Happy&lt;br /&gt;
|-&lt;br /&gt;
!0&lt;br /&gt;
|89%&lt;br /&gt;
|94.5%&lt;br /&gt;
|84%&lt;br /&gt;
! -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
!1&lt;br /&gt;
|91%&lt;br /&gt;
|95%&lt;br /&gt;
|85%&lt;br /&gt;
!11&lt;br /&gt;
|97.25%&lt;br /&gt;
|98.333%&lt;br /&gt;
|95%&lt;br /&gt;
|-&lt;br /&gt;
!2&lt;br /&gt;
|93%&lt;br /&gt;
|95.5%&lt;br /&gt;
|86%&lt;br /&gt;
!12&lt;br /&gt;
|97.5%&lt;br /&gt;
|98.5%&lt;br /&gt;
|95.5%&lt;br /&gt;
|-&lt;br /&gt;
!3&lt;br /&gt;
|93.5%&lt;br /&gt;
|96%&lt;br /&gt;
|87%&lt;br /&gt;
!13&lt;br /&gt;
|97.75%&lt;br /&gt;
|98.666%&lt;br /&gt;
|96%&lt;br /&gt;
|-&lt;br /&gt;
!4&lt;br /&gt;
|94%&lt;br /&gt;
|96.5%&lt;br /&gt;
|88%&lt;br /&gt;
!14&lt;br /&gt;
|98%&lt;br /&gt;
|98.833%&lt;br /&gt;
|96.5%&lt;br /&gt;
|-&lt;br /&gt;
!5&lt;br /&gt;
|94.5%&lt;br /&gt;
|97%&lt;br /&gt;
|89%&lt;br /&gt;
!15&lt;br /&gt;
|98.167%&lt;br /&gt;
|99%&lt;br /&gt;
|97%&lt;br /&gt;
|-&lt;br /&gt;
!6&lt;br /&gt;
|95%&lt;br /&gt;
|97.25%&lt;br /&gt;
|91%&lt;br /&gt;
!16&lt;br /&gt;
|98.333%&lt;br /&gt;
|99.125%&lt;br /&gt;
|97.25%&lt;br /&gt;
|-&lt;br /&gt;
!7&lt;br /&gt;
|95.5%&lt;br /&gt;
|97.5%&lt;br /&gt;
|93%&lt;br /&gt;
!17&lt;br /&gt;
|98.5%&lt;br /&gt;
|99.25%&lt;br /&gt;
|97.5%&lt;br /&gt;
|-&lt;br /&gt;
!8&lt;br /&gt;
|96%&lt;br /&gt;
|97.75%&lt;br /&gt;
|93.5%&lt;br /&gt;
!18&lt;br /&gt;
|98.666%&lt;br /&gt;
|99.313%&lt;br /&gt;
|97.75%&lt;br /&gt;
|-&lt;br /&gt;
!9&lt;br /&gt;
|96.5%&lt;br /&gt;
|98%&lt;br /&gt;
|94%&lt;br /&gt;
!19&lt;br /&gt;
|98.833%&lt;br /&gt;
|99.375%&lt;br /&gt;
|98%&lt;br /&gt;
|-&lt;br /&gt;
!10&lt;br /&gt;
|97%&lt;br /&gt;
|98.167%&lt;br /&gt;
|94.5%&lt;br /&gt;
!20&lt;br /&gt;
|99%&lt;br /&gt;
|99.438%&lt;br /&gt;
|98.167%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that shooting accuracy for the pawn is calculated '''per tile''', meaning that while a trivial increase (like 1% or so) in shooting accuracy may not matter up close, it can make a huge difference in long distances.&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
*A colonist with shooting accuracy of 99% has a base accuracy of 72.5% against a target 32 tiles away.&lt;br /&gt;
*With 98% accuracy, the base accuracy against the same target becomes only 52.4%.&lt;br /&gt;
&lt;br /&gt;
The base accuracy at various distances are listed when you check the information of a pawn. This can show the actual shooting performance of a pawn, especially at long ranges.&lt;br /&gt;
&lt;br /&gt;
{{#ask:  [[Category:Stat]] [[Skill::Shooting]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Social ===&lt;br /&gt;
The social skill affects the impact of social interactions on other characters' mood, the impact of gifts on faction relations, the recruitment chance for prisoners and trader prices.&lt;br /&gt;
A small amount of experience is gained every time two colonists have a social interaction with each other. Characters have a [[talking]] stat that somehow interacts with this skill&lt;br /&gt;
&lt;br /&gt;
{{#ask:  [[Category:Stat]] [[Skill::Social]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.0.245|0.0.245]] - Skills now cap at 20. Added cooking, medicine, artistic, crafting but currently do nothing. Rebalanced shooting and melee to make skill more important. Shooting accuracy split into into misses due to equipment and misses due to skill.&lt;br /&gt;
* [[Version/0.2.363|0.2.363]] - High level skills now decay. Passions system added. &lt;br /&gt;
* [[Version/0.9.722|0.9.722]] - Old pawns now tend to spawn with higher skills. Low skill cooks can now cause food poisoning.&lt;br /&gt;
* [[Version/0.10.785|0.10.785]] - Passion flames are now displayed subtly on the work overview screen. Reduced skill degradation rate. Reworked how skills generate so there will be more initial skill variation and age affect starting skills more.&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Animals skill added.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Pawns will now not lose their skill levels until they fall 1000 XP under zero. This stops pawns from quickly leveling up and down around a threshold.  We now display a text mote when a player pawn gains a new level in a skill.&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:Skill_increase_anim.gif&amp;diff=105234</id>
		<title>File:Skill increase anim.gif</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:Skill_increase_anim.gif&amp;diff=105234"/>
		<updated>2022-07-05T01:59:16Z</updated>

		<summary type="html">&lt;p&gt;Zippy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Skills&amp;diff=105233</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Skills&amp;diff=105233"/>
		<updated>2022-07-05T01:21:20Z</updated>

		<summary type="html">&lt;p&gt;Zippy: /* Global Learning Factor} */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Character_Properties_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End Nav --&amp;gt;&lt;br /&gt;
{{Rewrite|reason=Verbose and circumspect. Needs cleanup, better layout and general tightening up. Over used of italics and bold.}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
[[File:skills_preview.png|right]]Every character in RimWorld has a set of '''skills'''; these skills govern their effectiveness in the relevant tasks. A character may be unable to undertake certain work types due to [[backstories|backstory]] elements, and as such, the relevant skills will be disabled entirely, and show &amp;quot; - &amp;quot; under skills on the Bio tab. Experience points are gained by performing a relevant task or may be boosted by using a [[skilltrainer]].&lt;br /&gt;
&lt;br /&gt;
== Learning skills ==&lt;br /&gt;
{{see also|Training}}&lt;br /&gt;
Skills are improved by performing associated work types or tasks, although some few related tasks do not provide experience.  Performing these tasks will earn the character '''experience points''' either per task completed or per second they are pursuing that task, which in turn will eventually ''level up'' the skills.  The resulting higher '''skill level''' then improves the performance in all associated tasks and types of work.  Skills are leveled up individually, and there is no single &amp;quot;character level&amp;quot; as in many role playing games.&lt;br /&gt;
&lt;br /&gt;
In some cases, special management tactics can be employed to more effectively or specifically steer the skill training in the colony, especially during periods of low work in colony development.  See the [[Training|main article on skill training]] for more information.&lt;br /&gt;
&lt;br /&gt;
=== Skills vs work types ===&lt;br /&gt;
Skills and work types (or &amp;quot;tasks&amp;quot;) are two different, but related, concepts.  In some cases, like &amp;quot;mine&amp;quot; (work type) and &amp;quot;mining&amp;quot; (skill), there is an almost perfect correspondence, but in many other cases there is not: the ''work types'' &amp;quot;tailor&amp;quot; and &amp;quot;smith&amp;quot;, for example, are associated with the ''crafting skill''.  Some tasks listed on the work tab do not even have an associated ''skill'' (eg. &amp;quot;haul&amp;quot;, &amp;quot;clean&amp;quot; and &amp;quot;firefight&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
The ''Work'' tab, where you assign tasks to colonists, indicates which skills are relevant for a given task (by mousing over a tick box).  It also shows you if the colonist has a ''passion'' for those skills (with an icon in the tick box), and if a significant proficiency has already been acquired (by emphasizing the tick box border).  Lower skill pawns have their work box darker, and higher skill pawns have it lighter. Extremely proficient pawns have a golden box. When assigning work to a pawn with low skill in a certain job, the box will have a red outline. Passions appear as extremely small flames at the bottom-right hand side of the work box. All these aspects are important for deciding how to assign tasks and types of work.&lt;br /&gt;
&lt;br /&gt;
In general, you want a colonist to perform tasks they are ''good at'' (it is productive for your colony), as well as tasks they are ''passionate for'' (have them improve the associated skill and also keep them happy while working).&lt;br /&gt;
&lt;br /&gt;
=== Improving skills ===&lt;br /&gt;
Skill levelling in ''RimWorld'' is very similar to many role playing games: ''experience points'' are constantly earned, and the skill is ''levelled up'' when certain thresholds are reached. Importantly, the effect of a skill improves ''by level'', but it costs more and more XP to gain another level in a skill.  This means that '''skill training is more effective the lower the skill level is.'''&lt;br /&gt;
&lt;br /&gt;
When a player pawn gains a new level in a skill, a text mote will be displayed.&lt;br /&gt;
&lt;br /&gt;
Experience points are generally gained at consistent rate per unit [[time]] - that is, while the rate may vary from one task to another, when performing a given task the only other factor is the time spent doing it.  As higher skill levels often increase the speed a pawn performs tasks, this means that more tasks must be performed to spend the same amount of time working and thus gain the same amount of XP. This is not true for all tasks however, and some will simply give a lump sum of experience for each task completed.&lt;br /&gt;
&lt;br /&gt;
Regardless of how XP is gained, it is multiplied by Passion and [[Global Learning Factor]] in the following way:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Real XP gained = Global Learning Factor x [[Skills#Passion|Passion Multiplier]] x Base XP gained &amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Passion ====&lt;br /&gt;
Passion for a given skill is indicated by the presence of flame icons next to the skill experience bar on the character's ''Bio'' tab. These passions increases the rate at which a pawn learns the skill in question and provides them  with a substantial [[mood]] boost when performing activities related to the skill. There is absolutely no way to change a character's skill passions in the unmodified game.&lt;br /&gt;
&lt;br /&gt;
Skill gains from using a [[skilltrainer]] are influenced by ''passion''.  This makes the item a lot more valuable when used by characters with a passion for the associated skill.&lt;br /&gt;
&lt;br /&gt;
The three levels of passion are:&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;'''''None''''': Skills with no flames. This can be considered the default for a skill, and is the most common. Characters with no passion in a skill have a 35% multiplier on their experience gain.&lt;br /&gt;
&lt;br /&gt;
[[File:PassionMinor.png|24px|left]] '''Interested''': Skills with one flame. Characters that are ''interested'' in a skill have a 100% multiplier on their experience gain and gain a +8 mood (&amp;quot;Minor passion for my work&amp;quot;) while performing related tasks.&lt;br /&gt;
&lt;br /&gt;
[[File:PassionMajor.png|24px|left]] '''Burning''': Skills with two flames. Characters with a ''burning'' passion for a skill have a 150% multiplier on their experience gain and gain +14 mood (&amp;quot;Burning passion for my work&amp;quot;) while performing related tasks.{{Clear}}&lt;br /&gt;
&lt;br /&gt;
====Global Learning Factor====&lt;br /&gt;
{{See also|Global Learning Factor}}&lt;br /&gt;
While some [[traits]]  directly add or subtract from the skills of the pawn - such as [[Traits#Brawler|Brawler]] which increases the Melee skill by +4 and decreases Shooting skill by -4, others affect skill mechanics themselves. Most important to gaining skills are those that affect [[Global Learning Factor]] as this acts as a direct multiplier to experience gained. These traits include: &lt;br /&gt;
* [[Traits#Too smart|Too Smart]] - which increases Global Learning Factor +75%, while also inflicting a penalty to [[mental break threshold]].&lt;br /&gt;
* [[Traits#Fast learner|Fast Learner]] - which increases Global Learning Factor +75%&lt;br /&gt;
* [[Traits#Slow learner|Slow Learner]] - which decreases Global Learning Factor -75%&lt;br /&gt;
&lt;br /&gt;
Additionally, the [[learning assistant]] {{RoyaltyIcon}} implant increases Global Learning Factor +20%.&lt;br /&gt;
&lt;br /&gt;
==== Experience multiplier table ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Global Learning Factor !! 25% !! 45% !! 50% !! 70% !! 100% !! 120% !! 125% !! 145% !! 175% !! 195% !! 200% !! 220% !! 250% !! 270% !! 275% !! 295% &lt;br /&gt;
|-&lt;br /&gt;
! ''None'' &lt;br /&gt;
| {{#expr: 0.35* 25}}% || {{#expr: 0.35* 45}}% || {{#expr: 0.35* 50}}% || {{#expr: 0.35* 70}}% || {{#expr: 0.35* 100}}% || {{#expr: 0.35* 120}}% || {{#expr: 0.35* 125}}% || {{#expr: 0.35* 145}}% || {{#expr: 0.35* 175}}% || {{#expr: 0.35* 195}}% || {{#expr: 0.35* 200}}% || {{#expr: 0.35* 220}}% || {{#expr: 0.35* 250}}% || {{#expr: 0.35* 270}}% || {{#expr: 0.35* 275}}% || {{#expr: 0.35* 295}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[File:PassionMinor.png|frameless]] &lt;br /&gt;
| 25% || 45% || 50% || 70% || 100% || 120% || 125% || 145% || 175% || 195% || 200% || 220% || 250% || 270% || 275% || 295% &lt;br /&gt;
|-&lt;br /&gt;
! [[File:PassionMajor.png|frameless]]  &lt;br /&gt;
| {{#expr: 1.5* 25}}% || {{#expr: 1.5* 45}}% || {{#expr: 1.5* 50}}% || {{#expr: 1.5* 70}}% || {{#expr: 1.5* 100}}% || {{#expr: 1.5* 120}}% || {{#expr: 1.5* 125}}% || {{#expr: 1.5* 145}}% || {{#expr: 1.5* 175}}% || {{#expr: 1.5* 195}}% || {{#expr: 1.5* 200}}% || {{#expr: 1.5* 220}}% || {{#expr: 0.35* 250}}% || {{#expr: 1.5* 270}}% || {{#expr: 1.5* 275}}% || {{#expr: 1.5* 295}}% &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Decay ===&lt;br /&gt;
Furthermore, there is another mechanic in play called ''decay'': starting at skill level 10, XP points are continuously drained away. A skill level is lost only after falling to 0 XP points and then losing a further 1000 points, preventing pawns from bouncing between levels when right around the threshold. Experience decay is an automatic mechanism and is independent of which and how many skills are used – not using or frequently using a skill (or other, unrelated skills) has no effect on the rate of decay, which only depends on the current skill level. Instead, gained XP simply cancels out loss and vice versa on a 1:1 basis.&lt;br /&gt;
&lt;br /&gt;
The [[Traits#Great memory|Great Memory]] trait halves the skill decay rate for a pawn.&lt;br /&gt;
&lt;br /&gt;
XP is lost at a faster and faster rate with higher skill levels.  This means that all XP earned after 55,000 total XP effectively has less value, especially for skills that a colonist does not use frequently, because it will disappear.  It becomes more and more expensive to even keep a master at his or her current level, let alone have them improve further.&lt;br /&gt;
&lt;br /&gt;
As an example, consider that roughly 3,500 XP is lost per day by a colonist at skill level 20.  This usually means that the colonist would have to be applying that skill more or less ''continuously'' during her work hours in order to never lose level 20.  In most cases, XP is gained by ''time spent'' on a skill, and not by effective work performed!  Working faster does not make it easier or faster to gain XP, or compensate the decay loss.&lt;br /&gt;
&lt;br /&gt;
So the higher you go, the harder it becomes to even maintain the current skill level.  This is why actual &amp;quot;legendary masters&amp;quot; are very rare, usually only achievable by colonists who are non-stop spamming a single ability (such as ''research'' or crafting artworks).&lt;br /&gt;
&lt;br /&gt;
=== Skill point acquisition strategy ===&lt;br /&gt;
{{Stub|section=1|reason=Need at least simple introduction on which jobs and skills benefit from experts vs more hands and why - e.g. cooks beyond skill 9 = More hands, plant harvesting and crafting = experts.}}&lt;br /&gt;
The above implies that on average it is better to spread out the skill training over several colonists instead of having only one &amp;quot;expert&amp;quot;, except for the artisan professions where it is usually good to have true experts in the colony.&lt;br /&gt;
&lt;br /&gt;
For example, you need to acquire about 150,000 XP to make one colonist a &amp;quot;region-known master&amp;quot; (level 16); the same amount of XP would be enough to have ''three'' colonists at level 9 (&amp;quot;solid professional&amp;quot;).  This avoids the risk of losing the only pawn that is capable of the task, and in most cases three level-9 workers are better than a single level-16 expert. Creating anything [[quality]] is a notable exception to this.&lt;br /&gt;
&lt;br /&gt;
=== Experience table ===&lt;br /&gt;
Level 20 is the highest skill level achievable for a pawn.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Name&lt;br /&gt;
! Total experience required&lt;br /&gt;
! Experience till next level&lt;br /&gt;
! Experience decay rate (exp/day)&lt;br /&gt;
|-&lt;br /&gt;
| -&lt;br /&gt;
| Incapable&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| Barely heard of it&lt;br /&gt;
| 0&lt;br /&gt;
| 1000&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Utter Beginner&lt;br /&gt;
| 1000&lt;br /&gt;
| 2000&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Beginner&lt;br /&gt;
| 3000&lt;br /&gt;
| 3000&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Basic Familiarity&lt;br /&gt;
| 6000&lt;br /&gt;
| 4000&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Some Familiarity&lt;br /&gt;
| 10000&lt;br /&gt;
| 5000&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Significant Familiarity&lt;br /&gt;
| 15000&lt;br /&gt;
| 6000&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Capable Amateur&lt;br /&gt;
| 21000&lt;br /&gt;
| 7000&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Weak Professional&lt;br /&gt;
| 28000&lt;br /&gt;
| 8000&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| Employable Professional&lt;br /&gt;
| 36000&lt;br /&gt;
| 9000&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| Solid Professional&lt;br /&gt;
| 45000&lt;br /&gt;
| 10000&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| Skilled Professional&lt;br /&gt;
| 55000&lt;br /&gt;
| 12000&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| Very skilled Professional&lt;br /&gt;
| 67000&lt;br /&gt;
| 14000&lt;br /&gt;
| 60&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| Expert&lt;br /&gt;
| 81000&lt;br /&gt;
| 16000&lt;br /&gt;
| 120&lt;br /&gt;
|-&lt;br /&gt;
| 13&lt;br /&gt;
| Strong Expert&lt;br /&gt;
| 97000&lt;br /&gt;
| 18000&lt;br /&gt;
| 180&lt;br /&gt;
|-&lt;br /&gt;
| 14&lt;br /&gt;
| Master&lt;br /&gt;
| 115000&lt;br /&gt;
| 20000&lt;br /&gt;
| 300&lt;br /&gt;
|-&lt;br /&gt;
| 15&lt;br /&gt;
| Strong Master&lt;br /&gt;
| 135000&lt;br /&gt;
| 22000&lt;br /&gt;
| 540&lt;br /&gt;
|-&lt;br /&gt;
| 16&lt;br /&gt;
| Region-Known Master&lt;br /&gt;
| 157000&lt;br /&gt;
| 24000&lt;br /&gt;
| 840&lt;br /&gt;
|-&lt;br /&gt;
| 17&lt;br /&gt;
| Region-Leading Master&lt;br /&gt;
| 181000&lt;br /&gt;
| 26000&lt;br /&gt;
| 1200&lt;br /&gt;
|-&lt;br /&gt;
| 18&lt;br /&gt;
| Planet-Known Master&lt;br /&gt;
| 207000&lt;br /&gt;
| 28000&lt;br /&gt;
| 1800&lt;br /&gt;
|-&lt;br /&gt;
| 19&lt;br /&gt;
| Planet-Leading Master&lt;br /&gt;
| 235000&lt;br /&gt;
| 30000&lt;br /&gt;
| 2400&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| Legendary Master&lt;br /&gt;
| 265000&lt;br /&gt;
| 32000&lt;br /&gt;
| 3600&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== List of skills ==&lt;br /&gt;
&lt;br /&gt;
Using or applying skills will give ''experience'' in the skill, and improve the character's proficiency.  How much experience is gained depends on the ''passion'' for the skill.  See [[Skills#Passion|passion]] below.&lt;br /&gt;
&lt;br /&gt;
On this page, where experience gains are listed, an &amp;quot;Interested&amp;quot; passion with 100% skill gain is assumed.  Note that this is not the &amp;quot;default&amp;quot; passion; &amp;quot;no passion&amp;quot; at 35% gain is far more common.&lt;br /&gt;
&lt;br /&gt;
=== Animals ===&lt;br /&gt;
{{For|a list of skills that animals can learn|Animals#Training}}&lt;br /&gt;
The ''animals'' skill determines how well a character handles wild and domesticated animals, and increases the chance to go undetected while ''hunting'' wild animals.&lt;br /&gt;
&lt;br /&gt;
Higher ''animals'' skill has the following benefits:&lt;br /&gt;
* Chance to tame a wild animal increases.  Some animals can not even be attempted to be tamed if the ''animals'' skill is too low.&lt;br /&gt;
* Chance to successfully train a domesticated animal increases.&lt;br /&gt;
* Animal handling, such as ''milking'' and ''shearing'' certain livestock, becomes more efficient, with a lower chance of wasting products.&lt;br /&gt;
* Mastering an animal, as in having it follow you and obey your commands, becomes possible for more animal races.  The more ''wild'' a race is, the higher the ''animals'' skill required to be assigned its master.&lt;br /&gt;
* It becomes less likely for a colonist hunting an animal to be detected by the animal, and the animal retaliating.  It still requires ''shooting'' skill for the colonist to be able to kill the animal.&lt;br /&gt;
{{#ask:  [[Category:Stat]] [[Skill::Animals]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Artistic ===&lt;br /&gt;
The ''artistic'' skill is the proficiency to create [[beauty|beautiful]] works of art at a [[sculptor's table]].  &lt;br /&gt;
&lt;br /&gt;
Higher skill increases the chance for a higher quality, in this case more beautiful, sculpture. Note that higher skill levels do not increase the speed of creating sculptures.&lt;br /&gt;
&lt;br /&gt;
The beauty and market value of sculptures increases tremendously at the highest quality levels.  Combined with the fact that trade partners pay more for works of art compared to other items, this makes ''artistic'' a useful skill outside of decorating the home base.&lt;br /&gt;
&lt;br /&gt;
Not very useful in the early game, but once you have a well-established colony, having a permanent artist would be beneficial to it.&lt;br /&gt;
&lt;br /&gt;
=== Construction ===&lt;br /&gt;
The ''construction'' skill governs a wide variety of colonist tasks, centered around creating structures in the game world; it is an essential skill in any colony:&lt;br /&gt;
* Making all kinds of structures, like furniture, walls, power lines and spaceship parts.  If a structure can be placed on the ground in form of a [[blueprint]], its construction is usually facilitated by this skill.  Many structures require a minimum skill to make.&lt;br /&gt;
* Deconstructing existing structures back into raw materials.&lt;br /&gt;
* Building and tearing down roofs.&lt;br /&gt;
* Laying and removing flooring, like carpet, concrete and stone tiles.&lt;br /&gt;
* Smoothing rock walls and stone floors.&lt;br /&gt;
&lt;br /&gt;
Higher ''construction'' skill will&lt;br /&gt;
* allow the construction of more difficult to build structures.&lt;br /&gt;
* increase construction speed; the base speed at 0 construction skill is 50%, this is increased additively by 15% for every skill level.&lt;br /&gt;
* reduce the chance of a construction effort to be &amp;quot;botched&amp;quot;, which will result in some resources going to waste, and require the construction effort to be restarted (ie. all work is wasted).  The base chance of success is 75%, increasing by about 3% per skill level to 100% at skill level 8.&lt;br /&gt;
* increase the chance to make higher quality items, for items that have a quality rating, such as furniture.&lt;br /&gt;
&lt;br /&gt;
Construction outcomes are influenced by the [[manipulation]] and [[sight]] capacities of the colonist.&lt;br /&gt;
&lt;br /&gt;
Experience is gained continuously while working on a construction project. At 100% work speed this seems to translate to roughly 82 experience per point of work required.&lt;br /&gt;
&lt;br /&gt;
{{#ask:  [[Category:Stat]] [[Skill::Construction]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:20%&amp;quot;&amp;gt;&lt;br /&gt;
'''Items with a required Construction skill level:'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{#ask: [[Skill 1::Construction]]&lt;br /&gt;
| ?Skill 1 Level=Level&lt;br /&gt;
| sort = Skill 1 Level&lt;br /&gt;
| limit = 999&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cooking ===&lt;br /&gt;
The cooking skill affects how long it takes to cook [[meals]] and butcher dead creatures, as well as the [[Food Poison Chance]] for the person who eats the meal. It also affects [[Butchery Speed]] and [[Butchery Efficiency]], how much meat is produced when butchering.&lt;br /&gt;
&lt;br /&gt;
Cooking and butchering increase cooking skill.  It is also trained by making [[smokeleaf joint]]s at a drug lab.&lt;br /&gt;
&lt;br /&gt;
A cooking skill of at least 6 is required to make a [[fine meal]].&amp;lt;br/&amp;gt;&lt;br /&gt;
A cooking skill of at least 10 is required to make a [[lavish meal]].&lt;br /&gt;
&lt;br /&gt;
These additive increases are relative to a base value; that means each increase corresponds to a fixed amount.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Project&lt;br /&gt;
! Experience Given Per Task&lt;br /&gt;
|-&lt;br /&gt;
| Simple Meal&lt;br /&gt;
| 60&lt;br /&gt;
|-&lt;br /&gt;
| Fine Meal&lt;br /&gt;
| 110&lt;br /&gt;
|-&lt;br /&gt;
| Lavish meal&lt;br /&gt;
| 160&lt;br /&gt;
|-&lt;br /&gt;
| Pemmican&lt;br /&gt;
| 80&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{#ask:  [[Category:Stat]] [[Skill::Cooking]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Crafting ===&lt;br /&gt;
Many work [[bill|bills]] of the [[Menus#Smith|Smith]], [[Menus#Tailor|Tailor]] and [[Menus#Craft|Craft]] work types have a required minimum Crafting skill level, except cutting [[Stone Blocks]] or [[Electric smelter|Smelting]] which do not have a minimum required skill level. &lt;br /&gt;
&lt;br /&gt;
A pawn's Crafting skill is a driving factor in the [[Quality]] of produced [[Clothing]], [[Armor]], [[Neolithic Weapons|Neolithic weapons]], [[Weapons#Melee weapons|Melee weapons]], and [[Weapons#Ranged weapons|Ranged weapons]]. The speed of production for these tasks is unrelated to Crafting level, however, and is instead completely dependent on a pawn's [[General Labor Speed]] and the amount of labor required in the bill. &lt;br /&gt;
&lt;br /&gt;
The Crafting skill determines the time it takes for a colonist to extract metal from slag and disassemble [[mechanoid]]s, and it also determines the amount of resources produced from these tasks.&lt;br /&gt;
&lt;br /&gt;
{{#ask:  [[Category:Stat]] [[Skill::Crafting]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:20%&amp;quot;&amp;gt;&lt;br /&gt;
'''Items with a required Crafting skill level:'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{#ask: [[Skill 1::Crafting]]&lt;br /&gt;
| ?Skill 1 Level=Level&lt;br /&gt;
| sort = Skill 1 Level&lt;br /&gt;
| limit = 999&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Medical ===&lt;br /&gt;
{{Main|Doctoring}}&lt;br /&gt;
&lt;br /&gt;
The ''Medical'' skill level is the main factor for medical treatment quality and speed, surgery speed and surgery success chance. &lt;br /&gt;
&lt;br /&gt;
Low quality treatment will increase the chance of [[infection]], and the likelihood of permanent health conditions such as ''scars'', in turn leading to chronic pain.  Certain scars cause more than 10% pain, permanently weakening the ''consciousness'' of the patient, which reduces their work performance.&lt;br /&gt;
&lt;br /&gt;
Medical ''surgery'', if not successful, can fail in minor or major ways, even causing the death of the patient.  The success rate is not only determined by the ''medical'' skill, but also other character stats like ''manipulation'', ''eye sight'' and ''consciousness''.  It is not advisable to let an incapacitated doctor perform surgery.&lt;br /&gt;
&lt;br /&gt;
Higher grade [[medicine]] and medical equipment like [[hospital bed]]s and a [[sterile tile|sterile]] environment significantly boost the effectiveness of all medical treatments, independent of the skill level of the doctor.&lt;br /&gt;
&lt;br /&gt;
Medical skill can be trained very quickly by performing euthanasia on fast-breeding animals such as chickens.  This costs 1 medicine per procedure, but only requires [[herbal medicine]].  The procedure can be scheduled in the respective animal's ''health'' tab, and an animal sleeping spot must be available to perform the euthanasia.&lt;br /&gt;
&lt;br /&gt;
Performing ''surgery'' trains the ''medical'' skill.  The amount of XP that is awarded only depends on the duration of the procedure (varying by procedure and ''medical operation speed'' of the surgeon).&lt;br /&gt;
&lt;br /&gt;
{{#ask:  [[Category:Stat]] [[Skill::Medical]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Melee ===&lt;br /&gt;
The melee skill determines a characters' effectiveness with [[melee weapons]] namely, their chance to:&lt;br /&gt;
* Land a hit in melee (''see [[Melee Hit Chance]]'')&lt;br /&gt;
* Dodge a melee attack, when not aiming or firing a ranged weapon (''see [[Melee Dodge Chance]]'')&lt;br /&gt;
The tables below are post-processed chances for a healthy pawn.&lt;br /&gt;
&lt;br /&gt;
{{col-begin|width=60}}&lt;br /&gt;
&amp;lt;div class=&amp;quot;center&amp;quot; style=&amp;quot;width:auto; margin-left:auto; margin-right:auto;&amp;quot;&amp;gt;'''Chance to hit'''&amp;lt;/div&amp;gt;&lt;br /&gt;
{| {{STDT| c_12 text-center}}&lt;br /&gt;
!Skill Level&lt;br /&gt;
!Standard&lt;br /&gt;
!Brawler&lt;br /&gt;
!Skill Level&lt;br /&gt;
!Standard&lt;br /&gt;
!Brawler&lt;br /&gt;
|-&lt;br /&gt;
!0&lt;br /&gt;
|50%&lt;br /&gt;
|62%&lt;br /&gt;
! -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
!1&lt;br /&gt;
|53%&lt;br /&gt;
|65%&lt;br /&gt;
!11&lt;br /&gt;
|81%&lt;br /&gt;
|85%&lt;br /&gt;
|-&lt;br /&gt;
!2&lt;br /&gt;
|56%&lt;br /&gt;
|68%&lt;br /&gt;
!12&lt;br /&gt;
|82%&lt;br /&gt;
|86%&lt;br /&gt;
|-&lt;br /&gt;
!3&lt;br /&gt;
|59%&lt;br /&gt;
|71%&lt;br /&gt;
!13&lt;br /&gt;
|83%&lt;br /&gt;
|87%&lt;br /&gt;
|-&lt;br /&gt;
!4&lt;br /&gt;
|62%&lt;br /&gt;
|74%&lt;br /&gt;
!14&lt;br /&gt;
|84%&lt;br /&gt;
|88%&lt;br /&gt;
|-&lt;br /&gt;
!5&lt;br /&gt;
|65%&lt;br /&gt;
|77%&lt;br /&gt;
!15&lt;br /&gt;
|85%&lt;br /&gt;
|89%&lt;br /&gt;
|-&lt;br /&gt;
!6&lt;br /&gt;
|68%&lt;br /&gt;
|80%&lt;br /&gt;
!16&lt;br /&gt;
|86%&lt;br /&gt;
|90%&lt;br /&gt;
|-&lt;br /&gt;
!7&lt;br /&gt;
|71%&lt;br /&gt;
|81%&lt;br /&gt;
!17&lt;br /&gt;
|87%&lt;br /&gt;
|90.3%&lt;br /&gt;
|-&lt;br /&gt;
!8&lt;br /&gt;
|74%&lt;br /&gt;
|82%&lt;br /&gt;
!18&lt;br /&gt;
|88%&lt;br /&gt;
|90.6%&lt;br /&gt;
|-&lt;br /&gt;
!9&lt;br /&gt;
|77%&lt;br /&gt;
|83%&lt;br /&gt;
!19&lt;br /&gt;
|89%&lt;br /&gt;
|90.9%&lt;br /&gt;
|-&lt;br /&gt;
!10&lt;br /&gt;
|80%&lt;br /&gt;
|84%&lt;br /&gt;
!20&lt;br /&gt;
|90%&lt;br /&gt;
|91.2%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{col-2|width=60}}&lt;br /&gt;
&amp;lt;div class=&amp;quot;center&amp;quot; style=&amp;quot;width:auto; margin-left:auto; margin-right:auto;&amp;quot;&amp;gt;'''Chance to dodge'''&amp;lt;/div&amp;gt;&lt;br /&gt;
{| {{STDT| c_12 text-center}}&lt;br /&gt;
!Skill Level&lt;br /&gt;
!Standard&lt;br /&gt;
!Nimble&lt;br /&gt;
!Skill Level&lt;br /&gt;
!Standard&lt;br /&gt;
!Nimble&lt;br /&gt;
|-&lt;br /&gt;
!0&lt;br /&gt;
|0%&lt;br /&gt;
|20%&lt;br /&gt;
! -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
!1&lt;br /&gt;
|0%&lt;br /&gt;
|22%&lt;br /&gt;
!11&lt;br /&gt;
|12%&lt;br /&gt;
|33%&lt;br /&gt;
|-&lt;br /&gt;
!2&lt;br /&gt;
|0%&lt;br /&gt;
|24%&lt;br /&gt;
!12&lt;br /&gt;
|14%&lt;br /&gt;
|33.5%&lt;br /&gt;
|-&lt;br /&gt;
!3&lt;br /&gt;
|0%&lt;br /&gt;
|26%&lt;br /&gt;
!13&lt;br /&gt;
|16%&lt;br /&gt;
|34%&lt;br /&gt;
|-&lt;br /&gt;
!4&lt;br /&gt;
|0%&lt;br /&gt;
|28%&lt;br /&gt;
!14&lt;br /&gt;
|18%&lt;br /&gt;
|34.5%&lt;br /&gt;
|-&lt;br /&gt;
!5&lt;br /&gt;
|0%&lt;br /&gt;
|30%&lt;br /&gt;
!15&lt;br /&gt;
|20%&lt;br /&gt;
|35%&lt;br /&gt;
|-&lt;br /&gt;
!6&lt;br /&gt;
|2%&lt;br /&gt;
|30.5%&lt;br /&gt;
!16&lt;br /&gt;
|22%&lt;br /&gt;
|35.5%&lt;br /&gt;
|-&lt;br /&gt;
!7&lt;br /&gt;
|4%&lt;br /&gt;
|31%&lt;br /&gt;
!17&lt;br /&gt;
|24%&lt;br /&gt;
|36%&lt;br /&gt;
|-&lt;br /&gt;
!8&lt;br /&gt;
|6%&lt;br /&gt;
|31.5%&lt;br /&gt;
!18&lt;br /&gt;
|26%&lt;br /&gt;
|36.5%&lt;br /&gt;
|-&lt;br /&gt;
!9&lt;br /&gt;
|8%&lt;br /&gt;
|32%&lt;br /&gt;
!19&lt;br /&gt;
|28%&lt;br /&gt;
|37%&lt;br /&gt;
|-&lt;br /&gt;
!10&lt;br /&gt;
|10%&lt;br /&gt;
|32.5%&lt;br /&gt;
!20&lt;br /&gt;
|30%&lt;br /&gt;
|37.5%&lt;br /&gt;
|}&lt;br /&gt;
{{col-end}}&lt;br /&gt;
&lt;br /&gt;
{{#ask:  [[Category:Stat]] [[Skill::Melee]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Mining ===&lt;br /&gt;
The mining skill determines how long it takes for a colonist to mine out each rock, and how much they can obtain from each mineral vein mined.&lt;br /&gt;
&lt;br /&gt;
{{#ask:  [[Category:Stat]] [[Skill::Mining]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Intellectual ===&lt;br /&gt;
This skill affects the speed at which [[research]] is completed.&lt;br /&gt;
&lt;br /&gt;
{{#ask:  [[Category:Stat]] [[Skill::Intellectual]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Plants ===&lt;br /&gt;
The plants skill affects how fast a colonist sows and harvests growing zones, hydroponics and flower pots, and how fast trees and other vegetation is cut down. It also influences how much a colonist [[Caravan#Foraging| forages]] while in a caravan. See [[Plant Work Speed]]&lt;br /&gt;
Each point increases speed by 11.5%.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Project&lt;br /&gt;
! Experience Given Per Task&lt;br /&gt;
|-&lt;br /&gt;
| Harvesting&lt;br /&gt;
| 50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Some plants require a minimum plants skill in order to plant them:&lt;br /&gt;
{{#ask: [[Category:Plants]] [[Minimum Required Growing Skill::&amp;gt;1]]&lt;br /&gt;
| ?Minimum Required Growing Skill = Required skill |+align=center&lt;br /&gt;
| sort=Minimum Required Growing Skill&lt;br /&gt;
| order=asc&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#ask:  [[Category:Stat]] [[Skill::Plants]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Shooting ===&lt;br /&gt;
The shooting skill affects a character's [[Shooting Accuracy|accuracy]] with [[ranged weapons]].&lt;br /&gt;
&lt;br /&gt;
The table below shows post-processed shooting accuracy per tile of distance for each skill level and trait combination, assuming the pawn is healthy:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_12 text-center}}&lt;br /&gt;
!Skill Level&lt;br /&gt;
!Standard&lt;br /&gt;
!Careful Shooter&lt;br /&gt;
!Trigger-Happy&lt;br /&gt;
!Skill Level&lt;br /&gt;
!Standard&lt;br /&gt;
!Careful Shooter&lt;br /&gt;
!Trigger-Happy&lt;br /&gt;
|-&lt;br /&gt;
!0&lt;br /&gt;
|89%&lt;br /&gt;
|94.5%&lt;br /&gt;
|84%&lt;br /&gt;
! -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
!1&lt;br /&gt;
|91%&lt;br /&gt;
|95%&lt;br /&gt;
|85%&lt;br /&gt;
!11&lt;br /&gt;
|97.25%&lt;br /&gt;
|98.333%&lt;br /&gt;
|95%&lt;br /&gt;
|-&lt;br /&gt;
!2&lt;br /&gt;
|93%&lt;br /&gt;
|95.5%&lt;br /&gt;
|86%&lt;br /&gt;
!12&lt;br /&gt;
|97.5%&lt;br /&gt;
|98.5%&lt;br /&gt;
|95.5%&lt;br /&gt;
|-&lt;br /&gt;
!3&lt;br /&gt;
|93.5%&lt;br /&gt;
|96%&lt;br /&gt;
|87%&lt;br /&gt;
!13&lt;br /&gt;
|97.75%&lt;br /&gt;
|98.666%&lt;br /&gt;
|96%&lt;br /&gt;
|-&lt;br /&gt;
!4&lt;br /&gt;
|94%&lt;br /&gt;
|96.5%&lt;br /&gt;
|88%&lt;br /&gt;
!14&lt;br /&gt;
|98%&lt;br /&gt;
|98.833%&lt;br /&gt;
|96.5%&lt;br /&gt;
|-&lt;br /&gt;
!5&lt;br /&gt;
|94.5%&lt;br /&gt;
|97%&lt;br /&gt;
|89%&lt;br /&gt;
!15&lt;br /&gt;
|98.167%&lt;br /&gt;
|99%&lt;br /&gt;
|97%&lt;br /&gt;
|-&lt;br /&gt;
!6&lt;br /&gt;
|95%&lt;br /&gt;
|97.25%&lt;br /&gt;
|91%&lt;br /&gt;
!16&lt;br /&gt;
|98.333%&lt;br /&gt;
|99.125%&lt;br /&gt;
|97.25%&lt;br /&gt;
|-&lt;br /&gt;
!7&lt;br /&gt;
|95.5%&lt;br /&gt;
|97.5%&lt;br /&gt;
|93%&lt;br /&gt;
!17&lt;br /&gt;
|98.5%&lt;br /&gt;
|99.25%&lt;br /&gt;
|97.5%&lt;br /&gt;
|-&lt;br /&gt;
!8&lt;br /&gt;
|96%&lt;br /&gt;
|97.75%&lt;br /&gt;
|93.5%&lt;br /&gt;
!18&lt;br /&gt;
|98.666%&lt;br /&gt;
|99.313%&lt;br /&gt;
|97.75%&lt;br /&gt;
|-&lt;br /&gt;
!9&lt;br /&gt;
|96.5%&lt;br /&gt;
|98%&lt;br /&gt;
|94%&lt;br /&gt;
!19&lt;br /&gt;
|98.833%&lt;br /&gt;
|99.375%&lt;br /&gt;
|98%&lt;br /&gt;
|-&lt;br /&gt;
!10&lt;br /&gt;
|97%&lt;br /&gt;
|98.167%&lt;br /&gt;
|94.5%&lt;br /&gt;
!20&lt;br /&gt;
|99%&lt;br /&gt;
|99.438%&lt;br /&gt;
|98.167%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that shooting accuracy for the pawn is calculated '''per tile''', meaning that while a trivial increase (like 1% or so) in shooting accuracy may not matter up close, it can make a huge difference in long distances.&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
*A colonist with shooting accuracy of 99% has a base accuracy of 72.5% against a target 32 tiles away.&lt;br /&gt;
*With 98% accuracy, the base accuracy against the same target becomes only 52.4%.&lt;br /&gt;
&lt;br /&gt;
The base accuracy at various distances are listed when you check the information of a pawn. This can show the actual shooting performance of a pawn, especially at long ranges.&lt;br /&gt;
&lt;br /&gt;
{{#ask:  [[Category:Stat]] [[Skill::Shooting]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Social ===&lt;br /&gt;
The social skill affects the impact of social interactions on other characters' mood, the impact of gifts on faction relations, the recruitment chance for prisoners and trader prices.&lt;br /&gt;
A small amount of experience is gained every time two colonists have a social interaction with each other. Characters have a [[talking]] stat that somehow interacts with this skill&lt;br /&gt;
&lt;br /&gt;
{{#ask:  [[Category:Stat]] [[Skill::Social]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.0.245|0.0.245]] - Skills now cap at 20. Added cooking, medicine, artistic, crafting but currently do nothing. Rebalanced shooting and melee to make skill more important. Shooting accuracy split into into misses due to equipment and misses due to skill.&lt;br /&gt;
* [[Version/0.2.363|0.2.363]] - High level skills now decay. Passions system added. &lt;br /&gt;
* [[Version/0.9.722|0.9.722]] - Old pawns now tend to spawn with higher skills. Low skill cooks can now cause food poisoning.&lt;br /&gt;
* [[Version/0.10.785|0.10.785]] - Passion flames are now displayed subtly on the work overview screen. Reduced skill degradation rate. Reworked how skills generate so there will be more initial skill variation and age affect starting skills more.&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Animals skill added.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Pawns will now not lose their skill levels until they fall 1000 XP under zero. This stops pawns from quickly leveling up and down around a threshold.  We now display a text mote when a player pawn gains a new level in a skill.&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Skills&amp;diff=105232</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Skills&amp;diff=105232"/>
		<updated>2022-07-05T01:20:57Z</updated>

		<summary type="html">&lt;p&gt;Zippy: &lt;/p&gt;
&lt;hr /&gt;
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{| align=center&lt;br /&gt;
| {{Character_Properties_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End Nav --&amp;gt;&lt;br /&gt;
{{Rewrite|reason=Verbose and circumspect. Needs cleanup, better layout and general tightening up. Over used of italics and bold.}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
[[File:skills_preview.png|right]]Every character in RimWorld has a set of '''skills'''; these skills govern their effectiveness in the relevant tasks. A character may be unable to undertake certain work types due to [[backstories|backstory]] elements, and as such, the relevant skills will be disabled entirely, and show &amp;quot; - &amp;quot; under skills on the Bio tab. Experience points are gained by performing a relevant task or may be boosted by using a [[skilltrainer]].&lt;br /&gt;
&lt;br /&gt;
== Learning skills ==&lt;br /&gt;
{{see also|Training}}&lt;br /&gt;
Skills are improved by performing associated work types or tasks, although some few related tasks do not provide experience.  Performing these tasks will earn the character '''experience points''' either per task completed or per second they are pursuing that task, which in turn will eventually ''level up'' the skills.  The resulting higher '''skill level''' then improves the performance in all associated tasks and types of work.  Skills are leveled up individually, and there is no single &amp;quot;character level&amp;quot; as in many role playing games.&lt;br /&gt;
&lt;br /&gt;
In some cases, special management tactics can be employed to more effectively or specifically steer the skill training in the colony, especially during periods of low work in colony development.  See the [[Training|main article on skill training]] for more information.&lt;br /&gt;
&lt;br /&gt;
=== Skills vs work types ===&lt;br /&gt;
Skills and work types (or &amp;quot;tasks&amp;quot;) are two different, but related, concepts.  In some cases, like &amp;quot;mine&amp;quot; (work type) and &amp;quot;mining&amp;quot; (skill), there is an almost perfect correspondence, but in many other cases there is not: the ''work types'' &amp;quot;tailor&amp;quot; and &amp;quot;smith&amp;quot;, for example, are associated with the ''crafting skill''.  Some tasks listed on the work tab do not even have an associated ''skill'' (eg. &amp;quot;haul&amp;quot;, &amp;quot;clean&amp;quot; and &amp;quot;firefight&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
The ''Work'' tab, where you assign tasks to colonists, indicates which skills are relevant for a given task (by mousing over a tick box).  It also shows you if the colonist has a ''passion'' for those skills (with an icon in the tick box), and if a significant proficiency has already been acquired (by emphasizing the tick box border).  Lower skill pawns have their work box darker, and higher skill pawns have it lighter. Extremely proficient pawns have a golden box. When assigning work to a pawn with low skill in a certain job, the box will have a red outline. Passions appear as extremely small flames at the bottom-right hand side of the work box. All these aspects are important for deciding how to assign tasks and types of work.&lt;br /&gt;
&lt;br /&gt;
In general, you want a colonist to perform tasks they are ''good at'' (it is productive for your colony), as well as tasks they are ''passionate for'' (have them improve the associated skill and also keep them happy while working).&lt;br /&gt;
&lt;br /&gt;
=== Improving skills ===&lt;br /&gt;
Skill levelling in ''RimWorld'' is very similar to many role playing games: ''experience points'' are constantly earned, and the skill is ''levelled up'' when certain thresholds are reached. Importantly, the effect of a skill improves ''by level'', but it costs more and more XP to gain another level in a skill.  This means that '''skill training is more effective the lower the skill level is.'''&lt;br /&gt;
&lt;br /&gt;
When a player pawn gains a new level in a skill, a text mote will be displayed.&lt;br /&gt;
&lt;br /&gt;
Experience points are generally gained at consistent rate per unit [[time]] - that is, while the rate may vary from one task to another, when performing a given task the only other factor is the time spent doing it.  As higher skill levels often increase the speed a pawn performs tasks, this means that more tasks must be performed to spend the same amount of time working and thus gain the same amount of XP. This is not true for all tasks however, and some will simply give a lump sum of experience for each task completed.&lt;br /&gt;
&lt;br /&gt;
Regardless of how XP is gained, it is multiplied by Passion and [[Global Learning Factor]] in the following way:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Real XP gained = Global Learning Factor x [[Skills#Passion|Passion Multiplier]] x Base XP gained &amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Passion ====&lt;br /&gt;
Passion for a given skill is indicated by the presence of flame icons next to the skill experience bar on the character's ''Bio'' tab. These passions increases the rate at which a pawn learns the skill in question and provides them  with a substantial [[mood]] boost when performing activities related to the skill. There is absolutely no way to change a character's skill passions in the unmodified game.&lt;br /&gt;
&lt;br /&gt;
Skill gains from using a [[skilltrainer]] are influenced by ''passion''.  This makes the item a lot more valuable when used by characters with a passion for the associated skill.&lt;br /&gt;
&lt;br /&gt;
The three levels of passion are:&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;'''''None''''': Skills with no flames. This can be considered the default for a skill, and is the most common. Characters with no passion in a skill have a 35% multiplier on their experience gain.&lt;br /&gt;
&lt;br /&gt;
[[File:PassionMinor.png|24px|left]] '''Interested''': Skills with one flame. Characters that are ''interested'' in a skill have a 100% multiplier on their experience gain and gain a +8 mood (&amp;quot;Minor passion for my work&amp;quot;) while performing related tasks.&lt;br /&gt;
&lt;br /&gt;
[[File:PassionMajor.png|24px|left]] '''Burning''': Skills with two flames. Characters with a ''burning'' passion for a skill have a 150% multiplier on their experience gain and gain +14 mood (&amp;quot;Burning passion for my work&amp;quot;) while performing related tasks.{{Clear}}&lt;br /&gt;
&lt;br /&gt;
====Global Learning Factor}====&lt;br /&gt;
{{See also|Global Learning Factor}}&lt;br /&gt;
While some [[traits]]  directly add or subtract from the skills of the pawn - such as [[Traits#Brawler|Brawler]] which increases the Melee skill by +4 and decreases Shooting skill by -4, others affect skill mechanics themselves. Most important to gaining skills are those that affect [[Global Learning Factor]] as this acts as a direct multiplier to experience gained. These traits include: &lt;br /&gt;
* [[Traits#Too smart|Too Smart]] - which increases Global Learning Factor +75%, while also inflicting a penalty to [[mental break threshold]].&lt;br /&gt;
* [[Traits#Fast learner|Fast Learner]] - which increases Global Learning Factor +75%&lt;br /&gt;
* [[Traits#Slow learner|Slow Learner]] - which decreases Global Learning Factor -75%&lt;br /&gt;
&lt;br /&gt;
Additionally, the [[learning assistant]] {{RoyaltyIcon}} implant increases Global Learning Factor +20%.&lt;br /&gt;
&lt;br /&gt;
==== Experience multiplier table ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Global Learning Factor !! 25% !! 45% !! 50% !! 70% !! 100% !! 120% !! 125% !! 145% !! 175% !! 195% !! 200% !! 220% !! 250% !! 270% !! 275% !! 295% &lt;br /&gt;
|-&lt;br /&gt;
! ''None'' &lt;br /&gt;
| {{#expr: 0.35* 25}}% || {{#expr: 0.35* 45}}% || {{#expr: 0.35* 50}}% || {{#expr: 0.35* 70}}% || {{#expr: 0.35* 100}}% || {{#expr: 0.35* 120}}% || {{#expr: 0.35* 125}}% || {{#expr: 0.35* 145}}% || {{#expr: 0.35* 175}}% || {{#expr: 0.35* 195}}% || {{#expr: 0.35* 200}}% || {{#expr: 0.35* 220}}% || {{#expr: 0.35* 250}}% || {{#expr: 0.35* 270}}% || {{#expr: 0.35* 275}}% || {{#expr: 0.35* 295}}% &lt;br /&gt;
|-&lt;br /&gt;
! [[File:PassionMinor.png|frameless]] &lt;br /&gt;
| 25% || 45% || 50% || 70% || 100% || 120% || 125% || 145% || 175% || 195% || 200% || 220% || 250% || 270% || 275% || 295% &lt;br /&gt;
|-&lt;br /&gt;
! [[File:PassionMajor.png|frameless]]  &lt;br /&gt;
| {{#expr: 1.5* 25}}% || {{#expr: 1.5* 45}}% || {{#expr: 1.5* 50}}% || {{#expr: 1.5* 70}}% || {{#expr: 1.5* 100}}% || {{#expr: 1.5* 120}}% || {{#expr: 1.5* 125}}% || {{#expr: 1.5* 145}}% || {{#expr: 1.5* 175}}% || {{#expr: 1.5* 195}}% || {{#expr: 1.5* 200}}% || {{#expr: 1.5* 220}}% || {{#expr: 0.35* 250}}% || {{#expr: 1.5* 270}}% || {{#expr: 1.5* 275}}% || {{#expr: 1.5* 295}}% &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Decay ===&lt;br /&gt;
Furthermore, there is another mechanic in play called ''decay'': starting at skill level 10, XP points are continuously drained away. A skill level is lost only after falling to 0 XP points and then losing a further 1000 points, preventing pawns from bouncing between levels when right around the threshold. Experience decay is an automatic mechanism and is independent of which and how many skills are used – not using or frequently using a skill (or other, unrelated skills) has no effect on the rate of decay, which only depends on the current skill level. Instead, gained XP simply cancels out loss and vice versa on a 1:1 basis.&lt;br /&gt;
&lt;br /&gt;
The [[Traits#Great memory|Great Memory]] trait halves the skill decay rate for a pawn.&lt;br /&gt;
&lt;br /&gt;
XP is lost at a faster and faster rate with higher skill levels.  This means that all XP earned after 55,000 total XP effectively has less value, especially for skills that a colonist does not use frequently, because it will disappear.  It becomes more and more expensive to even keep a master at his or her current level, let alone have them improve further.&lt;br /&gt;
&lt;br /&gt;
As an example, consider that roughly 3,500 XP is lost per day by a colonist at skill level 20.  This usually means that the colonist would have to be applying that skill more or less ''continuously'' during her work hours in order to never lose level 20.  In most cases, XP is gained by ''time spent'' on a skill, and not by effective work performed!  Working faster does not make it easier or faster to gain XP, or compensate the decay loss.&lt;br /&gt;
&lt;br /&gt;
So the higher you go, the harder it becomes to even maintain the current skill level.  This is why actual &amp;quot;legendary masters&amp;quot; are very rare, usually only achievable by colonists who are non-stop spamming a single ability (such as ''research'' or crafting artworks).&lt;br /&gt;
&lt;br /&gt;
=== Skill point acquisition strategy ===&lt;br /&gt;
{{Stub|section=1|reason=Need at least simple introduction on which jobs and skills benefit from experts vs more hands and why - e.g. cooks beyond skill 9 = More hands, plant harvesting and crafting = experts.}}&lt;br /&gt;
The above implies that on average it is better to spread out the skill training over several colonists instead of having only one &amp;quot;expert&amp;quot;, except for the artisan professions where it is usually good to have true experts in the colony.&lt;br /&gt;
&lt;br /&gt;
For example, you need to acquire about 150,000 XP to make one colonist a &amp;quot;region-known master&amp;quot; (level 16); the same amount of XP would be enough to have ''three'' colonists at level 9 (&amp;quot;solid professional&amp;quot;).  This avoids the risk of losing the only pawn that is capable of the task, and in most cases three level-9 workers are better than a single level-16 expert. Creating anything [[quality]] is a notable exception to this.&lt;br /&gt;
&lt;br /&gt;
=== Experience table ===&lt;br /&gt;
Level 20 is the highest skill level achievable for a pawn.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Name&lt;br /&gt;
! Total experience required&lt;br /&gt;
! Experience till next level&lt;br /&gt;
! Experience decay rate (exp/day)&lt;br /&gt;
|-&lt;br /&gt;
| -&lt;br /&gt;
| Incapable&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| Barely heard of it&lt;br /&gt;
| 0&lt;br /&gt;
| 1000&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Utter Beginner&lt;br /&gt;
| 1000&lt;br /&gt;
| 2000&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Beginner&lt;br /&gt;
| 3000&lt;br /&gt;
| 3000&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Basic Familiarity&lt;br /&gt;
| 6000&lt;br /&gt;
| 4000&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Some Familiarity&lt;br /&gt;
| 10000&lt;br /&gt;
| 5000&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Significant Familiarity&lt;br /&gt;
| 15000&lt;br /&gt;
| 6000&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Capable Amateur&lt;br /&gt;
| 21000&lt;br /&gt;
| 7000&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Weak Professional&lt;br /&gt;
| 28000&lt;br /&gt;
| 8000&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| Employable Professional&lt;br /&gt;
| 36000&lt;br /&gt;
| 9000&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| Solid Professional&lt;br /&gt;
| 45000&lt;br /&gt;
| 10000&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| Skilled Professional&lt;br /&gt;
| 55000&lt;br /&gt;
| 12000&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| Very skilled Professional&lt;br /&gt;
| 67000&lt;br /&gt;
| 14000&lt;br /&gt;
| 60&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| Expert&lt;br /&gt;
| 81000&lt;br /&gt;
| 16000&lt;br /&gt;
| 120&lt;br /&gt;
|-&lt;br /&gt;
| 13&lt;br /&gt;
| Strong Expert&lt;br /&gt;
| 97000&lt;br /&gt;
| 18000&lt;br /&gt;
| 180&lt;br /&gt;
|-&lt;br /&gt;
| 14&lt;br /&gt;
| Master&lt;br /&gt;
| 115000&lt;br /&gt;
| 20000&lt;br /&gt;
| 300&lt;br /&gt;
|-&lt;br /&gt;
| 15&lt;br /&gt;
| Strong Master&lt;br /&gt;
| 135000&lt;br /&gt;
| 22000&lt;br /&gt;
| 540&lt;br /&gt;
|-&lt;br /&gt;
| 16&lt;br /&gt;
| Region-Known Master&lt;br /&gt;
| 157000&lt;br /&gt;
| 24000&lt;br /&gt;
| 840&lt;br /&gt;
|-&lt;br /&gt;
| 17&lt;br /&gt;
| Region-Leading Master&lt;br /&gt;
| 181000&lt;br /&gt;
| 26000&lt;br /&gt;
| 1200&lt;br /&gt;
|-&lt;br /&gt;
| 18&lt;br /&gt;
| Planet-Known Master&lt;br /&gt;
| 207000&lt;br /&gt;
| 28000&lt;br /&gt;
| 1800&lt;br /&gt;
|-&lt;br /&gt;
| 19&lt;br /&gt;
| Planet-Leading Master&lt;br /&gt;
| 235000&lt;br /&gt;
| 30000&lt;br /&gt;
| 2400&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| Legendary Master&lt;br /&gt;
| 265000&lt;br /&gt;
| 32000&lt;br /&gt;
| 3600&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== List of skills ==&lt;br /&gt;
&lt;br /&gt;
Using or applying skills will give ''experience'' in the skill, and improve the character's proficiency.  How much experience is gained depends on the ''passion'' for the skill.  See [[Skills#Passion|passion]] below.&lt;br /&gt;
&lt;br /&gt;
On this page, where experience gains are listed, an &amp;quot;Interested&amp;quot; passion with 100% skill gain is assumed.  Note that this is not the &amp;quot;default&amp;quot; passion; &amp;quot;no passion&amp;quot; at 35% gain is far more common.&lt;br /&gt;
&lt;br /&gt;
=== Animals ===&lt;br /&gt;
{{For|a list of skills that animals can learn|Animals#Training}}&lt;br /&gt;
The ''animals'' skill determines how well a character handles wild and domesticated animals, and increases the chance to go undetected while ''hunting'' wild animals.&lt;br /&gt;
&lt;br /&gt;
Higher ''animals'' skill has the following benefits:&lt;br /&gt;
* Chance to tame a wild animal increases.  Some animals can not even be attempted to be tamed if the ''animals'' skill is too low.&lt;br /&gt;
* Chance to successfully train a domesticated animal increases.&lt;br /&gt;
* Animal handling, such as ''milking'' and ''shearing'' certain livestock, becomes more efficient, with a lower chance of wasting products.&lt;br /&gt;
* Mastering an animal, as in having it follow you and obey your commands, becomes possible for more animal races.  The more ''wild'' a race is, the higher the ''animals'' skill required to be assigned its master.&lt;br /&gt;
* It becomes less likely for a colonist hunting an animal to be detected by the animal, and the animal retaliating.  It still requires ''shooting'' skill for the colonist to be able to kill the animal.&lt;br /&gt;
{{#ask:  [[Category:Stat]] [[Skill::Animals]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Artistic ===&lt;br /&gt;
The ''artistic'' skill is the proficiency to create [[beauty|beautiful]] works of art at a [[sculptor's table]].  &lt;br /&gt;
&lt;br /&gt;
Higher skill increases the chance for a higher quality, in this case more beautiful, sculpture. Note that higher skill levels do not increase the speed of creating sculptures.&lt;br /&gt;
&lt;br /&gt;
The beauty and market value of sculptures increases tremendously at the highest quality levels.  Combined with the fact that trade partners pay more for works of art compared to other items, this makes ''artistic'' a useful skill outside of decorating the home base.&lt;br /&gt;
&lt;br /&gt;
Not very useful in the early game, but once you have a well-established colony, having a permanent artist would be beneficial to it.&lt;br /&gt;
&lt;br /&gt;
=== Construction ===&lt;br /&gt;
The ''construction'' skill governs a wide variety of colonist tasks, centered around creating structures in the game world; it is an essential skill in any colony:&lt;br /&gt;
* Making all kinds of structures, like furniture, walls, power lines and spaceship parts.  If a structure can be placed on the ground in form of a [[blueprint]], its construction is usually facilitated by this skill.  Many structures require a minimum skill to make.&lt;br /&gt;
* Deconstructing existing structures back into raw materials.&lt;br /&gt;
* Building and tearing down roofs.&lt;br /&gt;
* Laying and removing flooring, like carpet, concrete and stone tiles.&lt;br /&gt;
* Smoothing rock walls and stone floors.&lt;br /&gt;
&lt;br /&gt;
Higher ''construction'' skill will&lt;br /&gt;
* allow the construction of more difficult to build structures.&lt;br /&gt;
* increase construction speed; the base speed at 0 construction skill is 50%, this is increased additively by 15% for every skill level.&lt;br /&gt;
* reduce the chance of a construction effort to be &amp;quot;botched&amp;quot;, which will result in some resources going to waste, and require the construction effort to be restarted (ie. all work is wasted).  The base chance of success is 75%, increasing by about 3% per skill level to 100% at skill level 8.&lt;br /&gt;
* increase the chance to make higher quality items, for items that have a quality rating, such as furniture.&lt;br /&gt;
&lt;br /&gt;
Construction outcomes are influenced by the [[manipulation]] and [[sight]] capacities of the colonist.&lt;br /&gt;
&lt;br /&gt;
Experience is gained continuously while working on a construction project. At 100% work speed this seems to translate to roughly 82 experience per point of work required.&lt;br /&gt;
&lt;br /&gt;
{{#ask:  [[Category:Stat]] [[Skill::Construction]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:20%&amp;quot;&amp;gt;&lt;br /&gt;
'''Items with a required Construction skill level:'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{#ask: [[Skill 1::Construction]]&lt;br /&gt;
| ?Skill 1 Level=Level&lt;br /&gt;
| sort = Skill 1 Level&lt;br /&gt;
| limit = 999&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cooking ===&lt;br /&gt;
The cooking skill affects how long it takes to cook [[meals]] and butcher dead creatures, as well as the [[Food Poison Chance]] for the person who eats the meal. It also affects [[Butchery Speed]] and [[Butchery Efficiency]], how much meat is produced when butchering.&lt;br /&gt;
&lt;br /&gt;
Cooking and butchering increase cooking skill.  It is also trained by making [[smokeleaf joint]]s at a drug lab.&lt;br /&gt;
&lt;br /&gt;
A cooking skill of at least 6 is required to make a [[fine meal]].&amp;lt;br/&amp;gt;&lt;br /&gt;
A cooking skill of at least 10 is required to make a [[lavish meal]].&lt;br /&gt;
&lt;br /&gt;
These additive increases are relative to a base value; that means each increase corresponds to a fixed amount.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Project&lt;br /&gt;
! Experience Given Per Task&lt;br /&gt;
|-&lt;br /&gt;
| Simple Meal&lt;br /&gt;
| 60&lt;br /&gt;
|-&lt;br /&gt;
| Fine Meal&lt;br /&gt;
| 110&lt;br /&gt;
|-&lt;br /&gt;
| Lavish meal&lt;br /&gt;
| 160&lt;br /&gt;
|-&lt;br /&gt;
| Pemmican&lt;br /&gt;
| 80&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{#ask:  [[Category:Stat]] [[Skill::Cooking]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Crafting ===&lt;br /&gt;
Many work [[bill|bills]] of the [[Menus#Smith|Smith]], [[Menus#Tailor|Tailor]] and [[Menus#Craft|Craft]] work types have a required minimum Crafting skill level, except cutting [[Stone Blocks]] or [[Electric smelter|Smelting]] which do not have a minimum required skill level. &lt;br /&gt;
&lt;br /&gt;
A pawn's Crafting skill is a driving factor in the [[Quality]] of produced [[Clothing]], [[Armor]], [[Neolithic Weapons|Neolithic weapons]], [[Weapons#Melee weapons|Melee weapons]], and [[Weapons#Ranged weapons|Ranged weapons]]. The speed of production for these tasks is unrelated to Crafting level, however, and is instead completely dependent on a pawn's [[General Labor Speed]] and the amount of labor required in the bill. &lt;br /&gt;
&lt;br /&gt;
The Crafting skill determines the time it takes for a colonist to extract metal from slag and disassemble [[mechanoid]]s, and it also determines the amount of resources produced from these tasks.&lt;br /&gt;
&lt;br /&gt;
{{#ask:  [[Category:Stat]] [[Skill::Crafting]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:20%&amp;quot;&amp;gt;&lt;br /&gt;
'''Items with a required Crafting skill level:'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{#ask: [[Skill 1::Crafting]]&lt;br /&gt;
| ?Skill 1 Level=Level&lt;br /&gt;
| sort = Skill 1 Level&lt;br /&gt;
| limit = 999&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Medical ===&lt;br /&gt;
{{Main|Doctoring}}&lt;br /&gt;
&lt;br /&gt;
The ''Medical'' skill level is the main factor for medical treatment quality and speed, surgery speed and surgery success chance. &lt;br /&gt;
&lt;br /&gt;
Low quality treatment will increase the chance of [[infection]], and the likelihood of permanent health conditions such as ''scars'', in turn leading to chronic pain.  Certain scars cause more than 10% pain, permanently weakening the ''consciousness'' of the patient, which reduces their work performance.&lt;br /&gt;
&lt;br /&gt;
Medical ''surgery'', if not successful, can fail in minor or major ways, even causing the death of the patient.  The success rate is not only determined by the ''medical'' skill, but also other character stats like ''manipulation'', ''eye sight'' and ''consciousness''.  It is not advisable to let an incapacitated doctor perform surgery.&lt;br /&gt;
&lt;br /&gt;
Higher grade [[medicine]] and medical equipment like [[hospital bed]]s and a [[sterile tile|sterile]] environment significantly boost the effectiveness of all medical treatments, independent of the skill level of the doctor.&lt;br /&gt;
&lt;br /&gt;
Medical skill can be trained very quickly by performing euthanasia on fast-breeding animals such as chickens.  This costs 1 medicine per procedure, but only requires [[herbal medicine]].  The procedure can be scheduled in the respective animal's ''health'' tab, and an animal sleeping spot must be available to perform the euthanasia.&lt;br /&gt;
&lt;br /&gt;
Performing ''surgery'' trains the ''medical'' skill.  The amount of XP that is awarded only depends on the duration of the procedure (varying by procedure and ''medical operation speed'' of the surgeon).&lt;br /&gt;
&lt;br /&gt;
{{#ask:  [[Category:Stat]] [[Skill::Medical]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Melee ===&lt;br /&gt;
The melee skill determines a characters' effectiveness with [[melee weapons]] namely, their chance to:&lt;br /&gt;
* Land a hit in melee (''see [[Melee Hit Chance]]'')&lt;br /&gt;
* Dodge a melee attack, when not aiming or firing a ranged weapon (''see [[Melee Dodge Chance]]'')&lt;br /&gt;
The tables below are post-processed chances for a healthy pawn.&lt;br /&gt;
&lt;br /&gt;
{{col-begin|width=60}}&lt;br /&gt;
&amp;lt;div class=&amp;quot;center&amp;quot; style=&amp;quot;width:auto; margin-left:auto; margin-right:auto;&amp;quot;&amp;gt;'''Chance to hit'''&amp;lt;/div&amp;gt;&lt;br /&gt;
{| {{STDT| c_12 text-center}}&lt;br /&gt;
!Skill Level&lt;br /&gt;
!Standard&lt;br /&gt;
!Brawler&lt;br /&gt;
!Skill Level&lt;br /&gt;
!Standard&lt;br /&gt;
!Brawler&lt;br /&gt;
|-&lt;br /&gt;
!0&lt;br /&gt;
|50%&lt;br /&gt;
|62%&lt;br /&gt;
! -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
!1&lt;br /&gt;
|53%&lt;br /&gt;
|65%&lt;br /&gt;
!11&lt;br /&gt;
|81%&lt;br /&gt;
|85%&lt;br /&gt;
|-&lt;br /&gt;
!2&lt;br /&gt;
|56%&lt;br /&gt;
|68%&lt;br /&gt;
!12&lt;br /&gt;
|82%&lt;br /&gt;
|86%&lt;br /&gt;
|-&lt;br /&gt;
!3&lt;br /&gt;
|59%&lt;br /&gt;
|71%&lt;br /&gt;
!13&lt;br /&gt;
|83%&lt;br /&gt;
|87%&lt;br /&gt;
|-&lt;br /&gt;
!4&lt;br /&gt;
|62%&lt;br /&gt;
|74%&lt;br /&gt;
!14&lt;br /&gt;
|84%&lt;br /&gt;
|88%&lt;br /&gt;
|-&lt;br /&gt;
!5&lt;br /&gt;
|65%&lt;br /&gt;
|77%&lt;br /&gt;
!15&lt;br /&gt;
|85%&lt;br /&gt;
|89%&lt;br /&gt;
|-&lt;br /&gt;
!6&lt;br /&gt;
|68%&lt;br /&gt;
|80%&lt;br /&gt;
!16&lt;br /&gt;
|86%&lt;br /&gt;
|90%&lt;br /&gt;
|-&lt;br /&gt;
!7&lt;br /&gt;
|71%&lt;br /&gt;
|81%&lt;br /&gt;
!17&lt;br /&gt;
|87%&lt;br /&gt;
|90.3%&lt;br /&gt;
|-&lt;br /&gt;
!8&lt;br /&gt;
|74%&lt;br /&gt;
|82%&lt;br /&gt;
!18&lt;br /&gt;
|88%&lt;br /&gt;
|90.6%&lt;br /&gt;
|-&lt;br /&gt;
!9&lt;br /&gt;
|77%&lt;br /&gt;
|83%&lt;br /&gt;
!19&lt;br /&gt;
|89%&lt;br /&gt;
|90.9%&lt;br /&gt;
|-&lt;br /&gt;
!10&lt;br /&gt;
|80%&lt;br /&gt;
|84%&lt;br /&gt;
!20&lt;br /&gt;
|90%&lt;br /&gt;
|91.2%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{col-2|width=60}}&lt;br /&gt;
&amp;lt;div class=&amp;quot;center&amp;quot; style=&amp;quot;width:auto; margin-left:auto; margin-right:auto;&amp;quot;&amp;gt;'''Chance to dodge'''&amp;lt;/div&amp;gt;&lt;br /&gt;
{| {{STDT| c_12 text-center}}&lt;br /&gt;
!Skill Level&lt;br /&gt;
!Standard&lt;br /&gt;
!Nimble&lt;br /&gt;
!Skill Level&lt;br /&gt;
!Standard&lt;br /&gt;
!Nimble&lt;br /&gt;
|-&lt;br /&gt;
!0&lt;br /&gt;
|0%&lt;br /&gt;
|20%&lt;br /&gt;
! -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
!1&lt;br /&gt;
|0%&lt;br /&gt;
|22%&lt;br /&gt;
!11&lt;br /&gt;
|12%&lt;br /&gt;
|33%&lt;br /&gt;
|-&lt;br /&gt;
!2&lt;br /&gt;
|0%&lt;br /&gt;
|24%&lt;br /&gt;
!12&lt;br /&gt;
|14%&lt;br /&gt;
|33.5%&lt;br /&gt;
|-&lt;br /&gt;
!3&lt;br /&gt;
|0%&lt;br /&gt;
|26%&lt;br /&gt;
!13&lt;br /&gt;
|16%&lt;br /&gt;
|34%&lt;br /&gt;
|-&lt;br /&gt;
!4&lt;br /&gt;
|0%&lt;br /&gt;
|28%&lt;br /&gt;
!14&lt;br /&gt;
|18%&lt;br /&gt;
|34.5%&lt;br /&gt;
|-&lt;br /&gt;
!5&lt;br /&gt;
|0%&lt;br /&gt;
|30%&lt;br /&gt;
!15&lt;br /&gt;
|20%&lt;br /&gt;
|35%&lt;br /&gt;
|-&lt;br /&gt;
!6&lt;br /&gt;
|2%&lt;br /&gt;
|30.5%&lt;br /&gt;
!16&lt;br /&gt;
|22%&lt;br /&gt;
|35.5%&lt;br /&gt;
|-&lt;br /&gt;
!7&lt;br /&gt;
|4%&lt;br /&gt;
|31%&lt;br /&gt;
!17&lt;br /&gt;
|24%&lt;br /&gt;
|36%&lt;br /&gt;
|-&lt;br /&gt;
!8&lt;br /&gt;
|6%&lt;br /&gt;
|31.5%&lt;br /&gt;
!18&lt;br /&gt;
|26%&lt;br /&gt;
|36.5%&lt;br /&gt;
|-&lt;br /&gt;
!9&lt;br /&gt;
|8%&lt;br /&gt;
|32%&lt;br /&gt;
!19&lt;br /&gt;
|28%&lt;br /&gt;
|37%&lt;br /&gt;
|-&lt;br /&gt;
!10&lt;br /&gt;
|10%&lt;br /&gt;
|32.5%&lt;br /&gt;
!20&lt;br /&gt;
|30%&lt;br /&gt;
|37.5%&lt;br /&gt;
|}&lt;br /&gt;
{{col-end}}&lt;br /&gt;
&lt;br /&gt;
{{#ask:  [[Category:Stat]] [[Skill::Melee]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Mining ===&lt;br /&gt;
The mining skill determines how long it takes for a colonist to mine out each rock, and how much they can obtain from each mineral vein mined.&lt;br /&gt;
&lt;br /&gt;
{{#ask:  [[Category:Stat]] [[Skill::Mining]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Intellectual ===&lt;br /&gt;
This skill affects the speed at which [[research]] is completed.&lt;br /&gt;
&lt;br /&gt;
{{#ask:  [[Category:Stat]] [[Skill::Intellectual]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Plants ===&lt;br /&gt;
The plants skill affects how fast a colonist sows and harvests growing zones, hydroponics and flower pots, and how fast trees and other vegetation is cut down. It also influences how much a colonist [[Caravan#Foraging| forages]] while in a caravan. See [[Plant Work Speed]]&lt;br /&gt;
Each point increases speed by 11.5%.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Project&lt;br /&gt;
! Experience Given Per Task&lt;br /&gt;
|-&lt;br /&gt;
| Harvesting&lt;br /&gt;
| 50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Some plants require a minimum plants skill in order to plant them:&lt;br /&gt;
{{#ask: [[Category:Plants]] [[Minimum Required Growing Skill::&amp;gt;1]]&lt;br /&gt;
| ?Minimum Required Growing Skill = Required skill |+align=center&lt;br /&gt;
| sort=Minimum Required Growing Skill&lt;br /&gt;
| order=asc&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#ask:  [[Category:Stat]] [[Skill::Plants]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Shooting ===&lt;br /&gt;
The shooting skill affects a character's [[Shooting Accuracy|accuracy]] with [[ranged weapons]].&lt;br /&gt;
&lt;br /&gt;
The table below shows post-processed shooting accuracy per tile of distance for each skill level and trait combination, assuming the pawn is healthy:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_12 text-center}}&lt;br /&gt;
!Skill Level&lt;br /&gt;
!Standard&lt;br /&gt;
!Careful Shooter&lt;br /&gt;
!Trigger-Happy&lt;br /&gt;
!Skill Level&lt;br /&gt;
!Standard&lt;br /&gt;
!Careful Shooter&lt;br /&gt;
!Trigger-Happy&lt;br /&gt;
|-&lt;br /&gt;
!0&lt;br /&gt;
|89%&lt;br /&gt;
|94.5%&lt;br /&gt;
|84%&lt;br /&gt;
! -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
!1&lt;br /&gt;
|91%&lt;br /&gt;
|95%&lt;br /&gt;
|85%&lt;br /&gt;
!11&lt;br /&gt;
|97.25%&lt;br /&gt;
|98.333%&lt;br /&gt;
|95%&lt;br /&gt;
|-&lt;br /&gt;
!2&lt;br /&gt;
|93%&lt;br /&gt;
|95.5%&lt;br /&gt;
|86%&lt;br /&gt;
!12&lt;br /&gt;
|97.5%&lt;br /&gt;
|98.5%&lt;br /&gt;
|95.5%&lt;br /&gt;
|-&lt;br /&gt;
!3&lt;br /&gt;
|93.5%&lt;br /&gt;
|96%&lt;br /&gt;
|87%&lt;br /&gt;
!13&lt;br /&gt;
|97.75%&lt;br /&gt;
|98.666%&lt;br /&gt;
|96%&lt;br /&gt;
|-&lt;br /&gt;
!4&lt;br /&gt;
|94%&lt;br /&gt;
|96.5%&lt;br /&gt;
|88%&lt;br /&gt;
!14&lt;br /&gt;
|98%&lt;br /&gt;
|98.833%&lt;br /&gt;
|96.5%&lt;br /&gt;
|-&lt;br /&gt;
!5&lt;br /&gt;
|94.5%&lt;br /&gt;
|97%&lt;br /&gt;
|89%&lt;br /&gt;
!15&lt;br /&gt;
|98.167%&lt;br /&gt;
|99%&lt;br /&gt;
|97%&lt;br /&gt;
|-&lt;br /&gt;
!6&lt;br /&gt;
|95%&lt;br /&gt;
|97.25%&lt;br /&gt;
|91%&lt;br /&gt;
!16&lt;br /&gt;
|98.333%&lt;br /&gt;
|99.125%&lt;br /&gt;
|97.25%&lt;br /&gt;
|-&lt;br /&gt;
!7&lt;br /&gt;
|95.5%&lt;br /&gt;
|97.5%&lt;br /&gt;
|93%&lt;br /&gt;
!17&lt;br /&gt;
|98.5%&lt;br /&gt;
|99.25%&lt;br /&gt;
|97.5%&lt;br /&gt;
|-&lt;br /&gt;
!8&lt;br /&gt;
|96%&lt;br /&gt;
|97.75%&lt;br /&gt;
|93.5%&lt;br /&gt;
!18&lt;br /&gt;
|98.666%&lt;br /&gt;
|99.313%&lt;br /&gt;
|97.75%&lt;br /&gt;
|-&lt;br /&gt;
!9&lt;br /&gt;
|96.5%&lt;br /&gt;
|98%&lt;br /&gt;
|94%&lt;br /&gt;
!19&lt;br /&gt;
|98.833%&lt;br /&gt;
|99.375%&lt;br /&gt;
|98%&lt;br /&gt;
|-&lt;br /&gt;
!10&lt;br /&gt;
|97%&lt;br /&gt;
|98.167%&lt;br /&gt;
|94.5%&lt;br /&gt;
!20&lt;br /&gt;
|99%&lt;br /&gt;
|99.438%&lt;br /&gt;
|98.167%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that shooting accuracy for the pawn is calculated '''per tile''', meaning that while a trivial increase (like 1% or so) in shooting accuracy may not matter up close, it can make a huge difference in long distances.&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
*A colonist with shooting accuracy of 99% has a base accuracy of 72.5% against a target 32 tiles away.&lt;br /&gt;
*With 98% accuracy, the base accuracy against the same target becomes only 52.4%.&lt;br /&gt;
&lt;br /&gt;
The base accuracy at various distances are listed when you check the information of a pawn. This can show the actual shooting performance of a pawn, especially at long ranges.&lt;br /&gt;
&lt;br /&gt;
{{#ask:  [[Category:Stat]] [[Skill::Shooting]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Social ===&lt;br /&gt;
The social skill affects the impact of social interactions on other characters' mood, the impact of gifts on faction relations, the recruitment chance for prisoners and trader prices.&lt;br /&gt;
A small amount of experience is gained every time two colonists have a social interaction with each other. Characters have a [[talking]] stat that somehow interacts with this skill&lt;br /&gt;
&lt;br /&gt;
{{#ask:  [[Category:Stat]] [[Skill::Social]]&lt;br /&gt;
| ?Description&lt;br /&gt;
| ?Skill Base Factor=Base Factor&lt;br /&gt;
| ?Skill Bonus Factor=Bonus Factor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.0.245|0.0.245]] - Skills now cap at 20. Added cooking, medicine, artistic, crafting but currently do nothing. Rebalanced shooting and melee to make skill more important. Shooting accuracy split into into misses due to equipment and misses due to skill.&lt;br /&gt;
* [[Version/0.2.363|0.2.363]] - High level skills now decay. Passions system added. &lt;br /&gt;
* [[Version/0.9.722|0.9.722]] - Old pawns now tend to spawn with higher skills. Low skill cooks can now cause food poisoning.&lt;br /&gt;
* [[Version/0.10.785|0.10.785]] - Passion flames are now displayed subtly on the work overview screen. Reduced skill degradation rate. Reworked how skills generate so there will be more initial skill variation and age affect starting skills more.&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Animals skill added.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Pawns will now not lose their skill levels until they fall 1000 XP under zero. This stops pawns from quickly leveling up and down around a threshold.  We now display a text mote when a player pawn gains a new level in a skill.&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:Artificial_preview.png&amp;diff=105230</id>
		<title>File:Artificial preview.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:Artificial_preview.png&amp;diff=105230"/>
		<updated>2022-07-04T20:24:19Z</updated>

		<summary type="html">&lt;p&gt;Zippy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;br /&gt;
[[Category:Images]]&lt;br /&gt;
[[Category:Images - Medical items]]&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:Artificial_preview.png&amp;diff=105229</id>
		<title>File:Artificial preview.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:Artificial_preview.png&amp;diff=105229"/>
		<updated>2022-07-04T20:23:53Z</updated>

		<summary type="html">&lt;p&gt;Zippy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;br /&gt;
[[Category:Images]]&lt;br /&gt;
[[Category:Images - Medical Items]]&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:Artificial_preview.png&amp;diff=105228</id>
		<title>File:Artificial preview.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:Artificial_preview.png&amp;diff=105228"/>
		<updated>2022-07-04T20:23:15Z</updated>

		<summary type="html">&lt;p&gt;Zippy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;br /&gt;
[[Category:Images]]&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Artificial_body_parts&amp;diff=105227</id>
		<title>Artificial body parts</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Artificial_body_parts&amp;diff=105227"/>
		<updated>2022-07-04T20:23:02Z</updated>

		<summary type="html">&lt;p&gt;Zippy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{imagemargin|[[File:artificial_preview.png|right]]|30px}}'''Artificial body parts''' are - as the name would imply - non-organic body parts that exist with the purpose of replacing a missing or damaged body part. There are a variety of different body parts that can be prosthetically replaced in/on pawns. Some replace damaged natural body parts, others are improvements for the original organ. Some offer implanted weaponry or additional capabilities. All damaged artificial body parts will heal over time, and they cannot become infected or scar. They can, however, be destroyed if they reach 0 hit points.  Injuries to an artificial body part do not cause [[pain]].&lt;br /&gt;
&lt;br /&gt;
Most prostheses fall loosely under one of several categories based on tech-level and [[research]]:&lt;br /&gt;
&lt;br /&gt;
* Neolithic/Medieval: Crude wooden replacements but (a little) better than nothing&lt;br /&gt;
* [[Prosthetics]]: &amp;quot;Modern&amp;quot; replacements that are still inferior to the original, natural human limb/organ, or specialized parts that come with some drawback.&lt;br /&gt;
* [[Bionics]]: futuristic replacements, better than the original or providing benefits without downsides.&lt;br /&gt;
* [[Archotech]]: ultimate, futuristic replacements&lt;br /&gt;
&lt;br /&gt;
Note that in many cases there is not an equivalent part for every tech levels - there is not always a primitive, prosthetic, bionic, and archotech version of a given part. In the case of implants, they are usually available in one form only.&lt;br /&gt;
&lt;br /&gt;
Also note that the surgery to install such an item is '''not''' dependent on research, only on acquisition (and a very minimal [[Medical]] skill level, depending on the surgery); a Tribal surgeon can perform a heart transplant with a [[bionic heart]] if one can be obtained.&lt;br /&gt;
&lt;br /&gt;
== Head - Brain ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects !! Removable&lt;br /&gt;
|-&lt;br /&gt;
| [[Joywire]] || Implant || &lt;br /&gt;
* +30 mood buff&lt;br /&gt;
* -20% Consciousness&lt;br /&gt;
|| No&lt;br /&gt;
|-&lt;br /&gt;
| [[Painstopper]] || Implant ||&lt;br /&gt;
* Pain x0%&lt;br /&gt;
|| Yes&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Circadian assistant]] || Implant || &lt;br /&gt;
* -20% Rest fall rate (less rest time needed)&lt;br /&gt;
|| Yes&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Circadian half-cycler]] || Implant || &lt;br /&gt;
* Never sleep&lt;br /&gt;
* -15% Consciousness&lt;br /&gt;
 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Learning assistant]] || Implant || &lt;br /&gt;
* Global Learning Factor +20% &lt;br /&gt;
|| Yes&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Mindscrew]] || Implant || &lt;br /&gt;
* +20% pain &lt;br /&gt;
|| No&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Neurocalculator]] || Implant || &lt;br /&gt;
* Research Speed + 20% &lt;br /&gt;
|| Yes&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Psychic harmonizer]] || Implant || &lt;br /&gt;
* This pawn's mood affects others nearby &lt;br /&gt;
|| Yes&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Psychic reader]] || Implant || &lt;br /&gt;
* Negotiation Ability +50% &lt;br /&gt;
|| Yes&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Psychic sensitizer]] || Implant || &lt;br /&gt;
* Psychic Sensitivity +25% &lt;br /&gt;
|| Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Head - Eyes ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects !! Removable&lt;br /&gt;
|-&lt;br /&gt;
| [[Archotech eye]] || Prosthetic ||&lt;br /&gt;
* 150% efficiency&lt;br /&gt;
|| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Bionic eye]] || Prosthetic ||&lt;br /&gt;
* 125% efficiency&lt;br /&gt;
|| Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Head - Ears ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects !! Removable&lt;br /&gt;
|-&lt;br /&gt;
| [[Bionic ear]] || Prosthetic ||&lt;br /&gt;
* 125% efficiency&lt;br /&gt;
|| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Cochlear implant]] || Prosthetic ||&lt;br /&gt;
* 65% efficiency&lt;br /&gt;
|| Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Headwear - Nose ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects !! Removable&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Aesthetic nose]] || Prosthetic/Implant || &lt;br /&gt;
* Beauty +1 &lt;br /&gt;
|| Yes&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Gastro-analyzer]] || Implant || &lt;br /&gt;
* Cooking speed +5.0&lt;br /&gt;
|| Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Head - Mouth ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects !! Removable&lt;br /&gt;
|-&lt;br /&gt;
| [[Denture]] || Prosthetic ||&lt;br /&gt;
* 80% efficiency&lt;br /&gt;
|| Yes&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Venom fangs]] || Weapon || &lt;br /&gt;
* 22% Armor Penetration&lt;br /&gt;
* 7.5 melee dps&lt;br /&gt;
* Toxic buildup in enemy&lt;br /&gt;
 || Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Body - Arms ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects !! Removable&lt;br /&gt;
|-&lt;br /&gt;
| [[Archotech arm]] || Prosthetic || &lt;br /&gt;
* 150% Part efficiency&lt;br /&gt;
* 14 damage punch attack&lt;br /&gt;
* 21% Armor Penetration&lt;br /&gt;
* 7.0 melee dps&lt;br /&gt;
|| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Bionic arm]] || Prosthetic || &lt;br /&gt;
* 125% Part efficiency&lt;br /&gt;
* 12 damage punch attack &lt;br /&gt;
|| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Wooden hand]] || Prosthetic || &lt;br /&gt;
* 60% Part efficiency (Of the hand, not arm)&lt;br /&gt;
* ? damage punch attack &lt;br /&gt;
|| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Power claw]] || Prosthetic/Weapon ||&lt;br /&gt;
* -8% Moving&lt;br /&gt;
* 18 sharp damage&lt;br /&gt;
* 33% Armor Penetration&lt;br /&gt;
* 11.0 melee dps&lt;br /&gt;
|| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Prosthetic arm]] || Prosthetic ||&lt;br /&gt;
* 50% efficiency&lt;br /&gt;
|| Yes&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Drill arm]] || Prosthetic/Weapon || &lt;br /&gt;
* +70% Deep Drilling Speed&lt;br /&gt;
* +160% Mining Speed&lt;br /&gt;
* -8% Moving speed&lt;br /&gt;
* 20% Armor Penetration&lt;br /&gt;
* 6.5 melee damage per second&lt;br /&gt;
|| Yes&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Elbow blade]] || Weapon || &lt;br /&gt;
* 27% Armor Penetration&lt;br /&gt;
* 9.0 melee dps&lt;br /&gt;
 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Field hand]] || Prosthetic/Weapon || &lt;br /&gt;
* Plant work speed + 160%&lt;br /&gt;
* Moving -8%&lt;br /&gt;
* 13% Armor Penetration&lt;br /&gt;
* 4.5 melee dps&lt;br /&gt;
 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Hand talon]] || Weapon || &lt;br /&gt;
* 15% Armor Penetration &lt;br /&gt;
* 10.00 melee dps&lt;br /&gt;
 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Venom talon]] || Weapon || &lt;br /&gt;
* 15% Armor Penetration&lt;br /&gt;
* 7.33 melee dps&lt;br /&gt;
* Toxic buildup in enemy&lt;br /&gt;
 || No &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Body - Legs ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects !! Removable&lt;br /&gt;
|-&lt;br /&gt;
| [[Archotech leg]] || Prosthetic ||&lt;br /&gt;
* 150% efficiency&lt;br /&gt;
|| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Bionic leg]] || Prosthetic ||&lt;br /&gt;
* 125% efficiency&lt;br /&gt;
|| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Prosthetic leg]] || Prosthetic ||&lt;br /&gt;
* 85% efficiency&lt;br /&gt;
|| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Peg leg]] || Prosthetic ||&lt;br /&gt;
* 60% efficiency&lt;br /&gt;
|| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Wooden foot]] || Prosthetic ||&lt;br /&gt;
* 80% efficiency&lt;br /&gt;
|| Yes&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Knee spike]] || Weapon || &lt;br /&gt;
* 38% Armor penetration&lt;br /&gt;
* 8.46 melee dps&lt;br /&gt;
 || Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Body - Stomach ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects !! Removable&lt;br /&gt;
|-&lt;br /&gt;
| [[Bionic stomach]] || Prosthetic ||&lt;br /&gt;
* 125% efficiency&lt;br /&gt;
|| Yes&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Detoxifier stomach]] || Prosthetic || &lt;br /&gt;
* 125% efficiency&lt;br /&gt;
* Food Poisoning chance x0% &lt;br /&gt;
|| Yes&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Nuclear stomach]] || Prosthetic || &lt;br /&gt;
* 125% efficiency&lt;br /&gt;
* Hunger Rate x 25%&lt;br /&gt;
* Food Poisoning chance x0%&lt;br /&gt;
 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Reprocessor stomach]]  || Prosthetic || &lt;br /&gt;
* 125% efficiency&lt;br /&gt;
* Hunger Rate x 75%&lt;br /&gt;
 || Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Body - Organs ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects !! Removable&lt;br /&gt;
|-&lt;br /&gt;
| [[Bionic heart]] || Prosthetic || &lt;br /&gt;
* 125% Efficiency&lt;br /&gt;
 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Heart]] || Natural Organ || &lt;br /&gt;
* Pumps blood through the body&lt;br /&gt;
 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Kidney]] || Natural Organ || &lt;br /&gt;
* Filters toxins and pathogens from blood&lt;br /&gt;
 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Liver]] || Natural Organ || &lt;br /&gt;
* Filters toxins from the blood&lt;br /&gt;
 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Lung]] || Natural Organ || &lt;br /&gt;
* Transfers gasses from the air to the blood&lt;br /&gt;
 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Prosthetic heart]] || Prosthetic ||&lt;br /&gt;
* 80% efficiency&lt;br /&gt;
|| Yes&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Coagulator]] || Implant || &lt;br /&gt;
* Total bleed factor 50%&lt;br /&gt;
 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Immunoenhancer]] || Implant || &lt;br /&gt;
* Improves [[immunity gain speed]] when implanted into a kidney.&lt;br /&gt;
|| Yes&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Love enhancer]] || Implant || &lt;br /&gt;
* Provide more joy to romantic partners &lt;br /&gt;
|| Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Body - Skin and Body ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects !! Removable&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Armorskin gland]] || Implant ||&lt;br /&gt;
* Armor - Blunt +20%&lt;br /&gt;
* Armor - Heat +40%&lt;br /&gt;
* Armor - Sharp +52%&lt;br /&gt;
* Beauty -1.0&lt;br /&gt;
* Moving x 90%&lt;br /&gt;
 || No&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Stoneskin gland]] || Implant || &lt;br /&gt;
* Armor - Blunt +30%&lt;br /&gt;
* Armor - Heat +50%&lt;br /&gt;
* Armor - Sharp + 70%&lt;br /&gt;
* Beauty -2.00&lt;br /&gt;
* Movement x 85%&lt;br /&gt;
 || No&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Toughskin gland]] || Implant ||&lt;br /&gt;
* Armor - Blunt +10%&lt;br /&gt;
* Armor - Heat +30%&lt;br /&gt;
* Armor - Sharp +35%&lt;br /&gt;
* Movement x 95%&lt;br /&gt;
 || No&lt;br /&gt;
|-&lt;br /&gt;
| [[Death acidifier]] || Implant ||&lt;br /&gt;
* Destroys all carried gear upon death&lt;br /&gt;
|| No&lt;br /&gt;
|-&lt;br /&gt;
| [[Bionic spine]] || Prosthetic ||&lt;br /&gt;
* 100% efficiency&lt;br /&gt;
* Cures/prevents [[Bad back]]&lt;br /&gt;
|| Yes&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Healing enhancer]] || Implant || &lt;br /&gt;
* Natural Healing Factor x 150%&lt;br /&gt;
 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Aesthetic shaper]] || Implant || &lt;br /&gt;
* +1 Beauty &lt;br /&gt;
|| No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.7.581|0.7.581]] - Artificial body part system added.&lt;br /&gt;
&lt;br /&gt;
{{nav|body parts|wide}}&lt;br /&gt;
[[Category:Body Part|#Artificial body parts]]&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:Artificial_preview.png&amp;diff=105226</id>
		<title>File:Artificial preview.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:Artificial_preview.png&amp;diff=105226"/>
		<updated>2022-07-04T20:21:30Z</updated>

		<summary type="html">&lt;p&gt;Zippy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Artificial_body_parts&amp;diff=105225</id>
		<title>Artificial body parts</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Artificial_body_parts&amp;diff=105225"/>
		<updated>2022-07-04T19:55:16Z</updated>

		<summary type="html">&lt;p&gt;Zippy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Artificial body parts''' are - as the name would imply - non-organic body parts that exist with the purpose of replacing a missing or damaged body part. There are a variety of different body parts that can be prosthetically replaced in/on pawns. Some replace damaged natural body parts, others are improvements for the original organ. Some offer implanted weaponry or additional capabilities. All damaged artificial body parts will heal over time, and they cannot become infected or scar. They can, however, be destroyed if they reach 0 hit points.  Injuries to an artificial body part do not cause [[pain]].&lt;br /&gt;
&lt;br /&gt;
Most prostheses fall loosely under one of several categories based on tech-level and [[research]]:&lt;br /&gt;
&lt;br /&gt;
* Neolithic/Medieval: Crude wooden replacements but (a little) better than nothing&lt;br /&gt;
* [[Prosthetics]]: &amp;quot;Modern&amp;quot; replacements that are still inferior to the original, natural human limb/organ, or specialized parts that come with some drawback.&lt;br /&gt;
* [[Bionics]]: futuristic replacements, better than the original or providing benefits without downsides.&lt;br /&gt;
* [[Archotech]]: ultimate, futuristic replacements&lt;br /&gt;
&lt;br /&gt;
Note that in many cases there is not an equivalent part for every tech levels - there is not always a primitive, prosthetic, bionic, and archotech version of a given part. In the case of implants, they are usually available in one form only.&lt;br /&gt;
&lt;br /&gt;
Also note that the surgery to install such an item is '''not''' dependent on research, only on acquisition (and a very minimal [[Medical]] skill level, depending on the surgery); a Tribal surgeon can perform a heart transplant with a [[bionic heart]] if one can be obtained.&lt;br /&gt;
&lt;br /&gt;
== Head - Brain ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects !! Removable&lt;br /&gt;
|-&lt;br /&gt;
| [[Joywire]] || Implant || &lt;br /&gt;
* +30 mood buff&lt;br /&gt;
* -20% Consciousness&lt;br /&gt;
|| No&lt;br /&gt;
|-&lt;br /&gt;
| [[Painstopper]] || Implant ||&lt;br /&gt;
* Pain x0%&lt;br /&gt;
|| Yes&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Circadian assistant]] || Implant || &lt;br /&gt;
* -20% Rest fall rate (less rest time needed)&lt;br /&gt;
|| Yes&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Circadian half-cycler]] || Implant || &lt;br /&gt;
* Never sleep&lt;br /&gt;
* -15% Consciousness&lt;br /&gt;
 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Learning assistant]] || Implant || &lt;br /&gt;
* Global Learning Factor +20% &lt;br /&gt;
|| Yes&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Mindscrew]] || Implant || &lt;br /&gt;
* +20% pain &lt;br /&gt;
|| No&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Neurocalculator]] || Implant || &lt;br /&gt;
* Research Speed + 20% &lt;br /&gt;
|| Yes&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Psychic harmonizer]] || Implant || &lt;br /&gt;
* This pawn's mood affects others nearby &lt;br /&gt;
|| Yes&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Psychic reader]] || Implant || &lt;br /&gt;
* Negotiation Ability +50% &lt;br /&gt;
|| Yes&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Psychic sensitizer]] || Implant || &lt;br /&gt;
* Psychic Sensitivity +25% &lt;br /&gt;
|| Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Head - Eyes ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects !! Removable&lt;br /&gt;
|-&lt;br /&gt;
| [[Archotech eye]] || Prosthetic ||&lt;br /&gt;
* 150% efficiency&lt;br /&gt;
|| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Bionic eye]] || Prosthetic ||&lt;br /&gt;
* 125% efficiency&lt;br /&gt;
|| Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Head - Ears ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects !! Removable&lt;br /&gt;
|-&lt;br /&gt;
| [[Bionic ear]] || Prosthetic ||&lt;br /&gt;
* 125% efficiency&lt;br /&gt;
|| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Cochlear implant]] || Prosthetic ||&lt;br /&gt;
* 65% efficiency&lt;br /&gt;
|| Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Headwear - Nose ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects !! Removable&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Aesthetic nose]] || Prosthetic/Implant || &lt;br /&gt;
* Beauty +1 &lt;br /&gt;
|| Yes&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Gastro-analyzer]] || Implant || &lt;br /&gt;
* Cooking speed +5.0&lt;br /&gt;
|| Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Head - Mouth ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects !! Removable&lt;br /&gt;
|-&lt;br /&gt;
| [[Denture]] || Prosthetic ||&lt;br /&gt;
* 80% efficiency&lt;br /&gt;
|| Yes&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Venom fangs]] || Weapon || &lt;br /&gt;
* 22% Armor Penetration&lt;br /&gt;
* 7.5 melee dps&lt;br /&gt;
* Toxic buildup in enemy&lt;br /&gt;
 || Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Body - Arms ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects !! Removable&lt;br /&gt;
|-&lt;br /&gt;
| [[Archotech arm]] || Prosthetic || &lt;br /&gt;
* 150% Part efficiency&lt;br /&gt;
* 14 damage punch attack&lt;br /&gt;
* 21% Armor Penetration&lt;br /&gt;
* 7.0 melee dps&lt;br /&gt;
|| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Bionic arm]] || Prosthetic || &lt;br /&gt;
* 125% Part efficiency&lt;br /&gt;
* 12 damage punch attack &lt;br /&gt;
|| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Wooden hand]] || Prosthetic || &lt;br /&gt;
* 60% Part efficiency (Of the hand, not arm)&lt;br /&gt;
* ? damage punch attack &lt;br /&gt;
|| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Power claw]] || Prosthetic/Weapon ||&lt;br /&gt;
* -8% Moving&lt;br /&gt;
* 18 sharp damage&lt;br /&gt;
* 33% Armor Penetration&lt;br /&gt;
* 11.0 melee dps&lt;br /&gt;
|| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Prosthetic arm]] || Prosthetic ||&lt;br /&gt;
* 50% efficiency&lt;br /&gt;
|| Yes&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Drill arm]] || Prosthetic/Weapon || &lt;br /&gt;
* +70% Deep Drilling Speed&lt;br /&gt;
* +160% Mining Speed&lt;br /&gt;
* -8% Moving speed&lt;br /&gt;
* 20% Armor Penetration&lt;br /&gt;
* 6.5 melee damage per second&lt;br /&gt;
|| Yes&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Elbow blade]] || Weapon || &lt;br /&gt;
* 27% Armor Penetration&lt;br /&gt;
* 9.0 melee dps&lt;br /&gt;
 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Field hand]] || Prosthetic/Weapon || &lt;br /&gt;
* Plant work speed + 160%&lt;br /&gt;
* Moving -8%&lt;br /&gt;
* 13% Armor Penetration&lt;br /&gt;
* 4.5 melee dps&lt;br /&gt;
 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Hand talon]] || Weapon || &lt;br /&gt;
* 15% Armor Penetration &lt;br /&gt;
* 10.00 melee dps&lt;br /&gt;
 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Venom talon]] || Weapon || &lt;br /&gt;
* 15% Armor Penetration&lt;br /&gt;
* 7.33 melee dps&lt;br /&gt;
* Toxic buildup in enemy&lt;br /&gt;
 || No &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Body - Legs ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects !! Removable&lt;br /&gt;
|-&lt;br /&gt;
| [[Archotech leg]] || Prosthetic ||&lt;br /&gt;
* 150% efficiency&lt;br /&gt;
|| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Bionic leg]] || Prosthetic ||&lt;br /&gt;
* 125% efficiency&lt;br /&gt;
|| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Prosthetic leg]] || Prosthetic ||&lt;br /&gt;
* 85% efficiency&lt;br /&gt;
|| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Peg leg]] || Prosthetic ||&lt;br /&gt;
* 60% efficiency&lt;br /&gt;
|| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Wooden foot]] || Prosthetic ||&lt;br /&gt;
* 80% efficiency&lt;br /&gt;
|| Yes&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Knee spike]] || Weapon || &lt;br /&gt;
* 38% Armor penetration&lt;br /&gt;
* 8.46 melee dps&lt;br /&gt;
 || Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Body - Stomach ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects !! Removable&lt;br /&gt;
|-&lt;br /&gt;
| [[Bionic stomach]] || Prosthetic ||&lt;br /&gt;
* 125% efficiency&lt;br /&gt;
|| Yes&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Detoxifier stomach]] || Prosthetic || &lt;br /&gt;
* 125% efficiency&lt;br /&gt;
* Food Poisoning chance x0% &lt;br /&gt;
|| Yes&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Nuclear stomach]] || Prosthetic || &lt;br /&gt;
* 125% efficiency&lt;br /&gt;
* Hunger Rate x 25%&lt;br /&gt;
* Food Poisoning chance x0%&lt;br /&gt;
 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Reprocessor stomach]]  || Prosthetic || &lt;br /&gt;
* 125% efficiency&lt;br /&gt;
* Hunger Rate x 75%&lt;br /&gt;
 || Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Body - Organs ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects !! Removable&lt;br /&gt;
|-&lt;br /&gt;
| [[Bionic heart]] || Prosthetic || &lt;br /&gt;
* 125% Efficiency&lt;br /&gt;
 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Heart]] || Natural Organ || &lt;br /&gt;
* Pumps blood through the body&lt;br /&gt;
 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Kidney]] || Natural Organ || &lt;br /&gt;
* Filters toxins and pathogens from blood&lt;br /&gt;
 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Liver]] || Natural Organ || &lt;br /&gt;
* Filters toxins from the blood&lt;br /&gt;
 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Lung]] || Natural Organ || &lt;br /&gt;
* Transfers gasses from the air to the blood&lt;br /&gt;
 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Prosthetic heart]] || Prosthetic ||&lt;br /&gt;
* 80% efficiency&lt;br /&gt;
|| Yes&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Coagulator]] || Implant || &lt;br /&gt;
* Total bleed factor 50%&lt;br /&gt;
 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Immunoenhancer]] || Implant || &lt;br /&gt;
* Improves [[immunity gain speed]] when implanted into a kidney.&lt;br /&gt;
|| Yes&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Love enhancer]] || Implant || &lt;br /&gt;
* Provide more joy to romantic partners &lt;br /&gt;
|| Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Body - Skin and Body ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects !! Removable&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Armorskin gland]] || Implant ||&lt;br /&gt;
* Armor - Blunt +20%&lt;br /&gt;
* Armor - Heat +40%&lt;br /&gt;
* Armor - Sharp +52%&lt;br /&gt;
* Beauty -1.0&lt;br /&gt;
* Moving x 90%&lt;br /&gt;
 || No&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Stoneskin gland]] || Implant || &lt;br /&gt;
* Armor - Blunt +30%&lt;br /&gt;
* Armor - Heat +50%&lt;br /&gt;
* Armor - Sharp + 70%&lt;br /&gt;
* Beauty -2.00&lt;br /&gt;
* Movement x 85%&lt;br /&gt;
 || No&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Toughskin gland]] || Implant ||&lt;br /&gt;
* Armor - Blunt +10%&lt;br /&gt;
* Armor - Heat +30%&lt;br /&gt;
* Armor - Sharp +35%&lt;br /&gt;
* Movement x 95%&lt;br /&gt;
 || No&lt;br /&gt;
|-&lt;br /&gt;
| [[Death acidifier]] || Implant ||&lt;br /&gt;
* Destroys all carried gear upon death&lt;br /&gt;
|| No&lt;br /&gt;
|-&lt;br /&gt;
| [[Bionic spine]] || Prosthetic ||&lt;br /&gt;
* 100% efficiency&lt;br /&gt;
* Cures/prevents [[Bad back]]&lt;br /&gt;
|| Yes&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Healing enhancer]] || Implant || &lt;br /&gt;
* Natural Healing Factor x 150%&lt;br /&gt;
 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| {{RoyaltyIcon}} [[Aesthetic shaper]] || Implant || &lt;br /&gt;
* +1 Beauty &lt;br /&gt;
|| No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.7.581|0.7.581]] - Artificial body part system added.&lt;br /&gt;
&lt;br /&gt;
{{nav|body parts|wide}}&lt;br /&gt;
[[Category:Body Part|#Artificial body parts]]&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Configuration_file&amp;diff=105224</id>
		<title>Configuration file</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Configuration_file&amp;diff=105224"/>
		<updated>2022-07-04T19:50:50Z</updated>

		<summary type="html">&lt;p&gt;Zippy: looks better.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
== Configuration file contents ==&lt;br /&gt;
'''[[RimWorld|RimWorld's]]''' configuration file is written in XML (Version 1.0) or stored in registry (on Windows) and contains the information visible in game screen Options.&lt;br /&gt;
&lt;br /&gt;
=== Parameters ===&lt;br /&gt;
* ''CustomCursorEnabled'' - Hides the standard OS mouse cursor and enables custom Rimworld cursor when 1, reverse when 0&lt;br /&gt;
* ''QualityIndex'' - Graphics quality - Standard when 0, fancy when 1&lt;br /&gt;
* ''Screenmanager Is Fullscreen mode'' - Whether the game should start in fullscreen (1) or windowed (0)&lt;br /&gt;
* ''Screenmanager Resolution Width'' - Game window width in pixels&lt;br /&gt;
* ''Screenmanager Resolution Height'' - Game window height in pixels&lt;br /&gt;
* ''TutorialEnabled'' - Whether you want to get the tutorial notifications (1) or not (0)&lt;br /&gt;
&lt;br /&gt;
Parameter names are different between registry and XML, but it should not be hard to find out the appropriate parameter. Unmentioned parameters should not be changed as they can have unpredictable effects.&lt;br /&gt;
&lt;br /&gt;
==Configuration file locations==&lt;br /&gt;
 &lt;br /&gt;
{|&lt;br /&gt;
|[[File:Folders-OS-Windows-8-Metro-icon.png|18px]] &lt;br /&gt;
|&lt;br /&gt;
===&amp;lt;span id=&amp;quot;temp2&amp;quot; style=&amp;quot;position: relative; bottom: 4px;&amp;quot;&amp;gt;&amp;amp;nbsp;Windows version&amp;lt;/span&amp;gt;===&lt;br /&gt;
|}&lt;br /&gt;
The configuration files are stored in registry:&lt;br /&gt;
&amp;lt;code&amp;gt;HKEY_CURRENT_USER/Software/Ludeon Studios/Rimworld&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Changes can be made using the &amp;lt;tt&amp;gt;regedit&amp;lt;/tt&amp;gt; utility&lt;br /&gt;
----&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Folders-OS-Linux-Metro-icon.png|18px]] &lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span id=&amp;quot;temp2&amp;quot; style=&amp;quot;position: relative; bottom: 4px;&amp;quot;&amp;gt;&amp;amp;nbsp;Linux version&amp;lt;/span&amp;gt;===&lt;br /&gt;
|}&lt;br /&gt;
The config file is stored in: &amp;lt;code&amp;gt;/home/&amp;lt;/code&amp;gt;'''&amp;lt;code&amp;gt;your user name&amp;lt;/code&amp;gt;'''&amp;lt;code&amp;gt;/.config/unity3d/Ludeon Studios/RimWorld/prefs&amp;lt;/code&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Folders-OS-Apple-Metro-icon.png|18px]] &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span id=&amp;quot;temp2&amp;quot; style=&amp;quot;position: relative; bottom: 4px;&amp;quot;&amp;gt;&amp;amp;nbsp;Mac OS X version&amp;lt;/span&amp;gt;===&lt;br /&gt;
|}&lt;br /&gt;
The config is stored in: &lt;br /&gt;
~/Library/Preferences/unity.Ludeon\ Studios.RimWorld.plist&lt;br /&gt;
&lt;br /&gt;
Or in: &lt;br /&gt;
/Users/YourUserName/Library/Application Support/RimWorld/Config/Prefs.xml&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[Category:RimWorld game]]&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Save_file&amp;diff=105223</id>
		<title>Save file</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Save_file&amp;diff=105223"/>
		<updated>2022-07-04T19:47:53Z</updated>

		<summary type="html">&lt;p&gt;Zippy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Basics_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
[[File:saves_preview.png|200px|right]]'''Save files''' are the files that store a player's progress in ''[[RimWorld]]''. The game can be saved in two ways: the player saving a game manually, or the game saving automatically - being an autosave. When saving the game manually, the player can choose a custom name for the save. When the game autosaves, the save names are automatically labeled as &amp;quot;Autosave-#&amp;quot;, with the number incrementing by one for every autosave stored.&lt;br /&gt;
&lt;br /&gt;
Saving manually also allows the choice of overwriting other saves. To the very left of each save's &amp;quot;load&amp;quot; button, three pieces of information are stored: the corresponding date, time and version. If a save's version is different from the game's current version, that info will be displayed in yellow, rather than the standard grey (as seen in the image).&lt;br /&gt;
&lt;br /&gt;
Clicking the red &amp;quot;X&amp;quot; to the right of the save's load button will delete the save, though the game will ask the player if they want to continue with their deletion every time an X is clicked.&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
== Save file contents == &lt;br /&gt;
'''RimWorld's''' save files are written in XML and contain all the information about the state of the game. They are stored with the file extension .rws, and can be read with any XML reader or Notepad. The contents of a save are heavily dependent on the version of the game that was running at the very moment of the save, this means that even though saves of a different version may still work, some gameplay issues may occur.&lt;br /&gt;
&lt;br /&gt;
[[DLC]] and [[mods]] are also integrated into save files, meaning that problems can occur when loading a save without the same content enabled as was originally part of that save. If there is any difference between what is enabled and what's contained in a save file, the game will notify the player of this. &lt;br /&gt;
&lt;br /&gt;
World data is saved into the map file, to allow multiple saves on the same world without confusion.&lt;br /&gt;
&lt;br /&gt;
=== Notable sections === &lt;br /&gt;
* ''Resources'' - Contains information about each of the available resources in the game.&lt;br /&gt;
* ''ProjectList'' - Contains the state of each of the research projects available in the game. The research completes when Progress is more than (or equal) to TotalCost.&lt;br /&gt;
* ''ThingReservation'' - Details what a Pawn (person/animal) is doing/going to do.&lt;br /&gt;
* ''Thing'' - information about a person/animal.&lt;br /&gt;
&lt;br /&gt;
=== Important elements ===&lt;br /&gt;
; {{code|&amp;lt;li&amp;gt;}}&lt;br /&gt;
: You will notice that &amp;quot;li&amp;quot; appears a lot in the save file. As in HTML, this simply stands for a &amp;quot;list item&amp;quot;. It can have many different meanings depending on what the element surrounding it is.&lt;br /&gt;
; {{code|&amp;lt;def&amp;gt;}}&lt;br /&gt;
: &amp;quot;def&amp;quot; contains a single string that refers to some item or property. For example, an element {{code|needs &amp;gt; li.Need_Food &amp;gt; def}} (in CSS selector syntax) has the value &amp;quot;Food&amp;quot;, explaining that the data is about need for food.&lt;br /&gt;
: A donkey, on the other hand, starts with a {{code|def}} containing &amp;quot;Donkey&amp;quot; in the section that describes pawns.&lt;br /&gt;
; {{code|&amp;lt;id&amp;gt;}}&lt;br /&gt;
: This contains a string of the unique identifier of a thing. It might be referred to several times in the file. Be sure to change it if you duplicate a thing.&lt;br /&gt;
: {{code|&amp;lt;ID&amp;gt;}} and {{code|&amp;lt;UniqueID&amp;gt;}} serve the same purpose, but they are numbers.&lt;br /&gt;
&lt;br /&gt;
The names are generally quite descriptive, so it shouldn't be hard to figure out the purpose of things and how to change them. The {{code|class}} attribute should be familiar to those who know HTML. As with always, it is harder to figure out how to create things from thin air than to change existing things.&lt;br /&gt;
&lt;br /&gt;
==Save file locations== &lt;br /&gt;
 &lt;br /&gt;
{|&lt;br /&gt;
|[[File:Folders-OS-Windows-8-Metro-icon.png|18px]] &lt;br /&gt;
|&lt;br /&gt;
===&amp;lt;span id=&amp;quot;temp1&amp;quot; style=&amp;quot;position: relative; bottom: 4px;&amp;quot;&amp;gt;&amp;amp;nbsp;Windows version&amp;lt;/span&amp;gt;===&lt;br /&gt;
|}&lt;br /&gt;
The Save files are stored in users AppData folders:&lt;br /&gt;
&amp;lt;code&amp;gt;%USERPROFILE%\Appdata\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\Saves&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Shortcut:&lt;br /&gt;
# &amp;lt;kbd&amp;gt;Windows&amp;lt;/kbd&amp;gt;+&amp;lt;kbd&amp;gt;R&amp;lt;/kbd&amp;gt; -&amp;gt; the Run dialog will appear.&lt;br /&gt;
# Type appdata and press enter.&lt;br /&gt;
# Go to LocalLow/Ludeon Studios.&lt;br /&gt;
&lt;br /&gt;
Note:&lt;br /&gt;
* As of at least Alpha 16, the directory Steam Cloud will create is &amp;lt;code&amp;gt;%USERPROFILE%\Appdata\LocalLow\Ludeon Studios\RimWorld&amp;lt;/code&amp;gt; which is not detected by the game. Unknown if this a bug at this point.&lt;br /&gt;
* By default, &amp;lt;code&amp;gt;%USERPROFILE%&amp;lt;/code&amp;gt; is the same as &amp;lt;code&amp;gt;C:\Users\[username]&amp;lt;/code&amp;gt;. It is possible to be moved.&lt;br /&gt;
----&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Folders-OS-Linux-Metro-icon.png|18px]] &lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span id=&amp;quot;temp1&amp;quot; style=&amp;quot;position: relative; bottom: 4px;&amp;quot;&amp;gt;&amp;amp;nbsp;Linux version&amp;lt;/span&amp;gt;===&lt;br /&gt;
|}&lt;br /&gt;
The Save files are stored in: &amp;lt;code&amp;gt;~/.config/unity3d/Ludeon Studios/RimWorld by Ludeon Studios/Saves/&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At least as of Alpha 17b, Steam Cloud synchronization is working as intended on Linux, meaning that save files are automatically updated across different Steam installations on multiple devices.&lt;br /&gt;
----&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Folders-OS-Apple-Metro-icon.png|18px]] &lt;br /&gt;
|&lt;br /&gt;
===&amp;lt;span id=&amp;quot;temp1&amp;quot; style=&amp;quot;position: relative; bottom: 4px;&amp;quot;&amp;gt;&amp;amp;nbsp;macOS version&amp;lt;/span&amp;gt;===&lt;br /&gt;
|}&lt;br /&gt;
Your Rimworld settings folder is &amp;lt;code&amp;gt;'''~/Library/Application Support/RimWorld'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To see your save games with Finder, open a new shell and enter:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;open &amp;quot;~/Library/Application Support/RimWorld/Saves/&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
(may also be in cache)&lt;br /&gt;
&lt;br /&gt;
This also applies to Alpha 12d.&lt;br /&gt;
&lt;br /&gt;
As of at least Alpha 16, Steam Cloud uses the directory &amp;lt;code&amp;gt;'''~/Library/Application Support/RimWorld By Ludeon Studios/Saves'''&amp;lt;/code&amp;gt;, whereas the game uses &amp;lt;code&amp;gt;open ~/Library/Application Support/RimWorld/Saves/&amp;lt;/code&amp;gt;, therefore meaning the save game sync is currently not working.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;450px&amp;quot; heights=&amp;quot;450px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Save file for Mac using EasyFind.png|Save file for Mac using EasyFind&lt;br /&gt;
File:Save file for Mac using EasyFind reveal in Finder.png|Save file for Mac using EasyFind reveal in Finder&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Editing saves==&lt;br /&gt;
{{Stub|section=1|reason=Better and more examples}}&lt;br /&gt;
{{see also|Permadeath save conversion guide|Development mode#Permanently disable{{!}}Dev mode renabling}}&lt;br /&gt;
Save editing can be a useful way to tweak the current game state. It can be used to do various things such as adding or remove currently active [[events]], pawn traits and passions, and modifying skills and statistics. &lt;br /&gt;
&lt;br /&gt;
'''Note: Incorrectly editing the save might can have unwanted consequences that might be irreversible if the original file is lost, up to and including the total loss of the save. It is highly recommended that you make a copy of your save file before editing it or save the new one as a different save file.'''&lt;br /&gt;
&lt;br /&gt;
===Stopping an event===&lt;br /&gt;
Example of removing the Toxic Fallout event from the game: open the save file with Wordpad, press &amp;lt;kbd&amp;gt;Ctrl&amp;lt;/kbd&amp;gt;+&amp;lt;kbd&amp;gt;F&amp;lt;/kbd&amp;gt;, or &amp;lt;kbd&amp;gt;⌘&amp;lt;/kbd&amp;gt;+&amp;lt;kbd&amp;gt;F&amp;lt;/kbd&amp;gt; on macOS and search for 'toxicfallout'. You will see a list of &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;li&amp;gt;events&amp;lt;/li&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. See where in the list 'ToxicFallout' is. Below that list is a list of &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;li&amp;gt;numbers&amp;lt;/li&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. Change the number to '0' between &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;li&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; which is in the same position in the list as 'ToxicFallout' was in the previous list (bottom one for me). It will now never occur again.&lt;br /&gt;
&lt;br /&gt;
Also if currently, you would be experiencing this Toxic Fallout and would want to remove it not only for the future but also immediately, do the following: Ctrl+F in the save file and search for 'activeconditions'. You will find: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;activeConditions&amp;gt;&amp;lt;li&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;i&amp;gt;some text regarding the Toxic Fallout&amp;lt;/i&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;/activeConditions&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. Change this to only 1 line with just this: &amp;lt;code&amp;gt;&amp;lt;activeConditions /&amp;gt;&amp;lt;/code&amp;gt;. So you would have [[:File:Save file editing example.png|this]].&lt;br /&gt;
&lt;br /&gt;
===Modifying a pawn===&lt;br /&gt;
Pawn editing is another useful ability of editing save files. This can be used for a range of ways, from small modifications to existing pawns, recreating specific characters, or simply creating godlike pawns. To do this, open the save file, and move about 1/3 down the text file. Click on a line, and then use the &amp;lt;kbd&amp;gt;Ctrl&amp;lt;/kbd&amp;gt;+&amp;lt;kbd&amp;gt;F&amp;lt;/kbd&amp;gt; function to find the name of the pawn you wish to edit. Keep going down until you find the pawn save location, which will have three lines: one for last name, one for nickname, and one for first name.&lt;br /&gt;
&lt;br /&gt;
From here, scroll down to find the part you wish to edit. You can remove health conditions by editing the hediffs for injuries (i.e. deleting permanent wounds) or add skills and passions.&lt;br /&gt;
&lt;br /&gt;
[[Category:Running the game]]&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Save_file&amp;diff=105222</id>
		<title>Save file</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Save_file&amp;diff=105222"/>
		<updated>2022-07-04T19:40:00Z</updated>

		<summary type="html">&lt;p&gt;Zippy: looks better.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Basics_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
[[File:saves_preview.png|200px|right]]'''Save files''' are the files that store a player's progress in ''[[RimWorld]]''. The game can be saved in two ways: the player saving a game manually, or the game saving automatically - being an autosave. When saving the game manually, the player can choose a custom name for the save. When the game autosaves, the save names are automatically labeled as &amp;quot;Autosave-#&amp;quot;, with the number incrementing by one for every autosave stored.&lt;br /&gt;
&lt;br /&gt;
Saving manually also allows the choice of overwriting other saves. To the very left of each save's &amp;quot;load&amp;quot; button, three pieces of information are stored: the corresponding date, time and version. If a save's version is different from the game's current version, that info will be displayed in yellow, rather than the standard grey (as seen in the image).&lt;br /&gt;
&lt;br /&gt;
Clicking the red &amp;quot;X&amp;quot; to the right of the save's load button will delete the save, though the game will ask the player if they want to continue with their deletion every time an X is clicked.&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
== Save file contents == &lt;br /&gt;
'''RimWorld's''' save files are written in XML and contain all the information about the state of the game. They are stored with the file extension .rws, and can be read with any XML reader or Notepad. The contents of a save are heavily dependent on the version of the game that was running at the very moment of the save, this means that even though saves of a different version may still work, some gameplay issues may occur.&lt;br /&gt;
&lt;br /&gt;
[[DLC]] and [[mods]] are also integrated into save files, meaning that problems can occur when loading a save without the same content enabled as was originally part of that save. If there is any difference between what is enabled and what's contained in a save file, the game will notify the player of this. &lt;br /&gt;
&lt;br /&gt;
World data is saved into the map file, to allow multiple saves on the same world without confusion.&lt;br /&gt;
&lt;br /&gt;
=== Notable sections === &lt;br /&gt;
* ''Resources'' - Contains information about each of the available resources in the game.&lt;br /&gt;
* ''ProjectList'' - Contains the state of each of the research projects available in the game. The research completes when Progress is more than (or equal) to TotalCost.&lt;br /&gt;
* ''ThingReservation'' - Details what a Pawn (person/animal) is doing/going to do.&lt;br /&gt;
* ''Thing'' - information about a person/animal.&lt;br /&gt;
&lt;br /&gt;
=== Important elements ===&lt;br /&gt;
; {{code|&amp;lt;li&amp;gt;}}&lt;br /&gt;
: You will notice that &amp;quot;li&amp;quot; appears a lot in the save file. As in HTML, this simply stands for a &amp;quot;list item&amp;quot;. It can have many different meanings depending on what the element surrounding it is.&lt;br /&gt;
; {{code|&amp;lt;def&amp;gt;}}&lt;br /&gt;
: &amp;quot;def&amp;quot; contains a single string that refers to some item or property. For example, an element {{code|needs &amp;gt; li.Need_Food &amp;gt; def}} (in CSS selector syntax) has the value &amp;quot;Food&amp;quot;, explaining that the data is about need for food.&lt;br /&gt;
: A donkey, on the other hand, starts with a {{code|def}} containing &amp;quot;Donkey&amp;quot; in the section that describes pawns.&lt;br /&gt;
; {{code|&amp;lt;id&amp;gt;}}&lt;br /&gt;
: This contains a string of the unique identifier of a thing. It might be referred to several times in the file. Be sure to change it if you duplicate a thing.&lt;br /&gt;
: {{code|&amp;lt;ID&amp;gt;}} and {{code|&amp;lt;UniqueID&amp;gt;}} serve the same purpose, but they are numbers.&lt;br /&gt;
&lt;br /&gt;
The names are generally quite descriptive, so it shouldn't be hard to figure out the purpose of things and how to change them. The {{code|class}} attribute should be familiar to those who know HTML. As with always, it is harder to figure out how to create things from thin air than to change existing things.&lt;br /&gt;
&lt;br /&gt;
==Save file locations== &lt;br /&gt;
 &lt;br /&gt;
{|&lt;br /&gt;
|[[File:Folders-OS-Windows-8-Metro-icon.png|18px]] &lt;br /&gt;
|&lt;br /&gt;
===&amp;amp;nbsp;Windows version===&lt;br /&gt;
|}&lt;br /&gt;
The Save files are stored in users AppData folders:&lt;br /&gt;
&amp;lt;code&amp;gt;%USERPROFILE%\Appdata\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\Saves&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Shortcut:&lt;br /&gt;
# &amp;lt;kbd&amp;gt;Windows&amp;lt;/kbd&amp;gt;+&amp;lt;kbd&amp;gt;R&amp;lt;/kbd&amp;gt; -&amp;gt; the Run dialog will appear.&lt;br /&gt;
# Type appdata and press enter.&lt;br /&gt;
# Go to LocalLow/Ludeon Studios.&lt;br /&gt;
&lt;br /&gt;
Note:&lt;br /&gt;
* As of at least Alpha 16, the directory Steam Cloud will create is &amp;lt;code&amp;gt;%USERPROFILE%\Appdata\LocalLow\Ludeon Studios\RimWorld&amp;lt;/code&amp;gt; which is not detected by the game. Unknown if this a bug at this point.&lt;br /&gt;
* By default, &amp;lt;code&amp;gt;%USERPROFILE%&amp;lt;/code&amp;gt; is the same as &amp;lt;code&amp;gt;C:\Users\[username]&amp;lt;/code&amp;gt;. It is possible to be moved.&lt;br /&gt;
----&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Folders-OS-Linux-Metro-icon.png|18px]] &lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
===&amp;amp;nbsp;Linux version===&lt;br /&gt;
|}&lt;br /&gt;
The Save files are stored in: &amp;lt;code&amp;gt;~/.config/unity3d/Ludeon Studios/RimWorld by Ludeon Studios/Saves/&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At least as of Alpha 17b, Steam Cloud synchronization is working as intended on Linux, meaning that save files are automatically updated across different Steam installations on multiple devices.&lt;br /&gt;
----&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Folders-OS-Apple-Metro-icon.png|18px]] &lt;br /&gt;
|&lt;br /&gt;
===&amp;amp;nbsp;macOS version===&lt;br /&gt;
|}&lt;br /&gt;
Your Rimworld settings folder is &amp;lt;code&amp;gt;'''~/Library/Application Support/RimWorld'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To see your save games with Finder, open a new shell and enter:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;open &amp;quot;~/Library/Application Support/RimWorld/Saves/&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
(may also be in cache)&lt;br /&gt;
&lt;br /&gt;
This also applies to Alpha 12d.&lt;br /&gt;
&lt;br /&gt;
As of at least Alpha 16, Steam Cloud uses the directory &amp;lt;code&amp;gt;'''~/Library/Application Support/RimWorld By Ludeon Studios/Saves'''&amp;lt;/code&amp;gt;, whereas the game uses &amp;lt;code&amp;gt;open ~/Library/Application Support/RimWorld/Saves/&amp;lt;/code&amp;gt;, therefore meaning the save game sync is currently not working.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;450px&amp;quot; heights=&amp;quot;450px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Save file for Mac using EasyFind.png|Save file for Mac using EasyFind&lt;br /&gt;
File:Save file for Mac using EasyFind reveal in Finder.png|Save file for Mac using EasyFind reveal in Finder&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Editing saves==&lt;br /&gt;
{{Stub|section=1|reason=Better and more examples}}&lt;br /&gt;
{{see also|Permadeath save conversion guide|Development mode#Permanently disable{{!}}Dev mode renabling}}&lt;br /&gt;
Save editing can be a useful way to tweak the current game state. It can be used to do various things such as adding or remove currently active [[events]], pawn traits and passions, and modifying skills and statistics. &lt;br /&gt;
&lt;br /&gt;
'''Note: Incorrectly editing the save might can have unwanted consequences that might be irreversible if the original file is lost, up to and including the total loss of the save. It is highly recommended that you make a copy of your save file before editing it or save the new one as a different save file.'''&lt;br /&gt;
&lt;br /&gt;
===Stopping an event===&lt;br /&gt;
Example of removing the Toxic Fallout event from the game: open the save file with Wordpad, press &amp;lt;kbd&amp;gt;Ctrl&amp;lt;/kbd&amp;gt;+&amp;lt;kbd&amp;gt;F&amp;lt;/kbd&amp;gt;, or &amp;lt;kbd&amp;gt;⌘&amp;lt;/kbd&amp;gt;+&amp;lt;kbd&amp;gt;F&amp;lt;/kbd&amp;gt; on macOS and search for 'toxicfallout'. You will see a list of &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;li&amp;gt;events&amp;lt;/li&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. See where in the list 'ToxicFallout' is. Below that list is a list of &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;li&amp;gt;numbers&amp;lt;/li&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. Change the number to '0' between &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;li&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; which is in the same position in the list as 'ToxicFallout' was in the previous list (bottom one for me). It will now never occur again.&lt;br /&gt;
&lt;br /&gt;
Also if currently, you would be experiencing this Toxic Fallout and would want to remove it not only for the future but also immediately, do the following: Ctrl+F in the save file and search for 'activeconditions'. You will find: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;activeConditions&amp;gt;&amp;lt;li&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;i&amp;gt;some text regarding the Toxic Fallout&amp;lt;/i&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;/activeConditions&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. Change this to only 1 line with just this: &amp;lt;code&amp;gt;&amp;lt;activeConditions /&amp;gt;&amp;lt;/code&amp;gt;. So you would have [[:File:Save file editing example.png|this]].&lt;br /&gt;
&lt;br /&gt;
===Modifying a pawn===&lt;br /&gt;
Pawn editing is another useful ability of editing save files. This can be used for a range of ways, from small modifications to existing pawns, recreating specific characters, or simply creating godlike pawns. To do this, open the save file, and move about 1/3 down the text file. Click on a line, and then use the &amp;lt;kbd&amp;gt;Ctrl&amp;lt;/kbd&amp;gt;+&amp;lt;kbd&amp;gt;F&amp;lt;/kbd&amp;gt; function to find the name of the pawn you wish to edit. Keep going down until you find the pawn save location, which will have three lines: one for last name, one for nickname, and one for first name.&lt;br /&gt;
&lt;br /&gt;
From here, scroll down to find the part you wish to edit. You can remove health conditions by editing the hediffs for injuries (i.e. deleting permanent wounds) or add skills and passions.&lt;br /&gt;
&lt;br /&gt;
[[Category:Running the game]]&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Saturation&amp;diff=105221</id>
		<title>Saturation</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Saturation&amp;diff=105221"/>
		<updated>2022-07-04T17:38:50Z</updated>

		<summary type="html">&lt;p&gt;Zippy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Saturation''' is the game mechanic that controls [[Characters]]' needs for [[Food]], and is directly tied to [[Eating]], the game mechanic which fills that need. A character with a higher saturation value has eaten recently, and is more full than another character with a low saturation level. You can view saturation of all humans and tamed animals by viewing the &amp;quot;Food&amp;quot; bar and the corresponding mouseover text in the [[Needs]] tab.&lt;br /&gt;
&lt;br /&gt;
==General mechanics==&lt;br /&gt;
The actual value of saturation is the amount of usable nutrition inside a pawn and decreases with time. When a pawn eats, the nutritional value of the food is added to the saturation value of the pawn, but is capped by the maximal saturation value, which is coincident with the creatures body size. Similarly, the saturation can't go below 0, and the creature instead starts becoming [[Malnutrition|Malnourished]]. &lt;br /&gt;
&lt;br /&gt;
Speed of animals' production ([[wool]], [[milk]], [[egg]]s or [[chemfuel]]) is dependent on the saturation level (see [[Saturation#Levels of Saturation|Levels of Saturation]] below). Production is halved when the animal becomes hungry, reduced to one quarter of the normal rate when ravenously hungry, and completely stopped when in the malnourished level. Note that that is at 0% saturation, ''not'' suffering from the ailment called [[Malnutrition]].&lt;br /&gt;
&lt;br /&gt;
==Levels of Saturation==&lt;br /&gt;
Characters' saturation level is grouped into four thresholds: Fed, Hungry, Ravenously Hungry, and Malnourished. Each threshold exhibits different effects on a character, especially their [[Thoughts]]. &lt;br /&gt;
The saturation level boundaries are indicated by small notches on the &amp;quot;Food&amp;quot; bar in the tab of eating pawns.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Label&lt;br /&gt;
! Saturation&lt;br /&gt;
! Mood modifier&amp;lt;br&amp;gt;(Humans)&lt;br /&gt;
! Production Rate&amp;lt;br&amp;gt;(Animals)&lt;br /&gt;
|-&lt;br /&gt;
| Fed&lt;br /&gt;
| Greater than 25%&lt;br /&gt;
| (none)&lt;br /&gt;
| ×100%&lt;br /&gt;
|-&lt;br /&gt;
| Hungry&lt;br /&gt;
| 12.5% to 25%&lt;br /&gt;
| -6&lt;br /&gt;
| ×50%&lt;br /&gt;
|-&lt;br /&gt;
| Ravenously Hungry&lt;br /&gt;
| &amp;gt;0% to 12.5%&lt;br /&gt;
| -12&lt;br /&gt;
| ×25%&lt;br /&gt;
|-&lt;br /&gt;
| Malnourished&lt;br /&gt;
| 0%&lt;br /&gt;
| -20&lt;br /&gt;
| ×0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Saturation Changes==&lt;br /&gt;
Saturation goes down every tick (1/2500 of a game hour) depending on the character's current saturation and modifiers on their [[hunger|hunger rate]].&lt;br /&gt;
&lt;br /&gt;
The following table describes saturation changes of a common human (100% hunger rate, 1.0 max nutrition)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Saturation&lt;br /&gt;
! Change per hour&lt;br /&gt;
! Change per day&lt;br /&gt;
|-&lt;br /&gt;
| Fed&lt;br /&gt;
| -6.67%&lt;br /&gt;
| -160%&lt;br /&gt;
|-&lt;br /&gt;
| Hungry&lt;br /&gt;
| -3.33%&lt;br /&gt;
| -80%&lt;br /&gt;
|-&lt;br /&gt;
| Ravenously Hungry&lt;br /&gt;
| -1.67%&lt;br /&gt;
| -40%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rounding Error and Eating Thresholds ==&lt;br /&gt;
Pawns will attempt to eat as their next action once their saturation level is in the hungry state or lower.  Pawns make no effort to avoid &amp;quot;overeating&amp;quot;, and any excess nutrition in the food is lost.  A default pawn that eats a simple meal (0.9 nutrition) as soon as it is hungry (0.25 saturation) will go to 1.0 saturation and waste .15 nutrition worth of food.&lt;br /&gt;
&lt;br /&gt;
This effect is stronger in animals with lower body sizes - a [[Labrador retriever]] with 0.75 body size will get hungry at .1875 saturation and waste .3375 nutrition from the same simple meal.  Smaller, more fungible food sources like [[berries]] or [[haygrass]] (0.05 nutrition) have less of this waste, as the waste will never exceed a single item's worth of nutrition.  This makes [[kibble]] and [[pemmican]] particularly useful as feed for animals with smaller body sizes, as they are small food sources that benefit from the increased nutrition due to cooking.&lt;br /&gt;
&lt;br /&gt;
== Malnutrition ==&lt;br /&gt;
{{main|Malnutrition}}&lt;br /&gt;
When the saturation reaches 0, pawns will become malnourished at a pace of 2% malnutrition per hour.&lt;br /&gt;
&lt;br /&gt;
Note, that in extreme situations, when death from malnutrition is a primary concern, it might be advisable to not only keep in the ravenously hungry state to benefit from the reduced hunger rate, but to even become somewhat malnourished.&lt;br /&gt;
&lt;br /&gt;
Consider for example a human at 0% saturation and 0% malnourishment with 0.9 nutrition available (one simple meal). It takes a typical human 15 hours to deplete one unit of nutrition when in the fed state.&lt;br /&gt;
If eaten immediately, such human survives:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Hours survived !! State&lt;br /&gt;
|-&lt;br /&gt;
| 9.75 || Fed&lt;br /&gt;
|-&lt;br /&gt;
| 3.75 || Hungry&lt;br /&gt;
|-&lt;br /&gt;
| 7.50 || Ravenously hungry&lt;br /&gt;
|-&lt;br /&gt;
| 50 || Starving until death from malnourishment&lt;br /&gt;
|}&lt;br /&gt;
Giving a total of 71 hours alive.&lt;br /&gt;
&lt;br /&gt;
If we instead let the human remain malnourished for 13.75 hours, before eating, the pawn survives:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Hours survived !! State&lt;br /&gt;
|-&lt;br /&gt;
| 13.75 || Starving up to 27.5% malnourishment (minor)&lt;br /&gt;
|-&lt;br /&gt;
| 3.75 || Fed state with 27.5–20% malnourishment (minor)&lt;br /&gt;
|-&lt;br /&gt;
| 2.50 || Fed state with 20–15% malnourishment (trivial)&lt;br /&gt;
|-&lt;br /&gt;
| 2.50 || Hungry state with 15–10% malnourishment (trivial)&lt;br /&gt;
|-&lt;br /&gt;
| 5.00 || Ravenously hungry state with 10–0% malnourishment (trivial)&lt;br /&gt;
|-&lt;br /&gt;
| 50 || Starving until death from malnourishment&lt;br /&gt;
|}&lt;br /&gt;
Giving a total of 77.5 hours alive.&lt;br /&gt;
{{nav|status levels|wide}}&lt;br /&gt;
[[Category:Status Level]]&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Save_file&amp;diff=105214</id>
		<title>Save file</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Save_file&amp;diff=105214"/>
		<updated>2022-07-04T02:14:37Z</updated>

		<summary type="html">&lt;p&gt;Zippy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Basics_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
[[File:saves_preview.png|200px|right]]'''Save files''' are the files that store a player's progress in ''[[RimWorld]]''. The game can be saved in two ways: the player saving a game manually, or the game saving automatically - being an autosave. When saving the game manually, the player can choose a custom name for the save. When the game autosaves, the save names are automatically labeled as &amp;quot;Autosave-#&amp;quot;, with the number incrementing by one for every autosave stored.&lt;br /&gt;
&lt;br /&gt;
Saving manually also allows the choice of overwriting other saves. To the very left of each save's &amp;quot;load&amp;quot; button, three pieces of information are stored: the corresponding date, time and version. If a save's version is different from the game's current version, that info will be displayed in yellow, rather than the standard grey (as seen in the image).&lt;br /&gt;
&lt;br /&gt;
Clicking the red &amp;quot;X&amp;quot; to the right of the save's load button will delete the save, though the game will ask the player if they want to continue with their deletion every time an X is clicked.&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
== Save file contents == &lt;br /&gt;
'''RimWorld's''' save files are written in XML (Version 1.0) and contain all the information about the state of the game. They are stored with the file extension .rws, and can be read with any XML reader or Notepad. The contents of a save are heavily dependent on the version of the game that was running at the very moment of the save, this means that even though saves of a different version can still possibly work, some gameplay issues may occur.&lt;br /&gt;
&lt;br /&gt;
Mods are also integrated into save files, meaning that problems can occur when loading a save without the mod(s) that were originally part of that save. If there is any difference between what content/mods are enabled and what's contained in a save file, the game will notify the player of this. When this happens, three choices are presented: &lt;br /&gt;
&lt;br /&gt;
World data is saved into the map file, to allow multiple saves on the same world without confusion.&lt;br /&gt;
&lt;br /&gt;
=== Notable sections === &lt;br /&gt;
* ''Resources'' - Contains information about each of the available resources in the game.&lt;br /&gt;
* ''ProjectList'' - Contains the state of each of the research projects available in the game. The research completes when Progress is more than (or equal) to TotalCost.&lt;br /&gt;
* ''ThingReservation'' - Details what a Pawn (person/animal) is doing/going to do.&lt;br /&gt;
* ''Thing'' - information about a person/animal.&lt;br /&gt;
&lt;br /&gt;
=== Important elements ===&lt;br /&gt;
; {{code|&amp;lt;li&amp;gt;}}&lt;br /&gt;
: You will notice that &amp;quot;li&amp;quot; appears a lot in the save file. As in HTML, this simply stands for a &amp;quot;list item&amp;quot;. It can have many different meanings depending on what the element surrounding it is.&lt;br /&gt;
; {{code|&amp;lt;def&amp;gt;}}&lt;br /&gt;
: &amp;quot;def&amp;quot; contains a single string that refers to some item or property. For example, an element {{code|needs &amp;gt; li.Need_Food &amp;gt; def}} (in CSS selector syntax) has the value &amp;quot;Food&amp;quot;, explaining that the data is about need for food.&lt;br /&gt;
: A donkey, on the other hand, starts with a {{code|def}} containing &amp;quot;Donkey&amp;quot; in the section that describes pawns.&lt;br /&gt;
; {{code|&amp;lt;id&amp;gt;}}&lt;br /&gt;
: This contains a string of the unique identifier of a thing. It might be referred to several times in the file. Be sure to change it if you duplicate a thing.&lt;br /&gt;
: {{code|&amp;lt;ID&amp;gt;}} and {{code|&amp;lt;UniqueID&amp;gt;}} serve the same purpose, but they are numbers.&lt;br /&gt;
&lt;br /&gt;
The names are generally quite descriptive, so it shouldn't be hard to figure out the purpose of things and how to change them. The {{code|class}} attribute should be familiar to those who know HTML. As with always, it is harder to figure out how to create things from thin air than to change existing things.&lt;br /&gt;
&lt;br /&gt;
==Save file locations== &lt;br /&gt;
 &lt;br /&gt;
{|&lt;br /&gt;
|[[File:Folders-OS-Windows-8-Metro-icon.png|36px]] &lt;br /&gt;
|&lt;br /&gt;
===Windows version===&lt;br /&gt;
|}&lt;br /&gt;
The Save files are stored in users AppData folders:&lt;br /&gt;
&amp;lt;code&amp;gt;%USERPROFILE%\Appdata\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\Saves&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Shortcut:&lt;br /&gt;
# &amp;lt;kbd&amp;gt;Windows&amp;lt;/kbd&amp;gt;+&amp;lt;kbd&amp;gt;R&amp;lt;/kbd&amp;gt; -&amp;gt; the Run dialog will appear.&lt;br /&gt;
# Type appdata and press enter.&lt;br /&gt;
# Go to LocalLow/Ludeon Studios.&lt;br /&gt;
&lt;br /&gt;
Note:&lt;br /&gt;
* As of at least Alpha 16, the directory Steam Cloud will create is &amp;lt;code&amp;gt;%USERPROFILE%\Appdata\LocalLow\Ludeon Studios\RimWorld&amp;lt;/code&amp;gt; which is not detected by the game. Unknown if this a bug at this point.&lt;br /&gt;
* By default, &amp;lt;code&amp;gt;%USERPROFILE%&amp;lt;/code&amp;gt; is the same as &amp;lt;code&amp;gt;C:\Users\[username]&amp;lt;/code&amp;gt;. It is possible to be moved.&lt;br /&gt;
----&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Folders-OS-Linux-Metro-icon.png|36px]] &lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
===Linux version===&lt;br /&gt;
|}&lt;br /&gt;
The Save files are stored in: &amp;lt;code&amp;gt;~/.config/unity3d/Ludeon Studios/RimWorld by Ludeon Studios/Saves/&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At least as of Alpha 17b, Steam Cloud synchronization is working as intended on Linux, meaning that save files are automatically updated across different Steam installations on multiple devices.&lt;br /&gt;
----&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Folders-OS-Apple-Metro-icon.png|36px]] &lt;br /&gt;
|&lt;br /&gt;
===macOS version===&lt;br /&gt;
|}&lt;br /&gt;
Your Rimworld settings folder is &amp;lt;code&amp;gt;'''~/Library/Application Support/RimWorld'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To see your save games with Finder, open a new shell and enter:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;open &amp;quot;~/Library/Application Support/RimWorld/Saves/&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
(may also be in cache)&lt;br /&gt;
&lt;br /&gt;
This also applies to Alpha 12d.&lt;br /&gt;
&lt;br /&gt;
As of at least Alpha 16, Steam Cloud uses the directory &amp;lt;code&amp;gt;'''~/Library/Application Support/RimWorld By Ludeon Studios/Saves'''&amp;lt;/code&amp;gt;, whereas the game uses &amp;lt;code&amp;gt;open ~/Library/Application Support/RimWorld/Saves/&amp;lt;/code&amp;gt;, therefore meaning the save game sync is currently not working.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;450px&amp;quot; heights=&amp;quot;450px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Save file for Mac using EasyFind.png|Save file for Mac using EasyFind&lt;br /&gt;
File:Save file for Mac using EasyFind reveal in Finder.png|Save file for Mac using EasyFind reveal in Finder&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Editing saves==&lt;br /&gt;
{{Stub|section=1|reason=Better and more examples}}&lt;br /&gt;
{{see also|Permadeath save conversion guide|Development mode#Permanently disable{{!}}Dev mode renabling}}&lt;br /&gt;
Save editing can be a useful way to tweak the current game state. It can be used to do various things such as adding or remove currently active [[events]], pawn traits and passions, and modifying skills and statistics. &lt;br /&gt;
&lt;br /&gt;
'''Note: Incorrectly editing the save might can have unwanted consequences that might be irreversible if the original file is lost, up to and including the total loss of the save. It is highly recommended that you make a copy of your save file before editing it or save the new one as a different save file.'''&lt;br /&gt;
&lt;br /&gt;
===Stopping an event===&lt;br /&gt;
Example of removing the Toxic Fallout event from the game: open the save file with Wordpad, press &amp;lt;kbd&amp;gt;Ctrl&amp;lt;/kbd&amp;gt;+&amp;lt;kbd&amp;gt;F&amp;lt;/kbd&amp;gt;, or &amp;lt;kbd&amp;gt;⌘&amp;lt;/kbd&amp;gt;+&amp;lt;kbd&amp;gt;F&amp;lt;/kbd&amp;gt; on macOS and search for 'toxicfallout'. You will see a list of &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;li&amp;gt;events&amp;lt;/li&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. See where in the list 'ToxicFallout' is. Below that list is a list of &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;li&amp;gt;numbers&amp;lt;/li&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. Change the number to '0' between &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;li&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; which is in the same position in the list as 'ToxicFallout' was in the previous list (bottom one for me). It will now never occur again.&lt;br /&gt;
&lt;br /&gt;
Also if currently, you would be experiencing this Toxic Fallout and would want to remove it not only for the future but also immediately, do the following: Ctrl+F in the save file and search for 'activeconditions'. You will find: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;activeConditions&amp;gt;&amp;lt;li&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;i&amp;gt;some text regarding the Toxic Fallout&amp;lt;/i&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;/activeConditions&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. Change this to only 1 line with just this: &amp;lt;code&amp;gt;&amp;lt;activeConditions /&amp;gt;&amp;lt;/code&amp;gt;. So you would have [[:File:Save file editing example.png|this]].&lt;br /&gt;
&lt;br /&gt;
===Modifying a pawn===&lt;br /&gt;
Pawn editing is another useful ability of editing save files. This can be used for a range of ways, from small modifications to existing pawns, recreating specific characters, or simply creating godlike pawns. To do this, open the save file, and move about 1/3 down the text file. Click on a line, and then use the &amp;lt;kbd&amp;gt;Ctrl&amp;lt;/kbd&amp;gt;+&amp;lt;kbd&amp;gt;F&amp;lt;/kbd&amp;gt; function to find the name of the pawn you wish to edit. Keep going down until you find the pawn save location, which will have three lines: one for last name, one for nickname, and one for first name.&lt;br /&gt;
&lt;br /&gt;
From here, scroll down to find the part you wish to edit. You can remove health conditions by editing the hediffs for injuries (i.e. deleting permanent wounds) or add skills and passions.&lt;br /&gt;
&lt;br /&gt;
[[Category:Running the game]]&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:Saves_preview.png&amp;diff=105213</id>
		<title>File:Saves preview.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:Saves_preview.png&amp;diff=105213"/>
		<updated>2022-07-04T01:06:38Z</updated>

		<summary type="html">&lt;p&gt;Zippy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;br /&gt;
[[Category:Images]]&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:Saves_preview.png&amp;diff=105212</id>
		<title>File:Saves preview.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:Saves_preview.png&amp;diff=105212"/>
		<updated>2022-07-04T01:06:26Z</updated>

		<summary type="html">&lt;p&gt;Zippy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Rooms&amp;diff=105211</id>
		<title>Rooms</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Rooms&amp;diff=105211"/>
		<updated>2022-07-04T00:04:59Z</updated>

		<summary type="html">&lt;p&gt;Zippy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Gameplay_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
[[File:quality_preview.png|300px|right]]'''Room stats''' are automatically calculated values of a room that passively affect thoughts about and events in the room. Room stats can be inspected with the &amp;quot;Room Stats Display&amp;quot;, which can be toggled on/off in the lower right corner of the screen. &lt;br /&gt;
{{TOCright}}&lt;br /&gt;
[[Room roles]], which also can be inspected with the same tool, determine whether a colonist is affected by all, some or none of the room stats.  Room stats do not have an effect on every type of room, nor do colonists care about every stat in every type of room.&lt;br /&gt;
&lt;br /&gt;
Room stats are:&lt;br /&gt;
* Impressiveness (which is an aggregate of the four other stats)&lt;br /&gt;
* Wealth&lt;br /&gt;
* Space&lt;br /&gt;
* Beauty&lt;br /&gt;
* Cleanliness&lt;br /&gt;
&lt;br /&gt;
Room stats affect things like:&lt;br /&gt;
* Medical treatment quality (from ''cleanliness'')&lt;br /&gt;
* Research speed (from ''cleanliness'')&lt;br /&gt;
* Mood of the people residing in them, resulting in thoughts like&lt;br /&gt;
** &amp;quot;Impressive dining room&amp;quot;&lt;br /&gt;
** &amp;quot;Impressive bedroom&amp;quot;&lt;br /&gt;
** &amp;quot;Impressive barrack&amp;quot;&lt;br /&gt;
** &amp;quot;Impressive rec room&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Related [[traits]]:&lt;br /&gt;
* Greedy: Unhappy without sufficiently impressive bedroom.&lt;br /&gt;
* Jealous: Unhappy if anyone has a noticeably better bedroom.&lt;br /&gt;
* Ascetic: Unhappy if room is too impressive. Happy if bedroom is dull or worse.&lt;br /&gt;
&lt;br /&gt;
==Room roles==&lt;br /&gt;
{{:Room roles}}&lt;br /&gt;
&lt;br /&gt;
== Impressiveness ==&lt;br /&gt;
The value for '''impressiveness''' is based on the four other room stats ('''wealth''', '''beauty''', '''spaciousness''' and '''cleanliness''').&lt;br /&gt;
&lt;br /&gt;
Any mood/thought effects from the room then depend on this impressiveness level, and not on the precise value. The ''exact'' impressiveness value (explained below) is rounded ''down'' to the nearest whole number (dropping fractions), and a label (or &amp;quot;level&amp;quot;) of impressiveness will be given to the room, according to the table below. This level then triggers any relevant mood, positive or negative.&lt;br /&gt;
&lt;br /&gt;
The exact mood bonus depends on the role of the room, with different rooms having different buffs at each level. For more information, see the [[Mood#Situation_RoomStats|relevant]] [[Mood#Room_Stats|section]] of the Mood page.&lt;br /&gt;
&lt;br /&gt;
:: {| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Value&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt; 20&lt;br /&gt;
| awful&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 20 and &amp;lt; 30&lt;br /&gt;
| dull&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 30 and &amp;lt; 40&lt;br /&gt;
| mediocre&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 40 and &amp;lt; 50&lt;br /&gt;
| decent&lt;br /&gt;
|- &lt;br /&gt;
| &amp;gt;= 50 and &amp;lt; 65&lt;br /&gt;
| slightly impressive&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 65 and &amp;lt; 85&lt;br /&gt;
| somewhat impressive&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 85 and &amp;lt; 120&lt;br /&gt;
| very impressive&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 120 and &amp;lt; 170&lt;br /&gt;
| extremely impressive&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 170 and &amp;lt; 240&lt;br /&gt;
| unbelievably impressive&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 240&lt;br /&gt;
| wondrously impressive&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Guidelines ===&lt;br /&gt;
Since the impressiveness calculation (explained below) is fairly involved, it is not practical to predict impressiveness levels in an actual game.  However, the following rules of thumb can be applied:&lt;br /&gt;
&lt;br /&gt;
* '''Keep all four room stats equally in mind, when designing an impressive room.''' There is a heavy weighting towards the ''weakest'' of the four stats (whichever it is in that room), so If one stat is low compared to the others, that stat will overwhelmingly determine the overall ''impressiveness'' of the room.  For example, having a masterpiece work of art in a large room (high ''wealth'', ''space'' and ''beauty'') is not effective if the floor is covered in vomit and animal filth (low ''cleanliness'') - go figure.  It is very difficult to compensate for one low contributing factor by raising the others.&lt;br /&gt;
&lt;br /&gt;
* '''Making a particularly small room ''impressive'' is difficult.'''   Room size is a limiting factor for Impressiveness.  So, if you want to make the room &amp;quot;very impressive&amp;quot;, it should have a space of at least around 25 (which still counts as &amp;quot;rather tight&amp;quot; in the game).  E.g. a furnished bedroom with a 5x5 or 4×6 footprint would be fine, and a little smaller could still work, but it would be a challenge to get there with a 4x4 room.  Note that  any naturally &amp;quot;large&amp;quot; rooms like hallways, lobbies, recreation halls etc. will never run into this limitation at all.&lt;br /&gt;
&lt;br /&gt;
* '''Cleanliness matters'''. Since the level of impressiveness is what counts, and there are sharp thresholds separating the levels, even a minute change of any of the values can have a strong effect.  This is usually due to ''cleanliness'' changing (because the other factors are pretty much fixed); even a single speck of dirt on the floor can result in major [[mood]] changes.  Make sure that the room is not too close to a level threshold, and keep it clean.&lt;br /&gt;
&lt;br /&gt;
* '''Do not go overboard''', ' There are sharply diminishing returns from increasing any room stat.  Increasing any of the stats has dramatically diminishing returns with regards to impressiveness.  It is not worth putting a lot of resources into any of the stats beyond a point.*&lt;br /&gt;
::  (* Not unless you care about the stat for other reasons; &amp;quot;room impressiveness&amp;quot; is not the only stat that can affect [[mood]]. Beauty, among others, has its own value.)&lt;br /&gt;
&lt;br /&gt;
=== Formula ===&lt;br /&gt;
: ('''&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Math Warning!&amp;lt;/span&amp;gt;''''' If math is not your roll, stick with the [[Room stats#Guidelines|Guidelines]], above. Otherwise, gird yourself and press on.'')&lt;br /&gt;
&lt;br /&gt;
The actual formula for calculating impressiveness involves multiple steps, starting with the four room statistics (wealth, beauty, space and cleanliness) and resulting in a single integer value ''impressiveness''.&lt;br /&gt;
&lt;br /&gt;
The calculation is done in several steps:&lt;br /&gt;
# Scale the input values individually, so that typical in-game stats end up in a range of single digit values.&lt;br /&gt;
# Attenuate those values further by applying a logarithm function.&lt;br /&gt;
# Combine the results into an impressiveness score, using a weighted summation.&lt;br /&gt;
# Apply another attenuation function to the result depending on the space in the room.&lt;br /&gt;
&lt;br /&gt;
The details of the calculation follow.&lt;br /&gt;
&lt;br /&gt;
==== Base values ====&lt;br /&gt;
Firstly, all four &amp;quot;raw&amp;quot; stats are scaled individually by applying a factor, deriving the ''base contribution'' for each stat:&lt;br /&gt;
&lt;br /&gt;
: '''W'''&amp;lt;sub&amp;gt;b&amp;lt;/sub&amp;gt; = ''wealth'' ÷ 1500&lt;br /&gt;
: '''B'''&amp;lt;sub&amp;gt;b&amp;lt;/sub&amp;gt; = ''beauty'' ÷ 3&lt;br /&gt;
: '''S'''&amp;lt;sub&amp;gt;b&amp;lt;/sub&amp;gt; = ''space'' ÷ 125&lt;br /&gt;
: '''C'''&amp;lt;sub&amp;gt;b&amp;lt;/sub&amp;gt; = 1 + (''cleanliness'' ÷ 2.5)&lt;br /&gt;
&lt;br /&gt;
''Example:'' a room with a ''wealth'' stat of 3000 has a '''W'''&amp;lt;sub&amp;gt;b&amp;lt;/sub&amp;gt; value of 2 and a room with a ''cleanliness'' of 0 has a '''C'''&amp;lt;sub&amp;gt;b&amp;lt;/sub&amp;gt; value of 1.&lt;br /&gt;
&lt;br /&gt;
==== Modified values ====&lt;br /&gt;
These base values are now modified if they lie outside the range (−1, 1), by applying the ''natural logarithm'' as follows:&lt;br /&gt;
 m =  1 + ln(b)          (if b &amp;gt; 1)&lt;br /&gt;
 m = [1 + ln(−b)] × −1   (if b &amp;lt; −1)&lt;br /&gt;
(The negative case is actually completely analogous to the positive case, and just mirrored at the y-axis).&lt;br /&gt;
&lt;br /&gt;
Because the growth of the logarithm function (which is the inverse of the ''exponential function'') slows very rapidly, the &amp;quot;modified&amp;quot; base values will only meaningfully grow for low base values, before returns start to diminish rapidly.  An example about room ''wealth'' explains it best.&lt;br /&gt;
&lt;br /&gt;
Start with a room with a ''wealth'' of 3000:&lt;br /&gt;
: W&amp;lt;sub&amp;gt;b&amp;lt;/sub&amp;gt; = 3000 ÷ 1500 = 2&lt;br /&gt;
: W&amp;lt;sub&amp;gt;m&amp;lt;/sub&amp;gt; = 1 + ln(W&amp;lt;sub&amp;gt;b&amp;lt;/sub&amp;gt;) = 1 + ln(2) =  '''1.69'''&lt;br /&gt;
Now lets ''triple'' the ''wealth'' to 9000:&lt;br /&gt;
: W&amp;lt;sub&amp;gt;b&amp;lt;/sub&amp;gt; triples to 6&lt;br /&gt;
: W&amp;lt;sub&amp;gt;m&amp;lt;/sub&amp;gt; only changes from 1 + ln(2) = 1.69 (as above) to 1 + ln(6) = '''2.79'''&lt;br /&gt;
So, while we have '''tripled''' the ''wealth'', the derived value only increased by about 65%.&lt;br /&gt;
&lt;br /&gt;
Now triple the wealth again to an absolutely ludicrous 27,000, getting us W&amp;lt;sub&amp;gt;m&amp;lt;/sub&amp;gt; = '''3.89''', only about 40% more than the previous value, and only a little more than twice the 1.69 rating that we started out with – in total, the 800% added wealth resulted in only 130% of additional value towards room impressiveness (which is then usually attenuated even more, as explained in the next section).&lt;br /&gt;
&lt;br /&gt;
==== Impressiveness score ====&lt;br /&gt;
These modified values are then combined to give the ''impressiveness'' score as follows.&lt;br /&gt;
&lt;br /&gt;
Take a weighted sum of the average of the values and the smallest of the values:&lt;br /&gt;
 I = (65 × ('''W'''&amp;lt;sub&amp;gt;m&amp;lt;/sub&amp;gt; + '''B'''&amp;lt;sub&amp;gt;m&amp;lt;/sub&amp;gt; + '''S'''&amp;lt;sub&amp;gt;m&amp;lt;/sub&amp;gt; + '''C'''&amp;lt;sub&amp;gt;m&amp;lt;/sub&amp;gt;) ÷ 4) + (35 × min('''W'''&amp;lt;sub&amp;gt;m&amp;lt;/sub&amp;gt;, '''B'''&amp;lt;sub&amp;gt;m&amp;lt;/sub&amp;gt;, '''S'''&amp;lt;sub&amp;gt;m&amp;lt;/sub&amp;gt;, '''C'''&amp;lt;sub&amp;gt;m&amp;lt;/sub&amp;gt;))&lt;br /&gt;
This means that the smallest of the values contributes 51.25% (more than half), while the other three values each contribute 16.25%.&lt;br /&gt;
&lt;br /&gt;
'''If the room is big enough, this is the final result.'''&lt;br /&gt;
&lt;br /&gt;
As a final step we compare this impressiveness value to the ''spaciousness'' of the room:&lt;br /&gt;
 S' = 500 × S&amp;lt;sub&amp;gt;m&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 If I &amp;gt; S', then&lt;br /&gt;
   I' = 0.25 × I + 0.75 × S'&lt;br /&gt;
 else&lt;br /&gt;
   I' = I  (no change)&lt;br /&gt;
This means that a relatively small room cannot be very &amp;quot;impressive&amp;quot;, because lack of spaciousness will heavily weigh down the overall impressiveness.&lt;br /&gt;
&lt;br /&gt;
''Example:'' a &amp;quot;rather right&amp;quot; room with a space of 25 would have S' = 25 ÷ 125 × 500 = 100.  Any impressiveness up to 100 would not be affected in this case.  However, trying to go past 100 by 1 more effective point (ie. going from 100 to 101) – without changing room ''space'' – would require adding 4 more raw points (assuming for simplicity that we are only working with integers).  This is because the equation is&lt;br /&gt;
: 101 = 0.25 × (100 + i) + 0.75 × 100 = 25 + i × 0.25 + 75 = 100 + i × 0.25 = 101&lt;br /&gt;
therefore i = 4 (''i'' is the required increment).&lt;br /&gt;
&lt;br /&gt;
==== Diminishing returns from room stats ====&lt;br /&gt;
Looking at the base factors, and because the logarithm is only applied if the base values are outside of the range [−1; 1], these are the values where the stats stop giving &amp;quot;fair&amp;quot; (ie. linear) returns:&lt;br /&gt;
* ''Wealth'' above 1,500&lt;br /&gt;
* ''Beauty'' above 3&lt;br /&gt;
* ''Cleanliness'' above 0 (ie. when using any cleanliness enhancers)&lt;br /&gt;
* ''Space'' above 125&lt;br /&gt;
If you reach any of these values, it becomes more economical to shift attention to other stats.  A &amp;quot;standard bedroom&amp;quot; of size 4×6, carpeted and containing bed, dresser, end table, lamp and plant pot will still have plenty of leeway in all categories (except cleanliness, which is at a natural 0 for a cleaned room); in this case, you will usually proceed by putting a sculpture or high quality armchair in the room, increasing beauty and wealth.&lt;br /&gt;
&lt;br /&gt;
Furthermore observe that the factors (ie. modified values) for ''wealth'' and ''beauty'' will often be well above 1, but ''cleanliness'' and ''space'' usually lower than 1.  Unless the room is &amp;quot;very spacious&amp;quot;, or close to it, the decisive factor will thus be ''space'', then ''cleanliness''.  This makes sense intuitively, since we usually associate &amp;quot;impressive rooms&amp;quot; with being very spacious.&lt;br /&gt;
&lt;br /&gt;
== Wealth ==&lt;br /&gt;
This is the sum of the market value of all items in the room and all walls and doors surrounding the room.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Value&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt; 500&lt;br /&gt;
| impoverished&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 500 and &amp;lt; 700&lt;br /&gt;
| somewhat poor&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 700 and &amp;lt; 2000&lt;br /&gt;
| mediocre&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 2000 and &amp;lt; 4000&lt;br /&gt;
| somewhat rich&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 4000 and &amp;lt; 10000&lt;br /&gt;
| rich&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 10000 and &amp;lt; 40000&lt;br /&gt;
| luxurious&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 40000 and &amp;lt; 100000&lt;br /&gt;
| very luxurious&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 100000 and &amp;lt; 1000000&lt;br /&gt;
| extremely luxurious&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 1000000&lt;br /&gt;
| unbelievably luxurious&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Beauty ==&lt;br /&gt;
This is the average environmental beauty of the room including its walls with a penalty for small rooms.  The door, and the floor tile underneath the door has no influence.  Floor tiles underneath walls do not count.&lt;br /&gt;
&lt;br /&gt;
Room Beauty is calculated as:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;TotalBeauty = sum(beauty for each internal cell) + sum(beauty for each adjacent cell)&lt;br /&gt;
WeightedSize = size if (size &amp;gt; 40) else (20 + size / 2)&lt;br /&gt;
RoomBeauty = TotalBeauty / WeightedSize&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This means that all rooms with less than 40 internal space will have their beauty penalised.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Value&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt; -3.5&lt;br /&gt;
| hideous&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= -3.5 and &amp;lt; 0&lt;br /&gt;
| ugly&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 0 and &amp;lt; 2.4&lt;br /&gt;
| neutral&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 2.4 and &amp;lt; 5&lt;br /&gt;
| pretty&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 5 and &amp;lt; 15&lt;br /&gt;
| beautiful&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 15 and &amp;lt; 50&lt;br /&gt;
| very beautiful&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 50 and &amp;lt; 100&lt;br /&gt;
| extremely beautiful&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 100&lt;br /&gt;
| unbelievably beautiful&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Space ==&lt;br /&gt;
Indicates how much free space is available in the room. A room's Space score is 1.4 times the number of tiles in the room. Objects that prevent a pawn from standing in a space will decrease the available space in the room by 0.9 per tile the object covers. Thus, an occupied tile contributes a total of 0.5 to space. Objects that reduce space include beds, tables, workbenches, lamps, and heaters. Stools and chairs do not reduce space.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Value&lt;br /&gt;
! Description&lt;br /&gt;
! typical size*&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt; 12.5&lt;br /&gt;
| cramped&lt;br /&gt;
| 3x4 or smaller*&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 12.5 and &amp;lt; 29&lt;br /&gt;
| rather tight&lt;br /&gt;
| 3x6, 4x5*&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 29 and &amp;lt; 55&lt;br /&gt;
| average-sized&lt;br /&gt;
| 4x7, 5x6*&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 55 and &amp;lt; 70&lt;br /&gt;
| somewhat spacious&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 70 and &amp;lt; 130&lt;br /&gt;
| quite spacious&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 130 and &amp;lt; 349.5&lt;br /&gt;
| very spacious&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 349.5&lt;br /&gt;
| extremely spacious&lt;br /&gt;
|}&lt;br /&gt;
: (* These are &amp;quot;safe&amp;quot; approximations; as described, the items placed &amp;lt;u&amp;gt;in&amp;lt;/u&amp;gt; the room can greatly reduce the effective size. For example, an empty 5x5 room has space (25 x 1.4 =) 35, easily &amp;quot;average&amp;quot; - when empty. However, placing just one bed (2 tiles), one table (2 tiles), a light, a heater, a plantpot and one artwork (1 tile each, a chair is &amp;quot;free&amp;quot;) in that room reduces the effective space by -7.2 (= 8 tiles x .9), and the effective space is now 27.8, &amp;quot;rather tight&amp;quot;.)&lt;br /&gt;
&lt;br /&gt;
Because of the way these cut points work, a 3x5 room (15 tiles) or 4x4 (16) is not usually advisable, as it can too easily drop into the &amp;quot;cramped&amp;quot; category without providing any advantage. Go bigger to get the size boost, or smaller and save footprint space.&lt;br /&gt;
&lt;br /&gt;
== Cleanliness ==&lt;br /&gt;
This stat affects medical outcomes, research speed, and the chance that cooked meals will cause [[food poisoning]]. A room's cleanliness is the average cleanliness score of all tiles in the room. It is determined by the type of flooring, the presence of any [[filth]], and the cleanliness value of some furniture such as the [[Butcher table]] and the [[Stonecutter's table]].&lt;br /&gt;
&lt;br /&gt;
::: {| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Room Cleanliness&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt; -1.1&lt;br /&gt;
| very dirty&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= -1.1 and &amp;lt; -0.4&lt;br /&gt;
| dirty&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;=  -0.4 and &amp;lt; -0.05&lt;br /&gt;
| slightly dirty&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= -0.05 and &amp;lt; 0.4&lt;br /&gt;
| clean&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;= 0.4&lt;br /&gt;
| sterile&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
: {| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Surface&lt;br /&gt;
! Cleanliness&amp;lt;br&amp;gt;Value&lt;br /&gt;
|-&lt;br /&gt;
| [[Sterile tile]] floor || 0.6&lt;br /&gt;
|-&lt;br /&gt;
| [[Steel tile|Steel]], [[Silver tile|Silver]] or [[Gold tile|Gold]] floor || 0.2&lt;br /&gt;
|-&lt;br /&gt;
| all other constructed [[floor]]ing&amp;lt;nowiki&amp;gt;;&amp;lt;/nowiki&amp;gt; [[Bridge]]s || 0&lt;br /&gt;
|-&lt;br /&gt;
| Natural stone ([[Rough stone|rough]] or [[Smooth stone|smoothed]]) || 0&lt;br /&gt;
|- &lt;br /&gt;
| [[Straw matting]] || -0.1&lt;br /&gt;
|-&lt;br /&gt;
| all other [[Environment#Terrain|natural surfaces]] (soil, gravel, etc.) || -1&lt;br /&gt;
|-&lt;br /&gt;
| Marshy soil || -2&lt;br /&gt;
|-&lt;br /&gt;
| [[Chunk]]s || -2&lt;br /&gt;
|-&lt;br /&gt;
| [[Filth|Dirt, rubble, all other filth]] || -5&lt;br /&gt;
|-&lt;br /&gt;
| [[Filth|Blood]] || -10&lt;br /&gt;
|-&lt;br /&gt;
| [[Filth|Insect blood, vomit, fuel puddle]] || -15&lt;br /&gt;
|-&lt;br /&gt;
| [[Filth|Corpsebile]] || -20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Using &amp;quot;Toggle the beauty display&amp;quot; the player can locate filth in a given room, which will be highlighted due to its negative &amp;quot;beauty value&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The beauty value is ''not'' equal to the cleanliness value but gives a very rough idea of the actual dirtiness. The ''beauty'' value is affected by all items in the room that have an environmental beauty value; a room or tile can be hideously dirty but still have a positive beauty value.&lt;br /&gt;
&lt;br /&gt;
==== Test ====&lt;br /&gt;
&lt;br /&gt;
The following content is the result of a study on the ''Effect of filth over sterile rooms''. Results are raw observations, take with caution:&lt;br /&gt;
&lt;br /&gt;
: {| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Effect of filth over sterile rooms&lt;br /&gt;
|-&lt;br /&gt;
! Size m^2&lt;br /&gt;
!Measurements&lt;br /&gt;
!Dirt beauty&lt;br /&gt;
!Cleanliness&amp;lt;br&amp;gt;Value&lt;br /&gt;
!Cleanliness&amp;lt;br&amp;gt;Value Difference&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1*1 || -15 || -4.40/0.60 || -5&lt;br /&gt;
|-&lt;br /&gt;
| 25 || 5*5 ||-15 || 0.40/0.60 || -0.20&lt;br /&gt;
|-&lt;br /&gt;
| 50 || 5*10 || -15 || 0.50/0.60 || -0.10&lt;br /&gt;
|-&lt;br /&gt;
| 100 || 10*10 || -15 || 0.55/0.60 || -0.05&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Spilling behavior (observed in hospital):'''&lt;br /&gt;
*When a tile has a -30 beauty value of blood on it, new blood will spill on another tile. It may be random or have something to do with a possible filth stacking limit.&lt;br /&gt;
&lt;br /&gt;
'''Spilling test:'''&lt;br /&gt;
*Method: 20 alpacas in a 5*5 room. All killed and body deleted using &amp;quot;damage 10 tool&amp;quot;. &lt;br /&gt;
*Result: Blood never stacks over 5, with -30 beauty. If no tile free to spill blood, nothing happens.&lt;br /&gt;
&lt;br /&gt;
'''Observation:'''&lt;br /&gt;
*Blood stacking on the same tile will not further decrease the room cleanliness and beauty. Only  blood stacking on previously non bloody tiles will.&lt;br /&gt;
'''After further observations:'''&lt;br /&gt;
*This mechanism works with any type of filth. Stacking them with the same ''type of filth'' does not increase their effect. Different types of filth stacking on the same tile will add the effects together.&lt;br /&gt;
*Example : 2 x blood + 2 x firefoam on one tile will gives the same cleanliness than 1 x blood + 1 x firefoam on one tile.&lt;br /&gt;
&lt;br /&gt;
'''Stacking of dirt and filth test'''&lt;br /&gt;
*Method: 5*5 room, stacking as much filth as possible over all tiles.&lt;br /&gt;
**Adding blood (-30) from ''Spilling test''. &lt;br /&gt;
**Adding fire foam (-25) using dev tools.&lt;br /&gt;
**getting rid of the floor (-1). &lt;br /&gt;
**Adding vomit (-41).&lt;br /&gt;
**Adding dirt (-11, should be -15. Dirtiness values seems to be locked at -107 at most, to check). &lt;br /&gt;
**insect fluids have not been tested.&lt;br /&gt;
&lt;br /&gt;
*Results:&lt;br /&gt;
**From the given results it seems that the tiles can not have a beauty value past -107.&lt;br /&gt;
**It has been observed that the &amp;quot;beauty value&amp;quot; does not decrease when stacking the same type of filth together. Would lock at -30 with the blood. cleanliness locks as beauty does.&lt;br /&gt;
**Filth stack up to 5 time for a given type of filth. After that, if no space is available to spill filth, the action is cancelled.&lt;br /&gt;
&lt;br /&gt;
Observation:&lt;br /&gt;
During this study it has been observed that beauty values from indoor filth and outdoor filth are very different. Being indoor/outdoor has an effect on the beauty values.&lt;br /&gt;
&lt;br /&gt;
: {| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Beauty values by type of filth (sample) :&lt;br /&gt;
|-&lt;br /&gt;
! Filth&lt;br /&gt;
!Beauty (outdoor)&lt;br /&gt;
!Beauty (indoor)&lt;br /&gt;
|-&lt;br /&gt;
| blood || -8 to -10 || -15 to -30&lt;br /&gt;
|-&lt;br /&gt;
| dirt || -4 to -5 || -15&lt;br /&gt;
|-&lt;br /&gt;
| vomit || -11 to -13 || -40&lt;br /&gt;
|-&lt;br /&gt;
| fire foam || -8 || -25&lt;br /&gt;
|-&lt;br /&gt;
| item on floor || -6 to -7|| -6 to -7&lt;br /&gt;
|-&lt;br /&gt;
| meat on floor || -20 || -20&lt;br /&gt;
|-&lt;br /&gt;
| chunk || -20 || -20&lt;br /&gt;
|-&lt;br /&gt;
| soil || -1 || -1&lt;br /&gt;
|-&lt;br /&gt;
| mud || -2 || -2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As we can observe, most filth have an increased beauty debuff when inside. Also, chunks do have an influence of -6 cleanliness (tested in a clean 1x1 room with wood floor). &lt;br /&gt;
&lt;br /&gt;
Note that mud can not be built over, so you will rarely have the occasion to build a room filled with mud (why would you?). Test done by surrounding a small mud chunk with walls and building a roof over.&lt;br /&gt;
&lt;br /&gt;
Also good to mention, items and raw meat do NOT have any effect on cleanliness. You can store medicine in your hospitals.&lt;br /&gt;
&lt;br /&gt;
'''Conclusion'''&lt;br /&gt;
*After a fight, colonists in need of treatment will often bleed huge amounts of blood. A proper hospital should be able to withstand up to -35 cleanliness (-105 beauty) per patients to keep cleanliness at 0. It counts as most patients will bleed up to 2-3 times (-10 cleanliness per bloody tiles and -30 beauty) and the doctor or the patient may add in -5 cleanliness (or -15 beauty) due to dirt.&lt;br /&gt;
**The cheapest design to keep at least [0 &amp;lt;= cleanliness] would be to opt for a 6 x 10 (for at least 59 tiles) hospital for one bed.&lt;br /&gt;
**The most effective option to keep at least [0.40 &amp;lt; cleanliness] would be to use a 14 x 14 (for at least 195 tiles) hospital for one bed.&lt;br /&gt;
*Better to note, long term health care do not need such rooms. If you can afford to clean the hospital before healing/operating on a patient you might only need to worry about -20 debuff for cleanliness as you will only have to worry about the new blood spilling from the patient in bed (bleeds slower).&lt;br /&gt;
**The cheapest design to keep at [0 &amp;lt;= cleanliness] would be 4x5 (for at least 17).&lt;br /&gt;
**The most effective to keep at [0.40 &amp;lt; cleanliness] would be 6x5 (for at least 34).&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Added&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:Quality_preview.png&amp;diff=105210</id>
		<title>File:Quality preview.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:Quality_preview.png&amp;diff=105210"/>
		<updated>2022-07-04T00:03:58Z</updated>

		<summary type="html">&lt;p&gt;Zippy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;br /&gt;
[[Category:Images]]&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:Quality_preview.png&amp;diff=105209</id>
		<title>File:Quality preview.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:Quality_preview.png&amp;diff=105209"/>
		<updated>2022-07-04T00:03:46Z</updated>

		<summary type="html">&lt;p&gt;Zippy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:Zippy/sandbox&amp;diff=105208</id>
		<title>User:Zippy/sandbox</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:Zippy/sandbox&amp;diff=105208"/>
		<updated>2022-07-03T20:31:26Z</updated>

		<summary type="html">&lt;p&gt;Zippy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| {{STDT|sortable c_03 align-right}}&lt;br /&gt;
! Heading 1 !! Heading 2 !! Heading 3&lt;br /&gt;
|-&lt;br /&gt;
! Subheading 1&lt;br /&gt;
| 1.1 || | 1.2&lt;br /&gt;
|-&lt;br /&gt;
! Subheading 2&lt;br /&gt;
| 2.1 || | 2.2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|sortable c_01 align-right}}&lt;br /&gt;
! Heading 1 !! Heading 2 !! Heading 3&lt;br /&gt;
|-&lt;br /&gt;
! Subheading 1&lt;br /&gt;
| 1.1 || | 1.2&lt;br /&gt;
|-&lt;br /&gt;
! Subheading 2&lt;br /&gt;
| 2.1 || | 2.2&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:Zippy/sandbox&amp;diff=105207</id>
		<title>User:Zippy/sandbox</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:Zippy/sandbox&amp;diff=105207"/>
		<updated>2022-07-03T20:31:07Z</updated>

		<summary type="html">&lt;p&gt;Zippy: Created page with &amp;quot;{| {{STDT|sortable c_01 align-right}} ! Heading 1 !! Heading 2 !! Heading 3 |- ! Subheading 1 | 1.1 || | 1.2 |- ! Subheading 2 | 2.1 || | 2.2 |}&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| {{STDT|sortable c_01 align-right}}&lt;br /&gt;
! Heading 1 !! Heading 2 !! Heading 3&lt;br /&gt;
|-&lt;br /&gt;
! Subheading 1&lt;br /&gt;
| 1.1 || | 1.2&lt;br /&gt;
|-&lt;br /&gt;
! Subheading 2&lt;br /&gt;
| 2.1 || | 2.2&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:Zippy&amp;diff=105206</id>
		<title>User:Zippy</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:Zippy&amp;diff=105206"/>
		<updated>2022-07-03T20:30:50Z</updated>

		<summary type="html">&lt;p&gt;Zippy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I'm a mod at the Age of Empires forums and the Lead Developer at the Songs of Syx wiki. I make edits and I'm excellent at Photoshop. That's about it. There's nothing else.&lt;br /&gt;
----&lt;br /&gt;
[[User:Zippy/sandbox|My Sandbox Page]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[User:Zippy/common.css|My Personal CSS Page]]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://nonreallink.gov Test External Link]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Test Broken Link]]&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Animals&amp;diff=105205</id>
		<title>Animals</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Animals&amp;diff=105205"/>
		<updated>2022-07-03T19:28:03Z</updated>

		<summary type="html">&lt;p&gt;Zippy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Characters_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
{{Move|reason=Suggest split entire [[Animals#Animal_husbandry|Animal Husbandry]] subsection to its own article, to reduce the WoT factor on this page. See [[Talk:Animals|Discussion page]].}}&lt;br /&gt;
{{Stub|reason=Missing information on the autoslaughter system added in 1.3.3066}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{for|the skill of the same name|Skills#Animals{{!}}Skills}}&lt;br /&gt;
{{for|a complete search|List of animals|}}&lt;br /&gt;
{{imagemargin|[[File:animals_preview.png|190px|right]]|30px}}Wild '''animals''' spawn on the map according to the [[biomes|biome]] and from random events.  Unlike animals on, say, Earth, animals on RimWorld are all potentially '''dangerous'''. With just a little luck, a [[rat]] or [[squirrel]], and certainly something as vicious as a [[tortoise]] or a wild [[turkey]], can often [[downed|take down]] and even kill a casually armored colonist, or at best leave them wishing they had never met the horrible beast. At least until you have some first-hand experience with them, '''do not underestimate wild animals!'''&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
These wild animals, and their tamed counterparts, will wander and graze on vegetation, including player-grown plants, regardless of type. Growing [[Resources#Raw food|food]] outdoors can sometimes attract animals to your base perimeter. Animals are an important source of [[food]] by the meat they provide once [[Orders#Hunt|hunted]] and [[butcher table|butchered]].&lt;br /&gt;
&lt;br /&gt;
Raiders will target tamed animals as often as colonists.&lt;br /&gt;
&lt;br /&gt;
Animal trainers receive 90 XP per training or taming attempt. When tamed &amp;quot;[[cute]]&amp;quot; animals nuzzle a colonist, it counts as a social interaction and is logged in the social tab of both the colonist and animal. &lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
== Animals tab ==&lt;br /&gt;
The Animals tab is in the menu bar at the bottom of the screen. The default hotkey is {{key|F4}}.&lt;br /&gt;
* The Animals tab lists all the colony animals. Clicking an animal name will center the map to that animal. &lt;br /&gt;
* A button lists the animal's master, if it has one. Click the button to assign a new master.&lt;br /&gt;
* [[Zone/Area#Allowed area|Allowed areas]] are also listed here including Unrestricted, [[Home area]], and animal areas. Each animal stays in its assigned area unless its master is drafted. &lt;br /&gt;
** Farm animals and some pack animals cannot be assigned zones, and are instead controlled by pawns with roping and pen settings.&lt;br /&gt;
* The &amp;lt;tt&amp;gt;[Manage areas...]&amp;lt;/tt&amp;gt; button at the top of the tab opens a window to edit allowed areas.&lt;br /&gt;
&lt;br /&gt;
{{asof|A14}} several features have been added to the Animals tab:&lt;br /&gt;
* Gender and life stage informational columns&lt;br /&gt;
* A &amp;quot;Slaughter&amp;quot; checkbox column to allow easy slaughtering of multiple tamed animals at once&lt;br /&gt;
* Checkbox columns for each trainable skill to allow easy training of many animals&lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
Most animals appear to have no limbs, just as colonists do.&lt;br /&gt;
&lt;br /&gt;
Some animals have different appearances between males and females.&lt;br /&gt;
&lt;br /&gt;
== Behavior ==&lt;br /&gt;
*'''Wandering:''' Animals will wander the area when they have nothing else to do, e.g. eating or hunting. When wandering, some species of animals will tend to stay together in a herd. Others will spread out alone across the map.&lt;br /&gt;
*'''Roaming:''' Tame farm animals will occasionally attempt to leave the map if not in a pen or if a door is obstructed, with its frequency determined by the animal's roam interval [[stat]].&lt;br /&gt;
*'''Filth:''' While walking on constructed floors they can leave animal filth. The rate of producing filth is proportional to body size and wildness. Farm animals tend to produce massive amounts of filth. This can be mitigated by the [[straw matting]] floor type, reducing filth by 95%.&lt;br /&gt;
*'''Forbidden food:''' Hungry tame animals will eat forbidden food and non-farm animals may even leave their allowed area to eat food. &lt;br /&gt;
&lt;br /&gt;
=== Mating ===&lt;br /&gt;
For each non-[[sterilized]], tamed, awake male, once per hour, there is either a 1/12 or 1/8 (depending on species) chance that the male will search for a non-pregnant/non-fertilized, non-sterilized, tamed, awake female of the same species within 30 tiles to initiate mating. Female animals do not ever attempt to initiate mating themselves. In rare cases, more than one male can mate with the same female at once. The female will stand there, allowing the male to mate with her. The female then has a 50% chance to become [[pregnant]] in the case of gestational animals, or a 100% chance to become fertilized in the case of egg-laying animals.&lt;br /&gt;
&lt;br /&gt;
In order to maximize the rate of offspring for a given population size of adults, the ideal is that the moment one female becomes pregnant or fertilized, another gives birth or lays an egg and becomes available to be mated. If there was no randomness involved in mating, the female:male ratio that would achieve this is given by &amp;lt;code&amp;gt;awake_proportion×gestation_time/(2×mate_mtb)&amp;lt;/code&amp;gt; for gestational animals, or &amp;lt;code&amp;gt;awake_proportion×egg_interval/mate_mtb&amp;lt;/code&amp;gt; for egg-laying animals. As the proportion of [[Rest|time spent awake]] can be approximated to be about &amp;lt;code&amp;gt;2/3&amp;lt;/code&amp;gt; for a rest effectiveness of 0.8, and &amp;lt;code&amp;gt;mate_mtb&amp;lt;/code&amp;gt; is usually 12 hours, this can be simplified to &amp;lt;code&amp;gt;2/3×gestation_time&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;4/3×egg_interval&amp;lt;/code&amp;gt; in most cases. However, as the randomness involved with mating becomes more significant with smaller population sizes, slightly more males will be desired for smaller populations. On the contrary, animals that can be milked will want more females than this ratio suggests, as the gains from milk will offset the losses from time spent not pregnant, and animals that can lay unfertilized eggs can similarly afford a higher female ratio.&lt;br /&gt;
&lt;br /&gt;
Wild animals do not mate.&lt;br /&gt;
&lt;br /&gt;
Incest has no effect on animal health.&lt;br /&gt;
&lt;br /&gt;
=== Fleeing ===&lt;br /&gt;
Passive animals will mostly flee when harmed. They will not flee if they are engaging in combat with an adversary. &amp;lt;br&amp;gt;&lt;br /&gt;
More aggressive animals have a chance to revenge and turn and attack instead of fleeing.&lt;br /&gt;
Be aware that packs of animals may seek revenge together, quickly overpowering a single colonist.&lt;br /&gt;
&lt;br /&gt;
If a member of a herd is harmed or killed, the rest of the herd will flee as well, scattering around.&lt;br /&gt;
&lt;br /&gt;
=== Aggression ===&lt;br /&gt;
&lt;br /&gt;
Sometimes a single animal may go mad, or every animal of the same species be driven mad by a psychic wave, and attack any humans not behind closed doors. &lt;br /&gt;
&lt;br /&gt;
If injured by a colonist or tamed pet, certain species of animals will become maddened into a [[Mental break#Manhunter|manhunter]] state and will relentlessly seek out humans to attack. Sometimes nearby animals of the same species will be simultaneously enraged. Unless otherwise neutralized, a maddened animal will eventually return to a normal mood after sleeping. Animals in manhunter state will attack doors if colonists try to go in and out of them.&lt;br /&gt;
&lt;br /&gt;
Manhunter chances are listed in the Wildlife tab of the map screen with a red lightning bolt next to their name, and also on the Info tab of each individual animal's information window.&lt;br /&gt;
&lt;br /&gt;
[[File:Manhunter due to pet hunting.png|400px]]&lt;br /&gt;
&lt;br /&gt;
=== Predation ===&lt;br /&gt;
Most carnivores are predators. When hungry, a predator will prefer an easy meal. They'll first go for meals or food types within their diet. They may go for a downed or dead animal or a human corpse. But when a hungry predator has no other food nearby, they will hunt, kill and consume almost any animal smaller than them, including your tamed animals or even your colonists. This can especially be a problem on maps with little wildlife, like on [[Biomes#Ice sheet|Ice sheets]] when a polar bear wanders in. Still, predators tend to choose more vulnerable and weaker animals, and wisely avoid boomrats and boomalopes. Their attacks usually stun their prey, leaving them unable to fight back or flee.  A predator will focus all their attacks on their downed prey, so if they do down your colonists or livestock and you have a colonist nearby, then direct them to Rescue that downed pawn.  It could mean the difference between life and death.&lt;br /&gt;
 &lt;br /&gt;
Predators include the {{#ask: [[Category:Animals]] [[Is Predator::true]]}}.&lt;br /&gt;
&lt;br /&gt;
If you successfully hide all colonists and tamed animals away from a predator's reach, it will hunt any other available wildlife.&lt;br /&gt;
&lt;br /&gt;
It is not possible to view the Needs tab of a wild animal, so you may have to deduce whether or not a predator is hungry based on its behavior. They sometimes remain near the area where they last killed and ate an animal for about a day. Bloodstains or partially-consumed animal corpses on the ground are a fairly reliable guide, as well as a source of free leather and delicious leftovers. Be careful not to let a hauler take away a predator's food before it has finished eating. It will still be hungry and will hunt your colonist instead.&lt;br /&gt;
&lt;br /&gt;
Remember that [[fence]]s and [[fence gate]]s do not count as impassable for all pawns except for farm animals, meaning that predators can leap over.&lt;br /&gt;
&lt;br /&gt;
=== Body heat ===&lt;br /&gt;
&lt;br /&gt;
Animals will give out body heat, slightly heating up their surroundings. This is insignificant most of the time. In enclosed barns with many animals packed, the heat can become a problem in warm weather or hot biomes, and a benefit in cold biomes or during winter.&lt;br /&gt;
&lt;br /&gt;
== Breeding ==&lt;br /&gt;
Animals are born by live birth or by hatching from a fertilized egg.&lt;br /&gt;
&lt;br /&gt;
=== Live birth ===&lt;br /&gt;
{{See also|Pregnancy}}&lt;br /&gt;
Female animals that give live birth become [[pregnant]] when a male animal approaches them and mates. Only tamed animals may breed. An animal's gestation period specifies how long a female's pregnancy will last.&lt;br /&gt;
&lt;br /&gt;
A pregnant animal suffering [[malnutrition]] or is injured may miscarry. Miscarriages are noted by an in-game message.&lt;br /&gt;
&lt;br /&gt;
Live births produce amniotic fluid (see [[Filth]]).&lt;br /&gt;
&lt;br /&gt;
Some animals will give birth to multiple young. The probability of this is determined by a curve, and is different for each animal.&lt;br /&gt;
&lt;br /&gt;
Animals can breed with their own family members without penalty, even for repeated generational incest, allowing a pair of 2 animals to eventually propagate into a packed room of the species of animal.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-style: solid; border-width: 0px; text-align:left;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot; | Pregnancy progresses in stages.&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Early stage (hidden) &lt;br /&gt;
|: Starts at 0%. This stage is not displayed but may be surmised by the vomiting it causes.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Middle stage&lt;br /&gt;
|: Starts at 33%. At this stage [[Health#Moving|Moving]] is reduced by 15%.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Late stage&lt;br /&gt;
|: Starts at 66%. At this stage [[Health#Moving|Moving]] is reduced by 30% and may include vomiting.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Full term&lt;br /&gt;
|: At 100%. At this point the female will give birth. Some species may have multiple offspring in a litter.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Eggs ===&lt;br /&gt;
Egg-laying animals include the {{#ask: [[Category:Animals]] [[Egg Laying Interval::+]]}} as of 1.1. Females become fertilized after mating with males, causing them to lay fertilized eggs. Most animals will not lay unfertilized eggs, with the exception of [[chicken]]s, [[duck]]s, and [[goose|geese]].&lt;br /&gt;
&lt;br /&gt;
Fertilized eggs display their progress on the inspect pane and hatch when ready.&lt;br /&gt;
&lt;br /&gt;
Fertilized eggs can be ruined by temperature if not kept within their safe temperature range of {{Temperature|{{Q|Chicken egg (fert.)|Min Safe Temperature}}|{{Q|Chicken egg (fert.)|Max Safe Temperature}}}}.&amp;lt;!-- These temperatures are the same for all eggs. I just picked the most common one --&amp;gt;&lt;br /&gt;
: Eggs start to freeze below {{Temperature|{{Q|Chicken egg (fert.)|Min Safe Temperature}}}}.&lt;br /&gt;
: Eggs start to overheat above {{Temperature|{{Q|Chicken egg (fert.)|Max Safe Temperature}}}}.&lt;br /&gt;
&lt;br /&gt;
The inspect pane will indicate 'Overheating' or 'Freezing' followed by a percentage rising up to 100%. It increases by {{#expr:{{Q|Chicken egg (fert.)|Spoiling Rate}}*100}}% per {{Temperature|1||delta}} outside the safe temperature range each [[tick]]. This status is halted when safe temperate is restored, but it is not reset - if the temperature is unsafe again, it will pick up where it left off. If it reaches 100% the egg is 'ruined by temperature' and will not hatch even if returned to a suitable area. A ruined egg still has full nutritional value and can be used to make a meal (or eaten raw, with a mood debuff).&lt;br /&gt;
&lt;br /&gt;
=== Sterilization ===&lt;br /&gt;
{{Main|Sterilization}}&lt;br /&gt;
&lt;br /&gt;
Animals can be sterilized by way of an operation to prevent them even attempting to breed with another animal. As such they will never reproduce.&lt;br /&gt;
&lt;br /&gt;
== Diet ==&lt;br /&gt;
While most carnivorous animals can eat raw meat, corpses, kibble, and meals, [[Warg]]s can ''only'' eat raw meat and corpses. &lt;br /&gt;
&lt;br /&gt;
All strictly herbivorous animals and some omnivorous animals (notably pigs and boars) can eat live plants (except trees) and haygrass. &amp;lt;br&amp;gt;&lt;br /&gt;
Dendrovorous animals such as the [[alphabeaver]] and [[thrumbo]] can eat trees, in addition to other plant-based foods.&lt;br /&gt;
&lt;br /&gt;
Because all animals except wargs can eat meals, [[kibble]], and [[pemmican]], it is possible to feed meat to herbivores or plants to carnivores if it is prepared first.&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
Animals have the same set-up as humans when it comes to health, minus the ability to operate on them (except euthanasia)(The option to amputate an infected limb can become available once infection sets in, at least on Thrumbos—assuming other animals as well). They feel pain, and have all of the different health stats that human pawns possess. Animals can become addicted to beer, and they suffer the same negative health alcohol effects as humans. Keep them away from alcohol.&lt;br /&gt;
Animals need to have an animal bed (or sleeping spot) in order to be healed.&lt;br /&gt;
&lt;br /&gt;
Like humans, they have a life expectancy, and are affected by [[Ailments|chronic diseases]]. There is no way to cure them in the base game other than [[Healer mech serum]], which would be incredibly expensive.&lt;br /&gt;
&lt;br /&gt;
A tamed animal that requires tending will find the nearest animal bed or animal sleeping spot in their [[allowed area]] and rest there until it is either fully healed or dead. Pawns assigned to doctoring will tend its wounds or illnesses and feed it, just as they would do for a humanlike pawn. If all human colonists are absent or unable to care for a sick animal, it can die of starvation even if there is food nearby and it is capable of walking.&lt;br /&gt;
&lt;br /&gt;
Animals have half the [[Toxic Sensitivity]] of humans by default.&lt;br /&gt;
&lt;br /&gt;
== Hunting ==&lt;br /&gt;
[[File:Hunt.png|42px]]&lt;br /&gt;
&lt;br /&gt;
Wild animals may be marked for hunting, done by [[Menus#Hunt|hunters]] with ranged weapons, who will proceed to shoot them at maximum range, before executing them with a neck cut when they are downed (except explosive animals). After killing their target, they will haul the carcass to a [[stockpile zone]] even if they are naturally incapable of hauling, but will not start hauling it again if they're interrupted.&lt;br /&gt;
&lt;br /&gt;
Animals harmed by hunting that were not killed yet may become enraged and if its a pack type, its full horde may turn hostile against the entire colony. If they are non-aggressive animals they usually flee instead.&lt;br /&gt;
&lt;br /&gt;
Hunting may take longer during bad weather since there's a shooting modifier while it's raining or snowing that makes it more likely for shots to miss.&lt;br /&gt;
* Fog (with or without rain): hit chance multiplier is 50%.&lt;br /&gt;
* Rain or snow: hit chance multiplier is 80%.&lt;br /&gt;
&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
To mark animals to be hunted use one of the following methods: &lt;br /&gt;
*Click Wildlife, Click the first red X to the right of the animal you want to hunt and change it to a green check mark&lt;br /&gt;
*Click Orders, Hunt, then click one or more individual animals.&lt;br /&gt;
*Click Orders, Hunt, then click and drag a box to surround and select multiple animals.&lt;br /&gt;
*Select one or more animals, click Hunt.&lt;br /&gt;
&lt;br /&gt;
=== Hunting tips ===&lt;br /&gt;
&lt;br /&gt;
* Animals can be hunted manually instead of just using the hunt order by drafting a colonist and right clicking to fire at animals.  This allows the killing of multiple animals in one session, or hunting from close range.  Closer range reduces the chance of missing shots or unintended friendly fire, but raises the chance of provoking animal revenge.&lt;br /&gt;
&lt;br /&gt;
* Wounded animals (either hit with arrows/bullets or cut in particular) tend to bleed. Heavily bleeding animals die after a certain period of time if left untended. Thus it is possible to wound a target and wait until it bleeds to death or drops unconscious due to blood loss. This way you can avoid unnecessary damage to the corpse (and avoid being caught in the explosion left by boomalopes and boomrats). Keep in mind that a wounded but mobile animal can wander away. Unconscious animals can be &amp;quot;saved&amp;quot; - essentially transported to sleeping spots assigned as medical - but without medical treatment they will still die. A valid, if hardly humane, way to hunt.&lt;br /&gt;
&lt;br /&gt;
* In the occasion of a full horde revenge, early-stage colonies may easily become overrun, leaving all colonists downed. But down is not out. Eventually, one or more of your colonists may recover. With luck, this miracle may take place at nightfall, when wildlife sleep (except for the most enraged beasts among those), or they have wandered far enough, opening a chance to rescue everybody else. The manhunter status of the horde will disappear overnight.&lt;br /&gt;
**[[Defense tactics#Melee blocking|Melee blocking]] could be a valuable tactic to defeat the rampaging animals. In addition to making it easier to defeat the animals even when outnumbered, it also keeps your downed colonists near your base for easy rescue.&lt;br /&gt;
&lt;br /&gt;
== Life stages ==&lt;br /&gt;
Animals all have three different life stages - baby, juvenile and adult. The growth at which they enter the juvenile and adult life stages is determined for each animal separately. Animals may have different graphics for different life stages (e.g. [[deer]]), or may simply appear smaller. Some animals have a specific name for this stage (e.g. chick). Eventually, they reach the final life stage, adulthood. Animals have different sounds (call, anger, wounded, death) for different life stages. Babies may simply make a higher pitched sound, or have a different sound altogether (such as chicks). Only upon reaching adulthood can animals reproduce, produce wool or milk, or carry riders in caravans.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! Baby Bird !! Baby !! Juvenile !! Adult&lt;br /&gt;
|-&lt;br /&gt;
| '''Body Size''' || 10% || 20% || 50% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Hunger''' || 40% || 40% || 75% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Max Food''' || 60% || 60% || 75% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Health Scale''' || 25% || 25% || 60% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Market Value''' || 40% || 40% || 75% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Move Speed''' || 50% || 50% || 90% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Melee Damage''' || 50% || 50% || 75% || 100%&lt;br /&gt;
|}&lt;br /&gt;
The reduction in Body Size of babies and juveniles also affects several other stats, such as [[Meat Amount|Meat]] and [[Leather Amount]]&lt;br /&gt;
&lt;br /&gt;
== Needs ==&lt;br /&gt;
Animals require food and sleep and will fulfil their needs on their own.&lt;br /&gt;
&lt;br /&gt;
'''Food:''' Animals will eat any available food according to their diet. Herbivorous animals of the colony can be left to eat grass on their own. Note that animals require different amounts of food compared to humans, as represented by their [[Hunger Rate]].&lt;br /&gt;
&lt;br /&gt;
'''Rest:''' Animals will sleep as needed. Tamed animals will sleep in [[animal sleeping spot]]s, [[animal sleeping box]]es, or [[animal bed]]s. If none of which are available, the animal will crash out on the ground inside its allowed zone. A tamed animal will not sleep as long as its master is drafted.&lt;br /&gt;
&lt;br /&gt;
== Animal husbandry ==&lt;br /&gt;
&lt;br /&gt;
Animals can be tamed and put to use in the colony, providing several benefits.  Some species can be trained to perform one or possibly more tasks (Guard, Attack, Rescue, Haul), and will wander about your colony freely. Other species, which can loosely be considered &amp;quot;farm animals&amp;quot;, can only be tamed and then put in a [[pen]]. This second category can never be trained.&lt;br /&gt;
&lt;br /&gt;
=== Taming ===&lt;br /&gt;
Wild animals can be tamed by a [[Menus#Handle|animal handler]] with sufficient Animal skill and available food. Tamed animals may be bred, trained, traded, slaughtered, or farmed.&lt;br /&gt;
&lt;br /&gt;
Wild animals may be marked for taming using the Tame button. &lt;br /&gt;
[[File:TameButton.png|52px|left|link=]]{{clear}}&lt;br /&gt;
&lt;br /&gt;
An [[Menus#Handle|animal handler]] will attempt to tame marked animals using food fitting that animal's diet. The chance to tame an animal depends on the animal's wildness (displayed on the info window) and the handler's 'Tame animal chance' stat. This stat is determined by the colonist's [[Skills#Animals|animals skill]], [[Health#Manipulation|manipulation]], [[Health#Talking|talking]], and [[Health#Hearing|hearing]]. When a handler fails to tame an animal there is a cooldown period of {{ticks|30000}}, or {{#expr:30000/2500}} in-game [[Time|hours]], before another attempt can be made. There is also a chance it will turn [[manhunter]] and start attacking the handler and others. The revenge chance is shown on the [[Menu#Wildlife|Wildlife]] menu. After a while the handler may drop unused food. &amp;lt;br&amp;gt;&lt;br /&gt;
Tamed animals will wander around the map until they are restricted to a designated [[area]] or lead to a pen with a [[pen marker]]. Restricting animal movement using [[areas]] is usually necessary to prevent unwanted food consumption and animal [[filth]].&lt;br /&gt;
&lt;br /&gt;
==== Tame chances ====&lt;br /&gt;
Besides the animal handler's own skill, the wildness of the animals also counts.&lt;br /&gt;
&lt;br /&gt;
Tame chances undergo a post-processing curve.&lt;br /&gt;
*An animal with 0% wildness has a x2 taming chance.&lt;br /&gt;
*An animal with 50% wildness has normal taming chance.&lt;br /&gt;
*An animal with 100% wildness cannot be tamed at all.&lt;br /&gt;
&lt;br /&gt;
Currently, the hardest to tame animal is the [[Thrumbo]] with a post-processed taming chance of 3%.&lt;br /&gt;
&lt;br /&gt;
[[List of animals|Animals]] with 0% wildness remain tame forever. An animal with a wildness above 0% (shown on the wildlife tab) needs to have maintenance training in Tameness. If it loses all Tameness it will go back to being wild. &lt;br /&gt;
&lt;br /&gt;
==== Minimum skill ====&lt;br /&gt;
Some animals require a minimum skill before they can be handled. The game will prompt the player if no colonist has enough skill to handle the animal. In this case a colonist has only 1 point as an utter beginner and has learning ability, the easiest...&lt;br /&gt;
&lt;br /&gt;
* Animals that require no points (zero) to tame are: Alpaca, Cat, Chicken, Cow, Dromedary, Husky, Labrador retriever, Pig and Yorkshire terrier.&lt;br /&gt;
&lt;br /&gt;
An animal's handling skill requirement is calculated as follows:&lt;br /&gt;
&lt;br /&gt;
'''Skill = 9 * (wildness - 0.3) / 0.7'''&lt;br /&gt;
&lt;br /&gt;
So animals with a wildness of 30% or less won't require any handling skill whatsoever.&lt;br /&gt;
&lt;br /&gt;
=== Starting pets ===&lt;br /&gt;
&lt;br /&gt;
For most [[Scenario system|scenarios]], new colonies will include a random pet that is already tamed. These pets will have a random name and have a chance to be bonded with a pawn. The animals available are determined by the handling skills of the starting pawn(s), as the game will not provide a pet that cannot be handled by the colony. This rule is broken when all colonists have animal handling disabled, as the game will still provide animals that require periodic taming.&lt;br /&gt;
&lt;br /&gt;
The chance of getting an animal is influenced by the &amp;quot;petness&amp;quot; stat, with a higher value resulting in a higher chance.  The selection of animals also influences the chances, as a Husky has a 26% chance of being selected with the highest handling skill at 0, while at level 8+ the chance is only 12%.  Hares, snowhares, capybaras and cobras are all under 1% chance due to the petness being so low and the animal handling being so high.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+ '''Animals that can be starting pets'''&lt;br /&gt;
! Animal !! Handling skill required !! Petness !! Chance (with 8+ handling)&lt;br /&gt;
|-&lt;br /&gt;
| [[Yorkshire terrier]] || 0 || 1 || 12.06%&lt;br /&gt;
|-&lt;br /&gt;
| [[Husky]] || 0 || 1 || 12.06%&lt;br /&gt;
|-&lt;br /&gt;
| [[Labrador retriever]] || 0 || 1 || 12.06%&lt;br /&gt;
|-&lt;br /&gt;
| [[Donkey]] || 0 || 0.6 || 7.24%&lt;br /&gt;
|-&lt;br /&gt;
| [[Yak]] || 0 || 0.3 || 3.62%&lt;br /&gt;
|-&lt;br /&gt;
| [[Cat]] || 1 || 1 || 12.06%&lt;br /&gt;
|-&lt;br /&gt;
| [[Horse]] || 4 || 0.6 || 7.24%&lt;br /&gt;
|-&lt;br /&gt;
| [[Iguana]] || 4 || 0.15 || 1.81%&lt;br /&gt;
|-&lt;br /&gt;
| [[Rat]] || 4 || 0.15 || 1.81%&lt;br /&gt;
|-&lt;br /&gt;
| [[Monkey]] || 5 || 0.5 || 6.03%&lt;br /&gt;
|-&lt;br /&gt;
| [[Warg]] || 5 || 0.5 || 6.03%&lt;br /&gt;
|-&lt;br /&gt;
| [[Guinea pig]] || 5 || 0.3 || 3.62%&lt;br /&gt;
|-&lt;br /&gt;
| [[Chinchilla]] || 5 || 0.2 || 2.41%&lt;br /&gt;
|-&lt;br /&gt;
| [[Boomrat]] || 7 || 0.2 || 2.41%&lt;br /&gt;
|-&lt;br /&gt;
| [[Fennec fox]] || 7 || 0.1 || 1.21%&lt;br /&gt;
|-&lt;br /&gt;
| [[Red fox]] || 7 || 0.1 || 1.21%&lt;br /&gt;
|-&lt;br /&gt;
| [[Arctic fox]] || 7 || 0.1 || 1.21%&lt;br /&gt;
|-&lt;br /&gt;
| [[Hare]] || 7 || 0.08 || 0.97%&lt;br /&gt;
|-&lt;br /&gt;
| [[Snowhare]] || 7 || 0.08 || 0.97%&lt;br /&gt;
|-&lt;br /&gt;
| [[Capybara]] || 7 || 0.08 || 0.97%&lt;br /&gt;
|-&lt;br /&gt;
| [[Cobra]] || 7 || 0.05 || 0.60%&lt;br /&gt;
|-&lt;br /&gt;
| [[Timber wolf]] || 8 || 0.1 || 1.21%&lt;br /&gt;
|-&lt;br /&gt;
| [[Arctic wolf]] || 8 || 0.1 || 1.21%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Bonding ===&lt;br /&gt;
&lt;br /&gt;
Animals may '''bond''' with their handlers or doctors, and starting &amp;quot;pets&amp;quot; (see previous) have a chance to start the game bonded with a random starting colonist.  A bond gives a +5 mood bonus to the animal's &amp;quot;owner&amp;quot;, and the animal may follow the owner around. If separated for an extended period, that changes to a -3 penalty, and if the animal dies there is a -8 mood penalty for 20(!) days.&lt;br /&gt;
&lt;br /&gt;
*When an animal has its wounds tended by a colonist, there is a constant 0.4% chance that the animal will bond with the colonist, regardless of Animals skill. If the animal is wild, the animal will instantly self-tame, disregarding wildness.&lt;br /&gt;
*When tamed, an animal also has a 1% chance to bond with the tamer.&lt;br /&gt;
* For starting animals, the % to start bonded with an owner appears to be related to the innate [[Property:Wildness|wildness]] (i.e. horses and camels will start bonded more often than cobras or wargs).  Domestic animals (wildness 0 - dogs, cats, some farm animals) will always start bonded.&lt;br /&gt;
&lt;br /&gt;
Bonded animals are also be easier to train (5x multiplier on chance). &lt;br /&gt;
&lt;br /&gt;
On the death of the pawn an animal is bonded with, it can go into one of two animal mental breaks; [[Mental break#Manhunter|manhunter]], in which it will attack all nearby entities, or [[Mental break#Confusion|confusion]], in which it will wander around, uncontrollable, similar to dazed humans.&lt;br /&gt;
&lt;br /&gt;
=== Interaction ===&lt;br /&gt;
Tamed animals can be trained by colonists. With Guard trained, they will follow their master around if designated to do so.&lt;br /&gt;
&lt;br /&gt;
Some animals can be milked or sheared, which will be handled if necessary. Only adult animals can be milked.&lt;br /&gt;
&lt;br /&gt;
Occasionally, animals can nuzzle colonists, giving the colonist a mood buff. Animals can nuzzle anyone regardless of handling skill.&lt;br /&gt;
&lt;br /&gt;
When injured, they will go to animal sleeping spots/ beds for rest and treatment.&lt;br /&gt;
&lt;br /&gt;
=== Naming ===&lt;br /&gt;
Newly tamed animals get numerical designations so you can tell them apart (“Muffalo 1”, “Muffalo 2”, etc.). The game names certain animals when tamed or bought. Others are named when they form a bond with a colonist Names can be changed by the player from the &amp;quot;Training&amp;quot; Tab.&lt;br /&gt;
&lt;br /&gt;
Animals without a pet name may have a gender-specific name (i.e. hen, rooster, buck, doe), or a lifestage-specific name (piglet, warg puppy), or even a gender/lifestage-specific name (cockerel).&lt;br /&gt;
&lt;br /&gt;
Names of tamed animals are not shown on the map unless the option is turned on. See Menu, Options, 'Show animal names'.&lt;br /&gt;
&lt;br /&gt;
It is possible for animals which have been lost or sold to reappear later as part of a wild herd. This will only happen with animals which occur naturally on your colony's biome. They will still have the name you gave them (including automatic names like &amp;quot;Muffalo 2&amp;quot;), but will need to be tamed and trained again.&lt;br /&gt;
&lt;br /&gt;
=== Training ===&lt;br /&gt;
Tamed animals may be trained depending on their trainable intelligence. Click the animal's training tab to specify training and view progress.&lt;br /&gt;
&lt;br /&gt;
The stats of the training pawn, including Animals skill or [[Global Work Speed]], have no effect on how fast each training session is completed. Instead, increased skill improves a pawn's [[Train Animal Chance]], resulting in the animal requiring fewer training attempts in the first place. &lt;br /&gt;
&lt;br /&gt;
Once Guard is trained, they can be assigned a master which they will follow. You can configure when the animals will follow their master, by toggling whether or not the animal will follow while doing field work (hunting/taming), or while drafted.&lt;br /&gt;
&lt;br /&gt;
Many skills require multiple steps to fully train.&lt;br /&gt;
&lt;br /&gt;
After a training attempt on a tamed animal, there is a 6 in-game hour waiting period before that same animal can be trained again.&lt;br /&gt;
&lt;br /&gt;
Since Beta 19 skills now decay over time. The speed at which skills decay is dependent on wildness of the animal. For most animals their wildness is high enough such that their tameness decrease over time, such that they will eventually return to the wild if not maintained. For this reason, if you do not have enough skilled animal handlers to keep an animal's skills fresh, it is best to sell or slaughter it before it loses tameness.&lt;br /&gt;
&lt;br /&gt;
[[File:Obedience.png|link=]] '''Guard:''' (Training intelligence required: Simple, Steps: 3)&lt;br /&gt;
: An animal trained in guard will follow its master and attack nearby aggressors. An animal's master is listed on the Training tab and on the Animals menu. Multiple animals may be assigned to a single master. Note that assigning an animal to the pawn it is bonded with will give that pawn a permanent +5 moodlet, and if a bonded animal is ''not'' assigned to its bonded pawn, that pawn gets a permanent -3 moodlet. Mood effects stack with multiple bonded animals, and one pawn can have both the positive and negative moodlets from two bonded animals.&lt;br /&gt;
&lt;br /&gt;
[[File:Release.png|link=]] '''Attack:''' (Training intelligence required: Intermediate, Steps: 5)&lt;br /&gt;
: Using the 'attack' command, animals may leave their master's immediate area to attack enemies. When the 'release animals' command is turned off, animals will guard their master and only attack enemies nearby. &lt;br /&gt;
&lt;br /&gt;
[[File:Rescue.png|link=]] '''Rescue:''' (Training intelligence required: Advanced, Steps: 2)&lt;br /&gt;
: Animals trained in rescue will rescue its master as well as nearby colonists in a radius of 75. Only species of sufficient size can rescue.&lt;br /&gt;
&lt;br /&gt;
[[File:Haul_animal.png|link=]] '''Haul:''' (Training intelligence required: Advanced, Steps: 7)&lt;br /&gt;
: Animals trained in hauling will haul just as colonists do, although each species has a specific carrying capacity according to its size. Only species of sufficient size can haul, but the size required is less than it is for rescuing, meaning some animals can haul items but cannot rescue. Animals will perform hauling intermittently. Apart from being able to move, animals also need an intact jaw in order to haul.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Animal !! Move Speed !! Carrying Capacity !! Wildness !! &amp;lt;abbr title=Nutrition lost per day&amp;gt;Hunger Rate&amp;lt;/abbr&amp;gt;!! Body Size !! data-sort-type=number|&amp;lt;abbr title=days&amp;gt;Juvenile Age&amp;lt;/abbr&amp;gt; !! data-sort-type=number|&amp;lt;abbr title=days&amp;gt;Maturity Age&amp;lt;/abbr&amp;gt; !! &amp;lt;abbr title=°C&amp;gt;Min Temperature&amp;lt;/abbr&amp;gt; !! &amp;lt;abbr title=°C&amp;gt;Max Temperature&amp;lt;/abbr&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
{{#ask:[[Category:Animals]] [[Can Train Haul::True]] [[Carrying Capacity::+]]&lt;br /&gt;
| named args=yes&lt;br /&gt;
| ?Name=?Name&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Animals/Haul Row&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
Once Guard is trained, animals will gather around their master upon drafting, and will attack nearby threats, or (unintentionally) block ranged attacks for their master. This is configurable and can be disabled by disabling follow during drafted.&lt;br /&gt;
&lt;br /&gt;
With Attack trained, animals can be released to attack threats from a distance.  Even colonists incapable of Violence can send their assigned animals into battle.&lt;br /&gt;
&lt;br /&gt;
Animals can be downed during combat, and can be rescued by colonists or other animals capable of Rescue.&lt;br /&gt;
&lt;br /&gt;
=== Products ===&lt;br /&gt;
Certain tame animals produce milk, wool, or eggs. Shearing sometimes fails, indicated with a brief &amp;quot;product wasted&amp;quot; message.&lt;br /&gt;
&lt;br /&gt;
==== [[Eggs]] ====&lt;br /&gt;
[[File:Eggs.png|32px|left|link=Eggs]]&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Animal !! Eggs Per Clutch Average !! Egg Laying Interval !! Eggs Per Season Average !! Can Lay Unfertilized Eggs&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Concept:Production Animals]] [[Egg Laying Interval::+]]&lt;br /&gt;
| ?Eggs Per Clutch Average&lt;br /&gt;
| ?Egg Laying Interval&lt;br /&gt;
| ?Eggs Per Season Average&lt;br /&gt;
| ?Can Lay Unfertilized Eggs&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Animals/EggProductsRow&lt;br /&gt;
| link = subject}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== [[Milk]] ====&lt;br /&gt;
[[File:Milk.png|32px|left|link=Milk]]&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Animal !! Milk Amount !! Milking Interval !! Daily Milk Average&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Concept:Production Animals]] [[Milk Amount::+]] [[Milk Name::Milk]]&lt;br /&gt;
| ?Milk Amount&lt;br /&gt;
| ?Milking Interval Days&lt;br /&gt;
| ?Daily Milk Average&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Animals/ProductsRow&lt;br /&gt;
| link = subject}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== [[Wool]] ====&lt;br /&gt;
[[File:Wool.png|32px|left|link=Wool]]&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Animal !! Wool Amount !! Shearing Interval !! Daily Wool Average&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Concept:Production Animals]] [[Wool Amount::+]]&lt;br /&gt;
| ?Wool Amount&lt;br /&gt;
| ?Shearing Interval Days&lt;br /&gt;
| ?Daily Wool Average&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Animals/ProductsRow&lt;br /&gt;
| link = subject}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== [[Chemfuel]] ====&lt;br /&gt;
[[File:Chemfuel.png|32px|left|link=Chemfuel]]&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Animal !! Chemfuel Amount !! Milking Interval !! Daily Chemfuel Average&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Concept:Production Animals]] [[Milk Name::Chemfuel]]&lt;br /&gt;
| ?Milk Amount&lt;br /&gt;
| ?Milking Interval Days&lt;br /&gt;
| ?Daily Milk Average&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Animals/ProductsRow&lt;br /&gt;
| link = subject}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Slaughtering ===&lt;br /&gt;
&lt;br /&gt;
Tamed animals may be slaughtered selecting the animal and clicking the Slaughter button, or by using the Slaughter tool from the Orders menu. An animal marked in this way will be slaughtered by an animal handler. The handler need not be equipped with a weapon. You can also set up an auto-slaughter order in the animals tab, configurable to limit the amount of male, female, and pregnant animals in a pen.&lt;br /&gt;
&lt;br /&gt;
Animals killed through means other than slaughtering (hunting, combat, etc) suffer a 66% multiplier to [[Meat Amount]] and [[Leather Amount]].  &lt;br /&gt;
&lt;br /&gt;
Ordering a [[Doctoring|surgeon]] to perform a &amp;quot;euthanize by cut&amp;quot; operation on an animal counts as carefully slaughtering them.&lt;br /&gt;
&lt;br /&gt;
If you try to slaughter a bonded animal, the game will warn you about it due to the mood impact this has on the animal's master.&lt;br /&gt;
[[File:SlaughterButton.png|52px|left|link=]]{{clear|left}}&lt;br /&gt;
&lt;br /&gt;
=== Caravans ===&lt;br /&gt;
{{see also|Pack animal}}&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! '''Animal'''&lt;br /&gt;
! [[Property:Carrying Capacity|Pack Capacity]]&lt;br /&gt;
! [[Property:Mass - Adult|Mass]]&lt;br /&gt;
! [[Property:Riding Speed|Riding Speed]]&lt;br /&gt;
|-{{Animal Caravan Row|Alpaca}}&lt;br /&gt;
|-{{Animal Caravan Row|Bison}}&lt;br /&gt;
|-{{Animal Caravan Row|Donkey}}&lt;br /&gt;
|-{{Animal Caravan Row|Dromedary}}&lt;br /&gt;
|-{{Animal Caravan Row|Elephant}}&lt;br /&gt;
|-{{Animal Caravan Row|Horse}}&lt;br /&gt;
|-{{Animal Caravan Row|Muffalo}}&lt;br /&gt;
|-{{Animal Caravan Row|Thrumbo}}&lt;br /&gt;
|-{{Animal Caravan Row|Yak}}&lt;br /&gt;
|}&lt;br /&gt;
These animals can can graze, meaning they don't usually require food during a [[caravan]]. (This may not b true when traveling across cold or inhospitable [[biome]]s, like tundra or deserts, or in winter in general.) When carrying items in their inventory, they will appear to have packs on, which disappear when unloaded.&lt;br /&gt;
&lt;br /&gt;
=== Release to Wild ===&lt;br /&gt;
Unwanted animals can be released to the wild using a command next to the slaughter button. Releasing bonded animals also causes a mood debuff to master of the animal.&lt;br /&gt;
&lt;br /&gt;
=== Social ===&lt;br /&gt;
Each animal has a Social tab that lists that animal's bonds and relations. Clicking an entry jumps to that bond's counterpart. Bonded humans have a persistent mood bonus, unless they have the psychopath trait, while set as that animal's master. Animals do not have such thoughts or bonuses.&lt;br /&gt;
&lt;br /&gt;
Occasionally, tame animals will nuzzle your colonists. More pet-like animals such as Yorkshire Terriers and Cats will nuzzle often, whereas wilder animals such as Timber Wolves and Grizzly Bears can still nuzzle colonists, but rarely do so. Animals can nuzzle patients in bed. A colonist who is nuzzled receives a +4 mood buff for 1 day.&lt;br /&gt;
&lt;br /&gt;
=== Trade goods ===&lt;br /&gt;
&lt;br /&gt;
Tamed animals may be sold to [[trade]]rs. Animals purchased from traders will be already tamed. Bulk goods traders offer pets and farm animals while exotic goods traders carry most of the wild species. Traders offering animals will attempt to at least carry a breeding pair of a core farm animal.&lt;br /&gt;
&lt;br /&gt;
=== Raising animals ===&lt;br /&gt;
==== Feeding animals ====&lt;br /&gt;
The simplest way to feed non-strictly-carnivorous animals is to create a large [[Pens|pen]] where animals can graze on the wild grass and brambles. The [[pen marker]] will show the number of animals the wild plants can sustain (measured in [[cow]]s, [[goat]]s, and [[chicken]]s. When the weather is too cold or too hot though, plants grow slower or even stop growing. Furthermore, plants become totally inedible when the temperature drops below {{Temperature|-10}}, because they all are considered leafless, grass as well as trees. This unrealistic mechanic is not explained in-game, and is quite puzzling to unaware players. It looks like animals starve on top of good-looking grass. See [[Plants#Temperature]] for more info.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2 | Animal&lt;br /&gt;
! rowspan=2 | Diet&lt;br /&gt;
! rowspan=2 data-sort-type=number | Tameness Decay Interval&lt;br /&gt;
! rowspan=2 | Produces&lt;br /&gt;
! rowspan=2 data-sort-type=number | Produce per day&lt;br /&gt;
! rowspan=2 data-sort-type=number| Produced Nutrition per day&lt;br /&gt;
! colspan=3 | Baby Slaughter&lt;br /&gt;
! colspan=3 | Adult Slaughter&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Units of nutrition of meat produced per female per day when babies are slaughtered, assuming constant pregnancy.&amp;quot;&amp;gt;Meat Per Day&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Units of nutrition consumed by a single adult per day. Note that this does not include the nutrition consumption of the father.&amp;quot;&amp;gt;Consumption Per Day&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;(Milk + Meat)/Consumption&amp;quot;&amp;gt;Overall Efficiency&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Units of nutrition of meat produced per female per day when adults are slaughtered, assuming constant pregnancy.&amp;quot;&amp;gt;Meat Per Day&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Units of nutrition consumed per female per day, including the offspring's consumption up to adulthood. Note that this does not include the nutrition consumption the father.&amp;gt;Consumption Per Day&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;(Milk + Meat)/Consumption&amp;quot;&amp;gt;Overall Efficiency&amp;lt;/abbr&amp;gt;&lt;br /&gt;
|- {{Animal Rearing Row|Alpaca}} &lt;br /&gt;
|- {{Animal Rearing Row|Alphabeaver}} &lt;br /&gt;
|- {{Animal Rearing Row|Arctic fox}} &lt;br /&gt;
|- {{Animal Rearing Row|Arctic wolf}} &lt;br /&gt;
|- {{Animal Rearing Row|Bison}} &lt;br /&gt;
|- {{Animal Rearing Row|Boomalope}} &lt;br /&gt;
|- {{Animal Rearing Row|Boomrat}} &lt;br /&gt;
|- {{Animal Rearing Row|Capybara}} &lt;br /&gt;
|- {{Animal Rearing Row|Caribou}} &lt;br /&gt;
|- {{Animal Rearing Row|Cassowary}} &lt;br /&gt;
|- {{Animal Rearing Row|Cat}} &lt;br /&gt;
|- {{Animal Rearing Row|Chicken}} &lt;br /&gt;
|- {{Animal Rearing Row|Chinchilla}} &lt;br /&gt;
|- {{Animal Rearing Row|Cobra}} &lt;br /&gt;
|- {{Animal Rearing Row|Cougar}} &lt;br /&gt;
|- {{Animal Rearing Row|Cow}} &lt;br /&gt;
|- {{Animal Rearing Row|Deer}} &lt;br /&gt;
|- {{Animal Rearing Row|Donkey}} &lt;br /&gt;
|- {{Animal Rearing Row|Dromedary}} &lt;br /&gt;
|- {{Animal Rearing Row|Duck}} &lt;br /&gt;
|- {{Animal Rearing Row|Elephant}} &lt;br /&gt;
|- {{Animal Rearing Row|Elk}} &lt;br /&gt;
|- {{Animal Rearing Row|Emu}} &lt;br /&gt;
|- {{Animal Rearing Row|Fennec fox}} &lt;br /&gt;
|- {{Animal Rearing Row|Gazelle}} &lt;br /&gt;
|- {{Animal Rearing Row|Goat}} &lt;br /&gt;
|- {{Animal Rearing Row|Goose}} &lt;br /&gt;
|- {{Animal Rearing Row|Grizzly bear}} &lt;br /&gt;
|- {{Animal Rearing Row|Guinea pig}} &lt;br /&gt;
|- {{Animal Rearing Row|Hare}} &lt;br /&gt;
|- {{Animal Rearing Row|Horse}} &lt;br /&gt;
|- {{Animal Rearing Row|Husky}} &lt;br /&gt;
|- {{Animal Rearing Row|Ibex}} &lt;br /&gt;
|- {{Animal Rearing Row|Iguana}} &lt;br /&gt;
|- {{Animal Rearing Row|Labrador retriever}} &lt;br /&gt;
|- {{Animal Rearing Row|Lynx}} &lt;br /&gt;
|- {{Animal Rearing Row|Megascarab}} &lt;br /&gt;
|- {{Animal Rearing Row|Megaspider}} &lt;br /&gt;
|- {{Animal Rearing Row|Megasloth}} &lt;br /&gt;
|- {{Animal Rearing Row|Monkey}} &lt;br /&gt;
|- {{Animal Rearing Row|Muffalo}} &lt;br /&gt;
|- {{Animal Rearing Row|Ostrich}} &lt;br /&gt;
|- {{Animal Rearing Row|Panther}} &lt;br /&gt;
|- {{Animal Rearing Row|Pig}} &lt;br /&gt;
|- {{Animal Rearing Row|Polar bear}} &lt;br /&gt;
|- {{Animal Rearing Row|Raccoon}} &lt;br /&gt;
|- {{Animal Rearing Row|Rat}} &lt;br /&gt;
|- {{Animal Rearing Row|Red fox}} &lt;br /&gt;
|- {{Animal Rearing Row|Rhinoceros}} &lt;br /&gt;
|- {{Animal Rearing Row|Sheep}} &lt;br /&gt;
|- {{Animal Rearing Row|Snowhare}} &lt;br /&gt;
|- {{Animal Rearing Row|Spelopede}} &lt;br /&gt;
|- {{Animal Rearing Row|Squirrel}} &lt;br /&gt;
|- {{Animal Rearing Row|Thrumbo}} &lt;br /&gt;
|- {{Animal Rearing Row|Timber wolf}} &lt;br /&gt;
|- {{Animal Rearing Row|Tortoise}} &lt;br /&gt;
|- {{Animal Rearing Row|Turkey}} &lt;br /&gt;
|- {{Animal Rearing Row|Warg}} &lt;br /&gt;
|- {{Animal Rearing Row|Wild boar}} &lt;br /&gt;
|- {{Animal Rearing Row|Yak}} &lt;br /&gt;
|- {{Animal Rearing Row|Yorkshire terrier}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Growing haygrass ====&lt;br /&gt;
While the land can sustain a sizable population of animals grazing on it, it doesn't have an infinite supply and can still be depleted. Winter can also stop grass growth, leaving nothing for your grazing animals to eat. &lt;br /&gt;
&lt;br /&gt;
If you need to raise a lot of animals, e.g. an exponentially growing flock of [[chicken]]s, you will need to grow haygrass to sustain them all. You also need to have a stock of haygrass to keep animals fed through the winter.&lt;br /&gt;
&lt;br /&gt;
Haygrass gives a total of 0.9 nutrition (18 units of [[hay]]) when fully grown and harvested, compared to 0.5 of grass. However, you have to keep your hungry animals from getting to it otherwise they'll only get a max of 0.2 nutrition from eating the plant.&lt;br /&gt;
&lt;br /&gt;
==== Making kibble ====&lt;br /&gt;
[[Kibble]] is a kind of animal feed made with both plant and animal sources. It can be made using haygrass and any kind of meat, including human or insect meat. Producing kibble at a [[butcher table]] costs 1 nutrition of vegetables or hay and 1 nutrition of meat or animal products, and produces 2.5 nutrition of kibble. &lt;br /&gt;
&lt;br /&gt;
All animals except [[warg]]s can eat it, so it makes a good way to feed your animals using mixed sources of nutrition, including those that animals won't normally eat. Kibble also lasts forever under a roof so you can store it and use it to feed animals when in need, such as in winter when there is nothing to eat.&lt;br /&gt;
&lt;br /&gt;
When you feed a population of herbivorous or omnivorous animals kibble made from their own meat or milk, the formula for their nutrition efficiency can be calculated as:&lt;br /&gt;
&lt;br /&gt;
{{math|''nutritionEfficiency(kibble)'' {{=}} 2.5&amp;amp;times;''nutritionEfficiency(raw vegetables)'' - 1}}&lt;br /&gt;
If effect, this means that for any animal population that has a nutrition efficiency of at least 0.667, it is more efficient to feed them kibble rather than hay. It is worth noting, however, that this will increase the amount of butchering and cooking labour needed to support the higher animal population required.&lt;br /&gt;
&lt;br /&gt;
==== Pens ====&lt;br /&gt;
{{main|pens}}&lt;br /&gt;
Pens are areas which farm animals are assigned to. These [[pen animals]] will be passive, meaning that hostiles will not attack these animals, and vice versa. Tamed pen animals must be put in a pen, or they will occasionally attempt to leave the map, meaning they disappear forever. Colonists will automatically rope roaming farm animals and place them in the pen. The borders of pens can be marked with: solid [[wall]]s, [[door]]s, [[fence]]s, [[fence gate]]s, and [[animal flap]]s. To mark an enclosed area as a pen, place a pen marker inside. The pen marker allows you to configure auto-slaughter orders and also tells you the amount of animals that can be sustained in a pen with wild plants, measured in [[cow]]s, [[goat]]s, and [[chicken]]s. An attached, roofed, and heated/cooled coop can be built with an [[animal flap]] as a door instead of a regular [[door]] for animals to stay warm or cool down during extreme temperatures.&lt;br /&gt;
&lt;br /&gt;
==== Corpse freezer ====&lt;br /&gt;
&lt;br /&gt;
In typical RimWorlder fashion, you can use a freezer to preserve the corpses of raiders (or dead colonists if you're desperate) so you can feed omnivorous and carnivorous animals. This allows you to make use of corpses while avoiding heavy mood penalties from butchering humans or eating their flesh.&lt;br /&gt;
&lt;br /&gt;
==== Pet care ====&lt;br /&gt;
&lt;br /&gt;
Tamed animals that have a social bond to a person will affect the master's mood positively while living and negatively if killed (-8 for 20 days). This bond will either improve resistance against mental breaks or cause them. Because of the effect they cause on feelings, these creatures should be given special treatment, or any animal worth keeping alive.&lt;br /&gt;
&lt;br /&gt;
These are a few tips to keep them safe:&lt;br /&gt;
&lt;br /&gt;
* Keep them indoors by creating a new animal zone within a room. &lt;br /&gt;
* Keep them at the Home area after building a base wall.&lt;br /&gt;
* Prey pets should not be left wandering around in unrestricted area.&lt;br /&gt;
* Hunt their predators to prevent surprise attacks (or just wall the base in to prevent predators from coming in).&lt;br /&gt;
* Patrol your perimeter by zooming your view out to a larger scale but not to full, just enough to spot their sleeping animation of flying ZZZs while they rest at night. Sweeping your surroundings once every night shall keep you aware of threat presence.&lt;br /&gt;
&lt;br /&gt;
Note: The first three of these tips only apply to pet animals. Farm animals are passive while in pens, though if the pen is built with [[fence]]s, predators can still pass through.&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Animals can now be tamed and trained. Animals now sleep. Animals can be pregnant and give birth. Animals can be named when tamed or when nuzzling. Animals produce animal filth. Animals have “life stages” related to their ages. Eggs, Milk and Wool production added. Nuzzling added. Animals have life expectancies.&lt;br /&gt;
* [[Version/0.12.910|0.12.910]] - Rebalanced animal hunger rate and animal hauling.&lt;br /&gt;
* [[Version/0.13.1135|0.13.1135]] - Added new animals, some of which will hunt people. Some animals are now predators, including colony pets (e.g. cats catch squirrels). Animals can gnaw corpses apart directly now. Animal bonding added.&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Changed animal rescue radius from 30 to 75. Fix: Jawless animals can still haul.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Removed naming animals through nuzzling. Animals only get names by bonding, or if given names by the player (so you can implicitly tell which animals are bonded by seeing which have names).&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Major overhaul to animals: added multiple animal-related buildings, added pens, decreased trainability of [[boomalope]] to none, added sterilization, added release to wild.&lt;br /&gt;
{{nav|animal}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:Animals_preview.png&amp;diff=105204</id>
		<title>File:Animals preview.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:Animals_preview.png&amp;diff=105204"/>
		<updated>2022-07-03T19:21:51Z</updated>

		<summary type="html">&lt;p&gt;Zippy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;br /&gt;
[[Category:Images]]&lt;br /&gt;
[[Category:Images - Animals]]&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:Animals_preview.png&amp;diff=105203</id>
		<title>File:Animals preview.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:Animals_preview.png&amp;diff=105203"/>
		<updated>2022-07-03T19:05:41Z</updated>

		<summary type="html">&lt;p&gt;Zippy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Polar_bear&amp;diff=105202</id>
		<title>Polar bear</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Polar_bear&amp;diff=105202"/>
		<updated>2022-07-03T18:50:08Z</updated>

		<summary type="html">&lt;p&gt;Zippy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main|animal|&lt;br /&gt;
|page verified for version = 1.3.3117&lt;br /&gt;
|name = Polar bear&lt;br /&gt;
|image = Polar bear.png&lt;br /&gt;
|description = A great white bear adapted for frozen climates. Their thick blubber and fur keep them warm in winter.&amp;lt;br&amp;gt;While their usual diet consists of fish and scavenged meat, the polar bear can also use its massive strength and deadly claws to kill live prey. They are startlingly quick for such lumbering creatures.&lt;br /&gt;
|type = Animal&lt;br /&gt;
|movespeed = 4.6&lt;br /&gt;
|min comfortable temperature = -55&lt;br /&gt;
|max comfortable temperature = 40&lt;br /&gt;
|flammability = 0.7&lt;br /&gt;
|marketvalue = 700&lt;br /&gt;
|filth rate = 4&lt;br /&gt;
|predator = true&lt;br /&gt;
|bodysize = 2.15&lt;br /&gt;
|healthscale = 2.5&lt;br /&gt;
|hungerrate = 0.35&lt;br /&gt;
|diet = omnivorous and ovivorous&lt;br /&gt;
|leathername = bearskin&lt;br /&gt;
|wildness = 0.85&lt;br /&gt;
|manhuntertame = 0.3&lt;br /&gt;
|manhunter = 0.5&lt;br /&gt;
|trainable = advanced&lt;br /&gt;
|mateMtb = 12&lt;br /&gt;
|meatname = bear meat&lt;br /&gt;
|gestation = 10&lt;br /&gt;
|offspring = 1&lt;br /&gt;
|lifespan = 22&lt;br /&gt;
|juvenileage = 0.2&lt;br /&gt;
|maturityage = 0.5&lt;br /&gt;
|tradeTags = AnimalUncommon, AnimalFighter&lt;br /&gt;
|attack1dmg = 17&lt;br /&gt;
|attack1type = Scratch&lt;br /&gt;
|attack1cool = 2&lt;br /&gt;
|attack1part = front left paw&lt;br /&gt;
|attack1stun = 14&lt;br /&gt;
|attack2dmg = 17&lt;br /&gt;
|attack2type = Scratch&lt;br /&gt;
|attack2cool = 2&lt;br /&gt;
|attack2part = front right paw&lt;br /&gt;
|attack2stun = 14&lt;br /&gt;
|attack3dmg = 23.6&lt;br /&gt;
|attack3type = Bite&lt;br /&gt;
|attack3cool = 2.6&lt;br /&gt;
|attack3part = teeth&lt;br /&gt;
|attack3chancefactor = 0.5&lt;br /&gt;
|attack3stun = 14&lt;br /&gt;
|attack4dmg = 11&lt;br /&gt;
|attack4type = Blunt&lt;br /&gt;
|attack4cool = 2&lt;br /&gt;
|attack4part = head&lt;br /&gt;
|attack4chancefactor = 0.2&lt;br /&gt;
|livesin_tundra = 0.07&lt;br /&gt;
|livesin_coldbog = 0.07&lt;br /&gt;
|livesin_icesheet = 0.1&lt;br /&gt;
|livesin_seaice = 0.1&lt;br /&gt;
}}&lt;br /&gt;
'''Polar bears''' are huge solitary [[omnivore]]s found in {{Habitats}}. Although virtually identical to the [[Grizzly bear]], polar bears are more dangerous to your colonists simply because of the much more food-scarce environments they inhabitat. In [[Ice sheet]] biomes in particular, once a polar bear appears on the map it will not take it long to start targeting colonists and their animals for want of anything else to feed on.&lt;br /&gt;
&lt;br /&gt;
==Taming==&lt;br /&gt;
*Polar bears can be tamed wild, randomly join your colony in an event, or be bought pre-tamed from a trader.&lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
{{TrainingTable}}&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
{{Animal Health Table}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Trivia==&lt;br /&gt;
*While in real life polar bears are significantly larger than [[grizzly bear]]s, in ''RimWorld'' they are identical save for their habitat and cold resistance. &lt;br /&gt;
&lt;br /&gt;
{{nav|animal}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Animals]]&lt;br /&gt;
[[Category:Wild animal]]&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Duck&amp;diff=105201</id>
		<title>Duck</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Duck&amp;diff=105201"/>
		<updated>2022-07-03T18:49:47Z</updated>

		<summary type="html">&lt;p&gt;Zippy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub|reason=Proper analysis, including comparison with non-chicken egg layers, needed.}}{{infobox main|animal|&lt;br /&gt;
|page verified for version = 1.3.3101&lt;br /&gt;
|name = Duck&lt;br /&gt;
|image = Duck.png&lt;br /&gt;
|description = A very common type of farm bird, also appearing in the wild, the duck is raised for its delicious meat. It grows quick but lays eggs quite rarely.&lt;br /&gt;
|type = Animal&lt;br /&gt;
|movespeed = 2.1&lt;br /&gt;
|baseleatheramount = 0&lt;br /&gt;
|min comfortable temperature = -10&lt;br /&gt;
|max comfortable temperature = 40&lt;br /&gt;
|flammability = 0.7&lt;br /&gt;
|marketvalue = 60&lt;br /&gt;
|filth rate = 4&lt;br /&gt;
|eggsmin = 1&lt;br /&gt;
|eggsmax = 1&lt;br /&gt;
|eggs_avg = 1&lt;br /&gt;
|eggtime = 1&lt;br /&gt;
|eggs_unfertilized = true&lt;br /&gt;
|bodysize = 0.3&lt;br /&gt;
|healthscale = 0.35&lt;br /&gt;
|hungerrate = 0.175&lt;br /&gt;
|diet = herbivorous&lt;br /&gt;
|wildness = 0&lt;br /&gt;
|manhuntertame = 0&lt;br /&gt;
|manhunter = 0&lt;br /&gt;
|roamMtb = 7&lt;br /&gt;
|trainable = none&lt;br /&gt;
|mateMtb = 8&lt;br /&gt;
|babyscale = 0.1&lt;br /&gt;
|lifespan = 6&lt;br /&gt;
|juvenileage = 0.12&lt;br /&gt;
|maturityage = 0.2&lt;br /&gt;
|tradeTags = AnimalFarm, AnimalCommon&lt;br /&gt;
|attack1dmg = 3&lt;br /&gt;
|attack1type = Scratch&lt;br /&gt;
|attack1cool = 1.5&lt;br /&gt;
|attack1part = feet&lt;br /&gt;
|attack2dmg = 4&lt;br /&gt;
|attack2type = Bite&lt;br /&gt;
|attack2cool = 2&lt;br /&gt;
|attack2part = beak&lt;br /&gt;
|attack3dmg = 2&lt;br /&gt;
|attack3type = Blunt&lt;br /&gt;
|attack3cool = 1.5&lt;br /&gt;
|attack3part = head&lt;br /&gt;
|attack3chancefactor = 0.2&lt;br /&gt;
}}&lt;br /&gt;
A small, domesticated waterfowl, '''Ducks''' are not found in the wild, and can only be purchased from traders or received in self-taming events. Similar to Chickens, Ducks mature quickly and lay eggs often, making them both good meal birds and sources of [[Duck egg (unfert.)|eggs]]. Males of the species can be distinguished by their green heads and two-tone body while females have a solid colour head and body with darker wings.&lt;br /&gt;
&lt;br /&gt;
==Analysis==&lt;br /&gt;
As of version 1.3, Ducks are equivalent to [[chicken]]s as livestock in all but their hunger rate, where they require 20% more nutrition per day. Nearly all other attributes are equivalent, with the exception of Ducks having better damage output should they be involved in a melee.&lt;br /&gt;
&lt;br /&gt;
==Livestock==&lt;br /&gt;
{{Rewrite|reason=Outdated numbers - should be automated to draw numbers from the infobox}}&lt;br /&gt;
A Duck takes 3.5 to gestate in a fertilzed [[Duck egg (fert.)|egg]], 7.2 days to become a juvenile, and a total of 18 days to reach adulthood.&lt;br /&gt;
&lt;br /&gt;
Ducks will regularly lay eggs if female, even if unfertilized, like [[chicken]]s but unlike most other egg-laying livestock. Each egg has enough nutrition to replace the meat component in a fine meal. If you also have a male duck, he may fertilize eggs before the female lays them. These eggs will then hatch into a duckling, so long as it is left alone and does not experience extreme temperatures (Less than 0C, greater than 50C). Unfertilized eggs will never hatch. There is no difference between a fertilized and an unfertilized egg for the purpose of cooking. Ducks provide fewer eggs per day than chickens and have &lt;br /&gt;
&lt;br /&gt;
When slaughtered, a duck yields 5 meat as a duckling; 16 as a juvenile; or 38 as an adult. No leather is yielded. It's worth noting that allowing an egg to hatch and immediately slaughtering it for meat provides the exact same amount of nutrition as simply eating the egg. As a general rule this would mean that its still better to eat the egg as you don't need to wait until its hatched, the egg will last slightly longer in storage (important if you live somewhere with regular heat waves) and you don't need to generate a butchering job, unless you plan on making pemmican which requires meat exclusively.&lt;br /&gt;
&lt;br /&gt;
===Feeding===&lt;br /&gt;
A duck consumes {{#Expr: 1.6 * {{P|Base Hunger Rate}}}} nutrition per day, or roughly {{#Expr: ceil(1.6 * {{P|Base Hunger Rate}}/{{Q|Hay|Nutrition}})}} [[hay]].&lt;br /&gt;
&lt;br /&gt;
The following is a list of how many tiles of [[haygrass]] it takes to sustain a mature duck. &lt;br /&gt;
* '''Gravel:''' {{#Expr: ceil(1.6 * {{P|Base Hunger Rate}}/{{Q|Hay|Nutrition}})/({{Q|Haygrass|Harvest Yield}}/({{Q|Haygrass|Real Grow Days}} / (((0.7-1)*{{Q|Haygrass|Fertility Sensitivity}}) + 1))) round 2}}&lt;br /&gt;
* '''Soil:''' {{#Expr: ceil(1.6 * {{P|Base Hunger Rate}}/{{Q|Hay|Nutrition}})/({{Q|Haygrass|Harvest Yield}}/({{Q|Haygrass|Real Grow Days}} / (((1.0-1)*{{Q|Haygrass|Fertility Sensitivity}}) + 1))) round 2}}&lt;br /&gt;
* '''Rich Soil:''' {{#Expr: ceil(1.6 * {{P|Base Hunger Rate}}/{{Q|Hay|Nutrition}})/({{Q|Haygrass|Harvest Yield}}/({{Q|Haygrass|Real Grow Days}} / (((1.4-1)*{{Q|Haygrass|Fertility Sensitivity}}) + 1))) round 2}}&lt;br /&gt;
&lt;br /&gt;
Therefore, when slaughtered as juveniles, ducks have a nutrition efficiency (nutrition out for nutrition in) of 28.1%. This makes them the 10th most efficient animal to farm for meat; more efficient than [[capybara]]s, but less efficient than [[pig]]s and [[wild boar]]s.&lt;br /&gt;
&lt;br /&gt;
==Training==&lt;br /&gt;
{{TrainingTable}}&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
{{Animal Health Table}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Version history==&lt;br /&gt;
* [[Version/1.3.0|1.3.0]] - Adjusted to be more similar to chicken as a part of a large livestock rebalance&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Added as part of the integration of the Vanilla Animals Expanded - Livestock mod into the base game.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
DuckMale east.png|Male duck&lt;br /&gt;
DuckFemale east.png|Female duck&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{nav|animal}}&lt;br /&gt;
[[Category:Animals]]&lt;br /&gt;
[[Category:Farm animal]]&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Iguana&amp;diff=105200</id>
		<title>Iguana</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Iguana&amp;diff=105200"/>
		<updated>2022-07-03T18:49:27Z</updated>

		<summary type="html">&lt;p&gt;Zippy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}{{infobox main|animal|&lt;br /&gt;
|page verified for version = A14D&lt;br /&gt;
|name = Iguana&lt;br /&gt;
|image = Iguana.png&lt;br /&gt;
|description = These large lizards normally feed on plant matter. However, when angered, their tough hide and sharp claws make them quite dangerous.&amp;lt;br&amp;gt;Resting iguanas hold their heads high, giving them an amusing 'proud' look. But they're not proud; they're just trying to see predators so they don't get eaten.&lt;br /&gt;
|type = Animal&lt;br /&gt;
|movespeed = 3&lt;br /&gt;
|min comfortable temperature = 0&lt;br /&gt;
|max comfortable temperature = 60&lt;br /&gt;
|flammability = 0.7&lt;br /&gt;
|marketvalue = 100&lt;br /&gt;
|eggsmin = 1&lt;br /&gt;
|eggsmax = 2&lt;br /&gt;
|eggs_avg = 1.5&lt;br /&gt;
|eggtime = 5.661&lt;br /&gt;
|eggs_unfertilized = false&lt;br /&gt;
|bodysize = 0.4&lt;br /&gt;
|healthscale = 0.5&lt;br /&gt;
|hungerrate = 0.2&lt;br /&gt;
|diet = omnivorous grazer&lt;br /&gt;
|leathername = lizardskin&lt;br /&gt;
|wildness = 0.5&lt;br /&gt;
|petness = 0.15&lt;br /&gt;
|manhuntertame = 0&lt;br /&gt;
|manhunter = 0&lt;br /&gt;
|trainable = none&lt;br /&gt;
|mateMtb = 12&lt;br /&gt;
|lifespan = 12&lt;br /&gt;
|juvenileage = 0.1&lt;br /&gt;
|maturityage = 0.2222&lt;br /&gt;
|tradeTags = AnimalUncommon&lt;br /&gt;
|attack1dmg = 8&lt;br /&gt;
|attack1type = Scratch&lt;br /&gt;
|attack1cool = 2&lt;br /&gt;
|attack1part = front left claws&lt;br /&gt;
|attack2dmg = 8&lt;br /&gt;
|attack2type = Scratch&lt;br /&gt;
|attack2cool = 2&lt;br /&gt;
|attack2part = front right claws&lt;br /&gt;
|attack3dmg = 10&lt;br /&gt;
|attack3type = Bite&lt;br /&gt;
|attack3cool = 2.6&lt;br /&gt;
|attack3part = teeth&lt;br /&gt;
|attack3chancefactor = 0.7&lt;br /&gt;
|attack4dmg = 5&lt;br /&gt;
|attack4type = Blunt&lt;br /&gt;
|attack4cool = 2&lt;br /&gt;
|attack4part = head&lt;br /&gt;
|attack4chancefactor = 0.2&lt;br /&gt;
|livesin_aridshrubland = 0.7&lt;br /&gt;
|livesin_desert = 1.2&lt;br /&gt;
|livesin_extremedesert = 1.5&lt;br /&gt;
}}{{Info|'''Iguanas''' are solitary omnivorous lizards that live in the warm dry climates of the arid shrubland, desert, and extreme desert. Despite their small size, their scratch and bite attacks are twice that of the [[squirrel]]'s.}}&lt;br /&gt;
&lt;br /&gt;
==Training==&lt;br /&gt;
{{TrainingTable}}&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
{{Animal Health Table}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Can now lay eggs&lt;br /&gt;
* 0.18/1.0 - Now provides the new [[lizardskin]], which merged its previous leather type, iguana skin, with tortoise leather and cobraskin.&lt;br /&gt;
&lt;br /&gt;
{{nav|animal}}&lt;br /&gt;
[[Category:Animals]]&lt;br /&gt;
[[Category:Wild animal]]&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
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