https://rimworldwiki.com/api.php?action=feedcontributions&user=Jakek1356&feedformat=atomRimWorld Wiki - User contributions [en]2024-03-28T11:52:10ZUser contributionsMediaWiki 1.35.8https://rimworldwiki.com/index.php?title=Topic:Vt8pipdn8l3grs0d&topic_postId=vt8v5fgmyf0l0ln1&topic_revId=vt8v5fgmyf0l0ln1&action=single-viewTopic:Vt8pipdn8l3grs0d2020-09-03T00:51:37Z<span class="plainlinks"><a href="/index.php?title=User:Jakek1356&action=edit&redlink=1" class="new mw-userlink" title="User:Jakek1356 (page does not exist)"><bdi>Jakek1356</bdi></a> <span class="mw-usertoollinks">(<a href="/wiki/User_talk:Jakek1356" class="mw-usertoollinks-talk" title="User talk:Jakek1356">talk</a> | <a href="/wiki/Special:Contributions/Jakek1356" class="mw-usertoollinks-contribs" title="Special:Contributions/Jakek1356">contribs</a>)</span> <a rel="nofollow" class="external text" href="https://rimworldwiki.com/index.php?title=Topic:Vt8pipdn8l3grs0d&topic_showPostId=vt8v5fgmyf0l0ln1#flow-post-vt8v5fgmyf0l0ln1">commented</a> on "I want to get this user banned!" (<em>Yes Harakoni, Samapple31 is my alt account in the Ludeon forums.</em>)</span>Jakek1356https://rimworldwiki.com/index.php?title=File_talk:MechCluster.jpeg&diff=74574File talk:MechCluster.jpeg2020-09-03T00:07:45Z<p>Jakek1356: </p>
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<div>'''''Start a new topic'''''<br />
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'''Welcome to my first file's talk page!'''<br />
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[[User:Jakek1356|Jakek1356]] ([[User talk:Jakek1356|talk]]|[[Special:Contributions/Jakek1356|contribs]])<br />
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Hello guys! Welcome to my ''first'' file talk page. This is an image of an full mechanoid cluster. It's a pretty excellent defended cluster as you see. Anybody going to reply to Jakek's File discussion page if you like? And can you please also send a reply? Thank you for visiting this file talk page!<br />
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''There are no older topics''</div>Jakek1356https://rimworldwiki.com/index.php?title=Topic:Vt8pipdn8l3grs0d&topic_postId=vt8siu0e0ipnpxu5&topic_revId=vt8siu0e0ipnpxu5&action=single-viewTopic:Vt8pipdn8l3grs0d2020-09-03T00:04:26Z<span class="plainlinks"><a href="/index.php?title=User:Jakek1356&action=edit&redlink=1" class="new mw-userlink" title="User:Jakek1356 (page does not exist)"><bdi>Jakek1356</bdi></a> <span class="mw-usertoollinks">(<a href="/wiki/User_talk:Jakek1356" class="mw-usertoollinks-talk" title="User talk:Jakek1356">talk</a> | <a href="/wiki/Special:Contributions/Jakek1356" class="mw-usertoollinks-contribs" title="Special:Contributions/Jakek1356">contribs</a>)</span> <a rel="nofollow" class="external text" href="https://rimworldwiki.com/index.php?title=Topic:Vt8pipdn8l3grs0d&topic_showPostId=vt8siu0e0ipnpxu5#flow-post-vt8siu0e0ipnpxu5">commented</a> on "I want to get this user banned!" (<em>i meant page</em>)</span>Jakek1356https://rimworldwiki.com/index.php?title=Topic:Vrho7tr5cqzmfpu5&topic_revId=vt8s61aloi9samx9&action=single-viewTopic:Vrho7tr5cqzmfpu52020-09-02T23:58:03Z<span class="plainlinks"><a href="/index.php?title=User:Jakek1356&action=edit&redlink=1" class="new mw-userlink" title="User:Jakek1356 (page does not exist)"><bdi>Jakek1356</bdi></a> <span class="mw-usertoollinks">(<a href="/wiki/User_talk:Jakek1356" class="mw-usertoollinks-talk" title="User talk:Jakek1356">talk</a> | <a href="/wiki/Special:Contributions/Jakek1356" class="mw-usertoollinks-contribs" title="Special:Contributions/Jakek1356">contribs</a>)</span> marked the <a rel="nofollow" class="external text" href="https://rimworldwiki.com/wiki/Topic:Vrho7tr5cqzmfpu5">topic</a> "Warning" as resolved (<em>marked as resolved</em>)</span>Jakek1356https://rimworldwiki.com/index.php?title=File:MechCluster.jpeg&diff=74572File:MechCluster.jpeg2020-09-02T23:43:45Z<p>Jakek1356: Added more info.</p>
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<div>File of a mechanoid cluster uploaded on August 21, 2020 at 20:52. MIME Type: Image:JPEG. Please reply to the [[File talk:MechCluster.jpeg|talk page]] of this page. '''Please don't edit, move, delete, blank or protect this page.''' ''This is the first file [[Jakek1356]] ([[User talk:Jakek1356|talk]]|[[Special:Contributions/Jakek1356|contribs]]) had uploaded. No file uploaded by Jakek before this file.''</div>Jakek1356https://rimworldwiki.com/index.php?title=File:MechCluster.jpeg&diff=74571File:MechCluster.jpeg2020-09-02T23:36:08Z<p>Jakek1356: </p>
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<div>File of a mechanoid cluster uploaded on August 21, 2020 at 0:52.</div>Jakek1356https://rimworldwiki.com/index.php?title=File:MechCluster.jpeg&diff=74570File:MechCluster.jpeg2020-09-02T23:35:19Z<p>Jakek1356: </p>
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<div>File of a mechanoid cluster uploaded on August</div>Jakek1356https://rimworldwiki.com/index.php?title=File_talk:MechCluster.jpeg&diff=74569File talk:MechCluster.jpeg2020-09-02T23:32:29Z<p>Jakek1356: Fixed a formatting issue.</p>
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<div>'''Welcome to my first file's talk page!'''<br />
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[[User:Jakek1356|Jakek1356]] ([[User talk:Jakek1356|talk]]|[[Special:Contributions/Jakek1356|contribs]])<br />
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Hello guys! Welcome to my ''first'' file talk page. This is an image of an full mechanoid cluster. It's a pretty excellent defended cluster as you see. Anybody going to reply to Jakek's File discussion page if you like? And can you please also send a reply? Thank you for visiting this file talk page!<br />
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''There are no older topics''</div>Jakek1356https://rimworldwiki.com/index.php?title=File_talk:MechCluster.jpeg&diff=74568File talk:MechCluster.jpeg2020-09-02T23:31:41Z<p>Jakek1356: Created page with "'''Welcome to my first file's talk page!''' Jakek1356 (talk|contribs) Hello guys! Welcome to my..."</p>
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<div>'''Welcome to my first file's talk page!'''<br />
[[User:Jakek1356|Jakek1356]] ([[User talk:Jakek1356|talk]]|[[Special:Contributions/Jakek1356|contribs]])<br />
Hello guys! Welcome to my ''first'' file talk page. This is an image of an full mechanoid cluster. It's a pretty excellent defended cluster as you see. Anybody going to reply to Jakek's File discussion page if you like? And can you please also send a reply? Thank you for visiting this file talk page!<br />
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Reply to "Welcome to my first file's talk page"<br />
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''There are no older topics''</div>Jakek1356https://rimworldwiki.com/index.php?title=Topic:Vt8pipdn8l3grs0d&topic_postId=vt8pipdn8p1izvyl&topic_revId=vt8pipdn8p1izvyl&action=single-viewTopic:Vt8pipdn8l3grs0d2020-09-02T23:10:30Z<span class="plainlinks"><a href="/index.php?title=User:Jakek1356&action=edit&redlink=1" class="new mw-userlink" title="User:Jakek1356 (page does not exist)"><bdi>Jakek1356</bdi></a> <span class="mw-usertoollinks">(<a href="/wiki/User_talk:Jakek1356" class="mw-usertoollinks-talk" title="User talk:Jakek1356">talk</a> | <a href="/wiki/Special:Contributions/Jakek1356" class="mw-usertoollinks-contribs" title="Special:Contributions/Jakek1356">contribs</a>)</span> <a rel="nofollow" class="external text" href="https://rimworldwiki.com/index.php?title=Topic:Vt8pipdn8l3grs0d&topic_showPostId=vt8pipdn8p1izvyl#flow-post-vt8pipdn8p1izvyl">commented</a> on "I want to get this user banned!" (<em>Hi! I just wanted to say that this user should be added to the blocklist because he was spamming links to external sites. Can anyone be c...</em>)</span>Jakek1356https://rimworldwiki.com/index.php?title=Topic:Vt6zat761pw1mnpp&topic_postId=vt6zat761tu3urnx&topic_revId=vt6zat761tu3urnx&action=single-viewTopic:Vt6zat761pw1mnpp2020-09-02T04:33:16Z<span class="plainlinks"><a href="/index.php?title=User:Jakek1356&action=edit&redlink=1" class="new mw-userlink" title="User:Jakek1356 (page does not exist)"><bdi>Jakek1356</bdi></a> <span class="mw-usertoollinks">(<a href="/wiki/User_talk:Jakek1356" class="mw-usertoollinks-talk" title="User talk:Jakek1356">talk</a> | <a href="/wiki/Special:Contributions/Jakek1356" class="mw-usertoollinks-contribs" title="Special:Contributions/Jakek1356">contribs</a>)</span> <a rel="nofollow" class="external text" href="https://rimworldwiki.com/index.php?title=Topic:Vt6zat761pw1mnpp&topic_showPostId=vt6zat761tu3urnx#flow-post-vt6zat761tu3urnx">commented</a> on "Harakoni's user page spammed by kghlittle" (<em>Hi Harakoni! Yous user paj waz zpamed by testperson. Gotla go!</em>)</span>Jakek1356https://rimworldwiki.com/index.php?title=Category:Pages_with_broken_file_links&diff=74432Category:Pages with broken file links2020-08-31T04:49:45Z<p>Jakek1356: </p>
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<div>This is an automatically created category. Please do not delete it.<br />
__HIDDENCAT__</div>Jakek1356https://rimworldwiki.com/index.php?title=Jacket&diff=74419Jacket2020-08-30T21:19:26Z<p>Jakek1356: </p>
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<div><onlyinclude><br />
{{infobox main<br />
|name = Jacket<br />
|image = Jacket.png|Jacket<br />
|description = "A tough jacket to stop scrapes and bruises, and keep one warm in chilly weather."<br />
|type = Gear<br />
|type2 = Clothing<br />
|hp = 160<br />
|work to make = 7000<br />
|resources to make = {{icon|cloth|70}}<br />
|marketvalue = 188<br />
|insulationheatfactor = 0.3<br />
|insulationcoldfactor = 0.8<br />
|armorsharpfactor= 0.3<br />
|armorbluntfactor= 0.3<br />
|armorheatfactor= 0.3<br />
|mass base = 1.7<br />
|coverage = Torso, Neck, Left Dhoulder, Left Arm, Right Shoulder, Right Arm<br />
|layer = Shell<br />
}}</onlyinclude><br />
==Summary==<br />
====Overview & Obtaining====<br />
Jackets are a middle ground between a [[duster]] and a [[parka]], best suited to moderately cold biomes (not extreme enough to require parkas). They can be purchased (as with any other piece of apparel), crafted, or stripped from Outlanders and Pirates. Starting colonists may also spawn wearing a [[synthread]] jacket. [[Tuques]] are weaker than this apparel.<br />
<br />
====Crafting====<br />
As a complicated garment, Jackets can only be made at [[Hand-tailoring bench|tailoring]] [[Electric tailoring bench|benches]], which requires [[Research#ComplexClothing|complex clothing]] to be researched in order to be constructed. A jacket requires 70 of any textile, and 117 units of work.<br />
<br />
====Conclusion & Comparison====<br />
Overall, jackets are a middle-ground between [[duster]]s and [[parka]]s; requiring fewer resources and less work to craft, but offering less value in either extreme cold or extreme heat.<br />
In warm biomes, dusters are almost always more useful, since dusters cover more body parts and do a better job protecting from heat.<br />
In extremely cold biomes, parkas are often required to deal with ultra-low temperatures.<br />
<br />
In moderately cold biomes though, jackets can be preferable to parkas in some cases<br />
Jackets offer better armor than parkas, so if you can get good enough insulation from the cold using jackets you're usually better off doing so.<br />
{{Clothing material table}}<br />
<br />
[[Category:Clothing]]<br />
{{nav|clothing|wide}}</div>Jakek1356https://rimworldwiki.com/index.php?title=Cover&diff=74418Cover2020-08-30T21:17:51Z<p>Jakek1356: 74417Jakek1356 (talk)</p>
<hr />
<div><!--Top Nav Box--><br />
{| align=center<br />
| {{Gameplay_Nav}}<br />
|}<br />
----<br />
<!-- End of Nav --><br />
<br />
{{TOCright}}<br />
Cover can be anything that has the possibility to stop a fired bullet from hitting the intended target. Cover in RimWorld can be found in several forms. Some examples are: [[Rubble]], [[Sandbags]], [[Wall]]s, the [[Saguaro cactus]], and even [[animals]].<br/><br />
<br/><br />
<br />
'''High cover''' consists of any wall, constructed or otherwise, which a character can lean around to shoot enemies (if they're standing next to the wall). Any wall counts as high cover, and will stop bullets or other projectiles not just from hitting whoever is taking cover behind them, but prevent them from continuing on to hit anything else. It also blocks explosives.<br/><br />
'''Low cover''' consists of sandbags, rock or slag chunks, trees, bushes, animals, some types of furniture and structures, and virtually anything else that a character can shoot over. Low cover does not provide as high a chance of stopping projectiles as high cover, but it's still far better than nothing, and it allows your colonists to shoot over it whereas a wall could block your shooters' line of sight to target completely.<br/><br />
'''Natural cover''' is anything that can protect you on a newly generated map.<br/><br />
'''Artificial cover''' is anything you build; even debris that you move could potentially count as artificial cover.<br />
<br />
Cover is multiplied by a factor of 20-100% depending which direction the attack is coming from. Cover works best against attacks coming straight at it, but doesn't work so well against incoming attacks from the sides. <br />
<br />
Here's a list of each angle threshold and the corresponding cover effectiveness multiplier in a list - as this doesn't look particularly great in a table:<br />
*'''a < 15°''' = 100% effectiveness<br />
*'''15° < a < 27°''' = 80% effectiveness<br />
*'''27° < a < 40°''' = 60% effectiveness<br />
*'''40° < a < 52°''' = 40% effectiveness<br />
*'''52° < a < 65°''' = 20% effectiveness<br />
*'''a > 65°''' = 0% effectiveness<br />
<br />
Cover is additionally less effective at point-blank range: cover's only 33.33% as effective when the shooter is directly in front of the target's cover, and 66.666% if the shooter is 1 tile away from the cover.<br />
<br />
Sometimes multiple sources of cover also work together to block additional projectiles. For example, shooting at a pawn behind low cover from a diagonal angle will result in 2 units of low cover providing protection at once, each at a reduced efficiency.<br />
<br />
{| {{STDT| sortable c_12 text-left}}<br />
!Contents: !! High Cover !! Low Cover !! other/unknown<br />
|-<br />
! Artificial Cover<br />
| * [[Cover#Door|Door]]<br/>* [[Cover#Walls|Walls]]<br />
| * [[Cover#Sandbags|Sand Bags]]<br />
| * [[Cover#Buildings|Buildings]]<br />
|-<br />
! Natural Cover<br />
| * [[Cover#Mountain walls|Mountain walls]]<br/>* [[Cover#Saguaro cactus|Saguaro cactus]]<br />
| * [[Cover#Rubble|Rubble]] <br/>* [[Cover#Bushes|Bushes]]<br />
| * [[Cover#Animals|Animals]]<br/><br />
|}<br />
<br />
See: [[Cover List|complete list of objects that provide cover]]<br />
<br />
== Natural cover ==<br />
Natural cover is anything that is generated when the map is created, and is almost everything you can find on a newly generated map.<br />
<br />
=== Walls ===<br />
Solid walls in general, from mountain walls to walls of ruins scattered across the map, are all capable of providing good cover.<br />
Pawns using walls as cover will fire from behind the corner of the wall.<br />
<br />
Walls provide up to 75% cover, but is heavily affected by direction.<br />
<br />
=== Rubble ===<br />
[[Rubble]], in the form of [[Rock chunk|rock chunks]] and steel slag chunks, is littered all over the map and will be used by attackers to gain an advantage over you. You can also use rubble for protection, but the random rubble placement is unlikely to favor you, so it's advisable to use it only during mobile warfare or as a last resort.<br />
<br />
Rubble, in combination with a dumping area, can provide a free alternative to sandbag emplacements in the early game when Metal is scarce. Here is how it works:<br />
* Create a Dumping zone in the desired shape. (Typically a 1 square thick wall)<br />
* Designate the desired amount of rubble to be hauled.<br />
* Wait for the rubble to be hauled.<br />
* Place Colonists behind the wall for cover during a firefight.<br />
<br />
Rubble provides 50% cover. Enemies can also use rubble to their advantage.<br />
<br />
=== Bushes ===<br />
Bushes provide 25% cover. In general, you'll want to avoid these—especially as they can catch fire very easily.<br />
<br />
=== Trees ===<br />
Trees provide 25% cover. Prior to Alpha 17, they provided 43%.<br />
<br />
===Saguaro cactus===<br />
A [[saguaro cactus]] is a large tree-like cactus with 2 branches. They provide 35% cover.<br />
<br />
=== Animals ===<br />
A last resort to cover if you have nothing else can be animals. By having animals between your colonist(s) and the attackers, they can actually work as a makeshift barricade (or 'meat shield') by being hit instead of your colonists. Larger animals (e.g. [[Muffalo]]) work better for this. However, you shouldn't rely on this, as animals tend to wander off at random. They can, however, become enraged and attack your enemies (or you) if fired upon long enough, so there may be something to it after all.<br />
<br />
===Pawns===<br />
Other pawns can be used to shield your colonist from fire if they are in between them and the attacker. This is a natural shield when going up against a brawler that is backed up by a ranged attacker as their allies will accidentally hit them. Putting one colonist in front of another will also be used as a meat shield for the one behind. A downed pawn can provide cover as long as they're still alive, but once they die they lose the ability to soak up projectiles.<br />
<br />
==Artificial cover==<br />
Artificial cover is anything that you can build. (In a sense, [[rubble]] could be counted as artificial cover after you have moved it, and are using it as cover.)<br />
<br />
=== Sandbags ===<br />
[[Sandbags]] are the easiest and cheapest method of protection, offering substantial survivability potential while maintaining maximum angles of fire—great for turrets and any shooters that need to cover a wide area of approach. U-shapes are good for one character to hide in. Zigzag patterns will allow multiple characters to cover close together, which is handy if you want to focus fire on a few attackers.<br />
<br />
Sandbags enclosing a turret make a great defensive hardpoint. But make sure to keep the turret repaired, as it will explode when destroyed and can damage nearby characters and structures. A good practice is to leave a 1 tile gap (or make it a hole with sandbags on the back of the tile too) in the back (most protected side) where a colonist can stand and repair the turret and still be mostly in cover, but be prepared to make the colonist run away when the sparks begin to fly from the turret...<br />
<br />
Sandbags provide 57% cover.<br />
<br />
=== Walls ===<br />
[[Wall]]s can be used as cover as well. Characters will lean around them to shoot. Natural walls work in the same way, and will almost always have more durability than any artificial wall.<br />
<br />
=== Door ===<br />
A [[door]] can be used as a high cover if it stands alone so a colonist can lean around it.<br />
<br />
=== Buildings ===<br />
Most things that you can build can also stop bullets, although they take damage and will eventually be destroyed, catch fire or explode, if not repaired in time.<br />
<br />
* [[Battery]]<br />
* [[Nutrient paste dispenser]]<br />
* [[Geothermal generator]]<br />
* [[Comms console]]<br />
* [[Solar generator]]<br />
* [[Improvised turret]] ('''will explode''' in a 3 tile radius if too damaged!)<br />
* [[Research bench]]<br />
* [[Hydroponics basin]]<br />
* [[Stool]]<br />
* [[Dining chair]]<br />
* [[Table]]<br />
* [[Shelf]]<br />
* [[Bed]]<br />
* [[Plant pot]] (low cover)<br />
* [[Torch lamp]] (low cover)<br />
* [[Sun lamp]] (low cover)<br />
* [[Standing lamp]] (low cover)<br />
<br />
== Full Cover List ==<br />
Click to view a full list of things that provide cover, sorted by most effective.<br />
{{collapse|<br />
{{#ask:[[Cover Effectiveness::+]]|<br />
|mainlabel=Name<br />
|?Cover Effectiveness=Cover Effectiveness (%)<br />
|?Max Hit Points Base=Hit Points<br />
|sort=Cover Effectiveness<br />
|order=descending<br />
}}}}<br />
<br />
== Not Cover ==<br />
The following things ''do not'' provide cover.<br />
<br />
* resources and items that can be picked up (i.e. steel, wood logs, stone blocks)<br />
* plants (except for trees, Saguaro cactus, bushes, and raspberry bushes)<br />
* minified items<br />
* power conduit; power switch<br />
* graves<br />
* dead bodies<br />
* spots (i.e. sleeping spot, crafting spot)<br />
<br />
<br />
[[Category:Game mechanics]]</div>Jakek1356https://rimworldwiki.com/index.php?title=Cover&diff=74417Cover2020-08-30T21:17:01Z<p>Jakek1356: </p>
<hr />
<div><!--Top Nav Box--><br />
{| align=center<br />
| {{Gameplay_Nav}}l<br />
|}<br />
----<br />
<!-- End of Nav --><br />
<br />
{{TOCright}}<br />
Cover can be anything that has the possibility to stop a fired bullet from hitting the intended target. Cover in RimWorld can be found in several forms. Some examples are: [[Rubble]], [[Sandbags]], [[Wall]]s, the [[Saguaro cactus]], and even [[animals]].<br/><br />
<br/><br />
<br />
'''High cover''' consists of any wall, constructed or otherwise, which a character can lean around to shoot enemies (if they're standing next to the wall). Any wall counts as high cover, and will stop bullets or other projectiles not just from hitting whoever is taking cover behind them, but prevent them from continuing on to hit anything else. It also blocks explosives.<br/><br />
'''Low cover''' consists of sandbags, rock or slag chunks, trees, bushes, animals, some types of furniture and structures, and virtually anything else that a character can shoot over. Low cover does not provide as high a chance of stopping projectiles as high cover, but it's still far better than nothing, and it allows your colonists to shoot over it whereas a wall could block your shooters' line of sight to target completely.<br/><br />
'''Natural cover''' is anything that can protect you on a newly generated map.<br/><br />
'''Artificial cover''' is anything you build; even debris that you move could potentially count as artificial cover.<br />
<br />
Cover is multiplied by a factor of 20-100% depending which direction the attack is coming from. Cover works best against attacks coming straight at it, but doesn't work so well against incoming attacks from the sides. <br />
<br />
Here's a list of each angle threshold and the corresponding cover effectiveness multiplier in a list - as this doesn't look particularly great in a table:<br />
*'''a < 15°''' = 100% effectiveness<br />
*'''15° < a < 27°''' = 80% effectiveness<br />
*'''27° < a < 40°''' = 60% effectiveness<br />
*'''40° < a < 52°''' = 40% effectiveness<br />
*'''52° < a < 65°''' = 20% effectiveness<br />
*'''a > 65°''' = 0% effectiveness<br />
<br />
Cover is additionally less effective at point-blank range: cover's only 33.33% as effective when the shooter is directly in front of the target's cover, and 66.666% if the shooter is 1 tile away from the cover.<br />
<br />
Sometimes multiple sources of cover also work together to block additional projectiles. For example, shooting at a pawn behind low cover from a diagonal angle will result in 2 units of low cover providing protection at once, each at a reduced efficiency.<br />
<br />
{| {{STDT| sortable c_12 text-left}}<br />
!Contents: !! High Cover !! Low Cover !! other/unknown<br />
|-<br />
! Artificial Cover<br />
| * [[Cover#Door|Door]]<br/>* [[Cover#Walls|Walls]]<br />
| * [[Cover#Sandbags|Sand Bags]]<br />
| * [[Cover#Buildings|Buildings]]<br />
|-<br />
! Natural Cover<br />
| * [[Cover#Mountain walls|Mountain walls]]<br/>* [[Cover#Saguaro cactus|Saguaro cactus]]<br />
| * [[Cover#Rubble|Rubble]] <br/>* [[Cover#Bushes|Bushes]]<br />
| * [[Cover#Animals|Animals]]<br/><br />
|}<br />
<br />
See: [[Cover List|complete list of objects that provide cover]]<br />
<br />
== Natural cover ==<br />
Natural cover is anything that is generated when the map is created, and is almost everything you can find on a newly generated map.<br />
<br />
=== Walls ===<br />
Solid walls in general, from mountain walls to walls of ruins scattered across the map, are all capable of providing good cover.<br />
Pawns using walls as cover will fire from behind the corner of the wall.<br />
<br />
Walls provide up to 75% cover, but is heavily affected by direction.<br />
<br />
=== Rubble ===<br />
[[Rubble]], in the form of [[Rock chunk|rock chunks]] and steel slag chunks, is littered all over the map and will be used by attackers to gain an advantage over you. You can also use rubble for protection, but the random rubble placement is unlikely to favor you, so it's advisable to use it only during mobile warfare or as a last resort.<br />
<br />
Rubble, in combination with a dumping area, can provide a free alternative to sandbag emplacements in the early game when Metal is scarce. Here is how it works:<br />
* Create a Dumping zone in the desired shape. (Typically a 1 square thick wall)<br />
* Designate the desired amount of rubble to be hauled.<br />
* Wait for the rubble to be hauled.<br />
* Place Colonists behind the wall for cover during a firefight.<br />
<br />
Rubble provides 50% cover. Enemies can also use rubble to their advantage.<br />
<br />
=== Bushes ===<br />
Bushes provide 25% cover. In general, you'll want to avoid these—especially as they can catch fire very easily.<br />
<br />
=== Trees ===<br />
Trees provide 25% cover. Prior to Alpha 17, they provided 43%.<br />
<br />
===Saguaro cactus===<br />
A [[saguaro cactus]] is a large tree-like cactus with 2 branches. They provide 35% cover.<br />
<br />
=== Animals ===<br />
A last resort to cover if you have nothing else can be animals. By having animals between your colonist(s) and the attackers, they can actually work as a makeshift barricade (or 'meat shield') by being hit instead of your colonists. Larger animals (e.g. [[Muffalo]]) work better for this. However, you shouldn't rely on this, as animals tend to wander off at random. They can, however, become enraged and attack your enemies (or you) if fired upon long enough, so there may be something to it after all.<br />
<br />
===Pawns===<br />
Other pawns can be used to shield your colonist from fire if they are in between them and the attacker. This is a natural shield when going up against a brawler that is backed up by a ranged attacker as their allies will accidentally hit them. Putting one colonist in front of another will also be used as a meat shield for the one behind. A downed pawn can provide cover as long as they're still alive, but once they die they lose the ability to soak up projectiles.<br />
<br />
==Artificial cover==<br />
Artificial cover is anything that you can build. (In a sense, [[rubble]] could be counted as artificial cover after you have moved it, and are using it as cover.)<br />
<br />
=== Sandbags ===<br />
[[Sandbags]] are the easiest and cheapest method of protection, offering substantial survivability potential while maintaining maximum angles of fire—great for turrets and any shooters that need to cover a wide area of approach. U-shapes are good for one character to hide in. Zigzag patterns will allow multiple characters to cover close together, which is handy if you want to focus fire on a few attackers.<br />
<br />
Sandbags enclosing a turret make a great defensive hardpoint. But make sure to keep the turret repaired, as it will explode when destroyed and can damage nearby characters and structures. A good practice is to leave a 1 tile gap (or make it a hole with sandbags on the back of the tile too) in the back (most protected side) where a colonist can stand and repair the turret and still be mostly in cover, but be prepared to make the colonist run away when the sparks begin to fly from the turret...<br />
<br />
Sandbags provide 57% cover.<br />
<br />
=== Walls ===<br />
[[Wall]]s can be used as cover as well. Characters will lean around them to shoot. Natural walls work in the same way, and will almost always have more durability than any artificial wall.<br />
<br />
=== Door ===<br />
A [[door]] can be used as a high cover if it stands alone so a colonist can lean around it.<br />
<br />
=== Buildings ===<br />
Most things that you can build can also stop bullets, although they take damage and will eventually be destroyed, catch fire or explode, if not repaired in time.<br />
<br />
* [[Battery]]<br />
* [[Nutrient paste dispenser]]<br />
* [[Geothermal generator]]<br />
* [[Comms console]]<br />
* [[Solar generator]]<br />
* [[Improvised turret]] ('''will explode''' in a 3 tile radius if too damaged!)<br />
* [[Research bench]]<br />
* [[Hydroponics basin]]<br />
* [[Stool]]<br />
* [[Dining chair]]<br />
* [[Table]]<br />
* [[Shelf]]<br />
* [[Bed]]<br />
* [[Plant pot]] (low cover)<br />
* [[Torch lamp]] (low cover)<br />
* [[Sun lamp]] (low cover)<br />
* [[Standing lamp]] (low cover)<br />
<br />
== Full Cover List ==<br />
Click to view a full list of things that provide cover, sorted by most effective.<br />
{{collapse|<br />
{{#ask:[[Cover Effectiveness::+]]|<br />
|mainlabel=Name<br />
|?Cover Effectiveness=Cover Effectiveness (%)<br />
|?Max Hit Points Base=Hit Points<br />
|sort=Cover Effectiveness<br />
|order=descending<br />
}}}}<br />
<br />
== Not Cover ==<br />
The following things ''do not'' provide cover.<br />
<br />
* resources and items that can be picked up (i.e. steel, wood logs, stone blocks)<br />
* plants (except for trees, Saguaro cactus, bushes, and raspberry bushes)<br />
* minified items<br />
* power conduit; power switch<br />
* graves<br />
* dead bodies<br />
* spots (i.e. sleeping spot, crafting spot)<br />
<br />
<br />
[[Category:Game mechanics]]</div>Jakek1356https://rimworldwiki.com/index.php?title=Cover&diff=74416Cover2020-08-30T21:16:47Z<p>Jakek1356: Undo revision 74415 by SummerReindeer</p>
<hr />
<div><!--Top Nav Box--><br />
{| align=center<br />
| {{Gameplay_Nav}}<br />
|}<br />
----<br />
<!-- End of Nav --><br />
<br />
{{TOCright}}<br />
Cover can be anything that has the possibility to stop a fired bullet from hitting the intended target. Cover in RimWorld can be found in several forms. Some examples are: [[Rubble]], [[Sandbags]], [[Wall]]s, the [[Saguaro cactus]], and even [[animals]].<br/><br />
<br/><br />
<br />
'''High cover''' consists of any wall, constructed or otherwise, which a character can lean around to shoot enemies (if they're standing next to the wall). Any wall counts as high cover, and will stop bullets or other projectiles not just from hitting whoever is taking cover behind them, but prevent them from continuing on to hit anything else. It also blocks explosives.<br/><br />
'''Low cover''' consists of sandbags, rock or slag chunks, trees, bushes, animals, some types of furniture and structures, and virtually anything else that a character can shoot over. Low cover does not provide as high a chance of stopping projectiles as high cover, but it's still far better than nothing, and it allows your colonists to shoot over it whereas a wall could block your shooters' line of sight to target completely.<br/><br />
'''Natural cover''' is anything that can protect you on a newly generated map.<br/><br />
'''Artificial cover''' is anything you build; even debris that you move could potentially count as artificial cover.<br />
<br />
Cover is multiplied by a factor of 20-100% depending which direction the attack is coming from. Cover works best against attacks coming straight at it, but doesn't work so well against incoming attacks from the sides. <br />
<br />
Here's a list of each angle threshold and the corresponding cover effectiveness multiplier in a list - as this doesn't look particularly great in a table:<br />
*'''a < 15°''' = 100% effectiveness<br />
*'''15° < a < 27°''' = 80% effectiveness<br />
*'''27° < a < 40°''' = 60% effectiveness<br />
*'''40° < a < 52°''' = 40% effectiveness<br />
*'''52° < a < 65°''' = 20% effectiveness<br />
*'''a > 65°''' = 0% effectiveness<br />
<br />
Cover is additionally less effective at point-blank range: cover's only 33.33% as effective when the shooter is directly in front of the target's cover, and 66.666% if the shooter is 1 tile away from the cover.<br />
<br />
Sometimes multiple sources of cover also work together to block additional projectiles. For example, shooting at a pawn behind low cover from a diagonal angle will result in 2 units of low cover providing protection at once, each at a reduced efficiency.<br />
<br />
{| {{STDT| sortable c_12 text-left}}<br />
!Contents: !! High Cover !! Low Cover !! other/unknown<br />
|-<br />
! Artificial Cover<br />
| * [[Cover#Door|Door]]<br/>* [[Cover#Walls|Walls]]<br />
| * [[Cover#Sandbags|Sand Bags]]<br />
| * [[Cover#Buildings|Buildings]]<br />
|-<br />
! Natural Cover<br />
| * [[Cover#Mountain walls|Mountain walls]]<br/>* [[Cover#Saguaro cactus|Saguaro cactus]]<br />
| * [[Cover#Rubble|Rubble]] <br/>* [[Cover#Bushes|Bushes]]<br />
| * [[Cover#Animals|Animals]]<br/><br />
|}<br />
<br />
See: [[Cover List|complete list of objects that provide cover]]<br />
<br />
== Natural cover ==<br />
Natural cover is anything that is generated when the map is created, and is almost everything you can find on a newly generated map.<br />
<br />
=== Walls ===<br />
Solid walls in general, from mountain walls to walls of ruins scattered across the map, are all capable of providing good cover.<br />
Pawns using walls as cover will fire from behind the corner of the wall.<br />
<br />
Walls provide up to 75% cover, but is heavily affected by direction.<br />
<br />
=== Rubble ===<br />
[[Rubble]], in the form of [[Rock chunk|rock chunks]] and steel slag chunks, is littered all over the map and will be used by attackers to gain an advantage over you. You can also use rubble for protection, but the random rubble placement is unlikely to favor you, so it's advisable to use it only during mobile warfare or as a last resort.<br />
<br />
Rubble, in combination with a dumping area, can provide a free alternative to sandbag emplacements in the early game when Metal is scarce. Here is how it works:<br />
* Create a Dumping zone in the desired shape. (Typically a 1 square thick wall)<br />
* Designate the desired amount of rubble to be hauled.<br />
* Wait for the rubble to be hauled.<br />
* Place Colonists behind the wall for cover during a firefight.<br />
<br />
Rubble provides 50% cover. Enemies can also use rubble to their advantage.<br />
<br />
=== Bushes ===<br />
Bushes provide 25% cover. In general, you'll want to avoid these—especially as they can catch fire very easily.<br />
<br />
=== Trees ===<br />
Trees provide 25% cover. Prior to Alpha 17, they provided 43%.<br />
<br />
===Saguaro cactus===<br />
A [[saguaro cactus]] is a large tree-like cactus with 2 branches. They provide 35% cover.<br />
<br />
=== Animals ===<br />
A last resort to cover if you have nothing else can be animals. By having animals between your colonist(s) and the attackers, they can actually work as a makeshift barricade (or 'meat shield') by being hit instead of your colonists. Larger animals (e.g. [[Muffalo]]) work better for this. However, you shouldn't rely on this, as animals tend to wander off at random. They can, however, become enraged and attack your enemies (or you) if fired upon long enough, so there may be something to it after all.<br />
<br />
===Pawns===<br />
Other pawns can be used to shield your colonist from fire if they are in between them and the attacker. This is a natural shield when going up against a brawler that is backed up by a ranged attacker as their allies will accidentally hit them. Putting one colonist in front of another will also be used as a meat shield for the one behind. A downed pawn can provide cover as long as they're still alive, but once they die they lose the ability to soak up projectiles.<br />
<br />
==Artificial cover==<br />
Artificial cover is anything that you can build. (In a sense, [[rubble]] could be counted as artificial cover after you have moved it, and are using it as cover.)<br />
<br />
=== Sandbags ===<br />
[[Sandbags]] are the easiest and cheapest method of protection, offering substantial survivability potential while maintaining maximum angles of fire—great for turrets and any shooters that need to cover a wide area of approach. U-shapes are good for one character to hide in. Zigzag patterns will allow multiple characters to cover close together, which is handy if you want to focus fire on a few attackers.<br />
<br />
Sandbags enclosing a turret make a great defensive hardpoint. But make sure to keep the turret repaired, as it will explode when destroyed and can damage nearby characters and structures. A good practice is to leave a 1 tile gap (or make it a hole with sandbags on the back of the tile too) in the back (most protected side) where a colonist can stand and repair the turret and still be mostly in cover, but be prepared to make the colonist run away when the sparks begin to fly from the turret...<br />
<br />
Sandbags provide 57% cover.<br />
<br />
=== Walls ===<br />
[[Wall]]s can be used as cover as well. Characters will lean around them to shoot. Natural walls work in the same way, and will almost always have more durability than any artificial wall.<br />
<br />
=== Door ===<br />
A [[door]] can be used as a high cover if it stands alone so a colonist can lean around it.<br />
<br />
=== Buildings ===<br />
Most things that you can build can also stop bullets, although they take damage and will eventually be destroyed, catch fire or explode, if not repaired in time.<br />
<br />
* [[Battery]]<br />
* [[Nutrient paste dispenser]]<br />
* [[Geothermal generator]]<br />
* [[Comms console]]<br />
* [[Solar generator]]<br />
* [[Improvised turret]] ('''will explode''' in a 3 tile radius if too damaged!)<br />
* [[Research bench]]<br />
* [[Hydroponics basin]]<br />
* [[Stool]]<br />
* [[Dining chair]]<br />
* [[Table]]<br />
* [[Shelf]]<br />
* [[Bed]]<br />
* [[Plant pot]] (low cover)<br />
* [[Torch lamp]] (low cover)<br />
* [[Sun lamp]] (low cover)<br />
* [[Standing lamp]] (low cover)<br />
<br />
== Full Cover List ==<br />
Click to view a full list of things that provide cover, sorted by most effective.<br />
{{collapse|<br />
{{#ask:[[Cover Effectiveness::+]]|<br />
|mainlabel=Name<br />
|?Cover Effectiveness=Cover Effectiveness (%)<br />
|?Max Hit Points Base=Hit Points<br />
|sort=Cover Effectiveness<br />
|order=descending<br />
}}}}<br />
<br />
== Not Cover ==<br />
The following things ''do not'' provide cover.<br />
<br />
* resources and items that can be picked up (i.e. steel, wood logs, stone blocks)<br />
* plants (except for trees, Saguaro cactus, bushes, and raspberry bushes)<br />
* minified items<br />
* power conduit; power switch<br />
* graves<br />
* dead bodies<br />
* spots (i.e. sleeping spot, crafting spot)<br />
<br />
<br />
[[Category:Game mechanics]]</div>Jakek1356https://rimworldwiki.com/index.php?title=Cover&diff=74415Cover2020-08-30T21:16:12Z<p>Jakek1356: </p>
<hr />
<div><!--Top Nav Box--><br />
{| align=center<br />
| {{Gameplay_Nav}}<br />
|}<br />
----<br />
<!-- End of Nav --><br />
<br />
{{TOCright}}<br />
Cover can be anything that has the possibility to stop a fired bullet from hitting the intended target. Cover in RimWorld can be found in several forms. Some examples are: [[Rubble]], [[Sandbags]], [[Wall]]s, the [[Saguaro cactus]], and even [[animals]].<br/><br />
<br/><br />
<br />
'''High cover''' consists of any wall, constructed or otherwise, which a character can lean around to shoot enemies (if they're standing next to the wall). Any wall counts as high cover, and will stop bullets or other projectiles not just from hitting whoever is taking cover behind them, but prevent them from continuing on to hit anything else. It also blocks explosives.<br/><br />
'''Low cover''' consists of sandbags, rock or slag chunks, trees, bushes, animals, some types of furniture and structures, and virtually anything else that a character can shoot over. Low cover does not provide as high a chance of stopping projectiles as high cover, but it's still far better than nothing, and it allows your colonists to shoot over it whereas a wall could block your shooters' line of sight to target completely.<br/><br />
'''Natural cover''' is anything that can protect you on a newly generated map.<br/><br />
'''Artificial cover''' is anything you build; even debris that you move could potentially count as artificial cover.<br />
<br />
Cover is multiplied by a factor of 20-100% depending which direction the attack is coming from. Cover works best against attacks coming straight at it, but doesn't work so well against incoming attacks from the sides. <br />
<br />
Here's a list of each angle threshold and the corresponding cover effectiveness multiplier in a list - as this doesn't look particularly great in a table:<br />
*'''a < 15°''' = 100% effectiveness<br />
*'''15° < a < 27°''' = 80% effectiveness<br />
*'''27° < a < 40°''' = 60% effectiveness<br />
*'''40° < a < 52°''' = 40% effectiveness<br />
*'''52° < a < 65°''' = 20% effectiveness<br />
*'''a > 65°''' = 0% effectiveness<br />
<br />
Cover is additionally less effective at point-blank range: cover's only 33.33% as effective when the shooter is directly in front of the target's cover, and 66.666% if the shooter is 1 tile away from the cover.<br />
<br />
Sometimes multiple sources of cover also work together to block additional projectiles. For example, shooting at a pawn behind low cover from a diagonal angle will result in 2 units of low cover providing protection at once, each at a reduced efficiency.<br />
<br />
{| {{STDT| sortable c_12 text-left}}<br />
!Contents: !! High Cover !! Low Cover !! other/unknown<br />
|-<br />
! Artificial Cover<br />
| * [[Cover#Door|Door]]<br/>* [[Cover#Walls|Walls]]<br />
| * [[Cover#Sandbags|Sand Bags]]<br />
| * [[Cover#Buildings|Buildings]]<br />
|-<br />
! Natural Cover<br />
| * [[Cover#Mountain walls|Mountain walls]]<br/>* [[Cover#Saguaro cactus|Saguaro cactus]]<br />
| * [[Cover#Rubble|Rubble]] <br/>* [[Cover#Bushes|Bushes]]<br />
| * [[Cover#Animals|Animals]]<br/><br />
|}<br />
<br />
See: [[Cover List|complete list of objects that provide cover]]<br />
<br />
== Natural cover ==<br />
Natural cover is anything that is generated when the map is created, and is almost everything you can find on a newly generated map.<br />
<br />
=== Walls ===<br />
Solid walls in general, from mountain walls to walls of ruins scattered across the map, are all capable of providing good cover.<br />
Pawns using walls as cover will fire from behind the corner of the wall.<br />
<br />
Walls provide up to 75% cover, but is heavily affected by direction.<br />
<br />
=== Rubble ===<br />
[[Rubble]], in the form of [[Rock chunk|rock chunks]] and steel slag chunks, is littered all over the map and will be used by attackers to gain an advantage over you. You can also use rubble for protection, but the random rubble placement is unlikely to favor you, so it's advisable to use it only during mobile warfare or as a last resort.<br />
<br />
Rubble, in combination with a dumping area, can provide a free alternative to sandbag emplacements in the early game when Metal is scarce. Here is how it works:<br />
* Create a Dumping zone in the desired shape. (Typically a 1 square thick wall)<br />
* Designate the desired amount of rubble to be hauled.<br />
* Wait for the rubble to be hauled.<br />
* Place Colonists behind the wall for cover during a firefight.<br />
<br />
Rubble provides 50% cover. Enemies can also use rubble to their advantage.<br />
<br />
=== Bushes ===<br />
Bushes provide 25% cover. In general, you'll want to avoid these—especially as they can catch fire very easily.<br />
<br />
=== Trees ===<br />
Trees provide 25% cover. Prior to Alpha 17, they provided 43%.<br />
<br />
===Saguaro cactus===<br />
A [[saguaro cactus]] is a large tree-like cactus with 2 branches. They provide 35% cover.<br />
<br />
=== Animals ===<br />
A last resort to cover if you have nothing else can be animals. By having animals between your colonist(s) and the attackers, they can actually work as a makeshift barricade (or 'meat shield') by being hit instead of your colonists. Larger animals (e.g. [[Muffalo]]) work better for this. However, you shouldn't rely on this, as animals tend to wander off at random. They can, however, become enraged and attack your enemies (or you) if fired upon long enough, so there may be something to it after all.<br />
<br />
===Pawns===<br />
Other pawns can be used to shield your colonist from fire if they are in between them and the attacker. This is a natural shield when going up against a brawler that is backed up by a ranged attacker as their allies will accidentally hit them. Putting one colonist in front of another will also be used as a meat shield for the one behind. A downed pawn can provide cover as long as they're still alive, but once they die they lose the ability to soak up projectiles.<br />
<br />
==Artificial cover==<br />
Artificial cover is anything that you can build. (In a sense, [[rubble]] could be counted as artificial cover after you have moved it, and are using it as cover.)<br />
<br />
=== Sandbags ===<br />
[[Sandbags]] are the easiest and cheapest method of protection, offering substantial survivability potential while maintaining maximum angles of fire—great for turrets and any shooters that need to cover a wide area of approach. U-shapes are good for one character to hide in. Zigzag patterns will allow multiple characters to cover close together, which is handy if you want to focus fire on a few attackers.<br />
<br />
Sandbags enclosing a turret make a great defensive hardpoint. But make sure to keep the turret repaired, as it will explode when destroyed and can damage nearby characters and structures. A good practice is to leave a 1 tile gap (or make it a hole with sandbags on the back of the tile too) in the back (most protected side) where a colonist can stand and repair the turret and still be mostly in cover, but be prepared to make the colonist run away when the sparks begin to fly from the turret...<br />
<br />
Sandbags provide 57% cover.<br />
<br />
=== Walls ===<br />
[[Wall]]s can be used as cover as well. Characters will lean around them to shoot. Natural walls work in the same way, and will almost always have more durability than any artificial wall.<br />
<br />
=== Door ===<br />
A [[door]] can be used as a high cover if it stands alone so a colonist can lean around it.<br />
<br />
=== Buildings ===<br />
Most things that you can build can also stop bullets, although they take damage and will eventually be destroyed, catch fire or explode, if not repaired in time.<br />
<br />
* [[Battery]]<br />
* [[Nutrient paste dispenser]]<br />
* [[Geothermal generator]]<br />
* [[Comms console]]<br />
* [[Solar generator]]<br />
* [[Improvised turret]] ('''will explode''' in a 3 tile radius if too damaged!)<br />
* [[Research bench]]<br />
* [[Hydroponics basin]]<br />
* [[Stool]]<br />
* [[Dining chair]]<br />
* [[Table]]<br />
* [[Shelf]]<br />
* [[Bed]]<br />
* [[Plant pot]] (low cover)<br />
* [[Torch lamp]] (low cover)<br />
* [[Sun lamp]] (low cover)<br />
* [[Standing lamp]] (low cover)<br />
<br />
== Full Cover List ==<br />
Click to view a full list of things that provide cover, sorted by most effective.<br />
{{collapse|<br />
{{#ask:[[Cover Effectiveness::+]]|<br />
|mainlabel=Name<br />
|?Cover Effectiveness=Cover Effectiveness (%)<br />
|?Max Hit Points Base=Hit Points<br />
|sort=Cover Effectiveness<br />
|order=descending<br />
}}}}<br />
<br />
== Not Cover ==<br />
The following things ''do not'' provide cover.<br />
<br />
* resources and items that can be picked up (i.e. steel, wood logs, stone blocks)<br />
* plants (except for trees, Saguaro cactus, bushes, and raspberry bushes)<br />
* minified items<br />
* power conduit; power switch<br />
* graves<br />
* dead bodies<br />
* spots (i.e. sleeping spot, crafting spot)<br />
<br />
<br />
[[Category:Game mechanics]]<br />
<hn></div>Jakek1356https://rimworldwiki.com/index.php?title=Raider&diff=74414Raider2020-08-30T21:15:34Z<p>Jakek1356: </p>
<hr />
<div><!--Top Nav Box--><br />
{| align=left<br />
| {{Characters_Nav}}<br />
|}<br />
----<br />
<!-- End of Nav --><br />
{{TOCright}}<br />
<onlyinclude><br />
Raiders, are enemies who attack in groups during the period where the storyteller's threat cycle is active - or at possibly any time in the case of Randy Random. The group size and strength of a raiding party is determined by 'points', which will be explained in-depth further down this article.</onlyinclude><br />
<br />
The game will automatically display a red alert envelope with two different versions, whether they will prepare and then attack or will attack immediately.<br />
<br />
Raiders will attack, destroy or burn random targets without any visible strategy or tactic, but will not attack natural rock walls (except sappers), wild [[animals]] or unpowered turrets. They will however, engage prisoners from enemy factions.<br />
<br />
Besides attempting to raze your base, if not engaging your defenders due to no contact, the behavior will change into other goals such as: stealing valuables that are not properly stored in closed locations, kidnapping downed colonists to demand a ransom of silver or to recruit them into their ranks, leaving after being satisfied with the damage done, as well as give up and retreat due to exhaustion and starvation.<br />
<br />
<br />
<gallery widths="250px" heights="250px" class="center" mode="nolines"><br />
File:Ransom.png|'''Ransom'''<br />
File:Raiders Mod debuff tired and hungry.png|'''Raider's negative thoughts'''<br />
File:Pirates have given up and area leaving.png|'''Pirates have given up and are leaving'''<br />
</gallery><br />
<br />
<br />
[[File:Prisoner return as raider.png|400px|thumb|left|Abandoned prisoner returns to ambush a caravan.]]<br />
<br />
Once you have downed or killed half of their crew, the remaining will flee in panic, running as fast as they can towards the map edges.<br />
<br />
Raiders who survive may return to attack again in future raids or ambushes. This includes prisoners abandoned from caravans who are in restraint, making them unable to attack properly.<br />
<br />
{{clear}}<br />
<br />
== Equipment ==<br />
<br><br />
[https://docs.google.com/spreadsheets/d/1pEhmCnRiBKAh5C7X6kHPSE7QKTeTRjspB-sHR2-B_os/edit?usp=sharing This Google Sheets spreadsheet] shows the spawn rates of weapons and apparel across all raider kinds. Valid as of 1.0.2057. Figures are taken from a modified version of the 'Pawn Kind Gear Sampled' dev tool with a sample size of 10,000 rather than 400.<br />
<br />
=== Weapons ===<br />
<br />
Raiders have limited equipment possibilities; dependent on their weapon and apparel budgets, and what equipment 'tags' they are allowed to equip. Usually on [[Cassandra Classic]] and [[Phoebe Chillax]] they come equipped early on with mostly [[autopistol]]s and crude melee weapons, some [[bolt-action rifle]]s and [[pump shotgun]]s later down the line. In the late game they can come equipped with things such as [[frag grenades]], [[sniper rifle]]s, [[incendiary launcher]]s and [[machine pistol]]s. Rarely some will have [[assault rifle]]s or [[LMG]]s. <br />
<br />
A raiding party may include members equipped with melee weapons and [[shield belt]]s. When a raiding party includes grenade throwers, the AI is intelligent enough to run way from grenades thrown by their own faction (though this does not apply to other explosives). Raiders wielding rocket launchers will attempt to avoid friendly fire.<br />
<br />
Counterintuitively, they can and will quite often spawn with melee weapons that result in them having a lower DPS than unarmed combat. <br />
<br />
Also, raiders will not use the best weapon for their skills, instead randomly picking weapons. They are often seen equipped with ranged weapons when they are better at melee (completely disregarding the Brawler trait), and vice versa.<br />
<br />
=== Armor ===<br />
<br />
They come in different clothing depending on their type and the outside conditions. If it's cold at your colony, they will come wearing [[parka]]s and [[tuque]]s, but they don't usually wear [[duster]]s and [[cowboy hat]]s in the heat.<br />
<br />
== Humanlike ==<br />
<br />
There are multiple types of raiders in RimWorld, each with their own sets of equipment and budgets which the game uses to 'buy' their equipment. Similarly, the game 'buys' raiders by deducting the raiders' Combat Power rating from the amount of raid points.<br />
<br />
Weapons that are in '''bold''' are weapons that a raider kind is particularly likely to equip; weapons that are in ''italics'' are weapons that a raider kind is particularly unlikely to equip.<br />
<br />
Raider types are exclusive to their faction - mercenaries being exempt.<br />
<br />
=== Tribals ===<br />
<br />
Tribal fighters, weak but expendable. They never carry [[silver]] or [[medicine]].<br />
<br />
{| {{STDT| c_01 text-center}}<br />
! Pawn Type !! Image !! Combat Power !! Gear Health (%) !! Avg. Gear Quality !! Clothing Budget !! Weapon Budget !! Available Weapons !! Age Range !! Additional Info<br />
|-<br />
! Penitent<br />
|[[File:Penitent2056.png]] || | 35 || | 20-110 || | Poor || | 50-100 || | 90-150 || | [[Club]], [[Knife]] || | Up to 60 || | Occasionally has wooden prostheses<br />
|-<br />
! Archer<br />
|[[File:Archer1557.png]] || | 48 || | 50-180 || | Poor || | 180-350 || | 80 || | '''[[Short bow]]''' || | Up to 60 || | Rarely has wooden prostheses<br />
|-<br />
! Warrior<br />
|[[File:Warrior1557.png]] || | 60 || | 50-180 || | Poor || | 200-300 || | 150 || | '''[[Ikwa]]''' || | Up to 60 || | Always has [[war veil]].<br />
|-<br />
! Hunter<br />
|[[File:Hunter1722.png]] || | 65 || | 50-180 || | Normal || | 200-300 || | 100 || | '''[[Recurve bow]]''' || | Up to 60 || | Always has war veil. Tribal traders are based on this pawn, though they have [[tribal headdress]]es instead.<br />
|-<br />
! Berserker<br />
|[[File:Berserker1722.png]] || | 90 || | 100 || | Normal || | 200-550 || | 300 || | '''[[Spear]]''' || | Up to 60 || | Always has [[war mask]].<br />
|-<br />
! Heavy Archer<br />
|[[File:HeavyArcher1722.png]] || | 90 || | 100 || | Normal || | 200-550 || | 250 || | [[Greatbow]], [[Pila]] || | Up to 60 || | Always has war mask.<br />
|-<br />
! Archer chief<br />
|[[File:Chief1557.png]] || | 130 || | 100 || | Normal || | 450-750 || | 500-1000 || | '''Greatbow''' || | At least 30 || | Always has [[tribal headdress]] and [[plate armor]]. Difficult to recruit. Can be faction leader.<br />
|-<br />
! Berserker chief<br />
|[[File:MeleeChief2056.png]] || | 130 || | 100 || | Normal || | 450-750 || | 500-1000 || | [[Longsword]], [[Spear]] || | At least 30 || | Always has [[tribal headdress]] and [[plate armor]]. Difficult to recruit. Can be faction leader.<br />
|-<br />
|}<br />
<br />
=== Pirates ===<br />
<br />
These units are encountered most frequently in the early game, but you'll see these units throughout the game. All easily dispatched once you get armor and high-grade weapons.<br />
<br />
{| {{STDT| c_01 text-center}}<br />
! Pawn Type !! Image !! Combat Power !! Gear Health (%) !! Avg. Gear Quality !! Clothing Budget !! Weapon Budget !! Available Weapons !! Age Range !! Additional Info<br />
|-<br />
! Drifter<br />
|[[File:Drifter1557.png]] || | 35 || | 20-60 || | Poor || | 90-280 || | 60-200 || | Club, Knife || | Any || | Never carries food. Occasionally has wooden prostheses.<br />
|-<br />
! Scavenger Thrasher<br />
|[[File:Thrasher1557.png]] || | 45 || | 40-110 || | Normal || | 300-800 || | 100-160 || | Club, [[Gladius]], Knife, [[Mace]] || | Any || | Rarely has wooden prostheses.<br />
|-<br />
! Scavenger Gunner<br />
|[[File:Scavenger1557.png]] || | 45 || | 40-110 || | Normal || | 300-500 || | 200-300 || | [[Autopistol]], ''[[Bolt-action rifle]]'', [[Machine pistol]], ''[[Pump shotgun]]'', [[Revolver]] || | Any || | Rarely has wooden prostheses.<br />
|-<br />
! Pirate Gunner<br />
|[[File:Pirate1557.png]] || | 65 || | 70-230 || | Normal || | 400-1000 || | 250-345 || | Autopistol, '''Bolt-action rifle''', ''[[Incendiary launcher]]'', '''Machine pistol''', '''Pump shotgun''', Revolver || | Up to 65 || | Rarely has wooden or standard prostheses.<br />
|-<br />
|}<br />
<br />
=== Outlanders ===<br />
<br />
As friendly units, they show up in caravans or friendly reinforcements. Rough outlander unions will also send these to attack your colony in the early game.<br />
<br />
{| {{STDT| c_01 text-center}}<br />
! Pawn Type !! Image !! Combat Power !! Gear Health (%) !! Avg. Gear Quality !! Clothing Budget !! Weapon Budget !! Available Weapons !! Age Range !! Additional Info<br />
|-<br />
! Villager<br />
|[[File:Villager1557.png]] || | 35 || | 20-200 || | Poor || | 200-400 || | 65-250 || | Autopistol, '''Knife''', ''Machine pistol'', Revolver || | Any || | Rarely has wooden or standard prostheses.<br />
|-<br />
! Town Councilman<br />
|[[File:Councilman2056.png]] || | 40 || | 100 || | Good || | 700-1200 || | 200 || | Autopistol, Revolver || | At least 30 || | Always has [[bowler hat]]. Only one can show in a raid. Occasionally has standard prostheses or bionics.<br />
|-<br />
! Town Guard<br />
|[[File:Guard1557.png]] || | 55 || | 60-200 || | Normal || | 400-600 || | 250-400 || | Autopistol, '''Bolt-action rifle''', ''[[Heavy SMG]]'', ''Incendiary launcher'', '''Machine pistol''', '''Pump shotgun''', Revolver || | Any || | Rarely has wooden or standard prostheses.<br />
|-<br />
|}<br />
<br />
=== Mercenaries ===<br />
<br />
Elite units typically encountered from mid-game onwards. Joins the Outlanders or Pirates in their ranks.<br />
<br />
{| {{STDT| c_01 text-center}}<br />
! Pawn Type !! Image !! Combat Power !! Gear Health (%) !! Avg. Gear Quality !! Clothing Budget !! Weapon Budget !! Available Weapons !! Age Range !! Additional Info<br />
|-<br />
! Grenadier<br />
|[[File:Grenadier1557.png]] || | 65 || | 70-230 || | Normal || | 400-700 || | 500 || | [[Frag grenades]], [[Molotov cocktails]] || | Up to 65 || | Rarely has wooden or standard prostheses.<br />
|-<br />
! EMP Grenadier<br />
|[[File:EMPGrenadier2056.png]] || | 65 || | 70-230 || | Normal || | 400-700 || | 500 || | '''[[EMP grenades]]''' || | Up to 65 || | Rarely has wooden or standard prostheses.<br />
|-<br />
! Mercenary Gunner<br />
|[[File:Gunner1557.png]] || | 90 || | 70-320 || | Normal || | 1000-1500 || | 330-650 || | Assault rifle, ''Autopistol'', Bolt-action rifle, Chain shotgun, Heavy SMG, ''Incendiary launcher'', LMG, Machine pistol, Pump shotgun, ''Revolver'' || | Up to 65 || | Occasionally has standard prostheses or bionics.<br />
|-<br />
! Mercenary Sniper<br />
|[[File:Sniper1557.png]] || | 110 || | 70-320 || | Normal || | 1000-1500 || | 600 || | '''[[Sniper rifle]]''' || | Up to 65 || | Occasionally has standard prostheses or bionics.<br />
|-<br />
! Mercenary Slasher<br />
|[[File:Slasher1557.png]] || | 150 || | 70-320 || | Normal || | 300-1400 || | 200-500 || | Gladius, '''Longsword''', Mace, '''Spear''' || | Up to 65 || | Always has [[shield belt]]. Occasionally has standard prostheses or bionics.<br />
|-<br />
! Heavy Mercenary<br />
|[[File:Heavy1557.png]] || | 150 || | 70-320 || | Normal || | 200-350 || | 1200 || | [[Doomsday rocket launcher]], [[Minigun]], [[Triple rocket launcher]] || | Up to 65 || | Occasionally has standard prostheses or bionics.<br />
|-<br />
! Elite Mercenary<br />
|[[File:Elite1557.png]] || | 150 || | 100 || | Normal || | 2500-3500 || | 500-1400 || | Assault rifle, LMG || | Up to 45 || | May have bionics. Bosses are functionally identical and may be faction leader.<br />
|-<br />
|}<br />
<br />
=== Spacer ===<br />
<br />
These people don't appear in normal raids but are found in [[ancient shrine]]s. This variety is always hostile to the player's faction.<br />
<br />
{| {{STDT| c_01 text-center}}<br />
! Pawn Type !! Image !! Combat Power !! Gear Health (%) !! Avg. Gear Quality !! Clothing Budget !! Weapon Budget !! Available Weapons !! Age Range !! Additional Info<br />
|-<br />
! Ancient Soldier<br />
|[[File:SpaceSoldier1722.png]] || | 100 || | 100 || | Normal || | 0-3800 || | 300-900 || | Assault rifle, ''Autopistol'', Bolt-action rifle, Chain shotgun, Heavy SMG, ''Incendiary launcher'', LMG, Machine pistol, Pump shotgun, ''Revolver'' || | Any || | May have bionics or power claws.<br />
|-<br />
|}<br />
<br />
== Mechanoid ==<br />
<br />
{{main|Mechanoid}}<br />
<br />
Mechanical enemies that neither feel pain nor seek cover.<br />
<br />
{| {{STDT| c_01 text-center}}<br />
! Pawn Type !! Image !! Combat Power !! Gear Health (%) !! Avg. Gear Quality !! Clothing Budget !! Weapon Budget !! Available Weapons !! Age Range !! Additional Info<br />
|-<br />
! Scyther<br />
|[[File:MechanoidScyther.png]] || | 160 || | 100 || | - || | - || | - || | '''Melee (Blades)''' || | Any || | -<br />
|-<br />
! Lancer<br />
|[[File:MechanoidLancer.png]] || | 160 || | 100 || | Normal || | - || | 9999 || | '''[[Charge lance]]''' || | Any || | -<br />
|-<br />
! Centipede<br />
|[[File:MechanoidCentipede.png]] || | 400 || | 100 || | Normal || | - || | 9999 || | '''[[Heavy charge blaster]]''', [[Inferno cannon]] || | Any || | -<br />
|-<br />
! Pikeman<br />
|[[File:MechanoidPikeman.png|MechanoidPikeman.png]] || | 110 || | 100 || | Normal || | - || | ? || | '''[[Needle gun]]''' || | Any || | -<br />
|-<br />
|}<br />
<br />
=== Mechanoid Cluster ===<br />
<br />
{{main|Mechanoid cluster}}<br />
<br />
Added in Royalty was the "Mechanoid Cluster" event - there may be associated with quests or drop on their own. During this event a fleet of drop pods will come down, deploying mechanoids, walls, turrets, and assorted buildings. These mechanoids will initially be dormant, and eventually be awakened by either the player attacking, a Proximity activator being tripped, or a Count-down activator finishing its count down.<br />
<br />
== Raiders' Strategies ==<br />
<br />
=== Immediate Attack ===<br />
<br />
Raiders, upon either landing in their drop pods or arriving on the map sides, will proceed to instantaneously converge on your colony and attack. The best thing to do is to defend.<br />
<br />
They have a 70% chance to arrive on foot at the map edges, and 20% to drop pod there, assuming they don't use other strategies and are capable of utilizing drop pods.<br />
<br />
=== Mid-base Drop Pods ===<br />
<br />
Raiders will drop pod right into the middle of the base, circumventing all exterior defenses. They may drop into roofed rooms, punching a hole in the roof. They do not care if the room is occupied, and in such cases colonists may only have a few seconds to stop what they were doing and get into fighting positions. If the raiders drop into an enclosed room without colonists they will start randomly attacking the contents of the room.<br />
<br />
They have a 10% chance to choose to do so. Tribes do not have the technology to start a drop pod attack.<br />
<br />
=== Immediate Attack Smart ===<br />
<br />
Like Immediate Attack, but the raiders are unusually clever in their tactics because they try to avoid (some) traps and turrets, as well as simply steal some of your items and run. This can be devastating in early game, because a raider may steal your stockpile of components, leaving you without any means of using electricity.<br />
<br />
Despite their description, they can still be funneled into a [[killbox]] with relative ease.<br />
<br />
=== Preparation ===<br />
<br />
Raiders, upon either landing in their drop pods or arriving on the map sides, will proceed to stand around in a small group near-by where they spawned for a period of time and then proceed to attack. It is possible and a completely viable strategy to attack them while they are "preparing". This preparation has no effect on their attack other than the fact that it gives you more time to prepare yourself.<br />
<br />
=== Sappers ===<br />
<br />
Instead of attempting to kill your colonists by traditional attack, sappers will mine or blast their way inside rather than hitting your walls or doors as usual.Their ultimate goal is to reach one of your colonists assigned beds. They will run around for a short time and continue to dig afterward if they are under attack.<br />
<br />
The attacker with the best mining skill is chosen to dig. If that digger is killed the next best digger continues digging, and so on.<br />
<br />
They can be fairly dangerous to those who cave in to mountain bases as the defenses are usually concentrated at the entrances. The best thing to do is instantly assault them before they can mine too much. The other members will then carry on the normal assault. They seem to avoid digging through high-health ore veins or into the areas within the range of improvised turrets and don't mind much about other security traps (deadfall trap and all kind of IEDs).It's possible to create such an trap area to kill them before hand. <br />
However, in open bases they are even worse than regular raiders as they come in smaller numbers.<br />
<br />
Sappers can find one tile defenses, either natural rock or built walls. This may cause them to open ancient shrines unintentionally.<br />
<br />
<gallery mode="packed-hover"><br />
File:Sappers are good at finding one tile walls.png|1: Sappers are good at finding one tile walls.<br />
File:Sappers may even open ancient structures unwisely.png|2: Sappers may even open ancient shrines unwisely.<br />
File:Sappers attacking ancient structures will kill spacers you would love to recruit.png|3: Sappers attacking ancient structures will kill spacers you would love to recruit.<br />
File:Sappers may cause mechanoids to function as your outer defense line.png|4: Sappers may cause mechanoids to function as your outer defense line.<br />
File:Sappers demise.png|5: Sappers are defeated.<br />
</gallery><br />
<br />
=== Siege ===<br />
<br />
Raiders enter your map from an edge and head towards a point to set up a makeshift siege base with supplies ([[steel]], [[packaged survival meal]]s, [[component]]s, [[high-explosive shell]]s and [[incendiary shell]]s) received from drop pods, and wil construct 2 [[mortar]]s and sandbags as cover.<br />
<br />
You can intercept them before they start building up if timing is favorable to you. They will always construct two mortars regardless of the number of raiders. They rarely use their best constructors when building, sometimes failing to complete the mortars. As they will not get additional components, this will make them lose firepower.<br />
<br />
Once ready, they will bombard you, with those not manning the mortars remaining on guard. Drop pods will continuously resupply 12 packaged survival meals and more mortar shells. They can receive different types of shell during the siege. After causing enough destruction, they will proceed to converge on your colony.<br />
<br />
The siege team will not engage friendlies while heading towards their point until they actually start constructing or you assault them first.<br />
<br />
[[File:Siege pirates not engaging friendlies yet.png|400px]]<br />
<br />
=== Ambush ===<br />
<br />
Raiders may choose to attack one of your caravans. In this case, they will charge right at your caravan without giving a second thought to strategy.<br />
<br />
=== Multiple group attacks ===<br />
<br />
Enemies can split up their attacking forces, attacking using multiple groups at once. Each group attacks from a different direction, and flees on their own accord.<br />
<br />
=== Drop pod scatter ===<br />
<br />
Enemies capable of drop pods have a chance of landing scattered across the map.<br />
<br />
=== Weapon-specific raids ===<br />
<br />
Humanlike raiders have the ability to send raiders with a specific kind of weapon only.<br />
<br />
==== Melee rush ====<br />
<br />
Pirate or outlander raiders have the chance to attack your base with mercenary slashers only, meaning everyone will be shielded and have a melee weapon. Tribals can do the same with their melee units, except without shields.<br />
<br />
Mechanoids have their own rendition of the melee rush with [[scyther]]s only.<br />
<br />
==== Sniper party ====<br />
<br />
Pirates or outlanders have a chance to send snipers only, meaning that all attackers will have long-ranged attacks.<br />
<br />
==== Explosives assault ====<br />
<br />
Pirates or outlanders have the chance to send a party consisting of either grenadiers or heavy mercenaries. While this makes them extremely destructive, it also makes them particularly prone to friendly fire.<br />
<br />
== Raid strength ==<br />
<br />
A raid's size and strength is determined by the amount of colonists you have, your wealth, how many big threats you've had (for the early-game), how long your faction's been around for, how long it's been since one of your colonists were downed or killed, and your difficulty.<br />
<br />
The actual raid strength is determined by points, which is calculated by taking into account the above factors that affect raid strength.<br />
<br />
The below is technical information on the strength of raids, through the determination of points a raid has. All of the following information is from Alpha 17b, or 0.17.1557.<br />
<br />
=== Points ===<br />
<br />
{{Rewrite| reason = Outdated information}}<br />
<br />
Your first raid will always be 35 points, regardless of the above conditions. Additionally, the first raider won't randomly die upon being downed, and they will never flee.<br />
<br />
The base formula for raid points could be expressed as follows:<br />
<br />
{{math|big=0|P {{=}} (( C &times; 42 ) + ( iW &divide; 100 ) + ( bW &divide; 200 )) &times; ( sR &times; lR ) &times; D &times; T &times; R}}<br />
<br />
Where '''C''' is the number of colonists that your base has; '''iW''' is the base's item wealth; '''bW''' is the base's building wealth; '''sR''' is the short-term ramp-up factor; '''lR''' is the long-term ramp-up factor; '''D''' is the difficulty's threat scale factor (i.e. points multiplier); '''T''' is based on the number of big threats (i.e. raids, manhunter packs, mechanoid ship parts, and psychic waves) that your faction has experienced; and '''R''' is based on the strategy that the raiders are using.<br />
<br />
'''C''', '''iW''', and '''bW''' can be checked under the 'History' tab. Colonists are always worth 42 points, regardless of if they're a peg-legged, pacifistic grandma; or a level 20 trigger-happy, bionic, CED (combat enhancing drug) junkie.<br />
<br />
'''D''''s value is 0.05 on peaceful; 0.1 on base builder; 0.35 on some challenge; 0.65 on rough; 1 on intense; and 1.3 on extreme.<br />
<br />
'''T''''s value is 0.5 for 1; 0.7 for 2; 0.8 for 3; 0.9 for 4; and 1 for 5 and greater. Simplified, '''T''''s value will be 0.5 for your faction's second ever big threat, and so on.<br />
<br />
'''R''''s value is 1 for waiting and then attacking; 0.9 for immediate attacks; 0.85 for 'smart' attacks; 0.8 for sapper attacks; and 0.6 for sieges. For raids involving chased refugees it is 1.35.<br />
<br />
====Ramp-Up Factors====<br />
Ramp-ups (i.e. '''sR''' and '''lR''') are substantially more complicated than any of the other factors involved:<br />
<br />
'''sR''' is always 1 until 21 days in; in which case 0.000514403335 is added to it every {{ticks|5000}} - or 1 every 162 days.<br />
<br />
'''lR''' is always 1 until 42 days in; in which case 0.000231481492 is added to it every 5,000 ticks - or 1 every 360 days.<br />
<br />
If a colonist gets downed or killed, 1 is subtracted from both '''sR''' and '''lR''' - but these aren't the new values; only part of the new values. '''sR''' and '''lR''' then get multiplied by certain values independently, based on how many colonists you have, with the table below showing all possible combinations as stated in the code (RimWorld.StoryWatcher_RampUp):<br />
<br />
{| {{STDT| c_01 text-center}}<br />
! Colonists<br />
| 0<br />
| 1<br />
| 2<br />
| 3<br />
| 4<br />
| 5<br />
| 6<br />
| 7<br />
| 8<br />
| 9<br />
| 10<br />
| 11<br />
| 12<br />
| 13<br />
| 14<br />
| 15<br />
| 16+<br />
|- <br />
! sR Multiplier<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0.15<br />
| 0.25<br />
| 0.3<br />
| 0.35<br />
| 0.4<br />
| 0.45<br />
| 0.5<br />
| 0.55<br />
| 0.6<br />
| 0.65<br />
| 0.7<br />
| 0.75<br />
| 0.8<br />
|- newline<br />
! lR Multiplier<br />
| 0<br />
| 0<br />
| 0<br />
| 0.2<br />
| 0.4<br />
| 0.6<br />
| 0.7<br />
| 0.75<br />
| 0.8<br />
| 0.85<br />
| 0.9<br />
| 0.91<br />
| 0.92<br />
| 0.93<br />
| 0.94<br />
| 0.95<br />
| 0.95<br />
|}<br />
<br />
After '''sR''' and '''lR''' have been multiplied by whatever corresponding values, new '''sR''' and new '''lR''' both equal 1 + old correspondents.<br />
<br />
After the base amount of points have been calculated, the game then factors in diminishing returns as follows, using nested 'if' statements, in pseudo-code form:<br />
<br />
IF P > 1000 THEN<br />
IF P > 2000 THEN<br />
P = 2000 + (P - 2000) * 0.5<br />
P = 1000 + (P - 1000) * 0.5<br />
<br />
In layman's terms: if P is above 1000, then P is the average of itself and 1,000. However, if P is above 2,000, then P will first be the average of itself and 2,000, before averaging with 1,000.<br />
<br />
Finally, with [[Randy Random]], a raid's points gets multiplied by anywhere from 0.5x to 1.5x, meaning that you could face more or less powerful raids than usual with this storyteller.<br />
<br />
====Example====<br />
<br />
So now lets plug in some real-world numbers: your colony has 4 people, it's been 17 days, and this is the colony's third raid. Your item wealth is 11,000, your building wealth is 4,000, and you're playing on rough difficulty. The raiders are attacking immediately.<br />
<br />
The values in the formula will be as follows:<br />
<br />
'''C''' = 4<br><br />
'''iW''' = 11000<br><br />
'''bW''' = 4000<br><br />
'''sR''' = 1<br><br />
'''lR''' = 1<br><br />
'''D''' = 0.65<br><br />
'''T''' = 0.7<br><br />
'''R''' = 0.9<br />
<br />
Plugging these values into the formula:<br />
<br />
'''P = ((4 * 42) + (11000 / 100) + (4000 / 200)) * (1 * 1) * 0.65 * 0.7 * 0.9''' or<br><br />
'''P = (168 + 110 + 20) * 1 * 0.65 * 0.7 * 0.9''' or<br><br />
'''P = 298 * 0.4095''' thus<br><br />
'''P = 122.031''' or<br><br />
'''P = 122'''<br />
<br />
Therefore, the raid will be 122 points.<br />
<br />
== Defense Strategies ==<br />
<br />
''For a more comprehensive list of strategies, see [[Defense tactics]].'' <br><br />
''For constructed defenses to hold against raiders, see [[Defense structures]].''<br />
<br />
It is recommended to keep power generation, eating areas, lighting, doors, and walls near or behind a protected entrance, as raiders tend to set fire to them, potentially causing huge damage. Raiders will prioritize firing on colonists or turrets when those colonists or turrets are firing on them, but will otherwise prioritize random objects, meaning you can put doors or walls near your defenses to temporarily distract them.<br />
<br />
=== Raider Preparation ===<br />
<br />
Raiders will sometimes start by standing around in a group where they spawned and will continue this until they see a [[colonist]] nearby or they hit a certain preparation time limit, at which point they begin the assault. Because a colonist can set them off early, you can plan out the time you want them to attack. It is generally best to set them off early if you're well-prepared, to avoid potentially troublesome scenarios such as having no power when their timer runs out. Conversely, you should not set them off early if your defense is not prepared. Note that raiders usually take less than one day to begin, meaning that if there is an eclipse and you rely on [[Buildings#Solar generator|Solar generators]], you should not wait for them and should instead set them off early while you still have some power left. Also it's good to note that raiders will remember where your [[Deadfall trap|traps]] are. This doesn't apply to other factions, though—if, say, the Vipers of Power come in and sets off your traps, then they would remember that. But, if the Rippers of Fire later attack, they won't have that knowledge and will still set off the same traps.<br />
<br />
=== Siege defense ===<br />
<br />
When faced with a siege, there are a few coping strategies you can use.<br />
<br />
You can choose to either to assault the mortar base or wait it out and repair the damage as best as you can. The choice mainly depends on the surroundings of the mortar base and your base's position. If your base is located under a mountain (your base tiles will read ''Overhead Mountain'' when you hover your cursor over them), the mortar shells won't be able to hit those tiles at all! This makes deep mining a very effective strategy against heavy bombardment. If you don't build your base into a mountain, you should at least consider digging out at least one panic room for your colonists to hide within from the shells.<br />
<br />
If you assault their base, one possibility is sniping either the shells or the mortars, hoping an explosion kills many of the raiders. If you want to leave those intact, you can snipe the raiders themselves. Keep in mind that killing enough of them prompts them to assault your colony directly instead of continuing their siege.<br />
<br />
=== Mechanoid assaults ===<br />
<br />
Mechanoids come in 4 types, Lancers, Scythers, Pikemen and Centipedes. They have much differing stats and weapons, meaning different tactics may be used.<br />
<br />
In most raids where they come/ drop in at the edges, the Scythers will outrun the Centipedes by a great margin, giving plenty of time to deal with them before the centipedes.<br />
<br />
==== Lancers ====<br />
<br />
Lancers are capable of mid-long range high damage attacks. If fighting it from a distance, cover along with mid-long ranged weapons such as [[assault rifle]]s or [[bolt-action rifle]]s are vital.<br />
<br />
Due to the Lancers' weak melee ability and low health, melee fighting it is always the better choice.<br />
<br />
==== Scyther ====<br />
<br />
Scythers are dangerous melee fighters; they deal significant melee damage while forcing your gunners into melee combat. Usually, a 1v1 fight with a scyther and a gunner will result in the scyther emerging victorious.<br />
<br />
Melee fighters are useful in guarding against scythers, being able to 'peel' them off from more vulnerable allies.<br />
<br />
==== Pikemen ====<br />
<br />
Pikemen can snipe your colonists from a very long distance, though their damage output is abysmal.<br />
<br />
Due to the Pikemen's weak melee ability and low health, melee fighting it is always the better choice.<br />
<br />
==== Centipedes ====<br />
<br />
Centipedes, on the other hand, specialize in crowd control and area denial; the [[Minigun]] and [[Heavy charge blaster]] can annihilate groups of colonists, while the [[Inferno cannon]] sets your colonists ablaze and burns down your base if not careful. They are incredibly durable, sporting thick armor and high health, and can take many hits before they can be downed.<br />
<br />
Centipedes wielding the Minigun and Heavy Charge Baster can be cheesed simply by making a lone colonist, preferably with a personal shield, stand in front of your other colonists. The centipede will target that colonist, but be unable to hit it due to the forced miss radii. Watch out for friendly fire. <br><br />
The Inferno cannon is not as destructive towards your colonists, but is annoying to deal with. Keep watch on your colonists at all times, and remember to send them back into cover when needed. As a precaution, build your base out of non-flammable materials to prevent large-scale fires erupting all over your colony.<br />
<br />
Engaging it in melee is not recommended due to its armor, high health and heavy damage.<br />
<br />
=== Tribal raids ===<br />
<br />
Tribal raiders come in large numbers, but with relatively poor equipment; as such, it may require different strategy compared to pirate or outlander raids.<br />
<br />
Overall, they can deal heavy damage to your colonists; they do not have good weapons, but compensate with their sheer numbers. <br><br />
However, as tribalwear does not provide protection and they do not wear any form of regular armor, they are easier to kill individually than other raiders.<br />
<br />
Crowd control is an important aspect in defeating tribal raids. The [[Minigun]] or [[LMG]] is an effective weapon to use as it can easily mow down groups of raiders.<br />
<br />
Explosive weapons are also useful in crowd control.<br />
<br />
Explosive mortars, while inaccurate, can easily destroy a sizable group of tribals at once if they hit. <br><br />
Grenades can hit archers hiding behind cover, though you have to risk a colonist or two in order to even get close enough to throw them. <br><br />
<br />
Their archers are dangerous; their bows can be fired from a somewhat long distance, their pila can easily kill or incapacitate a colonist, and they always come in a large volley. As with most defensive strategies, cover is essential when fighting them.<br />
<br />
Removing rock chunks also helps in dealing with tribal raiders hiding behind them, making them much easier to hit.<br />
<br />
<br />
[[Category:Characters]]</div>Jakek1356https://rimworldwiki.com/index.php?title=Scaria&diff=74413Scaria2020-08-30T21:14:57Z<p>Jakek1356: </p>
<hr />
<div>Scaria is a disease that causes afflicted animals to be permanently manhunter. If not treated, it kills affected animals in five days.<br />
<br />
Upon death, animals with scaria have a chance of instantly rotting, preventing any butchering products from being obtained. This chance is dependent on difficulty.<br />
<br />
In addition, as long as an animal is afflicted with scaria, they will remain manhunter, even after recovery from being downed.<br />
<br />
== Occurrence ==<br />
It appears only on manhunter animals in quests or manhunter packs, and will not infect your tamed animals normally.<br />
<br />
== Treatment ==<br />
On a downed animal, it can be treated using 3 regular [[medicine]] or better, by a doctor with a medical skill of 8 or higher.<br />
<br />
== Version history ==<br />
Added in 1.1.2647.<br />
<br />
{{Nav/disease}}<br />
[[Category:Disease]]</div>Jakek1356https://rimworldwiki.com/index.php?title=Paralytic_abasia&diff=74412Paralytic abasia2020-08-30T21:14:14Z<p>Jakek1356: Undo revision 74411 by Jakek1356.</p>
<hr />
<div>Paralytic abasia is a long-lasting disease that causes total paralysis.<br />
<br />
It doesn't appear on its own, but rather as part of quests if you have the [[Royalty DLC]] installed.<br />
<br />
==Stages==<br />
The only stage is complete paralysis, with moving set to 10% maximum.<br />
<br />
==Progression==<br />
Every day, the disease has a 1% chance of resolving on its own.<br />
<br />
==Treatment==<br />
A complete cure is expensive, requiring 10 [[glitterworld medicine]] and a doctor with medical skill 5 or above.<br />
<br />
Other than this, there is no treatment that can relieve symptoms or accelerate disease progression using conventional means.<br />
<br />
==Version history==<br />
Added at some point in 1.1.<br />
<br />
Prior to 1.1.2654, the disease existed in the basegame and was fully functional, but did not appear in regular, unmodded gameplay.<br />
<br />
<br />
{{Nav/disease}}<br />
<br />
[[Category:Disease]]</div>Jakek1356https://rimworldwiki.com/index.php?title=Paralytic_abasia&diff=74411Paralytic abasia2020-08-30T21:13:27Z<p>Jakek1356: </p>
<hr />
<div>Paralytic abasia is a long-lasting disease that causes total paralysis.<br />
<br />
It doesn't appear on its own, but rather as part of quests if you have the [[Royalty DLC]] installed.<br />
<br />
==Stages==<br />
The only stage is complete paralysis, with moving set to 10% maximum.<br />
<br />
==Progression==<br />
Every day, the disease has a 1% chance of resolving on its own.<br />
<br />
==Treatment==<br />
A complete cure is expensive, requiring 10 [[glitterworld medicine]] and a doctor with medical skill 5 or above.<br />
<br />
Other than this, there is no treatment that can relieve symptoms or accelerate disease progression using conventional means.<br />
<br />
==Version history==<br />
Added in 1.1.<br />
<br />
Prior to 1.1.2654, the disease existed in the base game and was fully functional, but did not appear in regular, unmodded gameplay.<br />
<br />
<br />
{{Nav/disease51}}<br />
<br />
[[Category:Disease]]</div>Jakek1356https://rimworldwiki.com/index.php?title=Ship_chunk&diff=74405Ship chunk2020-08-30T20:47:31Z<p>Jakek1356: </p>
<hr />
<div>{{Infobox main|building|exotic<br />
| name = Ship chunk<br />
| image = ship chunks.png|164px<br />
| type = Buildings<br />
| type2 = Exotic<br />
| description = A chunk of a spacecraft. Can be deconstructed to yield useful steel and components.<br />
| hp = 300<br />
| sound = bugged monster4<br />
| size = 2 ˣ 2<br />
| flammability = 0<br />
| cover = 0.5<br />
| beauty = -20<br />
}}<br />
A '''ship chunk''' is a 2x2 sized piece of destroyed ship. It cannot be hauled to a stockpile zone but only disassembled at its location for [[steel]] and [[component]]s. They appear since the beginning of the game in the [[Scenario system#Crashlanded|Crashlanded scenario]], or fall from the sky in a mini event. You will be notified about it from a message at the top of the screen saying: ''A chunk of spacecraft has fallen from space and landed nearby'', but no envelop icon to the right of the screen.<br />
<br />
They are an excellent source of components since once disassembled, they provide 8-9 units. Like other chunks, they can serve as a source of cover.<br />
<br />
<br />
[[Category:Buildings]]</div>Jakek1356https://rimworldwiki.com/index.php?title=Ship_chunk&diff=74404Ship chunk2020-08-30T20:46:44Z<p>Jakek1356: </p>
<hr />
<div>{{Infobox main|building|exotic<br />
| name = Ship chunk<br />
| image = ship chunks.png|164px<br />
| type = Buildings<br />
| type2 = Exotic<br />
| description = A chunk of a spacecraft. Can be deconstructed to yield useful steel and components.<br />
| hp = 1<br />
|30 wood = wood<br />
| size = 2 ˣ 2<br />
| flammability = 0<br />
| cover = 0.5<br />
| beauty = -20<br />
}}<br />
A '''ship chunk''' is a 2x2 sized piece of destroyed ship. It cannot be hauled to a stockpile zone but only disassembled at its location for [[steel]] and [[component]]s. They appear since the beginning of the game in the [[Scenario system#Crashlanded|Crashlanded scenario]], or fall from the sky in a mini event. You will be notified about it from a message at the top of the screen saying: ''A chunk of spacecraft has fallen from space and landed nearby'', but no envelop icon to the right of the screen.<br />
<br />
They are an excellent source of components since once disassembled, they provide 8-9 units. Like other chunks, they can serve as a source of cover.<br />
<br />
<br />
[[Category:Buildings]]</div>Jakek1356https://rimworldwiki.com/index.php?title=Gold&diff=74403Gold2020-08-30T20:44:43Z<p>Jakek1356: </p>
<hr />
<div>{{Define|Metal<br />
| category = Metallic<br />
| description = The most seductive metal of them all. Millions have died in attempting to feed the endless human thirst for gold. This soft metal is little use on its own, but is strikingly beautiful and very rare.<br />
| color = (255,235,122)<br />
| always haulable = true<br />
| construct effect = ConstructMetal<br />
| def name = Gold<br />
| draw gui overlay = true<br />
| graphic class = Graphic_Single<br />
| graphic path = Things/Item/Resource/Gold<br />
| label = gold<br />
| parent name = ResourceBase<br />
| path cost = 15<br />
| resource readout priority = Middle<br />
| rotatable = false<br />
| selectable = true<br />
| small volume = true<br />
| sound drop = Silver_Drop<br />
| sound impact stuff = BulletImpactMetal<br />
| sound interact = Silver_Drop<br />
| stack limit = 500<br />
| stuff adjective = golden<br />
| thing class = ThingWithComps<br />
| sound melee hit blunt = MeleeHit_Metal_Blunt<br />
| sound melee hit sharp = MeleeHit_Metal_Sharp<br />
| use hit points = false<br />
| beauty base = -4<br />
| beauty factor = 4<br />
| beauty offset = 20<br />
| flammability factor = 0.4<br />
| market value base = 10<br />
| max hit points factor = 0.6<br />
| melee blunt damage factor = 1.15<br />
| melee cooldown factor = 1<br />
| melee sharp damage factor = 0.75<br />
| work to make factor = 0.9<br />
| work to build factor = 0.9<br />
| mass = 0.008<br />
| armor - sharp factor = 0.72<br />
| armor - blunt factor = 0.36<br />
| armor - heat factor = 0.36<br />
| rest effectiveness factor = 1<br />
| door opening speed factor = 1<br />
| volume = 0.1<br />
}}<br />
{{Info|'''Gold''' is a very [[Beauty|beautiful]] and [[Market Value|expensive]] [[Resources|resource]]. Can sometimes be found off the bodies of [[raider]]s, as well as those who pop out of random [[cryptosleep casket]]s in buildings around the map, but the primary source is by mining [[Mine|gold veins]] or drilling with [[deep drill]]s. You can sell gold to certain [[traders]] to get a staggering amount of cash, or craft it into golden [[sculptures]] that are perhaps the most valuable items in the game. It can also be used to create extremely beautiful [[furniture]] and [[structure]]s. Gold is also necessary to build the [[multi-analyzer]] and the [[ship computer core]].}}<br />
<br />
'''Gold''' art and furniture is the best way to get that coveted "Beautiful Environment" [[Mood|mood bonus]] for your colonists, though this may be wasteful unless you are swimming in money already and don't need much more.<br />
<br />
==Ore==<br />
[[File:Gold_ore.png|frameless|Gold ore in game]] Gold ore veins contain between 2 and 8 blocks. Each mined block yields up to 40 gold, depending on the miner's skill level.</div>Jakek1356https://rimworldwiki.com/index.php?title=Gold&diff=74402Gold2020-08-30T20:43:48Z<p>Jakek1356: </p>
<hr />
<div>{{Define|Metal<br />
| category = Metallic<br />
| description = The most seductive metal of them all. Millions have died in attempting to feed the endless human thirst for gold. This soft metal is little use on its own, but is strikingly beautiful and very rare.<br />
| color = (255,235,122)<br />
| always haulable = true<br />
| construct effect = ConstructMetal<br />
| def name = Gold<br />
| draw gui overlay = true<br />
| graphic class = Graphic_Single<br />
| graphic path = Things/Item/Resource/Gold<br />
| label = gold<br />
| parent name = ResourceBase<br />
| path cost = 15<br />
| resource readout priority = Middle<br />
| rotatable = false<br />
| selectable = true<br />
| small volume = true<br />
| sound drop = Silver_Drop<br />
| sound impact stuff = BulletImpactMetal<br />
| sound interact = Silver_Drop<br />
| stack limit = 500<br />
| stuff adjective = golden<br />
| thing class = ThingWithComps<br />
| sound melee hit blunt = MeleeHit_Metal_Blunt<br />
| sound melee hit sharp = MeleeHit_Metal_Sharp<br />
| use hit points = false<br />
| beauty base = -4<br />
| beauty factor = 4<br />
| beauty offset = 20<br />
| flammability factor = 0.4<br />
| market value base = 10<br />
| max hit points factor = 0.6<br />
| melee blunt damage factor = 1.15<br />
| melee cooldown factor = 1<br />
| melee sharp damage factor = 0.75<br />
| work to make factor = 0.9<br />
| work to build factor = 0.9<br />
| mass = 0.008<br />
| armor - sharp factor = 0.72<br />
| armor - blunt factor = 0.36<br />
| armor - heat factor = 0.36<br />
| rest effectiveness factor = 1<br />
| door opening speed factor = 1<br />
| volume = 0.1<br />
}}<br />
{{Info|'''Gold''' is a very [[Beauty|beautiful]] and [[Market Value|expensive]] [[Resources|resource]]. Can sometimes be found off the bodies of [[raider]]s, as well as those who pop out of random [[cryptosleep casket]]s in buildings around the map, but the primary source is by mining [[Mine|gold veins]] or drilling with [[deep drill]]s. You can sell gold to certain [[traders]] to get a staggering amount of cash, or craft it into golden [[sculptures]] that are perhaps the most valuable items in the game. It can also be used to create extremely beautiful [[furniture]] and [[structure]]s. Gold is also necessary to build the [[multi-analyzer]] and the [[ship computer core]].}}<br />
<br />
'''Gold''' art and furniture is the best way to get that coveted "Beautiful Environment" [[Mood|mood bonus]] for your colonists, though this may be wasteful unless you are swimming in money already and don't need much extra. Crying already. Stop ,,,,,,<br />
<br />
==Ore==<br />
[[File:Gold_ore.png|frameless|Gold ore in game]] Gold ore veins contain between 2 and 8 blocks. Each mined block yields up to 40 gold, depending on the miner's skill.</div>Jakek1356https://rimworldwiki.com/index.php?title=Zeushammer&diff=74401Zeushammer2020-08-30T20:41:01Z<p>Jakek1356: </p>
<hr />
<div><onlyinclude><br />
{{infobox main|weapon|<br />
|name = Zeushammer<br />
|image = Zeushammer.png|Zeushammer<br />
|type = Equipment<br />
|type2 = Weapons<br />
|description = "A warhammer with an embedded EMP capacitor. Upon impact, it blasts the target with an EMP burst in addition to the physical damage."<br />
|class = Ultra<br />
|meleeattack1dmg = 15<br />
|meleeattack1type = poke<br />
|meleeattack1part = Handle<br />
|meleeattack1cool = 2.0<br />
|meleeattack1ap = 22<br />
|meleeattack2dmg = 31<br />
|meleeattack2type = blunt<br />
|meleeattack2part = Head<br />
|meleeattack2cool = 3.0<br />
|meleeattack2ap = 46<br />
|MeleeWeaponAverageDPS = 9.95<br />
|MeleeWeaponAverageAP = 42<br />
|marketvalue = 2000<br />
|mass base = 1.2<br />
}}<br />
</onlyinclude><br />
The '''Zeushammer''' is a DLC [[Weapons#Melee Weapons|melee weapon]] that emits an EMP upon hitting a pawn/creature.<br />
<br />
==Obtaining==<br />
Zeushammers can be purchased from combat suppliers or war merchants or obtained as a quest reward, once you have the Royalty DLC activated.<br />
<br />
==Linked Zeushammers==<br />
It is also possible to get "linked" versions of the Zeushammers. These linked variants boast a significantly higher [[Damage per second|DPS]] and little higher AP and can only be used by a single pawn. <br />
<br />
Linked Zeushammers have randomized names akin to Legendary items from the Dwarf Fortress.<br />
<br />
== Usage ==<br />
<br />
The Zeushammer's EMP blast upon hitting a target makes it one of the better melee weapons to fight [[mechanoid]]s with, however it still falls short of the [[monosword]]'s sheer damage output and armor penetration.<br />
<br />
==Zeushammers Quality table==<br />
{| class="wikitable sortable"<br />
|-<br />
! Quality !! Melee DPS !! Melee AP<br />
|-<br />
| Awful || 7.96 || 34% <br />
|-<br />
| Poor || 8.96 || 38%<br />
|-<br />
| Normal || 9.95 || 42%<br />
|-<br />
| Good || 10.95 || 46%<br />
|-<br />
| Excellent || 11.94 || 50%<br />
|-<br />
| Masterwork || 14.43 || 61%<br />
|-<br />
| Legendary || 16.42 || 69%<br />
6|}<br />
<br />
==Linked Zeushammers Quality table==<br />
{| class="wikitable sortable"<br />
|-<br />
! Quality !! Melee DPS !! Melee AP<br />
|-<br />
| Awful || 18.46 || 39% <br />
|-<br />
| Poor || 20.76 || 44%<br />
|-<br />
| Normal || 23.07 || 49%<br />
|-<br />
| Good || 25.38 || 54%<br />
|-<br />
| Excellent || 27.68 || 59%<br />
|-<br />
| Masterwork || 33.45 || 71%<br />
|-<br />
| Legendary || 38.06 || 81%<br />
|}<br />
<br />
== Version history ==<br />
<br />
Added in the [[Royalty DLC]].<br />
<br />
In 1.1.2647 it no longer damaged relations with the Empire without the necessary titles. Previously, a title of Knight or Dame was required.<br />
<br />
[[Kind::Weapons| ]]<br />
{{nav|weapons|wide}}<br />
[[Category:Weapons]]<br />
[[Category:Equipment]]<br />
[[Category:Royalty]]</div>Jakek1356https://rimworldwiki.com/index.php?title=Guides&diff=74400Guides2020-08-30T20:32:52Z<p>Jakek1356: Fixed word errors.</p>
<hr />
<div>This page is a list of '''guides''' that can provide advice for players of Rimworld.<br />
<br />
== Progression ==<br />
<br />
* [[Quickstart Guides]]<br />
* [[Basics]]<br />
* [[Intermediate Midgame Guide]]<br />
* [[Advanced Endgame Guide]]<br />
<br />
== Scenarios ==<br />
<br />
* [[Rich Explorer Guide]]<br />
* [[Lost Tribe Guide]]<br />
* [[Naked Brutality Guide]]<br />
<br />
== Survival ==<br />
* [[Extreme Heat Guide]]<br />
* [[Extreme Cold Guide]]<br />
* [[Extreme Desert Guide]]<br />
* [[Ice Sheet Guide]]<br />
* [[Sea Ice Guide]]<br />
* [[Events Guide]]<br />
<br />
== Combat ==<br />
* [[Defense tactics]]<br />
* [[Offense tactics]]<br />
* [[Weapon Guide]]<br />
<br />
== Construction ==<br />
* [[Colony Building Guide]]<br />
* [[Defense structures]]<br />
<br />
== Production ==<br />
* [[Food production]]<br />
<br />
== Misc ==<br />
* [[Training]]<br />
* [[World Quests Guide]]<br />
<br />
== Stubs ==<br />
<br />
These guides are incomplete and are in need of content. All contributions are welcome.<br />
<br />
* [[Alternative Playthroughs Guide]]<br />
<br />
== User guides ==<br />
<br />
These articles were written within userspace and therefore belong to their specific owners, modifying their content is discouraged unless explicitly permitted.<br />
<br />
* [[User:Gottoni/User guide/Extreme Desert|Tribal Extreme Desert Guide (Gottoni)]]<br />
* [[User:Gottoni/User guide/Ice Sheet|Tribal Ice Sheet Guide (Gottoni)]]<br />
<br />
<!-- For addition of official guides to the nav, go to https://rimworldwiki.com/wiki/Template:Nav/guides --><br />
<br />
[[Category:Guides| ]]</div>Jakek1356https://rimworldwiki.com/index.php?title=Topic:Vstfcexgnlol7mh9&topic_revId=vt1ruuzrmfbrgaz1&action=single-viewTopic:Vstfcexgnlol7mh92020-08-30T20:27:28Z<span class="plainlinks"><a href="/index.php?title=User:Jakek1356&action=edit&redlink=1" class="new mw-userlink" title="User:Jakek1356 (page does not exist)"><bdi>Jakek1356</bdi></a> <span class="mw-usertoollinks">(<a href="/wiki/User_talk:Jakek1356" class="mw-usertoollinks-talk" title="User talk:Jakek1356">talk</a> | <a href="/wiki/Special:Contributions/Jakek1356" class="mw-usertoollinks-contribs" title="Special:Contributions/Jakek1356">contribs</a>)</span> marked the <a rel="nofollow" class="external text" href="https://rimworldwiki.com/wiki/Topic:Vstfcexgnlol7mh9">topic</a> "I created a user space." as resolved (<em>marked as resolved</em>)</span>Jakek1356https://rimworldwiki.com/index.php?title=Topic:Vsp15iku4itq2u19&topic_revId=vt1ru6xo2ptx55zh&action=single-viewTopic:Vsp15iku4itq2u192020-08-30T20:27:08Z<span class="plainlinks"><a href="/index.php?title=User:Jakek1356&action=edit&redlink=1" class="new mw-userlink" title="User:Jakek1356 (page does not exist)"><bdi>Jakek1356</bdi></a> <span class="mw-usertoollinks">(<a href="/wiki/User_talk:Jakek1356" class="mw-usertoollinks-talk" title="User talk:Jakek1356">talk</a> | <a href="/wiki/Special:Contributions/Jakek1356" class="mw-usertoollinks-contribs" title="Special:Contributions/Jakek1356">contribs</a>)</span> marked the <a rel="nofollow" class="external text" href="https://rimworldwiki.com/wiki/Topic:Vsp15iku4itq2u19">topic</a> "If you're looking for something to do..." as resolved (<em>marked as resolved</em>)</span>Jakek1356https://rimworldwiki.com/index.php?title=Guinea_pig_fur&diff=74378Guinea pig fur2020-08-30T06:13:20Z<p>Jakek1356: Fixed flammability issues: it wasn't 1000% flammable, but it is 100%.</p>
<hr />
<div>{{stub}}<br />
<br />
{{Define|Leather<br />
| image = Guineapigfur<br />
| always haulable = true<br />
| color = (178,170,158)<br />
| commonality = 0.025<br />
| default color = (178,170,158)<br />
| default color two = (178,170,158)<br />
| description = Sheets of guinea pig fur. It is delicate, but luxurious.<br />
| draw gui overlay = true<br />
| flammability = 1<br />
| graphic class = Graphic_Single<br />
| graphic path = Things/Item/Resource/Cloth<br />
| label = plainleather<br />
| path cost = 15<br />
| resource readout priority = Middle<br />
| rotatable = false<br />
| selectable = true<br />
| stack limit = 75<br />
| thing class = ThingWithComponents<br />
| armor - sharp factor = 0.67<br />
| armor - blunt factor = 0.14<br />
| armor - heat factor = 1.5<br />
| beauty base = -4<br />
| beauty factor = 2.8<br />
| insulation - cold factor = 38<br />
| insulation - heat factor = 18<br />
| market value base = 5<br />
| market value factor = 5<br />
| max hit points base = 60<br />
| max hit points factor = 0.6<br />
}}<br />
<br />
{{Info|'''Guinea pig fur''' is a type of leather produced when a [[Overview#cook|cook]] butchers a [[Guinea pig]] at a [[butcher table]].}}<br />
Out of all the textiles, guinea pig fur has the highest cold insulation, which makes it an excellent leather for parkas in cold climates.<br />
<br />
{{#ask: [[Category:Animals]] [[Leather Name::{{lc:{{PAGENAME}}}}]]<br />
| mainlabel=Animal<br />
| ?Leather Yield<br />
| limit = 500<br />
}}<br />
<br />
{{nav|textiles|wide}}</div>Jakek1356https://rimworldwiki.com/index.php?title=Sheep&diff=74307Sheep2020-08-30T04:15:14Z<p>Jakek1356: Undid revision 74306 by Jakek1356</p>
<hr />
<div>{{infobox main|animal|<br />
|name = Sheep<br />
|image = Sheep.png<br />
|description = "Sheep husbandry is practiced throughout the majority of the inhabited worlds, however only recently it has been introduced to the rimworlds. Domestic sheep are relatively small herbivores, usually with yellowish wool and medium sized horns."<br />
|type = Animals<br />
|type2 = Farm<br />
|bodysize = 0.75<br />
|healthscale = 1.0<br />
|hungerrate = 0.45<br />
|movespeed = 4.8<br />
|attack1dmg = 10.39<br />
|attack1type = blunt<br />
|attack1part = front left leg<br />
|attack1cool = 148.2<br />
|attack2dmg = 10.39<br />
|attack2type = blunt<br />
|attack2part = front right leg<br />
|attack2cool = 148.2<br />
|leathername = plainleather<br />
|leatheryield = 27<br />
|woolname = sheep wool<br />
|wool = 45<br />
|sheartime = 10<br />
|manhunter = 0<br />
|diet = herbivorous<br />
|trainable = none<br />
|wildness = 0<br />
|gestation = 17<br />
|lifespan = 12<br />
|offspring = 1<br />
|maturityage = 0.45+<br />
|marketvalue = 210<br />
|nuzzlemtbhours = 120<br />
|herdanimal = true<br />
|livesin_aridshrubland = false<br />
|livesin_temperateforest = true<br />
|livesin_tropicalrainforest = true<br />
|massadult = 70<br />
}}<br />
<br />
'''Sheep''' are easily tameable [[herbivore]]s with a medium movement speed.<br />
<br />
==Obtaining==<br />
Sheep can be found in [[Biomes#Temperate Forest|Temperate Forest]] and [[Biomes#Tropical Rainforest|Tropical Rainforest]]. They can either be tamed by a [[Menus#Handle|handler]] or self-tame in a random event. <br />
<br />
Sheep can be bought and sold in other [[Trade#Faction base|faction bases]] and from [[Trade#Bulk goods trader 2|bulk goods traders]]. Sheep purchased from traders will be already tamed.<br />
<br />
==Production==<br />
Sheep can be sheared once every 10 days, giving 45 pieces of [[Sheep wool]] worth 122 [[silver]]. Note that while [[alpaca]]s are faster wool producers, sheep have 0% wildness and thus require no training upkeep whatsoever.<br />
<br />
See [[Animals#Products|animal products]] for more details on how much each type of animal produces. <br />
<br />
==Training==<br />
{{TrainingTable}}<br />
<br />
==Health==<br />
<div class="mw-collapsible mw-collapsed" style="width:4.5%"><br />
<div class="mw-collapsible-content" style="width:700%"><br />
{|class="wikitable"<br />
!Body part !!Health<br />
|-<br />
|Head ||18<br />
|-<br />
|Skull ||18<br />
|-<br />
|Brain ||7<br />
|-<br />
|Nose ||7<br />
|-<br />
|Neck ||18<br />
|-<br />
|Jaw ||7<br />
|-<br />
|Eye <ref name="Head">Located inside of Head.</ref><br>(left, right) ||7<br />
|-<br />
|Ear<br>(left, right) ||9<br />
|-<br />
|Body ||28<br />
|-<br />
|Kidney<ref name="Body">Located inside of Body.</ref><br>(left, right) ||11<br />
|-<br />
|Lung<ref name="Body"/> (left, right) ||11<br />
|-<br />
|Liver<ref name="Body"/> ||14<br />
|-<br />
|Heart<ref name="Body"/> ||11<br />
|-<br />
|Spine<ref name="Body"/> ||18<br />
|-<br />
|Stomach<ref name="Body"/> ||14<br />
|-<br />
|Legs<br>(left, right, rear, front) ||21<br />
|-<br />
|Hoof<br>(left, right, rear, front) ||7<br />
|}<br />
<references/><br />
</div><br />
</div><br />
<br />
{{nav|animal|wide}}<br />
[[Category:Animals]]<br />
[[Category:Farm]]</div>Jakek1356https://rimworldwiki.com/index.php?title=Sheep&diff=74306Sheep2020-08-30T04:14:22Z<p>Jakek1356: </p>
<hr />
<div>{{infobox main|animal|<br />
|name = Sheep<br />
|image = Sheep.png<br />
|description = "Sheep husbandry is practiced throughout the majority of the inhabited worlds, however only recently it has been introduced to the rimworlds. Domestic sheep are relatively small herbivores, usually with yellowish wool and medium sized horns."<br />
|type = Animals<br />
|type2 = Farm<br />
|bodysize = 0.75<br />
|healthscale = 1.0<br />
|hungerrate = 0.45<br />
|movespeed = 4.8<br />
|attack1dmg = 10.39<br />
|attack1type = blunt<br />
|attack1part = front left leg<br />
|attack1cool = 148.2<br />
|attack2dmg = 10.39<br />
|attack2type = blunt<br />
|attack2part = front right leg<br />
|attack2cool = 148.2bows<br />
|leathername = plainleather<br />
|leatheryield = 27<br />
|woolname = sheep wool<br />
|wool = 45<br />
|sheartime = 10<br />
|manhunter = 0<br />
|diet = herbivorous<br />
|trainable = none<br />
|wildness = 0<br />
|gestation = 17<br />
|lifespan = 12<br />
|offspring = 1<br />
|maturityage = 0.45+<br />
|marketvalue = 210<br />
|nuzzlemtbhours = 120<br />
|herdanimal = true<br />
|livesin_aridshrubland = false<br />
|livesin_temperateforest = true<br />
|livesin_tropicalrainforest = true<br />
|massadult = 70<br />
}}<br />
<br />
'''Sheep''' are easily tameable [[herbivore]]s with a medium movement speed.<br />
<br />
==Obtaining==<br />
Sheep can be found in [[Biomes#Temperate Forest|Temperate Forest]] and [[Biomes#Tropical Rainforest|Tropical Rainforest]]. They can either be tamed by a [[Menus#Handle|handler]] or self-tame in a random event. <br />
<br />
Sheep can be bought and sold in other [[Trade#Faction base|faction bases]] and from [[Trade#Bulk goods trader 2|bulk goods traders]]. Sheep purchased from traders will be already tamed.<br />
<br />
==Production==<br />
Sheep can be sheared once every 10 days, giving 45 pieces of [[Sheep wool]] worth 122 [[silver]]. Note that while [[alpaca]]s are faster wool producers, sheep have 0% wildness and thus require no training upkeep whatsoever.<br />
<br />
See [[Animals#Products|animal products]] for more details on how much each type of animal produces. <br />
<br />
==Training==<br />
{{TrainingTable}}<br />
<br />
==Health==<br />
<div class="mw-collapsible mw-collapsed" style="width:4.5%"><br />
<div class="mw-collapsible-content" style="width:700%"><br />
{|class="wikitable"<br />
!Body part !!Health<br />
|-<br />
|Head ||18<br />
|-<br />
|Skull ||18<br />
|-<br />
|Brain ||7<br />
|-<br />
|Nose ||7<br />
|-<br />
|Neck ||18<br />
|-<br />
|Jaw ||7<br />
|-<br />
|Eye <ref name="Head">Located inside of Head.</ref><br>(left, right) ||7<br />
|-<br />
|Ear<br>(left, right) ||9<br />
|-<br />
|Body ||28<br />
|-<br />
|Kidney<ref name="Body">Located inside of Body.</ref><br>(left, right) ||11<br />
|-<br />
|Lung<ref name="Body"/> (left, right) ||11<br />
|-<br />
|Liver<ref name="Body"/> ||14<br />
|-<br />
|Heart<ref name="Body"/> ||11<br />
|-<br />
|Spine<ref name="Body"/> ||18<br />
|-<br />
|Stomach<ref name="Body"/> ||14<br />
|-<br />
|Legs<br>(left, right, rear, front) ||21<br />
|-<br />
|Hoof<br>(left, right, rear, front) ||7<br />
|}<br />
<references/><br />
</div><br />
</div><br />
<br />
{{nav|animal|wide}}<br />
[[Category:Animals]]<br />
[[Category:Farm]]</div>Jakek1356https://rimworldwiki.com/index.php?title=Bed&diff=74302Bed2020-08-30T04:12:27Z<p>Jakek1356: Forgot to add a list of items in the page.</p>
<hr />
<div>{{infobox main|furniture|<br />
|name = Bed<br />
|image = Bed.png|Bed<br />
|description = A cozy mattress and sheets on a frame for resting.<br />
|type = Furniture<br />
|placeable = Yes<br />
|size = 1 ˣ 2<br />
|hp = 140<br />
|beauty = 1<br />
|material amount = 45<br />
|flammability = 1<br />
|work to make = 800<br />
|comfort = 0.75<br />
|rest effectiveness = 1<br />
|immunity gain speed factor = 1.07<br />
|surgery success chance factor = 1<br />
|mass base = 50<br />
|cover = 0.4<br />
}}<br />
{{#set:<br />
facility = dresser<br />
|facility = end table<br />
}}<br />
<br />
{{TOCright}}<br />
{{Info|A bed is used by [[colonists]] for sleeping to recover their [[rest]]. It can be made out of any material but its [[Rest Effectiveness]] is 100% only when made out of a non-stone material. [[Quality]] can further influence the rest effectiveness and [[comfort]].<br />
<br />
While resting in a bed, colonists heal by an additional 8 HP per day -- see [[injury]] for details. Beds can be walked over, although at a slower rate.<br />
<br />
A newly constructed bed is shown as 'unowned'. A colonist without an assigned bed will claim an unowned bed which will then show their name. A bed's ownership can be set or overridden by clicking the 'Set owner' button. Manually setting bed ownership is often unnecessary except when the player finds it desirable to control where a colonist sleeps, such as near their work area. If there are beds in terrible sleeping places (outside, cold, whatever), colonists have a strong ability to choose them. Also, sometimes married colonists will not choose double beds on their own, and will end up sleeping alone.<br />
<br />
There is a version for two colonists called the [[double bed]], and a deluxe version known as the [[royal bed]].}}<br />
<br />
==Prisoner bed==<br />
A bed may be assigned for [[prisoner]] use by clicking 'Set for prisoners'. The bed must be in an enclosed room. Once a bed is set for prisoners the entire room is set as a prisoner room and all other beds within are changed to prisoner beds. A prisoner bed is clearly indicated by its gold color. The game will not allow a non-colonist to be captured or arrested without an available prisoner bed. A bed may be switched back for colonist use by clicking 'Set for colonists' and all beds in the same room will also revert to the green colonist bed. However, if any prisoner bed has an owner the player will be required to confirm the action and the prisoners will be unable to use the beds.<br />
<br />
<br />
==Medical bed==<br />
A bed may be designated as a medical bed by clicking 'Set as medical'. This is not to be confused with a [[hospital bed]], which is unlocked with [[research]]. Colonists can be assigned to this bed to Rest Until Healed, however it cannot be assigned an owner and will lose any ownership it had. A medical colonist bed is indicated by its blue color. A medical prisoner bed is indicated by its dark brown color. Newly captured prisoners are usually [[injury|injured]], therefore their captors will prioritise medical prisoner beds over regular prisoner beds. Clicking 'Set as non medical' reverts a medical bed to its original type.<br />
<br />
<br />
== Stats ==<br />
<br />
Beds can be made out of the following materials:<br />
<br />
[[Rest Effectiveness Base::1| ]] [[Flammability Base::1| ]] [[Comfort Base::0.75| ]] [[Immunity Gain Speed Factor::1.07| ]] [[Work To Make Base::800| ]]<br />
<br />
{| {{STDT|sortable c_01 align-center}}<br />
!Stuff<br />
!Cost<br />
!Max hit points<br />
!Market value<br />
!Cover effectiveness<br />
!Mass<br />
![[Beauty]]<br />
!Comfort<br />
!Flamability<br />
!Rest effectiveness<br />
!Work to build<br />
!Work to uninstall<br />
|-<br />
![[Silver]]<br />
||{{icon|silver|450}} ||98 ||$455.00 ||40% ||30 ||8 ||0.75 ||40% ||100% ||14 ||4<br />
|-<br />
![[Gold]]<br />
||{{icon|gold|450}} ||84 ||$4505.00 ||40% ||30 ||24 ||0.75 ||40% ||100% ||12 ||4<br />
|-<br />
![[Steel]]<br />
||{{icon|metal|45}} ||140 ||$88.38 ||40% ||30 ||1 ||0.75 ||40% ||100% ||14 ||4<br />
|-<br />
![[Plasteel]]<br />
||{{icon|plasteel|45}} ||390 ||$410.00 ||40% ||30 ||1 ||0.75 ||20% ||100% ||30 ||4<br />
|-<br />
![[Wood]]<br />
||{{icon|wood|45}} ||91 ||$56.02 ||40% ||30 ||1 ||0.75 ||100% ||100% ||10 ||4<br />
|-<br />
![[Uranium]]<br />
||{{icon|uranium|45}} ||350 ||$275.00 ||40% ||30 ||0 ||0.75 ||0% ||100% ||26 ||4<br />
|-<br />
![[Jade]]<br />
||{{icon|jade|45}} ||70 ||$240.00 ||40% ||30 ||12 ||0.75 ||0% ||100% ||67 ||4<br />
|-<br />
![[Stone Blocks|Sandstone]]<br />
||{{icon|sandstone blocks|45}} ||196 ||$55.40 ||40% ||30 ||1 ||0.75 ||0% ||90% ||69 ||4<br />
|-<br />
![[Stone Blocks|Granite]]<br />
||{{icon|granite blocks|45}} ||240 ||$58.28 ||40% ||30 ||1 ||0.75 ||0% ||90% ||83 ||4<br />
|-<br />
![[Stone Blocks|Limestone]]<br />
||{{icon|limestone blocks |45}} ||215 ||$58.28 ||40% ||30 ||1 ||0.75 ||0% ||90% ||83 ||4<br />
|-<br />
![[Stone Blocks|Slate]]<br />
||{{icon|slate blocks|45}} ||182 ||$58.28 ||40% ||30 ||1 ||0.75 ||0% ||90% ||83 ||4<br />
|-<br />
![[Stone Blocks|Marble]]<br />
||{{icon|marble blocks|45}} ||168 ||$58.28 ||40% ||30 ||2 ||0.75 ||0% ||90% ||76 ||4<br />
|}<br />
<br />
Rest effectiveness varies by quality and material. Stone materials only offer 90% of the rest effectiveness of a bed made from non-stone materials at the same quality level.<br />
<br />
{| {{STDT| sortable c_08 text-center}}<br />
! Material<br />
!data-sort-type="number"| Awful<br />
!data-sort-type="number"| Poor<br />
!data-sort-type="number"| Normal<br />
!data-sort-type="number"| Good<br />
!data-sort-type="number"| Excellent<br />
!data-sort-type="number"| Masterwork<br />
!data-sort-type="number"| Legendary<br />
|-<br />
|Non-stone materials|| 86% || 92% || 100% || 108% || 114% || 125% || 160%<br />
|-<br />
|Stone materials(except Jade)|| 77% || 83% || 90% || 97% || 103% || 113% || 144%<br />
|}<br />
<br />
<br />
{{see also|Hospital bed}}<br />
<br />
<br />
<noinclude><br />
{{nav|furniture|wide}}<br />
</noinclude><br />
[[Category:Furniture]]<br />
[[Category:Environment]]</div>Jakek1356https://rimworldwiki.com/index.php?title=Bed&diff=74301Bed2020-08-30T04:11:33Z<p>Jakek1356: According to the table, Jade is a very comfortable stone.</p>
<hr />
<div>{{infobox main|furniture|<br />
|name = Bed<br />
|image = Bed.png|Bed<br />
|description = A cozy mattress and sheets on a frame for resting.<br />
|type = Furniture<br />
|placeable = Yes<br />
|size = 1 ˣ 2<br />
|hp = 140<br />
|beauty = 1<br />
|material amount = 45<br />
|flammability = 1<br />
|work to make = 800<br />
|comfort = 0.75<br />
|rest effectiveness = 1<br />
|immunity gain speed factor = 1.07<br />
|surgery success chance factor = 1<br />
|mass base = 50<br />
|cover = 0.4<br />
}}<br />
{{#set:<br />
facility = dresser<br />
|facility = end table<br />
}}<br />
{{Info|A bed is used by [[colonists]] for sleeping to recover their [[rest]]. It can be made out of any material but its [[Rest Effectiveness]] is 100% only when made out of a non-stone material. [[Quality]] can further influence the rest effectiveness and [[comfort]].<br />
<br />
While resting in a bed, colonists heal by an additional 8 HP per day -- see [[injury]] for details. Beds can be walked over, although at a slower rate.<br />
<br />
A newly constructed bed is shown as 'unowned'. A colonist without an assigned bed will claim an unowned bed which will then show their name. A bed's ownership can be set or overridden by clicking the 'Set owner' button. Manually setting bed ownership is often unnecessary except when the player finds it desirable to control where a colonist sleeps, such as near their work area. If there are beds in terrible sleeping places (outside, cold, whatever), colonists have a strong ability to choose them. Also, sometimes married colonists will not choose double beds on their own, and will end up sleeping alone.<br />
<br />
There is a version for two colonists called the [[double bed]], and a deluxe version known as the [[royal bed]].}}<br />
<br />
==Prisoner bed==<br />
A bed may be assigned for [[prisoner]] use by clicking 'Set for prisoners'. The bed must be in an enclosed room. Once a bed is set for prisoners the entire room is set as a prisoner room and all other beds within are changed to prisoner beds. A prisoner bed is clearly indicated by its gold color. The game will not allow a non-colonist to be captured or arrested without an available prisoner bed. A bed may be switched back for colonist use by clicking 'Set for colonists' and all beds in the same room will also revert to the green colonist bed. However, if any prisoner bed has an owner the player will be required to confirm the action and the prisoners will be unable to use the beds.<br />
<br />
<br />
==Medical bed==<br />
A bed may be designated as a medical bed by clicking 'Set as medical'. This is not to be confused with a [[hospital bed]], which is unlocked with [[research]]. Colonists can be assigned to this bed to Rest Until Healed, however it cannot be assigned an owner and will lose any ownership it had. A medical colonist bed is indicated by its blue color. A medical prisoner bed is indicated by its dark brown color. Newly captured prisoners are usually [[injury|injured]], therefore their captors will prioritise medical prisoner beds over regular prisoner beds. Clicking 'Set as non medical' reverts a medical bed to its original type.<br />
<br />
<br />
== Stats ==<br />
<br />
Beds can be made out of the following materials:<br />
<br />
[[Rest Effectiveness Base::1| ]] [[Flammability Base::1| ]] [[Comfort Base::0.75| ]] [[Immunity Gain Speed Factor::1.07| ]] [[Work To Make Base::800| ]]<br />
<br />
{| {{STDT|sortable c_01 align-center}}<br />
!Stuff<br />
!Cost<br />
!Max hit points<br />
!Market value<br />
!Cover effectiveness<br />
!Mass<br />
![[Beauty]]<br />
!Comfort<br />
!Flamability<br />
!Rest effectiveness<br />
!Work to build<br />
!Work to uninstall<br />
|-<br />
![[Silver]]<br />
||{{icon|silver|450}} ||98 ||$455.00 ||40% ||30 ||8 ||0.75 ||40% ||100% ||14 ||4<br />
|-<br />
![[Gold]]<br />
||{{icon|gold|450}} ||84 ||$4505.00 ||40% ||30 ||24 ||0.75 ||40% ||100% ||12 ||4<br />
|-<br />
![[Steel]]<br />
||{{icon|metal|45}} ||140 ||$88.38 ||40% ||30 ||1 ||0.75 ||40% ||100% ||14 ||4<br />
|-<br />
![[Plasteel]]<br />
||{{icon|plasteel|45}} ||390 ||$410.00 ||40% ||30 ||1 ||0.75 ||20% ||100% ||30 ||4<br />
|-<br />
![[Wood]]<br />
||{{icon|wood|45}} ||91 ||$56.02 ||40% ||30 ||1 ||0.75 ||100% ||100% ||10 ||4<br />
|-<br />
![[Uranium]]<br />
||{{icon|uranium|45}} ||350 ||$275.00 ||40% ||30 ||0 ||0.75 ||0% ||100% ||26 ||4<br />
|-<br />
![[Jade]]<br />
||{{icon|jade|45}} ||70 ||$240.00 ||40% ||30 ||12 ||0.75 ||0% ||100% ||67 ||4<br />
|-<br />
![[Stone Blocks|Sandstone]]<br />
||{{icon|sandstone blocks|45}} ||196 ||$55.40 ||40% ||30 ||1 ||0.75 ||0% ||90% ||69 ||4<br />
|-<br />
![[Stone Blocks|Granite]]<br />
||{{icon|granite blocks|45}} ||240 ||$58.28 ||40% ||30 ||1 ||0.75 ||0% ||90% ||83 ||4<br />
|-<br />
![[Stone Blocks|Limestone]]<br />
||{{icon|limestone blocks |45}} ||215 ||$58.28 ||40% ||30 ||1 ||0.75 ||0% ||90% ||83 ||4<br />
|-<br />
![[Stone Blocks|Slate]]<br />
||{{icon|slate blocks|45}} ||182 ||$58.28 ||40% ||30 ||1 ||0.75 ||0% ||90% ||83 ||4<br />
|-<br />
![[Stone Blocks|Marble]]<br />
||{{icon|marble blocks|45}} ||168 ||$58.28 ||40% ||30 ||2 ||0.75 ||0% ||90% ||76 ||4<br />
|}<br />
<br />
Rest effectiveness varies by quality and material. Stone materials only offer 90% of the rest effectiveness of a bed made from non-stone materials at the same quality level.<br />
<br />
{| {{STDT| sortable c_08 text-center}}<br />
! Material<br />
!data-sort-type="number"| Awful<br />
!data-sort-type="number"| Poor<br />
!data-sort-type="number"| Normal<br />
!data-sort-type="number"| Good<br />
!data-sort-type="number"| Excellent<br />
!data-sort-type="number"| Masterwork<br />
!data-sort-type="number"| Legendary<br />
|-<br />
|Non-stone materials|| 86% || 92% || 100% || 108% || 114% || 125% || 160%<br />
|-<br />
|Stone materials(except Jade)|| 77% || 83% || 90% || 97% || 103% || 113% || 144%<br />
|}<br />
<br />
<br />
{{see also|Hospital bed}}<br />
<br />
<br />
<noinclude><br />
{{nav|furniture|wide}}<br />
</noinclude><br />
[[Category:Furniture]]<br />
[[Category:Environment]]</div>Jakek1356https://rimworldwiki.com/index.php?title=Barricade&diff=74290Barricade2020-08-30T03:35:09Z<p>Jakek1356: /91Version history/91</p>
<hr />
<div>{{infobox main|security<br />
|name = Barricades<br />
|image = Barricade.png<br />
|imagesize=192px<br />
|description = A waist-high barrier for use as cover from incoming shots. Barricades are ugly, but provide better cover than other low objects.<br />
|type = Security<br />
|placeable = Yes<br />
|size = 1 ˣ 1<br />
|hp = 300<br />
|work to make = 320<br />
|resources to make = {{icon|buildingmat|5}}<br />
|deconstruct yield = {{icon|buildingmat|4}}<br />
|beauty = -3<br />
|cover = 0.57<br />
}}<br />
'''Barricades''' can be placed to cover your colonists from gunfire, but not melee attacks, thrown projectiles, or explosions. Barricades take damage from bullets and explosions. [[Raider]]s can also use Barricades as cover, so place them in a way so enemy units cannot take advantage of them.<br />
<br />
Barricades provide 57% cover effectiveness, meaning that bullets aimed at targets behind Barricades have a 57% chance to hit the barricades, and a 43% chance to cross over. <br />
Barricades slow down pawns walking over them.<br />
<br />
==Material Table==<br />
As Barricades and Sandbags are largely interchangeable except for their aesthetics and material properties, both are included in the following table for convenience. <br />
<br />
Note that cover effectiveness is 57% regardless of material.<br />
<br />
{| class="wikitable sortable"<br />
|-<br />
! Material !! Type !! Beauty !! HP !! Flammability !! Work to Build !! Material Cost !! Terrain Requirement<br />
|-<br />
| Wooden || Barricade || -3 || 195 || 100% || 4 || 5 || Light<br />
|- <br />
| Steel || Barricade || -3 || 300 || 40% || 6 || 5 || Medium<br />
|-<br />
| Plasteel || Barricade || -3 || 840 || 20% || 12 || 5 || Medium<br />
|-<br />
| Uranium || Barricade || -3 || 750 || 0% || 11 || 5 || Medium<br />
|-<br />
| Sandstone || Barricade || -3 || 420 || 0% || 29 || 5 || Heavy<br />
|-<br />
| Granite || Barricade || -3 || 510 || 0% || 35 || 5 || Heavy<br />
|-<br />
| Limestone || Barricade || -3 || 465 || 0% || 35 || 5 || Heavy<br />
|-<br />
| Slate || Barricade || -3 || 390 || 0% || 35 || 5 || Heavy <br />
|-<br />
| Marble || Barricade || -2 || 360 || 0% || 32 || 5 || Heavy <br />
|-<br />
| Silver || Barricade || 3 || 210 || 40% || 6 || 50 || Medium<br />
|-<br />
| Gold || Barricade || 17 || 180 || 40% || 5 || 50 || Medium <br />
|-<br />
| Jade || Barricade || 7 || 150 || 0% || 27 || 5 || Heavy<br />
|-<br />
| Cloth || Sandbags || -10 || 300 || 0% || 3 || 5 || Light<br />
|- <br />
| Synthread || Sandbags || -10 || 390 || 0% || 3 || 5 || Light<br />
|-<br />
| Devilstrand || Sandbags || -10 || 390 || 0% || 3 || 5 || Light<br />
|-<br />
| Hyperweave || Sandbags || -10 || 720 || 0% || 3 || 5 || Light<br />
|-<br />
| Megasloth wool || Sandbags || -10 || 300 || 0% || 3 || 5 || Light<br />
|-<br />
| Muffalo wool || Sandbags || -10 || 300 || 0% || 3 || 5 || Light<br />
|-<br />
| Alpaca wool || Sandbags || -10 || 300 || 0% || 3 || 5 || Light<br />
|-<br />
| Bison wool || Sandbags || -10 || 300 || 0% || 3 || 5 || Light<br />
|-<br />
| Sheep wool || Sandbags || -10 || 300 || 0% || 3 || 5 || Light<br />
|-<br />
| Plainleather || Sandbags || -10 || 390 || 0% || 0 || 5 || Light<br />
|-<br />
| Dog leather || Sandbags || -10 || 390 || 0% || 3 || 5 || Light<br />
|-<br />
| Wolfskin || Sandbags || -10 || 390 || 0% || 3 || 5 || Light<br />
|-<br />
| Panthera fur || Sandbags || -10 || 390 || 0% || 3 || 5 || Light<br />
|-<br />
| Camelhide || Sandbags || -10 || 390 || 0% || 3 || 5 || Light<br />
|-<br />
| Bluefur || Sandbags || -10 || 390 || 0% || 3 || 5 || Light<br />
|-<br />
| Bearskin || Sandbags || -10 || 390 || 0% || 3 || 5 || Light<br />
|-<br />
| Guinea pig fur || Sandbags || -10 || 180 || 0% || 3 || 5 || Light<br />
|-<br />
| Human leather || Sandbags || -10 || 390 || 0% || 0 || 5 || Light<br />
|-<br />
| Pigskin || Sandbags || -10 || 390 || 0% || 3 || 5 || Light<br />
|-<br />
| Lightleather || Sandbags || -10 || 300 || 0% || 3 || 5 || Light<br />
|-<br />
| Birdskin || Sandbags || -10 || 300 || 0% || 0 || 5 || Light<br />
|-<br />
| Chinchilla || Sandbags || -10 || 300 || 0% || 0 || 5 || Light<br />
|-<br />
| Foxfur || Sandbags || -10 || 300 || 0% || 3 || 5 || Light<br />
|-<br />
| Lizardskin || Sandbags || -10 || 300 || 0% || 3 || 5 || Light<br />
|-<br />
| Elephant leather || Sandbags || -10 || 450 || 0% || 3 || 5 || Light<br />
|-<br />
| Heavy fur || Sandbags || -10 || 450 || 0% || 3 || 5 || Light<br />
|-<br />
| Rhinoceros leather || Sandbags || -10 || 450 || 0% || 3 || 5 || Light<br />
|-<br />
| Thrumbofur || Sandbags || -10 || 600 || 0% || 3 || 5 || Light<br />
|-<br />
| Patchleather || Sandbags || -10 || 300 || 0% || 3 || 5 || Light<br />
|}<br />
<br />
== Version history ==<br />
Added in the release of the Royalty DLC(1.1).<br />
<br />
== See also ==<br />
* [[Sandbags]]<br />
* [[Defense tactics]]<br />
* [[Defense structures#Sandbags|Defense structures]]<br />
<br />
{{nav|security|wide}}<br />
[[Category:Security]]</div>Jakek1356https://rimworldwiki.com/index.php?title=Eltex&diff=74289Eltex2020-08-30T03:32:55Z<p>Jakek1356: Removed a link.There's already a link in this page.</p>
<hr />
<div><noinclude><br />
{{stub}}<br />
<noinclude><br />
<br />
'''Eltex gear''' are introduced in the [[Royalty (DLC)|Royalty DLC]]. They improve psycasters' ability to use psycasts.<br />
<br />
Below is a list of eltex gear.<br />
<br />
* [[Eltex robe]]<br />
* [[Eltex shirt]] <br />
* [[Eltex staff]]<br />
* [[Eltex vest]]<br />
<br />
== Occurence ==<br />
<br />
They cannot be crafted, and must be bought or earned from quests.<br />
<br />
The Bestower is always equipped with a Eltex staff.<br />
<br />
<noinclude><br />
{{disambiguation}}</div>Jakek1356https://rimworldwiki.com/index.php?title=Eltex_staff&diff=74288Eltex staff2020-08-30T03:30:56Z<p>Jakek1356: This item can't be crafted(it may).</p>
<hr />
<div><onlyinclude><br />
{{infobox main|weapon|<br />
|name = Eltex Staff<br />
|image = psystaff.png|Eltex Staff<br />
|type = Equipment<br />
|type2 = Weapons<br />
|description = "An ultratech staff threaded with psychic focusing materials. While it is a solid melee weapon, its main purpose is to enhance the wielder's psychic sensitivity and neural heat dissipation, allowing more use of psychic powers."<br />
|class = Ultra<br />
|meleeattack1dmg = 12<br />
|meleeattack1type = blunt<br />
|meleeattack1part = Head<br />
|meleeattack1cool = 2.6<br />
|meleeattack1ap = 18<br />
|MeleeWeaponAverageDPS = 4.62<br />
|MeleeWeaponAverageAP = 12<br />
|marketvalue = 1000<br />
|damage type = Blunt<br />
|mass base = 1.2<br />
}}<br />
</onlyinclude><br />
The '''Eltex Staff''' is a DLC [[Weapons#Melee Weapons|melee weapon]] that benefits those using it who can use [[Psycasts]] by enabling them to use their powers more frequently.<br />
<br />
==Acquisition==<br />
Eltex Staffs can be purchased from any combat supplier or war merchant or obtained as a quest reward, once you have the Royalty DLC active. You cannot craft this item.<br />
<br />
==Analysis==<br />
<br />
A normal eltex staff improves a pawns [[Psychic Sensitivity]] by 50%, and improves the [[Psycasts#Mechanics|Psychic entropy recovery rate]] by 2.5 per 30 seconds. This effect scales with quality making for a powerful buff to a psycaster's abilities especially at higher qualities. However its potential as a weapon is limited with the second lowest DPS of any melee weapon, just barely better than [[Beer]]. The eltex staff cannot be equipped by a pawn incapable of violence.<br />
<br />
==Tips==<br />
As the Eltex staff makes a rather poor melee weapon, and with a full psycaster set ([[Eltex robe]], [[Eltex shirt]], [[Eltex vest]], [[Eltex helmet]]) your pawn will have little armour, it's a good idea to keep them in the back as a "support" pawn.<br />
<br />
An Eltex robe improves a pawns [[Psycasts#Mechanics|Psychic entropy recovery rate]] by 2.5 per 30 seconds, and their [[Psychic Sensitivity]] an amount dependent on the quality.<br />
{{#vardefine:basesensitivitybonus|0.50}}<br />
{| {{STDT| c_07 text-center}}<br />
|-<br />
! Quality !! Melee DPS !! Melee AP!! Psychic Sensitivity !! Neural Heat Recovery Rate<br />
|-<br />
| Awful || 3.69 || 14% || {{#expr:{{#var:basesensitivitybonus}}*0.5*100 round 0}} || 0.08<br />
|-<br />
| Poor || 4.15 || 16% || {{#expr:{{#var:basesensitivitybonus}}*0.66*100 round 0}} || 0.08<br />
|-<br />
| Normal || 4.62 || 18%|| {{#expr:{{#var:basesensitivitybonus}}*0.83*100 round 0}}|| 0.08<br />
|-<br />
| Good || 5.08 || 20%|| {{#expr:{{#var:basesensitivitybonus}}*1.00*100 round 0}} || 0.08<br />
|-<br />
| Excellent || 5.54 || 22% || {{#expr:{{#var:basesensitivitybonus}}*1.16*100 round 0}} || 0.08<br />
|- <br />
| Masterwork || 6.69 || 26% ||{{#expr:{{#var:basesensitivitybonus}}*1.32*100 round 0}} || 0.08<br />
|-<br />
| Legendary || 7.62 || 30% || {{#expr:{{#var:basesensitivitybonus}}*1.5*100 round 0}} || 0.08<br />
|}<br />
<br />
== Trivia == <br />
[[Empire|Bestowers]] always spawn with an eltex staff.<br />
<br />
== Version history ==<br />
*Introduced in the initial release of the [[Royalty (DLC)|Royalty DLC]]<br />
*1.1.2647 renamed from Psyfocus staff.<br />
*1.2.2719 Psychic sensitivity now scales with quality.<br />
<br />
[[Kind::Weapons| ]]<br />
{{nav|weapon|wide}}<br />
[[Category:Weapons]]<br />
[[Category:Equipment]]<br />
[[Category:Royalty]]</div>Jakek1356https://rimworldwiki.com/index.php?title=Drago_tree&diff=74282Drago tree2020-08-30T03:00:08Z<p>Jakek1356: Undo revision 74281 by Jakek1356 (talk)</p>
<hr />
<div>{{Define|Plant<br />
| label = drago tree<br />
| category = tree<br />
| description = A hardy desert tree topped with thick, pointed leaves.<br />
| def name = PlantTreeDrago<br />
| parent name = TreeBase<br />
| harvested product = wood<br />
| harvest yield = 25<br />
| hydroponic = false<br />
| path cost = 130<br />
| beauty base = 1<br />
| use hit points = true<br />
| max hit points base = 300<br />
| flammability base = 0.8<br />
| grow days = 15<br />
| real grow days = 26<br />
| lifespan = 90<br />
| fertility min = 0.3<br />
| fertility sensitivity = 0.5<br />
| nutrition = 1<br />
| cover effectiveness = 0.25<br />
}}<br />
The drago tree is a wild plant with an umbrella-like shape, found in arid shrublands and deserts.<br />
<br />
<br />
{{nav|plant|wide}}<br />
[[Category:Plants]]<br />
[[Category:Trees]]</div>Jakek1356https://rimworldwiki.com/index.php?title=Drago_tree&diff=74281Drago tree2020-08-30T02:59:44Z<p>Jakek1356: </p>
<hr />
<div>{{Define|Plant<br />
| label = drago tree<br />
| category = tree<br />
| description = A hardy desert tree topped with thick, pointed leaves.<br />
| def name = PlantTreeDrago<br />
| parent name = TreeBase<br />
| harvested product = wood<br />
| harvest yield = 25<br />
| hydroponic = false<br />
| path cost = 130<br />
| beauty base = 1<br />
| use hit points = true<br />
| max hit points base = 300<br />
| flammability base = 0.8<br />
| grow days = 15<br />
| real grow days = 26<br />
| lifespan = 90<br />
| fertility min = 0.3 [[Plasma shotgun]]<br />
| fertility sensitivity = 0.5<br />
| nutrition = 1<br />
| cover effectiveness = 0.25<br />
}}<br />
The drago tree is a wild plant with an umbrella-like shape, found in arid shrublands and deserts.<br />
<br />
<br />
{{nav|plant|wide}}<br />
[[Category:Plants]]<br />
[[Category:Trees]]</div>Jakek1356https://rimworldwiki.com/index.php?title=Large_stele&diff=74277Large stele2020-08-30T01:52:54Z<p>Jakek1356: Replaced "materials" with "stones".</p>
<hr />
<div><onlyinclude><br />
{{infobox main|misc|<br />
|name = Large Stele<br />
|image = Largestele.png|Large stele<br />
|description = A tall, thick slab with engravings on the sides. Steles have been used since ancient times to memorialize individuals, battles, and other important events.<br />
|type = Misc{{!}}Miscellaneous<br />
|type2 = structure{{!}}Decoration<br />
|placeable = Yes<br />
|size = 2 ˣ 2<br />
|beauty = 15<br />
|material amount = 125<br />
|material name = limestone blocks<br />
|material 2 amount = <br />
|material 2 name = <br />
|material 3 amount = <br />
|material 3 name = <br />
|marketvalue = <br />
|hp = 200<br />
|work to make = 8000<br />
|cover = 0.5<br />
|flammability = 0<br />
}}<br />
<br />
</onlyinclude><br />
<br />
A '''large stele''' is a purely decorative structure, it's medium sized and provides less beauty than a normal statue however you can build large steles without skilled artists.<br />
<br />
{| class="wikitable sortable"<br />
|-<br />
! Material !! Beauty !! Health !! Work to Make<br />
|-<br />
| Jade || 48 || 100 || 667<br />
|-<br />
| Sandstone || 16 || 280 || 669<br />
|-<br />
| Granite || 15 || 340 || 803<br />
|-<br />
| Limestone || 15 || 310 || 803<br />
|-<br />
| Slate || 16 || 260 || 803<br />
|-<br />
| Marble || 21 || 240 || 736<br />
|}<br />
<br />
All large steles require 125 stones, provide <br />
s 50% cover, have 0% flammability, and have a light terrain requirement. Steles have six different potential unique looks.<br />
<br />
==Version history==<br />
Added in 1.1.<br />
<br />
<noinclude><br />
{{nav|misc|wide}}<br />
</noinclude><br />
[[Category:Miscellaneous]]</div>Jakek1356https://rimworldwiki.com/index.php?title=Large_stele&diff=74276Large stele2020-08-30T01:51:06Z<p>Jakek1356: </p>
<hr />
<div><onlyinclude><br />
{{infobox main|misc|<br />
|name = Large Stele<br />
|image = Largestele.png|Large stele<br />
|description = A tall, thick slab with engravings on the sides. Steles have been used since ancient times to memorialize individuals, battles, and other important events.<br />
|type = Misc{{!}}Miscellaneous<br />
|type2 = structure{{!}}Decoration<br />
|placeable = Yes<br />
|size = 2 ˣ 2<br />
|beauty = 15<br />
|material amount = 125<br />
|material name = limestone blocks<br />
|material 2 amount = <br />
|material 2 name = <br />
|material 3 amount = <br />
|material 3 name = <br />
|marketvalue = <br />
|hp = 200<br />
|work to make = 8000<br />
|cover = 0.5<br />
|flammability = 0<br />
}}<br />
<br />
</onlyinclude><br />
<br />
A '''large stele''' is a purely decorative structure, it's medium sized and provides less beauty than a normal statue however you can build large steles without skilled artists.<br />
<br />
{| class="wikitable sortable"<br />
|-<br />
! Material !! Beauty !! Health !! Work to Make<br />
|-<br />
| Jade || 48 || 100 || 667<br />
|-<br />
| Sandstone || 16 || 280 || 669<br />
|-<br />
| Granite || 15 || 340 || 803<br />
|-<br />
| Limestone || 15 || 310 || 803<br />
|-<br />
| Slate || 16 || 260 || 803<br />
|-<br />
| Marble || 21 || 240 || 736<br />
|}<br />
<br />
All large steles require 125 material, provide 50% cover, have 0% flammability, and have a light terrain requirement. Steles have six different potential unique looks.<br />
<br />
==Version history==<br />
Added in 1.1.<br />
<br />
<noinclude><br />
{{nav|misc|wide}}<br />
</noinclude><br />
[[Category:Miscellaneous]]</div>Jakek1356https://rimworldwiki.com/index.php?title=Large_stele&diff=74275Large stele2020-08-30T01:50:24Z<p>Jakek1356: Added Version History.</p>
<hr />
<div><onlyinclude><br />
{{infobox main|misc|<br />
|name = Large Stele<br />
|image = Largestele.png|Large stele<br />
|description = A tall, thick slab with engravings on the sides. Steles have been used since ancient times to memorialize individuals, battles, and other important events.<br />
|type = Misc{{!}}Miscellaneous<br />
|type2 = structure{{!}}Decoration<br />
|placeable = Yes<br />
|size = 2 ˣ 2<br />
|beauty = 15<br />
|material amount = 125<br />
|material name = limestone blocks<br />
|material 2 amount = <br />
|material 2 name = <br />
|material 3 amount = <br />
|material 3 name = <br />
|marketvalue = <br />
|hp = 200<br />
|work to make = 8000<br />
|cover = 0.5<br />
|flammability = 0<br />
}}<br />
<br />
</onlyinclude><br />
<br />
A '''large stele''' is a purely decorative structure, it's medium sized and provides less beauty than a normal statue however you can build large steles without skilled artists.<br />
<br />
{| class="wikitable sortable"<br />
|-<br />
! Material !! Beauty !! Health !! Work to Make<br />
|-<br />
| Jade || 48 || 100 || 667<br />
|-<br />
| Sandstone || 16 || 280 || 669<br />
|-<br />
| Granite || 15 || 340 || 803<br />
|-<br />
| Limestone || 15 || 310 || 803<br />
|-<br />
| Slate || 16 || 260 || 803<br />
|-<br />
| Marble || 21 || 240 || 736<br />
|}<br />
<br />
All large steles require 125 material, provide 50% cover, have 0% flammability, and have a light terrain requirement. Steles have six different potential unique looks.<br />
<br />
===Version history===<br />
Added in 1.1.<br />
<br />
<noinclude><br />
{{nav|misc|wide}}<br />
</noinclude><br />
[[Category:Miscellaneous]]</div>Jakek1356https://rimworldwiki.com/index.php?title=User_talk:Jakek1356&header_revId=vt01j6vtznud6b2l&action=view-headerUser talk:Jakek13562020-08-30T01:48:21Z<span class="plainlinks"><a href="/index.php?title=User:Jakek1356&action=edit&redlink=1" class="new mw-userlink" title="User:Jakek1356 (page does not exist)"><bdi>Jakek1356</bdi></a> <span class="mw-usertoollinks">(<a href="/wiki/User_talk:Jakek1356" class="mw-usertoollinks-talk" title="User talk:Jakek1356">talk</a> | <a href="/wiki/Special:Contributions/Jakek1356" class="mw-usertoollinks-contribs" title="Special:Contributions/Jakek1356">contribs</a>)</span> edited the description</span>Jakek1356https://rimworldwiki.com/index.php?title=Urn&diff=74263Urn2020-08-29T16:22:57Z<p>Jakek1356: Fixed a mistake on the page.</p>
<hr />
<div><onlyinclude><br />
{{infobox main|misc|<br />
|name = Urn<br />
|image = Urn.png|Urn<br />
|description = An ancient style decorative container.<br />
|type = Misc{{!}}Miscellaneous<br />
|type2 = structure{{!}}Decoration<br />
|placeable = Yes<br />
|size = 1x1<br />
|beauty = <br />
|marketvalue = <br />
|hp = <br />
|cover = 0.4<br />
|flammability = 0<br />
}}<br />
<br />
</onlyinclude><br />
<br />
An '''urn''' is a purely decorative structure found only in [[Ancient shrine]]s. It cannot be crafted but can found in a variety of materials. <br />
<br />
{| class="wikitable sortable"<br />
|-<br />
! Material !! Beauty !! Health<br />
|-<br />
| Sandstone || 6 || 56<br />
|-<br />
| Granite || ? || ?<br />
|-<br />
| Limestone || ?|| ?<br />
|-<br />
| Slate || 6 || 52<br />
|-<br />
| Marble || 8 || 48<br />
|-<br />
| Steel|| 5 || 42<br />
|}<br />
<br />
<br />
<noinclude><br />
{{nav|misc|wide}}<br />
</noinclude><br />
[[Category:Miscellaneous]]</div>Jakek1356https://rimworldwiki.com/index.php?title=User_talk:Jakek1356&header_revId=vsxqrz0jggf1uo3x&action=view-headerUser talk:Jakek13562020-08-29T01:02:21Z<span class="plainlinks"><a href="/index.php?title=User:Jakek1356&action=edit&redlink=1" class="new mw-userlink" title="User:Jakek1356 (page does not exist)"><bdi>Jakek1356</bdi></a> <span class="mw-usertoollinks">(<a href="/wiki/User_talk:Jakek1356" class="mw-usertoollinks-talk" title="User talk:Jakek1356">talk</a> | <a href="/wiki/Special:Contributions/Jakek1356" class="mw-usertoollinks-contribs" title="Special:Contributions/Jakek1356">contribs</a>)</span> edited the description</span>Jakek1356https://rimworldwiki.com/index.php?title=Topic:Vsua15oyjn9vor65&topic_postId=vsxqgs1e1cd763kd&topic_revId=vsxqgs1e1cd763kd&action=single-viewTopic:Vsua15oyjn9vor652020-08-29T00:56:46Z<span class="plainlinks"><a href="/index.php?title=User:Jakek1356&action=edit&redlink=1" class="new mw-userlink" title="User:Jakek1356 (page does not exist)"><bdi>Jakek1356</bdi></a> <span class="mw-usertoollinks">(<a href="/wiki/User_talk:Jakek1356" class="mw-usertoollinks-talk" title="User talk:Jakek1356">talk</a> | <a href="/wiki/Special:Contributions/Jakek1356" class="mw-usertoollinks-contribs" title="Special:Contributions/Jakek1356">contribs</a>)</span> <a rel="nofollow" class="external text" href="https://rimworldwiki.com/index.php?title=Topic:Vsua15oyjn9vor65&topic_showPostId=vsxqgs1e1cd763kd#flow-post-vsxqgs1e1cd763kd">commented</a> on "User rights and (lack of) activity" (<em>Yeah, Pangaea is right Zesty.</em>)</span>Jakek1356https://rimworldwiki.com/index.php?title=Sandbags&diff=74258Sandbags2020-08-28T22:25:49Z<p>Jakek1356: Added a line where sandbags are fabrics.</p>
<hr />
<div><onlyinclude>{{infobox main|security|<br />
|name = Sandbags<br />
|image = Sandbags_wall.png|192px{{!}}Row of sandbags<br />
|description = Bags of locally-sourced dirt or sand, stacked for use as cover. Sandbags are ugly, but provide better cover than other low objects.<br />
|type = Security<br />
|placeable = Yes<br />
|size = 1 ˣ 1<br />
|hp = 350<br />
|work to make = 180<br />
|resources to make = {{icon|cloth|5}}<br />
|deconstruct yield = {{icon|cloth|4}}<br />
|beauty = -10<br />
|cover = 0.57<br />
}}</onlyinclude><br />
'''Sandbags''' can be placed to cover your colonists from gunfire, but not melee attacks, thrown projectiles, or explosions. Sandbags take damage from bullets and explosions. [[Raider]]s can also use sandbags as cover, so place them in a way so enemy units cannot take advantage of them.<br />
<br />
Sandbags provide 57% cover effectiveness, meaning that bullets aimed at targets behind sandbags have a 57% chance to hit the bags, and a 43% chance to cross over. <br />
Sandbags slow down pawns walking over them.<br />
==Material Table==<br />
As Barricades and Sandbags are largely interchangeable except for their aesthetics and material properties, both are included in the following table for convenience. <br />
<br />
{| class="wikitable sortable"<br />
|-<br />
! Material !! Type !! Beauty !! HP !! Cover Effectiveness !! Flammability !! Work to Build !! Material Cost !! Terrain Requirement<br />
|-<br />
| Cloth || Sandbags || -10 || 300 || 57% || 0% || 3 || 5 || Light<br />
|- <br />
| Synthread || Sandbags || -10 || 390 || 57% || 0% || 3 || 5 || Light<br />
|-<br />
| Devilstrand || Sandbags || -10 || 390 || 57% || 0% || 3 || 5 || Light<br />
|-<br />
| Hyperweave || Sandbags || -10 || 720 || 57% || 0% || 3 || 5 || Light<br />
|-<br />
| Megasloth wool || Sandbags || -10 || 300 || 57% || 0% || 3 || 5 || Light<br />
|-<br />
| Muffalo wool || Sandbags || -10 || 300 || 57% || 0% || 3 || 5 || Light<br />
|-<br />
| Alpaca wool || Sandbags || -10 || 300 || 57% || 0% || 3 || 5 || Light<br />
|-<br />
| Bison wool || Sandbags || -10 || 300 || 57% || 0% || 3 || 5 || Light<br />
|-<br />
| Sheep wool || Sandbags || -10 || 300 || 57% || 0% || 3 || 5 || Light<br />
|-<br />
| Plainleather || Sandbags || -10 || 390 || 57% || 0% || 0 || 5 || Light<br />
|-<br />
| Dog leather || Sandbags || -10 || 390 || 57% || 0% || 3 || 5 || Light<br />
|-<br />
| Wolfskin || Sandbags || -10 || 390 || 57% || 0% || 3 || 5 || Light<br />
|-<br />
| Panthera fur || Sandbags || -10 || 390 || 57% || 0% || 3 || 5 || Light<br />
|-<br />
| Camelhide || Sandbags || -10 || 390 || 57% || 0% || 3 || 5 || Light<br />
|-<br />
| Bluefur || Sandbags || -10 || 390 || 57% || 0% || 3 || 5 || Light<br />
|-<br />
| Bearskin || Sandbags || -10 || 390 || 57% || 0% || 3 || 5 || Light<br />
|-<br />
| Guinea pig fur || Sandbags || -10 || 180 || 57% || 0% || 3 || 5 || Light<br />
|-<br />
| Human leather || Sandbags || -10 || 390 || 57% || 0% || 0 || 5 || Light<br />
|-<br />
| Pigskin || Sandbags || -10 || 390 || 57% || 0% || 3 || 5 || Light<br />
|-<br />
| Lightleather || Sandbags || -10 || 300 || 57% || 0% || 3 || 5 || Light<br />
|-<br />
| Birdskin || Sandbags || -10 || 300 || 57% || 0% || 0 || 5 || Light<br />
|-<br />
| Chinchilla || Sandbags || -10 || 300 || 57% || 0% || 0 || 5 || Light<br />
|-<br />
| Foxfur || Sandbags || -10 || 300 || 57% || 0% || 3 || 5 || Light<br />
|-<br />
| Lizardskin || Sandbags || -10 || 300 || 57% || 0% || 3 || 5 || Light<br />
|-<br />
| Elephant leather || Sandbags || -10 || 450 || 57% || 0% || 3 || 5 || Light<br />
|-<br />
| Heavy fur || Sandbags || -10 || 450 || 57% || 0% || 3 || 5 || Light<br />
|-<br />
| Rhinoceros leather || Sandbags || -10 || 450 || 57% || 0% || 3 || 5 || Light<br />
|-<br />
| Thrumbofur || Sandbags || -10 || 600 || 57% || 0% || 3 || 5 || Light<br />
|-<br />
| Patchleather || Sandbags || -10 || 300 || 57% || 0% || 3 || 5 || Light<br />
|-<br />
| Wooden || Barricade || -3 || 195 || 57% || 100% || 4 || 5 || Light<br />
|- <br />
| Steel || Barricade || -3 || 300 || 57% || 40% || 6 || 5 || Medium<br />
|-<br />
| Plasteel || Barricade || -3 || 840 || 57% || 20% || 12 || 5 || Medium<br />
|-<br />
| Uranium || Barricade || -3 || 750 || 57% || 0% || 11 || 5 || Medium<br />
|-<br />
| Sandstone || Barricade || -3 || 420 || 57% || 0% || 29 || 5 || Heavy<br />
|-<br />
| Granite || Barricade || -3 || 510 || 57% || 0% || 35 || 5 || Heavy<br />
|-<br />
| Limestone || Barricade || -3 || 465 || 57% || 0% || 35 || 5 || Heavy<br />
|-<br />
| Slate || Barricade || -3 || 390 || 57% || 0% || 35 || 5 || Heavy <br />
|-<br />
| Marble || Barricade || -2 || 360 || 57% || 0% || 32 || 5 || Heavy <br />
|-<br />
| Silver || Barricade || 3 || 210 || 57% || 40% || 6 || 50 || Medium<br />
|-<br />
| Gold || Barricade || 17 || 180 || 57% || 40% || 5 || 50 || Medium <br />
|-<br />
| Jade || Barricade || 7 || 150 || 57% || 0% || 27 || 5 || Heavy<br />
|}<br />
<br />
== Version history ==<br />
<br />
In earlier versions (Alpha 16/17?) it used to have 70% cover rating.<br />
<br />
In Beta 19 it received a new, extended description and a retexture, and its cost was reduced from 6 steel to 5.<br />
<br />
In 1.1 its crafting recipe was changed to use fabric rather than steel, and its health was nerfed (450 -> 300), along with its cover value (65 --> 57%). It was also now made of fabric (i.e camelhide).<br />
<br />
== See also ==<br />
* [[Defense tactics]]<br />
* [[Defense structures#Sandbags|Defense structures]]<br />
* [[Cover#Sandbags|Cover]]<br />
<br />
<br />
{{nav|security|wide}}<br />
[[Category:Security]]</div>Jakek1356https://rimworldwiki.com/index.php?title=Topic:Vstfcexgnlol7mh9&topic_postId=vstfcexgnpmnfqfh&topic_revId=vstfcexgnpmnfqfh&action=single-viewTopic:Vstfcexgnlol7mh92020-08-27T02:31:21Z<span class="plainlinks"><a href="/index.php?title=User:Jakek1356&action=edit&redlink=1" class="new mw-userlink" title="User:Jakek1356 (page does not exist)"><bdi>Jakek1356</bdi></a> <span class="mw-usertoollinks">(<a href="/wiki/User_talk:Jakek1356" class="mw-usertoollinks-talk" title="User talk:Jakek1356">talk</a> | <a href="/wiki/Special:Contributions/Jakek1356" class="mw-usertoollinks-contribs" title="Special:Contributions/Jakek1356">contribs</a>)</span> <a rel="nofollow" class="external text" href="https://rimworldwiki.com/index.php?title=Topic:Vstfcexgnlol7mh9&topic_showPostId=vstfcexgnpmnfqfh#flow-post-vstfcexgnpmnfqfh">commented</a> on "I created a user space." (<em>Hi, Please don't delete the page because it's my userspace. I have created the page User:Jakek1356/Uploads that is my user uploads page....</em>)</span>Jakek1356