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RimWorld Wiki - User contributions [en]
2024-03-29T02:35:33Z
User contributions
MediaWiki 1.35.8
https://rimworldwiki.com/index.php?title=Template:Nav/Clothing&diff=89855
Template:Nav/Clothing
2021-08-20T01:03:03Z
<p>NotBadCat: gave burka/robe the ideology icon</p>
<hr />
<div>;'''<big>Torso |</big>''' <small>Clothing</small><br />
:[[Button-down shirt]] &bull; [[T-shirt]] &bull; [[Tribalwear]]<br />
;{{RoyaltyIcon}}<br />
: [[Corset]] &bull; [[Eltex shirt]] &bull; [[Eltex vest]] &bull; [[Formal vest]] &bull; [[Formal shirt]]<br />
;<small>Armor</small><br />
: [[Flak vest]]<br />
;'''<big>Legs | </big>''' <small>Clothing</small><br />
:[[Pants]]<br />
;<small>Armor</small><br />
:[[Flak pants]] <br />
;'''<big>Shell | </big>''' <small>Clothing</small><br />
: [[Duster]] &bull; [[Jacket]] &bull; [[Parka]] &bull; [[Plate armor]]<br />
; {{RoyaltyIcon}} <br />
:[[Cape]] &bull; [[Eltex robe]] &bull; [[Prestige robe]]<br />
; {{IdeologyIcon}}<br />
: [[Burka]] &bull; [[Robe]]<br />
;<small>Armor</small><br />
: [[Flak jacket]] &bull; [[Marine armor]] <small>([[Prestige marine armor|Prestige]] {{RoyaltyIcon}}, [[Grenadier armor|Grenadier]] {{RoyaltyIcon}})</small> &bull; [[Recon armor]] <small>([[Prestige recon armor|Prestige]] {{RoyaltyIcon}}, [[Locust armor|Locust]] {{RoyaltyIcon}})</small> &bull; [[Cataphract armor]] {{RoyaltyIcon}} <small>([[Prestige cataphract armor|Prestige]] {{RoyaltyIcon}}, [[Phoenix armor|Phoenix]] {{RoyaltyIcon}})</small><br />
;'''<big>Head | </big>''' <small>Clothing</small> <br />
: [[Bowler hat]] &bull; [[Cowboy hat]] &bull; [[Psychic foil helmet]] &bull; [[Tuque]] &bull; [[Tribal headdress]] &bull; [[War mask]] &bull; [[War veil]] <br />
; {{RoyaltyIcon}} <br />
: [[Beret]] &bull; [[Coronet]] &bull; [[Crown]] &bull; [[Eltex helmet]] &bull; [[Eltex skullcap]] &bull; [[Hood]] &bull; [[Ladies hat]] &bull; [[Stellic crown]] &bull; [[Top hat]]<br />
; {{IdeologyIcon}} <br />
: [[Authority cap]] &bull; [[Blindfold]] &bull; [[Broadwrap]] &bull; [[Flophat]] &bull; [[Headwrap]] &bull; [[Shadecone]] &bull; [[Slicecap]] &bull; [[Tailcap]] &bull; [[Torture crown]] &bull; [[Visage mask]]<br />
;<small>Armor</small><br />
: [[Flak helmet]] &bull; [[Marine helmet]] <small>([[Prestige marine helmet|Prestige]]/[[Samurai helmet]] {{RoyaltyIcon}})</small> &bull; [[Recon helmet]] <small>([[Prestige recon helmet|Prestige]] {{RoyaltyIcon}})</small> &bull; [[Simple helmet]] &bull; [[Cataphract helmet]] {{RoyaltyIcon}} <small>([[Prestige cataphract helmet|Prestige]] {{RoyaltyIcon}})</small> &bull; [[Gunlink]] {{RoyaltyIcon}}<br />
<noinclude><br />
{{nav|Clothing|wide}}<br />
{{nav/doc}}<br />
</noinclude></div>
NotBadCat
https://rimworldwiki.com/index.php?title=Template:Nav/Clothing&diff=89851
Template:Nav/Clothing
2021-08-19T20:26:35Z
<p>NotBadCat: DLC items are now on their own lines!</p>
<hr />
<div>;'''<big>Torso |</big>''' <small>Clothing</small><br />
:[[Button-down shirt]] &bull; [[T-shirt]] &bull; [[Tribalwear]]<br />
;{{RoyaltyIcon}}<br />
: [[Corset]] &bull; [[Eltex shirt]] &bull; [[Eltex vest]] &bull; [[Formal vest]] &bull; [[Formal shirt]]<br />
;<small>Armor</small><br />
: [[Flak vest]]<br />
;'''<big>Legs | </big>''' <small>Clothing</small><br />
:[[Pants]]<br />
;<small>Armor</small><br />
:[[Flak pants]] <br />
;'''<big>Shell | </big>''' <small>Clothing</small><br />
: [[Duster]] &bull; [[Jacket]] &bull; [[Parka]] &bull; [[Plate armor]]<br />
; {{RoyaltyIcon}} <br />
:[[Cape]] &bull; [[Eltex robe]] &bull; [[Prestige robe]] &bull; [[Burka]] &bull; [[Robe]]<br />
;<small>Armor</small><br />
: [[Flak jacket]] &bull; [[Marine armor]] <small>([[Prestige marine armor|Prestige]] {{RoyaltyIcon}}, [[Grenadier armor|Grenadier]] {{RoyaltyIcon}})</small> &bull; [[Recon armor]] <small>([[Prestige recon armor|Prestige]] {{RoyaltyIcon}}, [[Locust armor|Locust]] {{RoyaltyIcon}})</small> &bull; [[Cataphract armor]] {{RoyaltyIcon}} <small>([[Prestige cataphract armor|Prestige]] {{RoyaltyIcon}}, [[Phoenix armor|Phoenix]] {{RoyaltyIcon}})</small><br />
<br />
<br />
;'''<big>Head | </big>''' <small>Clothing</small> <br />
: [[Bowler hat]] &bull; [[Cowboy hat]] &bull; [[Psychic foil helmet]] &bull; [[Tuque]] &bull; [[Tribal headdress]] &bull; [[War mask]] &bull; [[War veil]] <br />
; {{RoyaltyIcon}} <br />
: [[Beret]] &bull; [[Coronet]] &bull; [[Crown]] &bull; [[Eltex helmet]] &bull; [[Eltex skullcap]] &bull; [[Hood]] &bull; [[Ladies hat]] &bull; [[Stellic crown]] &bull; [[Top hat]]<br />
; {{IdeologyIcon}} <br />
: [[Authority cap]] &bull; [[Blindfold]] &bull; [[Broadwrap]] &bull; [[Flophat]] &bull; [[Headwrap]] &bull; [[Shadecone]] &bull; [[Slicecap]] &bull; [[Tailcap]] &bull; [[Torture crown]] &bull; [[Visage mask]]<br />
<br />
<br />
;<small>Armor</small><br />
: [[Flak helmet]] &bull; [[Marine helmet]] <small>([[Prestige marine helmet|Prestige]]/[[Samurai helmet]] {{RoyaltyIcon}})</small> &bull; [[Recon helmet]] <small>([[Prestige recon helmet|Prestige]] {{RoyaltyIcon}})</small> &bull; [[Simple helmet]] &bull; [[Cataphract helmet]] {{RoyaltyIcon}} <small>([[Prestige cataphract helmet|Prestige]] {{RoyaltyIcon}})</small> &bull; [[Gunlink]] {{RoyaltyIcon}}<br />
<noinclude><br />
{{nav|Clothing|wide}}<br />
{{nav/doc}}<br />
</noinclude></div>
NotBadCat
https://rimworldwiki.com/index.php?title=Topic:Werx6bc29gbkjxxp&topic_postId=wetstqyz18ea039p&topic_revId=wetstqyz18ea039p&action=single-view
Topic:Werx6bc29gbkjxxp
2021-08-17T19:25:55Z
<span class="plainlinks"><a href="/wiki/User:NotBadCat" class="mw-userlink" title="User:NotBadCat"><bdi>NotBadCat</bdi></a> <span class="mw-usertoollinks">(<a href="/wiki/User_talk:NotBadCat" class="mw-usertoollinks-talk" title="User talk:NotBadCat">talk</a> | <a href="/wiki/Special:Contributions/NotBadCat" class="mw-usertoollinks-contribs" title="Special:Contributions/NotBadCat">contribs</a>)</span> <a rel="nofollow" class="external text" href="https://rimworldwiki.com/index.php?title=Topic:Werx6bc29gbkjxxp&topic_showPostId=wetstqyz18ea039p#flow-post-wetstqyz18ea039p">commented</a> on "Animal stat box" (<em>Yeah, I can get that list together. For biomes, is there a way we can have icons for each biome/trade like we have for the dlc so that wa...</em>)</span>
NotBadCat
https://rimworldwiki.com/index.php?title=Template:Nav/Clothing&diff=88019
Template:Nav/Clothing
2021-07-27T00:30:36Z
<p>NotBadCat: clothing nav cleaned up for less icons; armors untouched</p>
<hr />
<div>;'''<big>Torso |</big>''' <small>Clothing</small><br />
:[[Button-down shirt]] &bull; [[T-shirt]] &bull; [[Tribalwear]] '''|''' {{RoyaltyIcon}} [[Corset]] &bull; [[Eltex shirt]] &bull; [[Eltex vest]] &bull; [[Formal vest]] &bull; [[Formal shirt]]<br />
;<small>Armor</small><br />
: [[Flak vest]]<br />
;'''<big>Legs | </big>''' <small>Clothing</small><br />
:[[Pants]]<br />
;<small>Armor</small><br />
:[[Flak pants]] <br />
;'''<big>Shell | </big>''' <small>Clothing</small><br />
: [[Duster]] &bull; [[Jacket]] &bull; [[Parka]] &bull; [[Plate armor]] '''|''' {{RoyaltyIcon}} [[Cape]] &bull; [[Eltex robe]] &bull; [[Prestige robe]] &bull; [[Burka]] &bull; [[Robe]]<br />
;<small>Armor</small><br />
: [[Flak jacket]] &bull; [[Marine armor]] <small>([[Prestige marine armor|Prestige]] {{RoyaltyIcon}}, [[Grenadier armor|Grenadier]] {{RoyaltyIcon}})</small> &bull; [[Recon armor]] <small>([[Prestige recon armor|Prestige]] {{RoyaltyIcon}}, [[Locust armor|Locust]] {{RoyaltyIcon}})</small> &bull; [[Cataphract armor]] {{RoyaltyIcon}} <small>([[Prestige cataphract armor|Prestige]] {{RoyaltyIcon}}, [[Phoenix armor|Phoenix]] {{RoyaltyIcon}})</small><br />
;'''<big>Head | </big>''' <small>Clothing</small><br />
:[[Bowler hat]] &bull; [[Cowboy hat]] &bull; [[Psychic foil helmet]] &bull; [[Tuque]] &bull; [[Tribal headdress]] &bull; [[War mask]] &bull; [[War veil]] '''|''' {{RoyaltyIcon}} [[Beret]] &bull; [[Coronet]] &bull; [[Crown]] &bull; [[Eltex helmet]] &bull; [[Eltex skullcap]] &bull; [[Hood]] &bull; [[Ladies hat]] &bull; [[Stellic crown]] &bull; [[Top hat]] '''|''' {{IdeologyIcon}} [[Authority cap]] &bull; [[Blindfold]] &bull; [[Broadwrap]] &bull; [[Flophat]] &bull; [[Headwrap]] &bull; [[Shadecone]] &bull; [[Slicecap]] &bull; [[Tailcap]] &bull; [[Torture crown]] &bull; [[Visage mask]]<br />
;<small>Armor</small><br />
: [[Flak helmet]] &bull; [[Marine helmet]] <small>([[Prestige marine helmet|Prestige]] {{RoyaltyIcon}})</small> &bull; [[Recon helmet]] <small>([[Prestige recon helmet|Prestige]] {{RoyaltyIcon}})</small> &bull; [[Simple helmet]] &bull; [[Cataphract helmet]] {{RoyaltyIcon}} <small>([[Prestige cataphract helmet|Prestige]] {{RoyaltyIcon}})</small> &bull; [[Gunlink]] {{RoyaltyIcon}}<br />
<noinclude><br />
{{nav|Clothing|wide}}<br />
{{nav/doc}}<br />
</noinclude></div>
NotBadCat
https://rimworldwiki.com/index.php?title=User:NotBadCat&diff=87845
User:NotBadCat
2021-07-25T02:26:26Z
<p>NotBadCat: added roles, rituals, and ritual outcomes</p>
<hr />
<div>== Need to be updated ==<br />
* Insectoids have incorrect minimum handling skill but wildness stats are correct<br />
<br />
== Trying New Version of Animal Stats box ==<br />
infobox main|animal|<br><br />
|name = Cow<br><br />
|image = Cow.png<br><br />
|description = "A large domesticated ungulate, cows have been bred for millennia to produce huge amounts of milk, meat, and leather. They are exceptionally gentle creatures and will never seek revenge, no matter how many times they are harmed. Most of them are so adapted to farm life that they cannot survive in the wild."<br><br />
<br />
{| class="wikitable"<br />
|-<br />
! '''Base Stats''' !! '''Pawn Stats''' !! '''Training''' !! '''Yields''' !! '''Lifecycle''' !! '''Offense/Defense'''<br />
|-<br />
|type = Animals<br><br />
type2 = Farm<br><br />
marketvalue = 300<br />
livesin_aridshrubland = true or <omit><br><br />
livesin_borealforest = true or <omit><br><br />
livesin_desert = true or <omit><br><br />
livesin_extremedesert = true or <omit><br><br />
livesin_icesheet = true or <omit><br><br />
livesin_seaice = true or <omit><br><br />
livesin_temperateforest = true or <omit><br><br />
livesin_tropicalrainforest = true or <omit><br><br />
livesin_tundra = true or <omit> <br />
||<br />
bodysize = 2.4<br><br />
healthscale = 1.5<br><br />
massadult = 140<br><br />
movespeed = 3.20<br><br />
hungerrate = 0.535<br><br />
diet = herbivorous<br><br />
predator = true or <omit><br><br />
grassmaintain = 8.56 (automated?)<br><br />
filthrate = 16<br><br />
toxicsensitivity = 0.5<br><br />
min comfortable temperature = -10<br><br />
max comfortable temperature = 40<br> <br />
|| <br />
trainable = none<br><br />
roaminterval = 2<br><br />
blockedfences = 1 (Boolean)<br><br />
nuzzleMtb = <br><br />
manhunter = 0.0<br><br />
manhuntertame = 0.0<br><br />
wildness = 0.05<br><br />
|| <br />
meatname = beef<br><br />
meatyield = 336 (body size * 140 (plus post-process curve for animals under 1.0)<br><br />
leathername = plainleather<br><br />
leatheryield = 60 (body size * 40 (post-process curve)<br><br />
milk = 14<br><br />
milktime = 1<br><br />
milkyear = 840 (milk x milktime x 60)<br><br />
milkvalue = 1.90<br><br />
milkvalueyear = $1596 (milkyear x milkvalue)<br><br />
wool = <br><br />
woolname = <br><br />
sheartime = <br><br />
woolyear = <br><br />
woolvalue =<br><br />
woolvalueyear = <br><br />
eggsmin = <br><br />
eggsmax = <br><br />
eggs_avg = <br><br />
eggtime = <br><br />
eggs_unfertilized = <br><br />
eggmarketvalue = <br><br />
eggsyear =<br><br />
eggsvalueyear = <br><br />
|| <br />
lifespan = 22<br><br />
gestation = 6.66<br><br />
offspring = 1<br><br />
maturityage = 0.33<br><br />
meatperday = 16.8 (automated?)<br><br />
|| <br />
attack1dmg = 8.8<br><br />
attack1type = bite<br><br />
attack1part = teeth<br><br />
attack1cool = 2.6 (I don't know how to calculate ticks, this is cooldowntime in xml)<br><br />
attack1stun = <br><br />
attack2dmg = 7<br><br />
attack2type = blunt<br><br />
attack2part = head<br><br />
attack2cool = 2.0<br><br />
attack2stun = <br><br />
attack3dmg = 8<br><br />
attack3type = blunt/poke<br><br />
attack3part = left hoof<br><br />
attack3cool = 2<br><br />
attack3stun = <br><br />
attack4dmg = 8<br><br />
attack4type = blunt/poke<br><br />
attack4part = right hoof<br><br />
attack4cool = 2.6<br><br />
attack4stun = <br />
|}<br />
<br />
== Roles ==<br />
Leader<br />
Moral guide<br />
Shooting specialist (Raider, Supremacist)<br />
Melee specialist (Raider, Supremacist)<br />
Research specialist (Transhumanist)<br />
Plants specialist (High life, Nature primacy, Tree connection)<br />
Production specialist (Human primacy)<br />
Mining specialist (Darkness, Tunneler)<br />
Animals specialist (Animal personhood, Rancher)<br />
Medical specialist (Flesh purity, Blindsight)<br />
<br />
== Rituals ==<br />
Funeral (required; max 1) || Can start after event || A gathering that occurs around a believer's grave after they die and are buried. If the body is destroyed, an empty grave can be used. Slaves don't get funerals.<br />
Social festival || Any time, specific date || A celebratory gathering for your colonists to have fun. A leader will give an encouraging speech, then everyone will socialize for a while.<br />
Dance party<br />
Skylantern festival<br />
Christmas tree party<br />
Symbol burning<br />
Smokeleaf circle (Meme;High life, Structure;Hindu or Buddhist origin)<br />
Cannibal feast (meme;Cannibal)<br />
Blinding (meme;Blindsight) || - || A cutter will ritualistically blind a target. The audience will watch as the cutter gives a speech, cuts out both of the target's eyes, and says some closing words. The target will be left bleeding and need immediate medical care.<br />
Gladiator duel (meme;Pain is virtue, Cannibal, Supremacist, Raider) || - || A duel between prisoners or slaves. The organizer will give a speech to excite the crowd, then the duelists will fight until one of them falls or time runs out. If weapons are in the arena, the duelists will pick up and use them.<br />
Prisoner sacrifice (meme;<br />
Public execution || - || An executioner will publicly execute a prisoner. The executioner will give a short speech, execute the prisoner by cutting, and say some closing words. Spectating slaves will become afraid and intimidated, and colonists will feel exhilarated or disgusted depending on their beliefs.<br />
Tree connection || - || A connector will connect with a Gauranlen tree. The connector will touch the Gauranlen tree and speak to it, forming a permanent link. Others gather in a circle to watch and add force to the ritual.<br />
Scarification (meme; Pain is virtue; Nature primacy) ScarificationBad excluded || - || A ritualistic scarring where a cutter carves ideoligious symbols into a target. The audience will watch as the cutter gives a speech, performs the cutting, then says some finishing words.<br />
<br />
<br />
=== Possible Outcomes ===<br />
Label: farm animals wander in<br />
Desc: a group of farm animals will be attracted and join the colony.<br />
Letter text: Curious farm animals have wandered in, attracted by the commotion.<br />
Required Meme: Rancher, Animal personhood, Nature primacy<br />
<br />
Label: gauranlen pod sprout<br />
Desc: a Gauranlen pod will sprout at a random location on the map, if it can.<br />
Letter text: A Gauranlen pod sprouted nearby.<br />
Required Meme: Tree connection, Nature primacy<br />
<br />
Label: insect jelly<br />
Desc: insect jelly deposits will be deposited from underground.<br />
Letter text: A giant insect colony underground has deposited some insect jelly.<br />
Required Meme: Tunneler<br />
Required Faction: Insect<br />
<br />
Label: nearby faction goodwill<br />
Desc: you will gain goodwill from the nearest faction base.<br />
Letter text: You gained {AMOUNT} goodwill with {FACTION_name}.<br />
<br />
Label: random recruit<br />
Desc: 50% chance of random recruit of the same ideoligion joining your colony.<br />
Letter text: A wanderer has arrived and wants to join your colony.<br />
Note: Cannot trigger from funerals<br />
<br />
Label: discover ancient complex<br />
Desc: you will discover the location of an ancient complex nearby.<br />
Letter text: You've discovered the location of an ancient complex.<br />
<br />
<br />
<br />
<br />
<br />
== Precepts ==<br />
Required: Male clothing, Execution, Diversity of thought, Female clothing, Organ use, Cannibalism, Blindness, Corpses, Fungus, Insect meat, Physical love, Eating nutrient paste, Research, Scarification, Skullspike, Slavery, Women's spouses, Men's spouses, Marriage name<br />
Diversity of thought - Intense(m) , Moderate, Mild, Neutral, Appreciated, (meme;individualist: Highly appreciated, Exalted(m))<br />
Execution - Always abhorent, Always horrible, Horrible if innocent, Don't care, Respected if guilty, Required(m)<br />
Male clothing - Fully nude(h); Pants at most(h); No rules; Pants; Pants and shirt; Pants, shirt, and hat(m); Totally covered(h)<br />
Fungus - Despised, (meme;tunneler: Preferred)<br />
Eating nutrient paste - Disgusting (meme;transhumanist: Dont[sic] mind)<br />
Skullspike - Disapproved, Desired<br />
Marriage name - Random, Keep names, Always man's, Always woman's, Usually man's, Usually woman's<br />
Slavery - Abhorrent, Horrible, Disapproved, Acceptable, Honorable(h)<br />
Organ use - Totally abhorrent(m), No harvest or sell, No harvest, Acceptable<br />
Blindness - Horrible, (meme;blindsight: Respected(m), Elevated(h), Sublime(h))<br />
Insect meat - Despised, (meme;tunneler: Loved(m))<br />
Research - Not allowed(h), Extremely slow(h), Very slow(h), Slow(m), Normal, Fast, Very fast(m)<br />
Women's spouses - One only, Two or fewer(m), Three or fewer(m), Four or fewer(m), Unlimited(m)<br />
Female clothing - Fully nude(h); Pants at most(h); No rules; Pants; Pants and shirt; Pants, shirt, and hat(m); Totally covered(h)<br />
Cannibalism - Abhorrent, Horrible, Disapproved, Acceptable, Preferred(m), (meme;cannibal: Required (strong)(h), Required (ravenous)(h))<br />
Corpses - Ugly, (meme;Pain is virtue, cannibal, supremacist, raider: Don't care)<br />
Physical love - Prohibited(h), Horrible(h), Spouse only (strict), Spouse only (moderate), Spouse only (mild), Free, Free and approved(m)<br />
Scarification - Horrible, Minor(m), Heavy(h), Extreme(h)<br />
Men's spouses - One only, Two or fewer(m), Three or fewer(m), Four or fewer(m), Unlimited(m)<br />
<br />
Prohibited, Abhorrent, Horrible, Disapproved, Acceptable, Approved, Preferred, Required<br />
<br />
Slaughtering animals - Prohibited, Horrible, Disapproved<br />
Apostasy - Abhorrent, Horrible, Disapproved<br />
Autonomous weapons - Prohibited, Horrible, Disapproved<br />
Body modification - Abhorrent, Disapproved, Approved<br />
Charity - Worthwhile, Important(m), Essential(h)<br />
Drug use - Prohibited(h), Medical only, Medical or social only<br />
Killing innocent animals - Abhorrent, Horrible, Disapproved<br />
Lighting - Darklight preferred<br />
Combat in darkness - Preferred<br />
Meat eating - Abhorrent(h), Horrible(h), Disapproved(m), Mildly required(m), Seriously required(h), Strictly required(h)<br />
Mining - Prohibited(h), Horrible(h), Disapproved(m)<br />
Raiding - Respected(h), Required(h)<br />
Cutting trees - Prohibited(h), Horrible(h), Disapproved(m)<br />
Trees - Desired<br />
Animal connection: Strong (meme;Animal personhood)<br />
Blind psysense: Strong (meme;Blindsight)<br />
Bonding: Disapproved (meme;Human primacy)<br />
Comfort: Ignored (meme;Pain is virtue)<br />
Slab bed: Preferred (meme;Pain is virtue)<br />
Drug use: Essential (meme;High life)<br />
Mining yield: High (meme;Tunneler)<br />
Pain: Idealized (meme;Pain is virtue, Guilty)<br />
Proselytizing: Occasional, Sometimes, Frequent (meme;Proselytizer)<br />
Ranching: Central (meme;Rancher)<br />
Small spaces: Don't care (meme;Tunneler)<br />
Sleep accelerator: Preferred (meme;Transhumanist)<br />
Neural supercharge: Preferred (meme;Transhumanist)<br />
Biosculpting: Accelerated (meme;Transhumanist), Despised (meme;Flesh purity)<br />
Age reversal: Demanded (meme;Transhumanist)<br />
Gauranlen connection: Strong (meme;Tree connection)<br />
Work drive: Tripled (meme;Collectivist)<br />
<br />
== Ideology Thoughts ==<br />
=== Thoughts Memory Misc ===<br />
{| {{STDT| sortable c_12 text-center}}<br />
! Thought !! Caption !! Mood Effect !! Expiration time (days) !! Stack Limit !! Stacking Multiplier<br />
|-<br />
! [[Mood#Was enslaved| Was enslaved]]<br />
| They kept me as a slave. They forced me to suffer! || -6 || 12 || 1 || N/A<br />
|-<br />
! [[Mood#Shared room with slave| Shared room with slave]]<br />
| I had to sleep in the same room as a slave. || -3 || 1 || 1 || N/A<br />
|-<br />
! [[Mood#Gauranlen death| Gauranlen deatch]]<br />
| My tree... its calming presence became pure pain, then went silent. Its suffering echoes in my mind... || -15 || 10 || N/A || N/A<br />
|}<br />
<br />
<br />
== Notes ==<br />
Animal Economy stats is great place to start<br />
'''All animals need their stats to be updated.'''<br />
* meat<br />
* gestation time<br />
* growth time<br />
* add toxic sensitivity<br />
* formula for filth rate is no longer needed<br />
* add blocked by fences<br />
* add roam interval<br />
<br />
* might need a single section on animal productivity in animal stats<br />
* page on comparing the egg layers/milkers/wool givers will need to be massively updated!<br />
<br />
animal stats now list:<br />
* meat per day during growth<br />
* grass to maintain<br />
* eggs per year<br />
* egg nutrition per year<br />
* egg market value<br />
* egg value per year<br />
<br />
== Finished Defs ==<br />
=== Ideology ===<br />
ResearchProjectDefs? (find where other research projects might also hide)<br />
<br />
=== Core ===<br />
ThingDef_Plants: <br />
* Changes noticed: Nutrition changed<br />
* Done: Cave, Cultivated Decorative, Cultivated Farm<br />
* To-Do: Bases(?), Special, Wild arid/general/swamp/temperate/tropical</div>
NotBadCat
https://rimworldwiki.com/index.php?title=Template:Infobox_main&diff=87842
Template:Infobox main
2021-07-24T23:39:00Z
<p>NotBadCat: updated meat/leather yield calculation</p>
<hr />
<div><includeonly>{{#vardefine:Name|{{{name|{{BASEPAGENAME}}}}}}} <div class="infobox float:right; {{#if:{{{1|}}}|{{#switch:{{{1}}}|<!--<br />
--> animal = c_08 |<!--<br />
--> plant = c_14 |<!--<br />
--> weapon = c_06 |<!--<br />
--> area = c_11 |<!--<br />
--> structure = c_02 |<!--<br />
--> production = c_25 |<!--<br />
--> security = c_10 |<!--<br />
--> furniture = c_01 |<!--<br />
-->}}}}"><br />
<p class="heading">{{#var:Name}}</p><br />
<div class="wrapper"><br />
<div class="image_wrapper" title="{{#var:Name}}">[[File:{{{image|{{#var:Name}}}}}|{{{imagesize|250px}}}|link={{#var:Name}}|{{#var:Name}}]]</div><br />
<p class="text-center" style="display:block; font-size:89%; padding: .5em;">{{#if:{{{description|}}}|{{{description|}}}{{#set:Description = {{{description|}}}}}}}</p>{{#set:Image = [[File:{{{image|{{#var:Name}}.png}}}]]}}<br />
----<br />
<dl><br />
{{#set:Name = {{#var:Name}} }}<br />
<br />
</dl>{{clear}}<br />
<p class='subheading' style='height: 1.75em !important; padding: 0.25em 0 0.5em !important'>'''Base Stats'''</p><br />
<dl><br />
;Type<br />
:[[{{{type}}}]]{{#set:Type = {{{type|}}}}}{{#if: {{{type2|}}} |&#32;&ndash;&#32; [[{{{type2}}}]]{{#set:Type2 = {{{type2|}}}}} }}<br />
<br />
{{#if: {{{hp|}}}|{{#set:Max Hit Points Base = {{{hp|}}} }}<br />
;HP<br />
:{{{hp|}}}}}<br />
<br />
{{#if: {{{deterioration|}}}|{{#set:Deterioration Rate Base = {{{deterioration|}}} }}<br />
;Deterioration Rate<br />
:{{{deterioration|}}}}}<br />
<br />
<!-- If market value defined, use that, else, if possible, calculate the value and use that instead but make a note that it is calculated.--><br />
{{#if: {{{marketvalue|}}}|{{#set: Market Value Base = {{{marketvalue|}}} }}<br />
;Market Value<br />
:{{Market Value | {{{marketvalue|}}}}}&nbsp;{{Icon Small|silver}} | {{#if: {{{resource 1|}}}| {{#if: {{{work to make|}}} | {{#ifeq: {{{resource 1|}}} | Stuff | | {{#set: Market Value Base = {{Market Value Calculator}} }} {{#set: Calculated Market Value = True }}<br />
;Market Value<br />
:{{Market Value | {{Market Value Calculator}}}}&nbsp;{{Icon Small|silver}} {{H:title|link=no|This value is automatically calculated by the wiki and may not be correct|<sup>[Note]</sup>}} }} }} }}<br />
}}<br />
<br />
{{#if: {{{beauty|}}}|{{#set:Beauty Base = {{{beauty|}}} }}<br />
;Beauty<br />
:[[Beauty Base::{{{beauty|}}}]]}}<br />
<br />
{{#if: {{{mass base|}}}|{{#set:Mass Base = {{{mass base|}}} }}<br />
;Mass<br />
:{{{mass base|}}} kg}}<br />
<br />
{{#if: {{{flammability|}}}|{{#set:Flammability Base = {{{flammability|}}} }}<br />
;Flammability<br />
:{{#expr:{{{flammability|}}}*100}}%}}<br />
<br />
{{#if: {{{path cost|}}}|{{#set:Path Cost = {{{path cost|}}} }}<br />
;Path Cost<br />
:{{{path cost|}}}}}<br />
<br />
{{#if: {{{class|}}}|{{#set:Class = {{{class|}}} Weapons}}<br />
;Class<br />
:[[{{{class|}}} Weapons|{{{class|}}}]]<br />
}}<br />
<br />
<!---Building---><br />
<br />
{{#if: {{{placeable|}}}|{{#set:Placeable = {{{placeable|}}} }}<br />
;Placeable<br />
:{{{placeable|}}}}}<br />
<br />
{{#if: {{{rotatable|}}}|{{#set:Rotatable = {{{rotatable|}}} }}<br />
;Rotatable<br />
:{{{rotatable|}}}}}<br />
<br />
{{#if: {{{size|}}}|{{#set:Size = {{{size|}}} }}<br />
;Size<br />
:{{{size|}}}}}<br />
<br />
{{#if: {{{efficiency|}}}|{{#set:Efficiency= {{{efficiency|}}} }}<br />
;Efficiency<br />
:{{{efficiency|}}}}}<br />
<br />
{{#if: {{{recreation power|}}} {{{recreation type|}}}|{{#set:Recreation Power= {{{recreation power|}}} }}{{#set:Recreation Type= {{{recreation type|}}} }}<br />
;Recreation<br />
:{{#if:{{{recreation power|}}}|{{#expr:{{{recreation power|}}}*100}}%}} {{{recreation type|}}}}}<br />
<br />
<!-- Apparel--><br />
{{#if: {{{insulationcold|}}} {{{insulationheat|}}} {{{insulationcoldfactor|}}} {{{insulationheatfactor|}}} {{{armorsharp|}}} {{{armorblunt|}}} {{{armorheat|}}} {{{armorsharpfactor|}}} {{{armorbluntfactor|}}} {{{armorheatfactor|}}} {{{painshockthreshold|}}} {{{coverage|}}} {{{layer|}}}|<br />
</dl>{{clear}}<br />
<p class='subheading' style='height: 1.75em !important; padding: 0.25em 0 0.5em !important; margin: 0.5em 0 0.5em !important'>'''Apparel'''</p><br />
<dl><br />
}}<br />
<br />
{{#if: {{{insulationcold|}}}|{{#set:Insulation - Cold Base= {{{insulationcold|}}} }}<br />
;Insulation - Cold<br />
:{{{insulationcold|}}}&deg;C}}<br />
<br />
{{#if: {{{insulationheat|}}}|{{#set:Insulation - Heat Base= {{{insulationheat|}}} }}<br />
;Insulation - Heat<br />
:{{{insulationheat|}}}&deg;C}}<br />
<br />
{{#if: {{{insulationcoldfactor|}}}|{{#set:Insulation Factor - Cold= {{{insulationcoldfactor|}}} }}<br />
;{{H:title|link=no|See Apparel for how this is applied|Insulation Factor - Cold}}<br />
:{{{insulationcoldfactor|}}}x }}<br />
<br />
{{#if: {{{insulationheatfactor|}}}|{{#set:Insulation Factor - Heat= {{{insulationheatfactor|}}} }}<br />
;{{H:title|link=no|See Apparel for how this is applied|Insulation Factor - Heat}}<br />
:{{{insulationheatfactor|}}}x }}<br />
<br />
{{#if: {{{armorsharp|}}}|{{#set:Armor - Sharp = {{{armorsharp|}}} }}<br />
;Armor - Sharp<br />
:{{{armorsharp|}}}%}}<br />
<br />
{{#if: {{{armorblunt|}}}|{{#set:Armor - Blunt= {{{armorblunt|}}} }}<br />
;Armor - Blunt<br />
:{{{armorblunt|}}}%}}<br />
<br />
{{#if: {{{armorheat|}}}|{{#set:Armor - Heat = {{{armorheat|}}} }}<br />
;Armor - Heat<br />
:{{{armorheat|}}}%}}<br />
<br />
{{#if: {{{armorsharpfactor|}}}|{{#set:Armor Factor - Sharp = {{{armorsharpfactor|}}} }}<br />
;Armor Factor - Sharp<br />
:{{{armorsharpfactor|}}}}}<br />
<br />
{{#if: {{{armorbluntfactor|}}}|{{#set:Armor Factor - Blunt= {{{armorbluntfactor|}}} }}<br />
;Armor Factor - Blunt<br />
:{{{armorbluntfactor|}}}}}<br />
<br />
{{#if: {{{armorheatfactor|}}}|{{#set:Armor Factor - Heat = {{{armorheatfactor|}}} }}<br />
;Armor Factor - Heat<br />
:{{{armorheatfactor|}}}}}<br />
<br />
{{#if: {{{painshockthreshold|}}}|{{#set:Pain Shock Threshold = {{{painshockthreshold|}}} }}<br />
;Pain Shock Threshold<br />
:{{{painshockthreshold|}}}%}}<br />
<br />
{{#if: {{{coverage|}}}|{{#set:Coverage = {{{coverage|}}} }}<br />
;Coverage<br />
:{{{coverage|}}}}}<br />
<br />
{{#if: {{{layer|}}}|{{#set:layer= {{{layer|}}} }}<br />
;Layer<br />
:{{{layer|}}}}}<br />
<br />
<!-- All pawns (animals, humanoids, mechanoids) --><br />
<!-- Animal Health ---><br />
{{#if: {{{movespeed|}}} {{{massyoung|}}} {{{massjuvenile|}}} {{{massadult|}}} {{{healthscale|}}} {{{bodysize|}}} {{{hungerrate|}}} {{{diet|}}} {{{lifespan|}}} {{{manhunter|}}} {{{manhuntertame|}}} {{{trainable|}}} {{{wildness|}}} {{{petness|}}} {{{predator|}}} {{{nuzzleMtb|}}}|<br />
</dl>{{clear}}<br />
<p class='subheading' style='height: 1.75em !important; padding: 0.25em 0 0.5em !important; margin: 0.5em 0 0.5em !important'>'''Pawn Stats'''</p><br />
<dl><br />
}}<br />
<br />
{{#ifeq: {{{type|}}}|Animals|{{#set: Type = {{{type2|}}}}}}}<br />
<br />
{{#if: {{{movespeed|}}}|{{#set:Move Speed Base = {{{movespeed|}}} }}<br />
;Move Speed<br />
:{{{movespeed|}}}}}<br />
<br />
{{#if: {{{massyoung|{{{massadult|}}}}}}|{{#set:Mass - Young= {{{massyoung|{{#expr:{{{massadult}}}/5}}}}} }}<br />
;Mass - Young<br />
:{{{massyoung|{{#expr:{{{massadult}}}/5}}}}} kg}}<br />
<br />
{{#if: {{{massjuvenile|{{{massadult|}}}}}}|{{#set:Mass - Juvenile= {{{massjuvenile|{{#expr:{{{massadult}}}/2}}}}} }}<br />
;Mass - Juvenile<br />
:{{{massjuvenile|{{#expr:{{{massadult}}}/2}}}}} kg}}<br />
<br />
{{#if: {{{massadult|}}}|{{#set:Mass - Adult= {{{massadult|}}} }}<br />
;Mass - Adult<br />
:{{{massadult|}}} kg}}<br />
<br />
{{#if: {{{healthscale|}}}|{{#set: Health Scale = {{{healthscale|}}} }}<br />
;Health Scale<br />
:{{{healthscale|}}}<br />
}}<br />
<br />
{{#if: {{{bodysize|}}}|{{#set:Body Size = {{{bodysize|}}} }}<br />
;Body Size<br />
:{{{bodysize|}}}<br />
<br />
{{#vardefine: CarryingCapacity | {{#expr: 75 * {{{bodysize|}}} round0}} }}<br />
{{#set: Carrying Capacity = {{#var: CarryingCapacity}} }}<br />
;Carrying Capacity<br />
:{{#var: CarryingCapacity}}<br />
<br />
{{#vardefine: FilthRate | {{#expr: 1.25 * {{{bodysize|}}} * {{#if: {{{petness|}}}|{{#expr: 1 - {{{petness|}}} }}|1}} round2}} }}<br />
{{#set: Animal Filth Rate = {{#var: FilthRate}} }}<br />
;{{H:title|link=no|The average amount of filth produced on constructed floors per 1000 cells walked by this creature.|Filth Rate}}<br />
:{{#var: FilthRate}} <br />
}}<br />
<br />
{{#if: {{{hungerrate|}}}|{{#set:Base Hunger Rate = {{{hungerrate|}}} }}<br />
;{{H:title|link=no|Nutrition lost per day.|Hunger Rate}}<br />
:{{#expr: {{{hungerrate|}}} * 1.6 round2}} }}<br />
<br />
{{#if: {{{diet|}}}|{{#set:Diet ={{{diet|}}} }}<br />
;Diet<br />
:{{{diet|}}}}}<br />
<br />
{{#if: {{{lifespan|}}}|{{#set:Life Expectancy = {{{lifespan|}}} }}<br />
;Life Expectancy<br />
:{{{lifespan|}}}}}<br />
<br />
{{#if: {{{manhunter|}}}|{{#set:Turn Manhunter Chance When Attacked = {{{manhunter|}}} }}<br />
;{{H:title|link=no|Chance of this animal turning manhunter when attacked.|Manhunter Chance}}<br />
:{{#expr: {{{manhunter|}}} * 100}}%}}<br />
<br />
{{#if: {{{manhuntertame|}}}|{{#set:Turn Manhunter Chance When Taming = {{{manhuntertame|}}} }}<br />
;{{H:title|link=no|Chance of this animal turning manhunter on a failed taming attempt.|Manhunter Chance (Taming)}}<br />
:{{#expr: {{{manhuntertame|}}} * 100}}%}}<br />
<br />
{{#if: {{{trainable|}}}|{{#set:Trainable Intelligence = {{{trainable|}}} }}<br />
;Trainable Intelligence<br />
:{{{trainable|}}}<br />
{{#switch: {{{trainable|}}}<br />
| none = {{#set: Can Train Guard = no |Can Train Attack = no |Can Train Rescue = no |Can Train Haul = no}}<br />
| simple = {{#set: Can Train Guard = yes |Can Train Attack = no |Can Train Rescue = no |Can Train Haul = no}}<br />
| intermediate = {{#set: Can Train Guard = yes |Can Train Attack = yes |Can Train Rescue = no |Can Train Haul = no}}<br />
| advanced = {{#set: Can Train Guard = yes |Can Train Attack = yes}}{{#ifexpr: {{{bodysize|}}} >= 0.65|{{#set: Can Train Rescue = yes}}|{{#set: Can Train Rescue = no}}}}{{#ifexpr: {{{bodysize|}}} >= 0.40|{{#set: Can Train Haul = yes}}|{{#set: Can Train Haul = no}}}}<br />
}}<br />
}}<br />
<br />
{{#if: {{{wildness|}}}|{{#set:Wildness = {{{wildness|}}} }}<br />
;{{H:title|link=no|Wilder creatures are naturally more difficult to tame, train, and handle.|Wildness}}<br />
:{{#expr: {{{wildness|}}} * 100 round0}}%<br />
<br />
{{#vardefine: MinHandlingSkill |<br />
{{#ifexpr: <br />
{{{wildness|}}} < .2|0<br />
|{{#ifexpr: {{{wildness|}}} < .45|1<br />
|{{#ifexpr: {{{wildness|}}} < .55|4<br />
|{{#ifexpr: {{{wildness|}}} < .75|5<br />
|{{#ifexpr: {{{wildness|}}} < .8|7<br />
|{{#ifexpr: {{{wildness|}}} < .9|8<br />
|{{#ifexpr: {{{wildness|}}} < .97|9<br />
|10}} }} }} }} }} }} }} }}<br />
{{#set:Minimum Handling Skill = {{#var: MinHandlingSkill}} }}<br />
{{#ifeq: {{#var: MinHandlingSkill}}|0||<br />
;{{H:title|link=no|This creature cannot be tamed, trained, or commanded by anyone with less than this skill in animals.|Minimum Handling Skill}}<br />
:{{#var: MinHandlingSkill}} }} <br />
}}<br />
<br />
{{#if: {{{petness|}}}|{{#set: Petness = {{{petness|}}} }} }}<br />
<br />
{{#ifeq: {{{predator|}}}|true|{{#set:Is Predator = true}}|}}<br />
<br />
{{#if: {{{nuzzleMtb|}}}|{{#set: Nuzzle Mtb Hours = {{{nuzzleMtb|}}} }}<br />
;{{H:title|link=no|How often an animal will nuzzle friendly colonists, on average.|Nuzzle Interval}}<br />
{{#ifexpr: {{{nuzzleMtb|}}} <= 24<br />
|{{#switch: {{{nuzzleMtb|}}}<br />
|24 = :1&nbsp;day<br />
|1 = :1&nbsp;hour<br />
|#default = :{{{nuzzleMtb|}}}&nbsp;hours}}<br />
|:{{#expr: {{{nuzzleMtb|}}} / 24 round1}}&nbsp;days}} }}<br />
<br />
<br />
{{#if: {{{maturityage|}}}|{{#set: Maturity Age = {{{maturityage|}}} }}<br />
;Maturity Age<br />
:{{{maturityage|}}} years {{#ifexpr: {{{maturityage|}}} < 1 | ({{formatnum: {{#expr: ({{formatnum:{{{maturityage|}}}|R}}*60)round 0}} }} days) }} |}}<br />
<br />
{{#if: {{{min comfortable temperature|}}}|{{#set: Min Comfortable Temperature = {{{min comfortable temperature|}}} }}<br />
{{#if: {{{max comfortable temperature|}}}|{{#set: Max Comfortable Temperature = {{{max comfortable temperature|}}} }}<br />
;Comfortable Temp Range<br />
:{{{min comfortable temperature|}}}&deg;C - {{{max comfortable temperature|}}}&deg;C}}<br />
}}<br />
<br />
{{#if: {{{livesin_aridshrubland|}}}|{{#set: Lives In Arid Shrubland = true}} }}<br />
{{#if: {{{livesin_borealforest|}}}|{{#set: Lives In Boreal Forest = true}} }}<br />
{{#if: {{{livesin_desert|}}}|{{#set: Lives In Desert = true}} }}<br />
{{#if: {{{livesin_extremedesert|}}}|{{#set: Lives In Extreme Desert = true}} }}<br />
{{#if: {{{livesin_icesheet|}}}|{{#set: Lives In Icesheet = true}} }}<br />
{{#if: {{{livesin_seaice|}}}|{{#set: Lives In Sea Ice = true}} }}<br />
{{#if: {{{livesin_temperateforest|}}}|{{#set: Lives In Temperate Forest = true}} }}<br />
{{#if: {{{livesin_tropicalrainforest|}}}|{{#set: Lives In Tropical Rainforest = true}} }}<br />
{{#if: {{{livesin_tundra|}}}|{{#set: Lives in Tundra = true}} }}<br />
<br />
{{#if: {{{meatyield|}}} {{{meatname|}}} {{{leathername|}}} {{{leatheryield|}}} {{{milk|}}} {{{milktime|}}} {{{wool|}}} {{{woolname|}}} {{{sheartime|}}} {{{eggsmin|}}} {{{eggsmax|}}} {{{eggtime|}}} {{{eggs_avg|}}} {{{eggs_unfertilized|}}} {{{gestation|}}} {{{offspring|}}}|<br />
</dl>{{clear}}<br />
<p class='subheading' style='height: 1.75em !important; padding: 0.25em 0 0.5em !important; margin: 0.5em 0 0.5em !important'>'''Production'''</p><br />
<dl><br />
}}<br />
<br />
{{#ifeq: {{{type|}}} | Animals |<br />
{{#vardefine: MeatName | {{{meatname | {{#var:Name}} meat}}} }}<br />
{{#vardefine: LeatherName | {{{leathername | {{#var:Name}} leather}}} }} <br />
{{#if: {{{is exotic species|}}}|{{#set: Is Exotic Species = true}}|{{#set: Is Exotic Species = false}}}}|<br />
}}<br />
<br />
{{#if: {{#var:LeatherName }}|<br />
{{#set: Leather Name = {{#var:LeatherName}}}} }}<br />
<br />
{{#if: {{{bodysize|}}}|<br />
<br />
{{#if:{{#var:MeatName}}|{{#vardefine: MeatYield | {{{meatyield | {{#expr: 140 * {{{bodysize}}} round 0}}}}} }}<br />
{{#set: Meat Yield = {{#var: MeatYield}} }}<br />
;Meat Yield<br />
:{{#var: MeatYield}} [[Meat|{{lc:{{#var:MeatName}}}}]]}}<br />
<br />
<!-- Use leatheryield when set, otherwise (incorrectly in some cases) assume 30 * bodysize --><br />
<!-- See Property:Leather_Yield for details --><br />
{{#if:{{#var:LeatherName}}|{{#vardefine: LeatherYield | {{{leatheryield | {{#expr: 40 * {{{bodysize}}} round 0}} }}} }}<br />
{{#set: Leather Yield = {{#var: LeatherYield}} }}<br />
;Leather Yield<br />
:{{#var: LeatherYield}} [[{{#var: LeatherName}}|{{lc:{{#var: LeatherName}}}}]] }}<br />
}}<br />
<br />
{{#if: {{{milk|}}}|{{#set: Milk Amount = {{{milk|}}} }}<br />
;[[Milk]] Amount<br />
:{{{milk|}}} }}<br />
<br />
{{#if: {{{milktime|}}}|{{#set: Milking Interval Days = {{{milktime|}}} }}<br />
{{#set: Daily Milk Average = {{#expr: {{{milk|}}}/{{{milktime|}}}round2}} }}<br />
;Milking Interval<br />
:{{{milktime|}}}&nbsp;days}}<br />
<br />
{{#if: {{{wool|}}}|<br />
{{#set: Wool Amount = {{{wool|}}}}}<br />
{{#vardefine: WoolName | {{{woolname | {{#var:Name}} wool}}} }}<br />
{{#set: Wool Name = {{#var:WoolName}}}}<br />
;Wool Amount<br />
:{{{wool|}}} [[{{#var: WoolName}}|{{lc:{{#var: WoolName}}}}]]<br />
}}<br />
<br />
{{#if: {{{sheartime|}}}|{{#set: Shearing Interval Days = {{{sheartime|}}} }}<br />
{{#set: Daily Wool Average = {{#expr: {{{wool|}}}/{{{sheartime}}}round2}} }}<br />
;Shearing Interval<br />
:{{{sheartime|}}}&nbsp;days}}<br />
<br />
{{#if: {{{eggsmin|}}}|{{#set: Eggs Per Clutch Minimum = {{{eggsmin|}}} }}<br />
{{#if: {{{eggsmax|}}}|{{#set: Eggs Per Clutch Maximum = {{{eggsmax|}}} }} }}<br />
;Eggs Per Clutch<br />
:{{#show: {{#var:Name}}|?Eggs Per Clutch Minimum|link=none}} to {{#show: {{#var:Name}}|?Eggs Per Clutch Maximum|link=none}} }}<br />
<br />
{{#if: {{{eggtime|}}}|{{#set: Egg Laying Interval = {{{eggtime|}}} }}<br />
{{#set: Eggs Per Season Average = {{#expr: {{{eggs_avg|}}}/{{{eggtime|}}}*15 round 2}} }}<br />
;Egg Laying Interval<br />
:{{{eggtime|}}}&nbsp;days}}<br />
<br />
{{#if: {{{eggs_avg|}}}|{{#set: Eggs Per Clutch Average = {{{eggs_avg|}}} }} }}<br />
<br />
{{#if: {{{eggs_unfertilized|}}}|{{#set: Can Lay Unfertilized Eggs = {{{eggs_unfertilized|}}} }}<br />
;Can Lay Unfertilized Eggs<br />
:{{{eggs_unfertilized|}}} }}<br />
<br />
{{#if: {{{gestation|}}}|{{#set: Gestation Period Days = {{{gestation|}}} }}<br />
;Gestation Period<br />
{{#switch: {{{gestation|}}}<br />
| N/A = :N/A<br />
| 1 = :{{{gestation|}}} day<br />
| #default = :{{{gestation|}}} days<br />
}}}}<br />
<br />
{{#if: {{{offspring|}}}|{{#set: Offspring Per Birth = {{{offspring|}}} }}<br />
;Offspring Per Birth<br />
:{{{offspring|}}} }}<br />
<br />
<!--Buildings--><br />
<br />
{{#if: {{{power|}}}|{{#set:Power Consumption = {{{power|}}} }}<br />
;Power<br />
:{{{power|}}}W}}<br />
<br />
{{#if: {{{facility|}}}|{{#set:Facility = {{{facility|}}} }}}}<br />
<br />
<!--Floors--><br />
<br />
{{#if: {{{speed|}}}|{{#set:Move Speed Factor = {{{speed|}}} }}<br />
;Move Speed Factor<br />
:{{#expr:{{{speed|}}}*100}}%<br />
}}<br />
<br />
<!--Furniture--><br />
<br />
{{#if: {{{immunity gain speed factor|}}}|{{#set:Immunity Gain Speed Factor = {{{immunity gain speed factor|}}} }}<br />
;Immunity Gain Speed Factor<br />
:{{{immunity gain speed factor|}}}}}<br />
<br />
{{#if: {{{rest effectiveness|}}}|{{#set:Rest Effectiveness = {{{rest effectiveness|}}} }}<br />
;Rest Effectiveness<br />
:{{{rest effectiveness|}}}}}<br />
<br />
{{#if: {{{comfort|}}}|{{#set:Comfort Base = {{{comfort|}}} }}<br />
;Comfort<br />
:{{{comfort|}}}}}<br />
<br />
{{#if: {{{comfort offset|}}}|{{#set:Comfort Offset = {{{comfort offset|}}} }}<br />
;Comfort Offset <br />
:{{{comfort offset|}}}}}<br />
<br />
{{#if: {{{cover|}}}|{{#set:Cover Effectiveness= {{{cover|}}} }}<br />
;Cover Effectiveness<br />
:{{#expr:{{{cover|}}}*100}}%}}<br />
<br />
<br />
<!--Plants--><br />
{{#if: {{{grow days|}}} {{{sow work|}}} {{{harvest work|}}} {{{product|}}} {{{yield|}}} {{{min sowing skill|}}} {{{min fertility|}}} {{{fertility sensitivity|}}}|<br />
</dl>{{clear}}<br />
<p class='subheading' style='height: 1.75em !important; padding: 0.25em 0 0.5em !important; margin: 0.5em 0 0.5em !important'>'''Plant Stats'''</p><br />
<dl><br />
}}<br />
<br />
{{#if: {{{grow days|}}}|{{#set:Grow Days = {{{grow days|}}} }} {{#set:Real Grow Days = {{#expr: {{{grow days|}}}/0.54167 round 2}} }}<br />
;Time to grow<br />
:{{{grow days|}}} days {{H:title|link=no|Actual days to grow, taking into account rest time|({{#expr: {{{grow days|}}}/0.54167 round 2}} days)}}<br />
}}<br />
<br />
{{#if: {{{lifespanDaysPerGrowDays|}}}|{{#set:Lifespan Days Per Grow Days = {{{lifespanDaysPerGrowDays|}}} }}<br />
{{#if: {{{grow days|}}}|<br />
;Lifespan<br />
:{{#ifeq: {{{lifespanDaysPerGrowDays|}}} | 0 | Indefinite | {{#expr: {{{grow days|}}} * {{{lifespanDaysPerGrowDays}}}}} days}}<br />
}}<br />
}}<br />
<br />
{{#if: {{{sow work|}}}|{{#set:Sow Work = {{{sow work|}}} }}<br />
;Work to Sow<br />
:{{ticks|{{{sow work|}}}}}<br />
}}<br />
<br />
{{#if: {{{harvest work|}}}|{{#set:Harvest Work = {{{harvest work|}}} }}<br />
;Work to Harvest<br />
:{{ticks|{{{harvest work|}}}}}<br />
}}<br />
<br />
{{#if: {{{product|}}}|{{#set:Harvest Product = {{{product|}}} }}<br />
{{#if: {{{yield|}}}|{{#set:Harvest Yield = {{{yield|}}} }}<br />
;Harvest Yield<br />
:{{{yield|}}} {{Icon Small|{{{product|}}}|16}}<br />
}}<br />
}}<br />
<br />
{{#if: {{{min sowing skill|}}}|{{#set:Minimum Required Growing Skill = {{{min sowing skill|}}} }}<br />
;{{H:title|link=no|Minimum skill required to sow the plant|Min Skill}}<br />
:{{{min sowing skill|}}} [[Skills#Plants|Plants]]<br />
}}<br />
<br />
{{#if: {{{min fertility|}}}|{{#set:Fertility Min = {{{min fertility|}}} }}<br />
;Min Fertility<br />
:{{#expr: {{{min fertility|}}} * 100}}%<br />
}}<br />
<br />
{{#if: {{{fertility sensitivity|}}}|{{#set:Fertility Sensitivity = {{{fertility sensitivity|}}} }}<br />
;Fertility Sensitivity<br />
:{{#expr: {{{fertility sensitivity|}}} * 100}}%<br />
}}<br />
<br />
{{#if: {{{nutrition|}}}|{{#set:Nutrition = {{{nutrition|}}} }}<br />
;{{H:title|link=no|Nutrition when plant eaten|Nutrition}}<br />
:{{{nutrition}}}<br />
}}<br />
<br />
<!--Weapons--><br />
{{#if: {{{mode|}}}|{{#set:Mode = {{{mode|}}} }} }}<br />
<br />
{{#if: {{{damage|}}}|<br />
<br />
<!--the following determines if the item is a melee weapon, else assumes it's ranged, then sets relevant property--><br />
<br />
{{#if: {{{mode|}}}|{{#ifeq: {{{mode|}}} | Melee |<br />
{{#set:Melee Damage Base = {{{damage|}}}<br />
|Melee Warmup = {{{warmup|}}}<br />
|Melee Cooldown Base = {{{cooldown|}}}<br />
}}<br />
|<br />
{{#set:Damage Base = {{{damage|}}}<br />
|Aiming Time Base = {{{warmup|}}}<br />
|Ranged Cooldown Base = {{{cooldown|}}}<br />
|Weapons/Row/Ranged/NoInclude=False<br />
}} }} |}}<br />
<br />
{{#if: {{{damage type|}}} {{{damage|}}} {{{armorPenetration|}}} {{{warmup|}}} {{{cooldown |}}} {{{range|}}} {{{minrange|}}} {{{accuracy|}}} {{{accuracyTouch|}}} {{{accuracyShort|}}} {{{accuracyMedium|}}} {{{accuracyLong|}}} {{{accuracyAvg|}}} {{{velocity|}}} {{{burst|}}} {{{burstTicks|}}} {{{missRadius|}}} {{{blastRadius|}}} {{{DPS|}}} {{{stoppingPower|}}}|<br />
</dl>{{clear}}<br />
<p class='subheading' style='height: 1.75em !important; padding: 0.25em 0 0.5em !important; margin: 0.5em 0 0.5em !important'>'''Ranged Combat'''</p><br />
<dl><br />
}}<br />
<br />
{{#if: {{{mode|}}}|<br />
;Mode<br />
:{{{mode|}}}<br />
}}<br />
<br />
{{#if: {{{damage type|}}}|{{#set:Damage Type = {{{damage type|}}} }}<br />
;Dmg Type<br />
:{{{damage type|}}} }}<br />
<br />
;Damage<br />
:{{{damage|}}}<br />
}}<br />
<br />
{{#if: {{{armorPenetration|}}}|{{#set:Armor Penetration= {{{armorPenetration|}}} }}<br />
;Armor penetration<br />
:{{{armorPenetration|}}}%}}<br />
<br />
{{#if: {{{warmup|}}}|<br />
;{{H:title|link=no|Time it takes to aim the weapon|Warm-Up}}<br />
:{{ticks|{{{warmup|}}}}}}}<br />
<br />
{{#if: {{{cooldown |}}}|<br />
;{{H:title|link=no|Waiting time before you can aim again after firing|Cooldown}}<br />
:{{ticks|{{{cooldown|}}}}}}}<br />
<br />
{{#if: {{{range|}}}|{{#set:Range = {{{range|}}} }}<br />
;Range<br />
:{{{range|}}} tile(s)}}<br />
<br />
{{#if: {{{minrange|}}}|<br />
;Minimum Range<br />
:{{{minrange|}}} tiles}}<br />
<br />
{{#if: {{{accuracy|}}}|<br />
;Accuracy<br />
:{{{accuracy|}}}}}<br />
<br />
{{#if: {{{accuracyTouch|}}}| {{#Set: Accuracy (Touch) Base = {{{accuracyTouch|}}} }} <br />
{{#if: {{{accuracyShort|}}}| {{#Set: Accuracy (Short) Base = {{{accuracyShort|}}} }} <br />
{{#if: {{{accuracyMedium|}}}| {{#Set: Accuracy (Medium) Base = {{{accuracyMedium|}}} }} <br />
{{#if: {{{accuracyLong|}}}| {{#Set: Accuracy (Long) Base = {{{accuracyLong|}}} }}<br />
;{{H:title|link=no|Touch % - Short % - Medium % - Long %|Accuracy}}<br />
:{{{accuracyTouch|}}}% - {{{accuracyShort|}}}% - {{{accuracyMedium|}}}% - {{{accuracyLong|}}}%<br />
}} <br />
}}<br />
}}<br />
}}<br />
<br />
{{#if: {{{accuracyAvg|}}}|<br />
;{{H:title|link=no|Average accuracy of the weapon, taking range into account.|Avg. accuracy}}<br />
:{{{accuracyAvg|}}}%}}<br />
<br />
{{#if: {{{velocity|}}}|{{#set:Velocity = {{{velocity|}}} }}<br />
;Velocity<br />
:{{{velocity|}}} (m/s)}}<br />
<br />
{{#if: {{{burst|}}}|{{#set:Burst Count = {{{burst|}}} }}<br />
;Burst Count<br />
:{{{burst|}}} (per burst)}}<br />
<br />
{{#if: {{{burstTicks|}}}|{{#set: Burst Ticks = {{{burstTicks|}}} }}<br />
;{{H:title|link=no|Time between shots in a single burst|Burst Ticks}}<br />
:{{ticks|{{{burstTicks|}}}}}<br>({{#expr: 3600/{{{burstTicks|}}} round 2}} {{H:title|link=no|Rounds Per Minute|RPM}}) }}<br />
<br />
{{#if: {{{missRadius|}}}|{{#set:Miss Radius = {{{missRadius|}}} }}<br />
;{{H:title|link=no|Missed shots are forced to land within this radius|Miss Radius}}<br />
:{{{missRadius|}}} tile(s)}}<br />
<br />
{{#if: {{{blastRadius|}}}|{{#set:Blast Radius = {{{blastRadius|}}} }}<br />
;Blast Radius<br />
:{{{blastRadius|}}}}}<br />
<br />
{{#if: {{{DPS|}}}|<br />
;{{H:title|link=yes|Formatted as: Maximum damage per second (DPS with average accuracy)|DPS}}<br />
:{{ #expr: ((( {{{damage|}}} * {{#if: {{{burst|}}}|{{{burst|}}}|1}} ) / (( {{#if: {{{cooldown|}}}|{{{cooldown|}}}|1}} + {{#if: {{{warmup|}}}|{{{warmup|}}}|0}} + ( {{#if: {{{burstTicks|}}}|{{{burstTicks|}}}|1}} * ( {{#if: {{{burst|}}}|{{{burst|}}}|1}} - 1 ))) / 60))) round2 }} {{#if: {{{accuracyTouch|}}}| {{#if: {{{accuracyShort|}}}| {{#if: {{{accuracyMedium|}}}| {{#if: {{{accuracyLong|}}}|({{ #expr: ((( {{{damage|}}} * {{#if: {{{burst|}}}|{{{burst|}}}|1}} ) / (( {{#if: {{{cooldown|}}}|{{{cooldown|}}}|1}} + {{#if: {{{warmup|}}}|{{{warmup|}}}|0}} + ( {{#if: {{{burstTicks|}}}|{{{burstTicks|}}}|1}} * ( {{#if: {{{burst|}}}|{{{burst|}}}|1}} - 1 ))) / 60)) * ({{{accuracyAvg|}}} / 100)) round2 }})}}}}}}}}<br />
{{#set:Maximum DPS={{ #expr: ((( {{{damage|}}} * {{#if: {{{burst|}}}|{{{burst|}}}|1}} ) / (( {{#if: {{{cooldown|}}}|{{{cooldown|}}}|1}} + {{#if: {{{warmup|}}}|{{{warmup|}}}|0}} + ( {{#if: {{{burstTicks|}}}|{{{burstTicks|}}}|1}} * ( {{#if: {{{burst|}}}|{{{burst|}}}|1}} - 1 ))) / 60))) round2 }}}}<br />
{{#set:Average DPS={{#if: {{{accuracyTouch|}}}| {{#if: {{{accuracyShort|}}}| {{#if: {{{accuracyMedium|}}}| {{#if: {{{accuracyLong|}}}|{{#expr: ((( {{{damage|}}} * {{#if: {{{burst|}}}|{{{burst|}}}|1}} ) / (( {{#if: {{{cooldown|}}}|{{{cooldown|}}}|1}} + {{#if: {{{warmup|}}}|{{{warmup|}}}|0}} + ( {{#if: {{{burstTicks|}}}|{{{burstTicks|}}}|1}} * ( {{#if: {{{burst|}}}|{{{burst|}}}|1}} - 1 ))) / 60)) * ({{{accuracyAvg|}}} / 100)) round 2 }}}}}}}}}}}}<br />
}}<br />
<br />
{{#if: {{{stoppingPower|}}}|{{#set: Stopping Power = {{{stoppingPower|}}} }}<br />
;{{H:title|link=no|Ability of a weapon to 'stagger' targets, slowing them down for a short while. Larger values allow the weapon to stagger targets with bigger body sizes.|Stopping power}}<br />
:{{{stoppingPower|}}}}}<br />
<br />
<br />
<!-- Animal and Weapon Melee Combat--><br />
{{#if: {{{attack1dmg|}}}{{{attack1type|}}}{{{attack1part|}}}{{{attack1cool|}}} {{{attack2dmg|}}}{{{attack2type|}}}{{{attack2part|}}}{{{attack2cool|}}} {{{attack3dmg|}}}{{{attack3type|}}}{{{attack3part|}}}{{{attack3cool|}}} {{{attack4dmg|}}}{{{attack4type|}}}{{{attack4part|}}}{{{attack4cool|}}} {{{mobdamageaverage|}}} {{{mobdamage|}}} {{{meleeattack1dmg|}}}{{{meleeattack1type|}}}{{{meleeattack1part|}}}{{{meleeattack1cool|}}} {{{MeleeWeaponAverageDPS|}}} {{{MeleeWeaponAverageAP|}}}|<br />
</dl>{{clear}}<br />
<p class='subheading' style='height: 1.75em !important; padding: 0.25em 0 0.5em !important; margin: 0.5em 0 0.5em !important'>'''Melee Combat'''</p><br />
<dl><br />
}}<br />
<!-- Animal Melee Combat --><br />
<br />
{{#if: {{{attack1dmg|}}}{{{attack1type|}}}{{{attack1part|}}}{{{attack1cool|}}}|<br />
{{#set:Attack 1 Damage = {{{attack1dmg|}}} }}<br />
{{#set:Attack 1 Type = {{{attack1type|}}} }}<br />
{{#set:Attack 1 Part = {{{attack1part|}}} }}<br />
{{#set:Attack 1 Cooldown = {{{attack1cool|}}} }}<br />
{{#vardefine: Attack1DPS | {{#expr: {{{attack1dmg|}}} / ({{{attack1cool}}} / 60) }} }}<br />
{{#set: Attack 1 DPS = {{#var: Attack1DPS}} }}<br />
;Attack{{#if: {{{attack2dmg|}}}|&nbsp;1}}<br />
:{{{attack1part|Body part?}}}<br>{{{attack1dmg|?}}} dmg ({{{attack1type|type?}}})<br>{{#expr: ({{{attack1dmg|}}}*1.5-0.001) round 0}}% AP<br>{{ticks|{{{attack1cool|0}}}}} }}<!--<br />
-->{{#if: {{{attack1stun|}}}|{{#set:Attack 1 Stun = {{{attack1stun|}}}}}<br>Stun for {{ticks|{{{attack1stun|0}}}*20}} on first strike}}<br />
<br />
{{#if: {{{attack2dmg|}}}{{{attack2type|}}}{{{attack2part|}}}{{{attack2cool|}}}|<br />
{{#set:Attack 2 Damage = {{{attack2dmg|}}} }}<br />
{{#set:Attack 2 Type = {{{attack2type|}}} }}<br />
{{#set:Attack 2 Part = {{{attack2part|}}} }}<br />
{{#set:Attack 2 Cooldown = {{{attack2cool|}}} }}<br />
{{#vardefine: Attack2DPS | {{#expr: {{{attack2dmg|}}} / ({{{attack2cool}}} / 60) }} }}<br />
{{#set: Attack 2 DPS = {{#var: Attack2DPS}} }}<br />
;Attack 2<br />
:{{{attack2part|Body part?}}}<br>{{{attack2dmg|?}}} dmg ({{{attack2type|type?}}})<br>{{#expr: ({{{attack1dmg|}}}*1.5-0.001) round 0}}% AP<br>{{ticks|{{{attack2cool|0}}}}} }}<!--<br />
-->{{#if: {{{attack2stun|}}}|{{#set:Attack 2 Stun = {{{attack2stun|}}}}}<br>Stun for {{ticks|{{{attack2stun|0}}}*20}} on first strike}}<br />
<br />
{{#if: {{{attack3dmg|}}}{{{attack3type|}}}{{{attack3part|}}}{{{attack3cool|}}}|<br />
{{#set:Attack 3 Damage = {{{attack3dmg|}}} }}<br />
{{#set:Attack 3 Type = {{{attack3type|}}} }}<br />
{{#set:Attack 3 Part = {{{attack3part|}}} }}<br />
{{#set:Attack 3 Cooldown = {{{attack3cool|}}} }}<br />
{{#vardefine: Attack3DPS | {{#expr: {{{attack3dmg|}}} / ({{{attack3cool}}} / 60) }} }}<br />
{{#set: Attack 3 DPS = {{#var: Attack3DPS}} }}<br />
;Attack 3<br />
:{{{attack3part|Body part?}}}<br>{{{attack3dmg|?}}} dmg ({{{attack3type|type?}}})<br>{{#expr: ({{{attack1dmg|}}}*1.5-0.001) round 0}}% AP<br>{{ticks|{{{attack3cool|0}}}}} }}<!--<br />
-->{{#if: {{{attack3stun|}}}|{{#set:Attack 3 Stun = {{{attack3stun|}}}}}<br>Stun for {{ticks|{{{attack3stun|0}}}*20}} on first strike}}<br />
<br />
{{#if: {{{attack4dmg|}}}{{{attack4type|}}}{{{attack4part|}}}{{{attack4cool|}}}|<br />
{{#set:Attack 4 Damage = {{{attack4dmg|}}} }}<br />
{{#set:Attack 4 Type = {{{attack4type|}}} }}<br />
{{#set:Attack 4 Part = {{{attack4part|}}} }}<br />
{{#set:Attack 4 Cooldown = {{{attack4cool|}}} }}<br />
{{#vardefine: Attack4DPS | {{#expr: {{{attack4dmg|}}} / ({{{attack4cool}}} / 60) }} }}<br />
{{#set: Attack 4 DPS = {{#var: Attack4DPS}} }}<br />
;Attack 4<br />
:{{{attack4part|Body part?}}}<br>{{{attack4dmg|?}}} dmg ({{{attack4type|type?}}})<br>{{#expr: ({{{attack1dmg|}}}*1.5-0.001) round 0}}% AP<br>{{ticks|{{{attack4cool|0}}}}} on first strike}}<!--<br />
-->{{#if: {{{attack4stun|}}}|{{#set:Attack 4 Stun = {{{attack4stun|}}}}}<br>Stun for {{ticks|{{{attack4stun|0}}}*20}}}}<br />
<br />
{{#ifeq: {{#varexists: Attack4DPS}}|1|<br />
{{#vardefine: MobAverageDPS | {{#expr: ({{#var: Attack1DPS}} + {{#var: Attack2DPS}} + {{#var: Attack3DPS}} + {{#var: Attack4DPS}})/4 * 0.62 round 2}} }}|<br />
{{#ifeq: {{#varexists: Attack3DPS}}|1|<br />
{{#vardefine: MobAverageDPS | {{#expr: ({{#var: Attack1DPS}} + {{#var: Attack2DPS}} + {{#var: Attack3DPS}})/3 * 0.62 round 2}} }}|<br />
{{#ifeq: {{#varexists: Attack2DPS}}|1|<br />
{{#vardefine: MobAverageDPS | {{#expr: ({{#var: Attack1DPS}} + {{#var: Attack2DPS}})/2 * 0.62 round 2}} }}|<br />
{{#ifeq: {{#varexists: Attack1DPS}}|1|<br />
{{#vardefine: MobAverageDPS | {{#expr: {{#var: Attack1DPS}} * 0.62 round 2}} }} }} }} }} }}<br />
<br />
{{#ifeq: {{#varexists: MobAverageDPS}}|1|<br />
;Average DPS<br />
:{{#var: MobAverageDPS}}<br />
{{#set: Mob Average DPS = {{#var: MobAverageDPS}} }} }}<br />
<br />
{{#if: {{{mobdamage|}}}|{{#set:Melee Damage Base = {{{mobdamage|}}} }}<br />
;Damage<br />
:{{{mobdamage|}}}}}<br />
<br />
{{#if: {{{mobdamagetype|}}}|{{#set:Melee Damage Def = {{{mobdamagetype|}}} }}<br />
;Damage Type<br />
:{{{mobdamagetype|}}}}}<br />
<br />
{{#if: {{{mobdamage2|}}}|{{#set:Melee Damage Base = {{{mobdamage2|}}} }}<br />
;Damage<br />
:{{{mobdamage2|}}}}}<br />
<br />
{{#if: {{{mobdamagetype2|}}}|{{#set:Melee Damage Def = {{{mobdamagetype2|}}} }}<br />
;Damage Type<br />
:{{{mobdamagetype2|}}}}}<br />
<br />
{{#if: {{{mobdamage3|}}}|{{#set:Melee Damage Base = {{{mobdamage3|}}} }}<br />
;Damage<br />
:{{{mobdamage3|}}}}}<br />
<br />
{{#if: {{{mobdamagetype3|}}}|{{#set:Melee Damage Def = {{{mobdamagetype3|}}} }}<br />
;Damage Type<br />
:{{{mobdamagetype3|}}}}}<br />
<br />
{{#if: {{{mobdamageaverage|}}}|{{#set:Average Melee Damage = {{{mobdamageaverage|}}}}}}}<br />
<br />
<!-- New melee starting from Beta 18 --><br />
{{#ifeq: {{lc:{{{mode|}}}}} | melee |<br />
;Mode<br />
:{{{mode|}}}<br />
}}<br />
<br />
{{#if: {{{meleeattack1dmg|}}}{{{meleeattack1type|}}}{{{meleeattack1part|}}}{{{meleeattack1cool|}}}|<br />
{{#set:Attack 1 Damage = {{{meleeattack1dmg|}}} }}<br />
{{#set:Attack 1 Type = {{{meleeattack1type|}}} }}<br />
{{#set:Attack 1 Part = {{{meleeattack1part|}}} }}<br />
{{#set:Attack 1 Cooldown = {{{meleeattack1cool|}}} }}<br />
{{#set:Attack 1 AP = {{{meleeattack1ap|}}} }}<br />
{{#vardefine: MeleeAttack1DPS | {{#expr: {{{meleeattack1dmg|}}} / ({{{meleeattack1cool}}}) }} }}<br />
{{#vardefine: MeleeAttack1Chance | {{#expr: {{{meleeattack1dmg|}}} ^ 2 }} }}<br />
;Melee Attack{{#if: {{{meleeattack1dmg|}}}|&nbsp;1}}<br />
:{{{meleeattack1part|Body part?}}}<br>{{{meleeattack1dmg|?}}} dmg ({{{meleeattack1type|type?}}})<br>{{{meleeattack1cool|0}}} seconds cooldown <br>{{{meleeattack1ap|0}}}% armor penetration}}<br />
<br />
{{#if: {{{meleeattack2dmg|}}}{{{meleeattack2type|}}}{{{meleeattack2part|}}}{{{meleeattack2cool|}}}|<br />
{{#set:Attack 2 Damage = {{{meleeattack2dmg|}}} }}<br />
{{#set:Attack 2 Type = {{{meleeattack2type|}}} }}<br />
{{#set:Attack 2 Part = {{{meleeattack2part|}}} }}<br />
{{#set:Attack 2 Cooldown = {{{meleeattack2cool|}}} }}<br />
{{#set:Attack 2 AP = {{{meleeattack2ap|}}} }}<br />
{{#vardefine: MeleeAttack2DPS | {{#expr: {{{meleeattack2dmg|}}} / ({{{meleeattack2cool}}}) }} }}<br />
{{#vardefine: MeleeAttack2Chance | {{#expr: {{{meleeattack2dmg|}}} ^ 2 }} }}<br />
;Melee Attack 2{{#if: {{{meleeattack2dmg|}}}|&nbsp;}}<br />
:{{{meleeattack2part|Body part?}}}<br>{{{meleeattack2dmg|?}}} dmg ({{{meleeattack2type|type?}}})<br>{{{meleeattack2cool|0}}} seconds cooldown <br>{{{meleeattack2ap|0}}}% armor penetration}}<br />
<br />
{{#if: {{{meleeattack3dmg|}}}{{{meleeattack3type|}}}{{{meleeattack3part|}}}{{{meleeattack3cool|}}}|<br />
{{#set:Attack 3 Damage = {{{meleeattack3dmg|}}} }}<br />
{{#set:Attack 3 Type = {{{meleeattack3type|}}} }}<br />
{{#set:Attack 3 Part = {{{meleeattack3part|}}} }}<br />
{{#set:Attack 3 Cooldown = {{{meleeattack3cool|}}} }}<br />
{{#set:Attack 3 AP = {{{meleeattack3ap|}}} }}<br />
{{#vardefine: MeleeAttack3DPS | {{#expr: {{{meleeattack3dmg|}}} / ({{{meleeattack3cool}}}) }} }}<br />
{{#vardefine: MeleeAttack3Chance | {{#expr: {{{meleeattack3dmg|}}} ^ 2 }} }}<br />
;Melee Attack 3{{#if: {{{meleeattack3dmg|}}}|&nbsp;}}<br />
:{{{meleeattack3part|Body part?}}}<br>{{{meleeattack3dmg|?}}} dmg ({{{meleeattack3type|type?}}})<br>{{{meleeattack3cool|0}}} seconds cooldown <br>{{{meleeattack3ap|0}}}% armor penetration}}<br />
<br />
{{#if: {{{meleeattack4dmg|}}}{{{meleeattack4type|}}}{{{meleeattack4part|}}}{{{meleeattack4cool|}}}|<br />
{{#set:Attack 4 Damage = {{{meleeattack4dmg|}}} }}<br />
{{#set:Attack 4 Type = {{{meleeattack4type|}}} }}<br />
{{#set:Attack 4 Part = {{{meleeattack4part|}}} }}<br />
{{#set:Attack 4 Cooldown = {{{meleeattack4cool|}}} }}<br />
{{#set:Attack 4 AP = {{{meleeattack4ap|}}} }}<br />
{{#vardefine: MeleeAttack4DPS | {{#expr: {{{meleeattack4dmg|}}} / ({{{meleeattack4cool}}}) }} }}<br />
{{#vardefine: MeleeAttack4Chance | {{#expr: {{{meleeattack4dmg|}}} ^ 2 }} }}<br />
;Melee Attack 4{{#if: {{{meleeattack3dmg|}}}|&nbsp;}}<br />
:{{{meleeattack4part|Body part?}}}<br>{{{meleeattack4dmg|?}}} dmg ({{{meleeattack4type|type?}}})<br>{{{meleeattack4cool|0}}} seconds cooldown <br>{{{meleeattack4ap|0}}}% armor penetration}}<br />
<br />
<br />
{{#if: {{{MeleeWeaponAverageDPS|}}}|{{#set:MeleeDPS= {{{MeleeWeaponAverageDPS|}}} }}<br />
;Melee Average DPS<br />
:{{{MeleeWeaponAverageDPS|}}} }}<br />
<br />
{{#if: {{{MeleeWeaponAverageAP|}}}|{{#set:MeleeAP= {{{MeleeWeaponAverageAP|}}} }}<br />
;Melee Average AP<br />
:{{{MeleeWeaponAverageAP|}}}%}}<br />
<br />
<br />
<!-- was supposed to calculate stuff but then decided it's just better to use the value provided by the game <br />
<br />
{{#ifeq: {{#varexists: MeleeAttack3Chance}}|1|<br />
{{#vardefine: TotalChance | {{#expr: ({{#var: MeleeAttack1Chance}} + {{#var: MeleeAttack2Chance}} + {{#var: MeleeAttack3Chance}}) }} }}|<br />
{{#ifeq: {{#varexists: MeleeAttack2Chance}}|1|<br />
{{#vardefine: TotalChance | {{#expr: ({{#var: MeleeAttack1Chance}} + {{#var: MeleeAttack2Chance}})}} }}|<br />
{{#ifeq: {{#varexists: MeleeAttack1Chance}}|1|<br />
{{#vardefine: TotalChance | {{#expr: {{#var: MeleeAttack1Chance}}}} }} }} }} }}<br />
<br />
{{#ifeq: {{#varexists: MeleeAttack3DPS}}|1|<br />
{{#vardefine: MeleeWeaponAverageDPS | {{#expr: ({{#var: MeleeAttack1DPS}} * {{#var: MeleeAttack1Chance}} + {{#var: MeleeAttack2DPS}} * {{#var: MeleeAttack2Chance}} + {{#var: MeleeAttack3DPS}} * {{#var: MeleeAttack3Chance}} ) / {{#var: TotalChance}} }} }}|<br />
{{#ifeq: {{#varexists: MeleeAttack2DPS}}|1|<br />
{{#vardefine: MeleeWeaponAverageDPS | {{#expr: ({{#var: MeleeAttack1DPS}} * {{#var: MeleeAttack1Chance}} + {{#var: meleeattack2dmg}} * {{#var: MeleeAttack2Chance}} ) / {{#var: TotalChance}} }} }}|<br />
{{#ifeq: {{#varexists: MeleeAttack1DPS}}|1|<br />
{{#vardefine: MeleeWeaponAverageDPS | {{#expr: {{#var: MeleeAttack1DPS}} }} }} }} }} }} <br />
<br />
---------- Line to separate the mess above from the other stuff below ---------- --><br />
<br />
<!--- Creation ---><br />
{{#IF: {{{production facility 1|}}} {{{work to make|}}} {{{resources to make|}}} {{{stuff tags|}}} {{{deconstruct yield|}}} {{{resource 1|}}} {{{resource 2|}}}{{{resource 3|}}} {{{resource 4|}}} {{{resource 5|}}} {{{resource 6|}}} {{{resource 1 amount|}}} {{{resource 2 amount|}}} {{{resource 3 amount|}}} {{{resource 4 amount|}}} {{{resource 5 amount|}}} {{{resource 6 amount|}}} |<br />
</dl>{{clear}}<br />
<p class='subheading' style='height: 1.75em !important; padding: 0.25em 0 0.5em !important; margin: 0.5em 0 0.5em !important'>'''Creation'''</p><br />
<dl><br />
}}<br />
<br />
{{#if: {{{production facility 1|}}}|{{#set:Production Facility 1= {{{production facility 1|}}} }}}}<br />
{{#if: {{{production facility 2|}}}|{{#set:Production Facility 2= {{{production facility 2|}}} }}}}<br />
{{#if: {{{production facility 3|}}}|{{#set:Production Facility 3= {{{production facility 3|}}} }}}}<br />
{{#if: {{{production facility 4|}}}|{{#set:Production Facility 4= {{{production facility 4|}}} }}}}<br />
{{#if: {{{production facility 1|}}}|<br />
;Crafted At<br />
:{{#if:{{{production facility 1|}}}|{{Icon Small|{{{production facility 1|}}}|{{#ifeq:{{lc:{{{production facility 1|}}}}}|crafting spot|16|32}}}}}}{{#if:{{{production facility 2|}}}|/{{Icon Small|{{{production facility 2|}}}|{{#ifeq:{{lc:{{{production facility 2|}}}}}|crafting spot|16|32}}}}}}{{#if:{{{production facility 3|}}}|/{{Icon Small|{{{production facility 3|}}}|{{#ifeq:{{lc:{{{production facility 3|}}}}}|crafting spot|16|32}}}}}}{{#if:{{{production facility 4|}}}|/{{Icon Small|{{{production facility 4|}}}|{{#ifeq:{{lc:{{{production facility 4|}}}}}|crafting spot|16|32}}}}}}<br />
}}<br />
<br />
{{#if: {{{skill 1|}}}|{{#set:Skill 1 = {{{skill 1|}}} }}}}<br />
{{#if: {{{skill 2|}}}|{{#set:Skill 2 = {{{skill 2|}}} }}}}<br />
{{#if: {{{skill 1 level|}}}|{{#set:Skill 1 Level = {{{skill 1 level|}}} }}}}<br />
{{#if: {{{skill 2 level|}}}|{{#set:Skill 2 Level = {{{skill 2 level|}}} }}}}<br />
<br />
{{#if: {{{skill 1|}}}|<br />
;Skill{{#if:{{{skill 2|}}}|s}} Required<br />
:[[Skills#{{{skill 1|}}}|{{{skill 1|}}}]] {{{skill 1 level|}}} {{#if: {{{skill 2|}}}|& [[Skills#{{{skill 2|}}}|{{{skill 2|}}}]] {{{skill 2 level|}}} }}<br />
}}<br />
<br />
<!-- Work to make should be specified in *ticks*, like in the game files. This has been inconsistent in the past --><br />
{{#if: {{{work to make|}}}|{{#set:Work To Make = {{{work to make|}}} }}<br />
;Work To Make<br />
:{{ticks|{{{work to make|}}}}}<br />
}}<br />
<br />
{{#if: {{{resources to make|}}}|<br />
;Resources To Make<br />
:{{{resources to make|}}} [[Category:Resource Update Needed]]<br />
}}<br />
<br />
{{#if: {{{stuff tags|}}}|{{#set:Stuff Tags = {{{stuff tags}}}}}<br />
;{{H:title|link=no|The types of resource that can be substituted for the generic resource type|Stuff tags}}<br />
:{{{stuff tags|}}}<br />
}}<br />
<br />
{{#if: {{{resource 1|}}}|{{#set:Resource 1 = {{{resource 1|}}} }}}}<br />
{{#if: {{{resource 2|}}}|{{#set:Resource 2 = {{{resource 2|}}} }}}}<br />
{{#if: {{{resource 3|}}}|{{#set:Resource 3 = {{{resource 3|}}} }}}}<br />
{{#if: {{{resource 4|}}}|{{#set:Resource 4 = {{{resource 4|}}} }}}}<br />
{{#if: {{{resource 5|}}}|{{#set:Resource 5 = {{{resource 5|}}} }}}}<br />
{{#if: {{{resource 6|}}}|{{#set:Resource 6 = {{{resource 6|}}} }}}}<br />
{{#if: {{{resource 1 amount|}}}|{{#set:Resource 1 Amount = {{{resource 1 amount|}}} }}}}<br />
{{#if: {{{resource 2 amount|}}}|{{#set:Resource 2 Amount =Â {{{resource 2 amount|}}} }}}}<br />
{{#if: {{{resource 3 amount|}}}|{{#set:Resource 3 Amount =Â {{{resource 3 amount|}}} }}}}<br />
{{#if: {{{resource 4 amount|}}}|{{#set:Resource 4 Amount =Â {{{resource 4 amount|}}} }}}}<br />
{{#if: {{{resource 5 amount|}}}|{{#set:Resource 5 Amount =Â {{{resource 5 amount|}}} }}}}<br />
{{#if: {{{resource 6 amount|}}}|{{#set:Resource 6 Amount = {{{resource 6 amount|}}} }}}}<br />
<br />
{{#if: {{{resource 1|}}}|<br />
;Resources to make<br />
:{{#ifeq: Stuff | {{{resource 1|}}} |{{Icon|buildingmat}}|{{Icon Small|{{{resource 1|}}}|16}}}} {{{resource 1 amount|}}} {{#if: {{{resource 2|}}}| + {{Icon Small|{{{resource 2|}}}|16}} {{{resource 2 amount|}}}|}} {{#if: {{{resource 3|}}}| + {{Icon Small|{{{resource 3|}}}|16}} {{{resource 3 amount|}}}|}}{{#if: {{{resource 4|}}}| + {{Icon Small|{{{resource 4|}}}|16}} {{{resource 4 amount|}}}|}}{{#if: {{{resource 5|}}}| + {{Icon Small|{{{resource 5|}}}|16}} {{{resource 5 amount|}}}|}}{{#if: {{{resource 6|}}}| + {{Icon Small|{{{resource 6|}}}|16}} {{{resource 6 amount|}}}|}}<br />
|}}<br />
<br />
<!---If resource 1 is set to stuff, but theres no stuff tags, make note of it---><br />
{{#ifeq: Stuff | {{{resource 1|}}} | {{#if: {{{stuff tags|}}}| |<br />
;{{H:title|link=no|The types of resource that can be substituted for the generic resource type|Stuff tags}}<br />
:<span style="color:red">'''ERROR: NO STUFF TAGS'''</span><br />
}} <br />
|}} <br />
<br />
{{#if: {{{deconstruct yield|}}}|<br />
;{{H:title|link=no|Resources recovered when deconstructing|Deconstruct yield}}<br />
:{{{deconstruct yield|}}}<br />
}}<br />
<br />
{{#if: {{{page verified for version|}}}|{{Verified|{{{page verified for version|}}}}}| {{Verified}} }}<br />
<br />
{{#if: {{{defName|}}} {{{thingCategories|}}} {{{file|}}} {{{weaponTags|}}} {{{thingSetMakerTags|}}} {{{defaultOutfitTags}}} {{{factionPrerequisiteTags}}} {{{harvestTag}}} {{{recipePrerequisiteTags}}} {{{ResearchProjectTagDef}}} {{{sowTag}}} {{{sowTags}}} {{{tag}}} {{{tags}}} {{{techHediffsTags}}} {{{thingSetMakerTagsToAllow}}} {{{thingSetMakerTagsToDisallow}}} {{{tradeTag}}} {{{tradeTags}}} {{{tradeTagsBuy}}} {{{tradeTagsSell}}} {{{tradeTagsToAllow}}} {{{tutorHighlightTag}}} {{{apparelTags}}} {{{buildingTags}}} |<br />
</dl>{{clear}}<br />
<div class="subheading mw-customtoggle-myDivision" style='height: 1.75em !important; padding: 0.25em 0em 0.25em !important; margin: 0.5em 0 0.5em !important; width:300px'> '''Technical'''<br />
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-myDivision"> <span style='color: #504f54; text-align: left; text-shadow: 0px 0px; font-family: Arial; font-size: 0.8em; height: 0em !important; padding: 0em 0em 0em !important; margin: 0em 0 0em !important;'><br />
{{#if: {{{defName|}}}|<br />
; defName<br />
: {{{defName|}}}<br />
}}<!--<br />
{{#if: {{{file|}}}|<br />
; File<br />
: {{{file|}}}<br />
}}<!--<br />
-->{{#if: {{{thingCategories|}}}|<br />
; thingCategories<br />
: {{{thingCategories|}}}<br />
}}<!--<br />
-->{{#if: {{{weaponTags|}}}|{{#set: weaponTags = {{{weaponTags|}}}}}<br />
; weaponTags<br />
: {{{weaponTags|}}}<br />
}}<!--<br />
-->{{#if: {{{thingSetMakerTags|}}}|<br />
; thingSetMakerTags<br />
: {{{thingSetMakerTags|}}}<br />
}}<!--<br />
-->{{#if: {{{defaultOutfitTags|}}} |<br />
; defaultOutfitTags<br />
: {{{defaultOutfitTags|}}}<br />
}}<!--<br />
-->{{#if: {{{factionPrerequisiteTags|}}} |<br />
; factionPrerequisiteTags<br />
: {{{factionPrerequisiteTags|}}}<br />
}}<!--<br />
-->{{#if: {{{harvestTag|}}} |<br />
; harvestTag<br />
: {{{harvestTag|}}}<br />
}}<!--<br />
-->{{#if: {{{recipePrerequisiteTags|}}} |<br />
;recipePrerequisiteTags<br />
: {{{recipePrerequisiteTags|}}}<br />
}}<!--<br />
-->{{#if: {{{ResearchProjectTagDef|}}} |<br />
;ResearchProjectTagDef<br />
:{{{ResearchProjectTagDef|}}}<br />
}}<!--<br />
-->{{#if: {{{sowTag|}}} |{{#set: sowTag = {{{sowTag|}}}}}<br />
;sowTag<br />
:{{{sowTag|}}}<br />
}}<!--<br />
-->{{#if: {{{sowTags|}}} |{{#set: sowTags = {{{sowTags|}}}}}<br />
;sowTags<br />
:{{{sowTags|}}}<br />
}}<!--<br />
-->{{#if: {{{tag|}}} |{{#set: tag = {{{tag|}}}}}<br />
;tag<br />
:{{{tag|}}}<br />
}}<!--<br />
-->{{#if: {{{tags|}}} |{{#set: tags = {{{tags|}}}}}<br />
;tags<br />
:{{{tags|}}}<br />
}}<!--<br />
-->{{#if: {{{techHediffsTags|}}} | {{#set: techHediffsTags = {{{techHediffsTags|}}}}}<br />
;techHediffsTags<br />
:{{{techHediffsTags|}}}<br />
}}<!--<br />
-->{{#if: {{{thingSetMakerTagsToAllow|}}} |<br />
;thingSetMakerTagsToAllow<br />
:{{{thingSetMakerTagsToAllow|}}}<br />
}}<!--<br />
-->{{#if: {{{thingSetMakerTagsToDisallow|}}} |<br />
;thingSetMakerTagsToDisallow<br />
:{{{thingSetMakerTagsToDisallow|}}}<br />
}}<!--<br />
-->{{#if: {{{tradeTag|}}} |{{#set: tradeTag = {{{tradeTag|}}}}}<br />
;tradeTag<br />
:{{{tradeTag|}}}<br />
}}<!--<br />
-->{{#if: {{{tradeTags|}}} |{{#set: tradeTags = {{{tradeTags|}}}}}<br />
;tradeTags<br />
:{{{tradeTags|}}}<br />
}}<!--<br />
-->{{#if: {{{tradeTagsBuy|}}} |<br />
;tradeTagsBuy<br />
:{{{tradeTagsBuy|}}}<br />
}}<!--<br />
-->{{#if: {{{tradeTagsSell|}}} |<br />
;tradeTagsSell<br />
:{{{tradeTagsSell|}}}<br />
}}<!--<br />
-->{{#if: {{{tradeTagsToAllow|}}} |<br />
;tradeTagsToAllow<br />
:{{{tradeTagsToAllow|}}}<br />
}}<!--<br />
-->{{#if: {{{tutorHighlightTag|}}} |<br />
;tutorHighlightTag<br />
:{{{tutorHighlightTag|}}}<br />
}}<!--<br />
-->{{#if: {{{apparelTags|}}} |{{#set: apparelTags = {{{apparelTags|}}}}}<br />
;apparelTags<br />
:{{{apparelTags|}}}<br />
}}<!--<br />
-->{{#if: {{{buildingTags|}}} |{{#set: buildingTags = {{{buildingTags|}}}}}<br />
;buildingTags<br />
:{{{buildingTags|}}}<br />
}}<br />
</span> </div> </div>}}<br />
<br style="clear: both; height: 0px;" /><br />
</dl></div></div></includeonly><noinclude><br />
{{documentation}}</noinclude><!-- Add categories and interwikis to the /doc subpage, not here! --></div>
NotBadCat
https://rimworldwiki.com/index.php?title=User:NotBadCat&diff=87838
User:NotBadCat
2021-07-24T23:18:59Z
<p>NotBadCat: ideology work moved to page; precepts work begun</p>
<hr />
<div>== Need to be updated ==<br />
* Insectoids have incorrect minimum handling skill but wildness stats are correct<br />
<br />
== Trying New Version of Animal Stats box ==<br />
infobox main|animal|<br><br />
|name = Cow<br><br />
|image = Cow.png<br><br />
|description = "A large domesticated ungulate, cows have been bred for millennia to produce huge amounts of milk, meat, and leather. They are exceptionally gentle creatures and will never seek revenge, no matter how many times they are harmed. Most of them are so adapted to farm life that they cannot survive in the wild."<br><br />
<br />
{| class="wikitable"<br />
|-<br />
! '''Base Stats''' !! '''Pawn Stats''' !! '''Training''' !! '''Yields''' !! '''Lifecycle''' !! '''Offense/Defense'''<br />
|-<br />
|type = Animals<br><br />
type2 = Farm<br><br />
marketvalue = 300<br />
livesin_aridshrubland = true or <omit><br><br />
livesin_borealforest = true or <omit><br><br />
livesin_desert = true or <omit><br><br />
livesin_extremedesert = true or <omit><br><br />
livesin_icesheet = true or <omit><br><br />
livesin_seaice = true or <omit><br><br />
livesin_temperateforest = true or <omit><br><br />
livesin_tropicalrainforest = true or <omit><br><br />
livesin_tundra = true or <omit> <br />
||<br />
bodysize = 2.4<br><br />
healthscale = 1.5<br><br />
massadult = 140<br><br />
movespeed = 3.20<br><br />
hungerrate = 0.535<br><br />
diet = herbivorous<br><br />
predator = true or <omit><br><br />
grassmaintain = 8.56 (automated?)<br><br />
filthrate = 16<br><br />
toxicsensitivity = 0.5<br><br />
min comfortable temperature = -10<br><br />
max comfortable temperature = 40<br> <br />
|| <br />
trainable = none<br><br />
roaminterval = 2<br><br />
blockedfences = 1 (Boolean)<br><br />
nuzzleMtb = <br><br />
manhunter = 0.0<br><br />
manhuntertame = 0.0<br><br />
wildness = 0.05<br><br />
|| <br />
meatname = beef<br><br />
meatyield = 336 (body size * 140 (plus post-process curve for animals under 1.0)<br><br />
leathername = plainleather<br><br />
leatheryield = 60 (body size * 40 (post-process curve)<br><br />
milk = 14<br><br />
milktime = 1<br><br />
milkyear = 840 (milk x milktime x 60)<br><br />
milkvalue = 1.90<br><br />
milkvalueyear = $1596 (milkyear x milkvalue)<br><br />
wool = <br><br />
woolname = <br><br />
sheartime = <br><br />
woolyear = <br><br />
woolvalue =<br><br />
woolvalueyear = <br><br />
eggsmin = <br><br />
eggsmax = <br><br />
eggs_avg = <br><br />
eggtime = <br><br />
eggs_unfertilized = <br><br />
eggmarketvalue = <br><br />
eggsyear =<br><br />
eggsvalueyear = <br><br />
|| <br />
lifespan = 22<br><br />
gestation = 6.66<br><br />
offspring = 1<br><br />
maturityage = 0.33<br><br />
meatperday = 16.8 (automated?)<br><br />
|| <br />
attack1dmg = 8.8<br><br />
attack1type = bite<br><br />
attack1part = teeth<br><br />
attack1cool = 2.6 (I don't know how to calculate ticks, this is cooldowntime in xml)<br><br />
attack1stun = <br><br />
attack2dmg = 7<br><br />
attack2type = blunt<br><br />
attack2part = head<br><br />
attack2cool = 2.0<br><br />
attack2stun = <br><br />
attack3dmg = 8<br><br />
attack3type = blunt/poke<br><br />
attack3part = left hoof<br><br />
attack3cool = 2<br><br />
attack3stun = <br><br />
attack4dmg = 8<br><br />
attack4type = blunt/poke<br><br />
attack4part = right hoof<br><br />
attack4cool = 2.6<br><br />
attack4stun = <br />
|}<br />
<br />
== Precepts ==<br />
Required: Male clothing, Execution, Diversity of thought, Female clothing, Organ use, Cannibalism, Blindness, Corpses, Fungus, Insect meat, Physical love, Eating nutrient paste, Research, Scarification, Skullspike, Slavery, Women's spouses, Men's spouses, Marriage name<br />
Diversity of thought - Intense(m) , Moderate, Mild, Neutral, Appreciated, (meme;individualist: Highly appreciated, Exalted(m))<br />
Execution - Always abhorent, Always horrible, Horrible if innocent, Don't care, Respected if guilty, Required(m)<br />
Male clothing - Fully nude(h); Pants at most(h); No rules; Pants; Pants and shirt; Pants, shirt, and hat(m); Totally covered(h)<br />
Fungus - Despised, (meme;tunneler: Preferred)<br />
Eating nutrient paste - Disgusting (meme;transhumanist: Dont[sic] mind)<br />
Skullspike - Disapproved, Desired<br />
Marriage name - Random, Keep names, Always man's, Always woman's, Usually man's, Usually woman's<br />
Slavery - Abhorrent, Horrible, Disapproved, Acceptable, Honorable(h)<br />
Organ use - Totally abhorrent(m), No harvest or sell, No harvest, Acceptable<br />
Blindness - Horrible, (meme;blindsight: Respected(m), Elevated(h), Sublime(h))<br />
Insect meat - Despised, (meme;tunneler: Loved(m))<br />
Research - Not allowed(h), Extremely slow(h), Very slow(h), Slow(m), Normal, Fast, Very fast(m)<br />
Women's spouses - One only, Two or fewer(m), Three or fewer(m), Four or fewer(m), Unlimited(m)<br />
Female clothing - Fully nude(h); Pants at most(h); No rules; Pants; Pants and shirt; Pants, shirt, and hat(m); Totally covered(h)<br />
Cannibalism - Abhorrent, Horrible, Disapproved, Acceptable, Preferred(m), (meme;cannibal: Required (strong)(h), Required (ravenous)(h))<br />
Corpses - Ugly, (meme;Pain is virtue, cannibal, supremacist, raider: Don't care)<br />
Physical love - Prohibited(h), Horrible(h), Spouse only (strict), Spouse only (moderate), Spouse only (mild), Free, Free and approved(m)<br />
Scarification - Horrible, Minor(m), Heavy(h), Extreme(h)<br />
Men's spouses - One only, Two or fewer(m), Three or fewer(m), Four or fewer(m), Unlimited(m)<br />
<br />
Prohibited, Abhorrent, Horrible, Disapproved, Acceptable, Approved, Preferred, Required<br />
<br />
Slaughtering animals - Prohibited, Horrible, Disapproved<br />
Apostasy - Abhorrent, Horrible, Disapproved<br />
Autonomous weapons - Prohibited, Horrible, Disapproved<br />
Body modification - Abhorrent, Disapproved, Approved<br />
Charity - Worthwhile, Important(m), Essential(h)<br />
Drug use - Prohibited(h), Medical only, Medical or social only<br />
Killing innocent animals - Abhorrent, Horrible, Disapproved<br />
Lighting - Darklight preferred<br />
Combat in darkness - Preferred<br />
Meat eating - Abhorrent(h), Horrible(h), Disapproved(m), Mildly required(m), Seriously required(h), Strictly required(h)<br />
Mining - Prohibited(h), Horrible(h), Disapproved(m)<br />
Raiding - Respected(h), Required(h)<br />
Cutting trees - Prohibited(h), Horrible(h), Disapproved(m)<br />
Trees - Desired<br />
Animal connection: Strong (meme;Animal personhood)<br />
Blind psysense: Strong (meme;Blindsight)<br />
Bonding: Disapproved (meme;Human primacy)<br />
Comfort: Ignored (meme;Pain is virtue)<br />
Slab bed: Preferred (meme;Pain is virtue)<br />
Drug use: Essential (meme;High life)<br />
Mining yield: High (meme;Tunneler)<br />
Pain: Idealized (meme;Pain is virtue, Guilty)<br />
Proselytizing: Occasional, Sometimes, Frequent (meme;Proselytizer)<br />
Ranching: Central (meme;Rancher)<br />
Small spaces: Don't care (meme;Tunneler)<br />
Sleep accelerator: Preferred (meme;Transhumanist)<br />
Neural supercharge: Preferred (meme;Transhumanist)<br />
Biosculpting: Accelerated (meme;Transhumanist), Despised (meme;Flesh purity)<br />
Age reversal: Demanded (meme;Transhumanist)<br />
Gauranlen connection: Strong (meme;Tree connection)<br />
Work drive: Tripled (meme;Collectivist)<br />
<br />
== Ideology Thoughts ==<br />
=== Thoughts Memory Misc ===<br />
{| {{STDT| sortable c_12 text-center}}<br />
! Thought !! Caption !! Mood Effect !! Expiration time (days) !! Stack Limit !! Stacking Multiplier<br />
|-<br />
! [[Mood#Was enslaved| Was enslaved]]<br />
| They kept me as a slave. They forced me to suffer! || -6 || 12 || 1 || N/A<br />
|-<br />
! [[Mood#Shared room with slave| Shared room with slave]]<br />
| I had to sleep in the same room as a slave. || -3 || 1 || 1 || N/A<br />
|-<br />
! [[Mood#Gauranlen death| Gauranlen deatch]]<br />
| My tree... its calming presence became pure pain, then went silent. Its suffering echoes in my mind... || -15 || 10 || N/A || N/A<br />
|}<br />
<br />
<br />
== Notes ==<br />
Animal Economy stats is great place to start<br />
'''All animals need their stats to be updated.'''<br />
* meat<br />
* gestation time<br />
* growth time<br />
* add toxic sensitivity<br />
* formula for filth rate is no longer needed<br />
* add blocked by fences<br />
* add roam interval<br />
<br />
* might need a single section on animal productivity in animal stats<br />
* page on comparing the egg layers/milkers/wool givers will need to be massively updated!<br />
<br />
animal stats now list:<br />
* meat per day during growth<br />
* grass to maintain<br />
* eggs per year<br />
* egg nutrition per year<br />
* egg market value<br />
* egg value per year<br />
<br />
== Finished Defs ==<br />
=== Ideology ===<br />
ResearchProjectDefs? (find where other research projects might also hide)<br />
<br />
=== Core ===<br />
ThingDef_Plants: <br />
* Changes noticed: Nutrition changed<br />
* Done: Cave, Cultivated Decorative, Cultivated Farm<br />
* To-Do: Bases(?), Special, Wild arid/general/swamp/temperate/tropical</div>
NotBadCat
https://rimworldwiki.com/index.php?title=Ideoligion&diff=87835
Ideoligion
2021-07-24T22:04:10Z
<p>NotBadCat: structure, cultures, memes, faction meme customization, tattoos tables added</p>
<hr />
<div>{{Ideology}}{{stub}}<br />
<br />
'''Ideoligions''' are a mechanic introduced with the Ideoligion DLC.<br />
<br />
== Structure ==<br />
Choosing your structure affects which symbols the game uses for your ideoligion. It does not affect gameplay.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Structure !! Description !! Styles !! Unlocked Rituals !! Chance to Have Precept<br />
|-<br />
| Abstract theist || The god(s) do not have physical form, but are everywhere at once. They know all, and can do anything. Their will defines the moral structure of the universe. || || || <br />
|-<br />
| Animist || Spirits live in everything around us. In the plants and animals, rivers and trees, sky and stars. The moral structure of the universe springs from the necessity of respecting them. || Animalist || || <br />
|-<br />
| Archist || Archotechs are the true gods. They know the moral structure of the universe, and serving them is how we will connect with it. || || || <br />
|-<br />
| Buddhist origin || This ideoligion is a descendant of ancient Buddhism. It may have very different precepts than those of thousands of years ago, but its symbols are similar. || Buddhist || Smokeleaf circle || Headwrap: Relaxed<br>Broadwrap: Relaxed<br />
|-<br />
| Christian origin || This is a variant of the abstract theist structure. This ideoligion is a descendant of ancient Christianity. It may have very different precepts than those of thousands of years ago, but its symbols are similar. || Christian || Christmas tree party || Headwrap: Relaxed<br>Broadwrap: Relaxed<br />
|-<br />
| Embodied theist || The god(s) walk the planets like us, yet they are powerful and immortal as we are not. They decide the moral structure of the universe. || || || <br />
|-<br />
| Hindu origin || This is a variant of the embodied theist structure. This ideoligion is a descendant of ancient Hinduism. It may have very different precepts than those of thousands of years ago, but its symbols are similar. || Hindu || Smokeleaf circle || Headwrap: Relaxed<br>Broadwrap: Relaxed<br />
|-<br />
| Ideological || There are no gods. The moral structure of the universe is found in our grand narrative of social forces. || || Symbol burning || <br />
|-<br />
| Islamic origin || This is a variant of the abstract theist structure. This ideoligion is a descendant of ancient Islam. It may have very different precepts than those of thousands of years ago, but its symbols are similar. || Islamic || || Headwrap: Relaxed<br>Broadwrap: Relaxed<br />
|}<br />
<br />
== Cultures ==<br />
Cultures affect names, appearances, and symbols.<br />
{| class="wikitable"<br />
|-<br />
! Culture !! Factions Allowed !! Description<br />
|-<br />
| Astropolitan || New Arrivals || A broad collection of cultures common among frequent space travelers.<br />
|-<br />
| Rustican || Outlander Factions || A hardy industrial cultures common among rimworld outlanders.<br />
|-<br />
| Corunan || New Tribe<br>Tribal Factions || An ancient culture common among rimworld tribes.<br />
|-<br />
| Kriminul || Pirate Factions || A broad category describing the styles and practices of many pirate groups.<br />
|-<br />
| Sophian || Empire Faction<br>Ancient Factions || A techno-feudal culture centered on the planet Sophiamunda.<br />
|}<br />
<br />
== Memes ==<br />
<br />
You must choose one to four memes at the beginning of your playthrough to form the foundational ideas of your ideoligion. Some have much more gameplay impact than others. Hovering over a meme will show you the information in this table.<br />
<br />
{| class="wikitable sortable"<br />
|-<br />
! Meme !! Description !! Impact !! Required Precepts !! Chance to Have Precept !! Disabled Precepts !! Unlocked Roles !! Required Rituals !! Unlocked Rituals !! New Buildables !! Unlocked Craftables !! Start with Research !! Agreeing Traits !! Conflicting Traits !! Styles<br />
|-<br />
| '''Animal personhood''' || Animals have rights as humans do. || High || '''Animal connection:''' Strong<br>'''Slaughtering animals:''' Prohibited, Horrible, or Disapproved<br>'''Meat eating:''' Abhorrent, Horrible, or Disapproved || - || - || Animals specialist || - || - || - || - || - || - || - || -<br />
|-<br />
| '''Blindsight''' || Only those who are blind can perceive true reality. || High || '''Blind psysense:''' Strong <br>'''Blindness:''' Respected, Elevated, or Sublime || - || '''Blindness:''' Horrible<br>'''Lighting:''' Darklight preferred<br>'''Combat in darkness:''' preferred || Medical specialist || Blinding || - || - || Blindfold || - || - || - || -<br />
|-<br />
| '''Cannibal''' || We must consume human flesh. || High || '''Organ use:''' Acceptable <br>'''Cannibalism:''' Preferred, Required (strong), or Required (ravenous) <br>'''Execution:''' Don't care, Respected if guilty, or Required || - || '''Execution:''' Always horrible or Horrible if innocent || - || - || Cannibal feast || - || - || - || Cannibal || - || Morbid<br />
|-<br />
| '''Collectivist''' || A person's role is to serve the community. || Low || '''Work drive:''' Tripled || Visage mask: Relaxed || '''Marriage name:''' Keep names || - || - || Symbol burning || - || - || - || - || - || -<br />
|-<br />
| '''Darkness''' || Bright light burns and destroys! Darkness nourishes and creates. People ought to live in darkness. || High || '''Lighting:''' Darklight preferred<br>'''Combat in darkness:''' Preferred || - || - || Mining specialist || - || - || - || - || - || - || - || -<br />
|-<br />
| '''Female supremacy''' || Women are the superior gender and should rule. || Medium || - || Burka: Relaxed<br>Veil: Strong || - || - || - || - || - || - || - || Misandrist || - || -<br />
|-<br />
| '''Flesh purity''' || The human body should not be debased. || Medium || '''Drug use:''' Prohibited<br>'''Biosculpting:''' Despised<br>'''Body modification:''' Abhorrent<br>'''Scarification:''' Horrible || - || '''Body modification:''' Approved<br>'''Physical love:''' Free and approved || Medical specialist || - || Symbol burning || - || - || - || Body purist<br>Nudist || Body modder || -<br />
|-<br />
| '''Guilty''' || Our people carry guilt from ages past. Others are more worthy. || Low || '''Pain:''' Idealized <br> '''Charity:''' Essential, Important, or Worthwhile || - || '''Apostasy:''' Abhorrent, Horrible, and Guilty<br>'''Slavery:''' Honorable || - || - || Symbol burning || - || Torture crown || - || - || - || -<br />
|-<br />
| '''High life''' || Exotic states of mind are central to a good life. || Medium || '''Drug use:''' Essential || Flophat: Relaxed || '''Drug use:''' Prohibited, Medical only, or Medical/social only || Plants specialist || Smokeleaf circle || Smokeleaf circle || Autobong<br>Mindbend carpet || - || - || Chemical interest<br>Chemical fascination || - || -<br />
|-<br />
| '''Human primacy''' || Humans are the moral center of the universe. || Medium || '''Bonding:''' Disapproved || - || '''Slaughtering animals:''' Prohibited, Horrible, and Disapproved<br>'''Killing innocent animals:''' Abhorrent, Horrible, and Disapproved<br>'''Meat eating:''' Abhorrent, Horrible, Disapproved, Mildly required, Seriously required, and Strictly required<br>'''Mining:''' Prohibited, Horrible, and Disapproved<br>'''Cutting trees:''' Prohibited, Horrible, and Disapproved || Production specialist || - || Symbol burning || - || - || - || - || - || -<br />
|-<br />
| '''Individualist''' || A community's role is to serve each individual. || Low || - || - || '''Slavery:''' Honorable || - || - || Symbol burning || - || - || - || - || - || -<br />
|-<br />
| '''Loyalist''' || We stand for our own before others. || Low || - || - || - || - || - || Symbol burning || - || - || - || - || - || -<br />
|-<br />
| '''Male supremacy''' || Men are the superior gender and should rule. || Medium || - || Burka: Relaxed<br>Veil: Strong || - || - || - || - || - || - || - || Misogynist || - || -<br />
|-<br />
| '''Nature primacy''' || Man is a stain on nature's perfection. || Medium || - || - || - || Plants specialist || Scarification || - || - || - || - || - || - || Animalist<br />
|-<br />
| '''Nudism''' || Clothing binds, controls, and suffocates us. We should all hang free. || High || '''Male clothing:''' Fully nude or Pants at most <br>'''Female clothing:''' Fully nude or Pants at most || - || - || - || - || Symbol burning || - || - || - || Nudist || - || -<br />
|-<br />
| '''Pain is virtue''' || Virtue is shown through suffering of self and others. || High || '''Pain:''' Idealized<br>'''Comfort:''' Ignored<br>'''Slab bed:''' Preferred || - || '''Charity:''' Essential, Important, and Worthwhile<br>'''Execution:''' Always abhorrent and Always horrible<br>'''Scarification:''' Horrible<br>'''Skullspike:''' Disapproved || - || Scarification || Symbol burning || Slab bed<br>Slab double bed || Torture crown || - || Ascetic<br>Tortured artist<br>Masochist || Wimp<br>Gourmand || Morbid<br />
|-<br />
| '''Proselytizer''' || It is our duty to spread our beliefs. || Medium || '''Proselytizing:''' Occasional, Sometimes, or Frequent || - || - || - || - || - || - || - || - || - || - || -<br />
|-<br />
| '''Raider''' || The strong should take from the weak. || Medium || '''Raiding:''' Respected or Required <br>'''Execution:''' Horrible if innocent, Don't care, Respected if guilty, or Required || - || '''Skullspike:''' Disapproved<br>'''Slavery:''' Abhorrent, Horrible, and Disapproved || Shooting specialist<br>Melee specialist || - || Symbol burning || - || - || - || - || - || -<br />
|-<br />
| '''Rancher''' || Raising animals is the right way; raising plants to eat is not. || High || '''Ranching:''' Central <br>'''Meat eating:''' Mildly required, Seriously required, or Strictly required || - || - || Animals specialist || - || Symbol burning || - || - || - || - || - || -<br />
|-<br />
| '''Supremacist''' || Our people should dominate all others. || Low || '''Slavery:''' Acceptable or Honorable <br> '''Execution:''' Required, Respected if guilty, or Don't care || - || '''Charity:''' Essential, Important and Worthwhile<br>'''Skullspike:''' Disapproved || Shooting specialist<br>Melee specialist || - || Symbol burning || - || - || - || - || - || -<br />
|-<br />
| '''Transhumanist''' || Human progress means merging with technology. || Medium || '''Sleep accelerator:''' Preferred<br>'''Neural supercharge:''' Preferred<br>'''Biosculpting:''' Accelerated<br>'''Age reversal:''' Demanded<br>'''Eating nutrient paste:''' Dont[sic] mind<br>'''Body modification:''' Approved || Slicecap: Relaxed || '''Body modification:''' Abhorrent or Disapproved || Research specialist || - || - || Hex carpet<br>Hex tile<br>Neural supercharger<br>Sleep accelerator || - || - || Body modder || Body purist || Techist<br />
|-<br />
| '''Tree connection''' || Trees are the essence of life, and we must be near them. || High || '''Trees:''' Desired || - || - || Plants specialist || - || - || - || - || Tree sowing || - || - || -<br />
|-<br />
| '''Tunneler''' || Humans ought to live underground, and enjoy the succulent fruit of the depths. || High || '''Fungus:''' Preferred<br>'''Insect meat:''' Loved<br>'''Small spaces:''' Don't care || - || '''Mining:''' Prohibited, Horrible, or Disapproved || Mining specialist || - || - || Fungal gravel || - || Stonecutting || Undergrounder || - || -<br />
|}<br />
<br />
=== Other Faction Customization ===<br />
{| class="wikitable sortable"<br />
|-<br />
! Meme !! Civil outlander !! Rough outlander !! Gentle tribe !! Fierce tribe !! Savage tribe !! Cannibal tribe !! Nudist tribe !! Pirate gang !! Pirate cannibal gang !! Shattered Empire !! Ancient faction<br />
|-<br />
| Supremacist || [[file:checkoff.png]] || '''Required''' || [[file:checkoff.png]] || [[file:checkoff.png]] || '''Required''' || [[file:checkon.png]] || [[file:checkon.png]] || '''Required''' || '''Required''' || [[file:checkoff.png]]* || [[file:checkon.png]]<br />
|-<br />
| Loyalist || [[file:checkoff.png]] || [[file:checkoff.png]]* || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]]* || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || '''Required''' || [[file:checkon.png]]<br />
|-<br />
| Guilty || [[file:checkoff.png]] || [[file:checkoff.png]]* || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]]* || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]]* || [[file:checkon.png]]<br />
|-<br />
| Individualist || '''Required**''' || [[file:checkoff.png]]* || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]]* || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]]* || [[file:checkon.png]]<br />
|-<br />
| Collectivist || '''Required**''' || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || '''Required''' || [[file:checkon.png]]<br />
|-<br />
| Transhumanist || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]<br />
|-<br />
| Flesh purity || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]]<br />
|-<br />
| Raider || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || '''Required''' || '''Required''' || [[file:checkon.png]] || [[file:checkon.png]]<br />
|-<br />
| Proselytizer || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || '''Required''' || [[file:checkon.png]]<br />
|-<br />
| High life || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]<br />
|-<br />
| Nature primacy || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]<br />
|-<br />
| Human primacy || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]<br />
|-<br />
| Female supremacy || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]<br />
|-<br />
| Male supremacy || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]<br />
|-<br />
| Animal personhood || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]<br />
|-<br />
| Rancher || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]<br />
|-<br />
| Pain is virtue || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]]<br />
|-<br />
| Darkness || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]<br />
|-<br />
| Tunneler || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]<br />
|-<br />
| Tree connection || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]]<br />
|-<br />
| Nudism || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || '''Required''' || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]]<br />
|-<br />
| Blindsight || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkoff.png]] || [[file:checkon.png]]<br />
|-<br />
| Cannibal || [[file:checkoff.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || [[file:checkon.png]] || '''Required''' || [[file:checkon.png]] || [[file:checkoff.png]] || '''Required''' || [[file:checkon.png]] || [[file:checkon.png]]<br />
|}<br />
<nowiki>*Appears on faction's options but conflicts with required meme</nowiki><br><br />
<nowiki>**Individualist OR Collectivist must be chosen</nowiki><br />
<br />
== Tattoos ==<br />
{| class="wikitable"<br />
|-<br />
! Style !! Face !! Body<br />
|-<br />
| Tribal || tiger, cobweb, eclipse, line, oracle, pantheon, war paint, worried || tiger, buttons, rings<br />
|-<br />
| Punk || tear, headshot, double, love, stars || heart, cross, jester, moon, power, royal, wings<br />
|-<br />
| Cannibal || skull, spider || scar, skeleton, spike<br />
|-<br />
| Misc || - || insect, sun<br />
|}<br />
<br />
== Version History==<br />
* [[Ideology DLC]] Release - Added.</div>
NotBadCat
https://rimworldwiki.com/index.php?title=User:NotBadCat&diff=87827
User:NotBadCat
2021-07-24T18:11:42Z
<p>NotBadCat: prepping for ideoligion page</p>
<hr />
<div>== Need to be updated ==<br />
* Insectoids have incorrect minimum handling skill but wildness stats are correct<br />
<br />
== Trying New Version of Animal Stats box ==<br />
infobox main|animal|<br><br />
|name = Cow<br><br />
|image = Cow.png<br><br />
|description = "A large domesticated ungulate, cows have been bred for millennia to produce huge amounts of milk, meat, and leather. They are exceptionally gentle creatures and will never seek revenge, no matter how many times they are harmed. Most of them are so adapted to farm life that they cannot survive in the wild."<br><br />
<br />
{| class="wikitable"<br />
|-<br />
! '''Base Stats''' !! '''Pawn Stats''' !! '''Training''' !! '''Yields''' !! '''Lifecycle''' !! '''Offense/Defense'''<br />
|-<br />
|type = Animals<br><br />
type2 = Farm<br><br />
marketvalue = 300<br />
livesin_aridshrubland = true or <omit><br><br />
livesin_borealforest = true or <omit><br><br />
livesin_desert = true or <omit><br><br />
livesin_extremedesert = true or <omit><br><br />
livesin_icesheet = true or <omit><br><br />
livesin_seaice = true or <omit><br><br />
livesin_temperateforest = true or <omit><br><br />
livesin_tropicalrainforest = true or <omit><br><br />
livesin_tundra = true or <omit> <br />
||<br />
bodysize = 2.4<br><br />
healthscale = 1.5<br><br />
massadult = 140<br><br />
movespeed = 3.20<br><br />
hungerrate = 0.535<br><br />
diet = herbivorous<br><br />
predator = true or <omit><br><br />
grassmaintain = 8.56 (automated?)<br><br />
filthrate = 16<br><br />
toxicsensitivity = 0.5<br><br />
min comfortable temperature = -10<br><br />
max comfortable temperature = 40<br> <br />
|| <br />
trainable = none<br><br />
roaminterval = 2<br><br />
blockedfences = 1 (Boolean)<br><br />
nuzzleMtb = <br><br />
manhunter = 0.0<br><br />
manhuntertame = 0.0<br><br />
wildness = 0.05<br><br />
|| <br />
meatname = beef<br><br />
meatyield = 336 (body size * 140 (plus post-process curve for animals under 1.0)<br><br />
leathername = plainleather<br><br />
leatheryield = 60 (body size * 40 (post-process curve)<br><br />
milk = 14<br><br />
milktime = 1<br><br />
milkyear = 840 (milk x milktime x 60)<br><br />
milkvalue = 1.90<br><br />
milkvalueyear = $1596 (milkyear x milkvalue)<br><br />
wool = <br><br />
woolname = <br><br />
sheartime = <br><br />
woolyear = <br><br />
woolvalue =<br><br />
woolvalueyear = <br><br />
eggsmin = <br><br />
eggsmax = <br><br />
eggs_avg = <br><br />
eggtime = <br><br />
eggs_unfertilized = <br><br />
eggmarketvalue = <br><br />
eggsyear =<br><br />
eggsvalueyear = <br><br />
|| <br />
lifespan = 22<br><br />
gestation = 6.66<br><br />
offspring = 1<br><br />
maturityage = 0.33<br><br />
meatperday = 16.8 (automated?)<br><br />
|| <br />
attack1dmg = 8.8<br><br />
attack1type = bite<br><br />
attack1part = teeth<br><br />
attack1cool = 2.6 (I don't know how to calculate ticks, this is cooldowntime in xml)<br><br />
attack1stun = <br><br />
attack2dmg = 7<br><br />
attack2type = blunt<br><br />
attack2part = head<br><br />
attack2cool = 2.0<br><br />
attack2stun = <br><br />
attack3dmg = 8<br><br />
attack3type = blunt/poke<br><br />
attack3part = left hoof<br><br />
attack3cool = 2<br><br />
attack3stun = <br><br />
attack4dmg = 8<br><br />
attack4type = blunt/poke<br><br />
attack4part = right hoof<br><br />
attack4cool = 2.6<br><br />
attack4stun = <br />
|}<br />
<br />
<br />
==Ideoligions==<br />
<br />
== Structure ==<br />
Choosing your structure affects which symbols the game uses for your ideoligion. It does not affect gameplay.<br />
=== Structures ===<br />
<br />
{| class="wikitable"<br />
|-<br />
! Structure !! Description !! Styles !! Unlocked Rituals !! Chance to Have Precept<br />
|-<br />
| Abstract theist || The god(s) do not have physical form, but are everywhere at once. They know all, and can do anything. Their will defines the moral structure of the universe. || || || <br />
|-<br />
| Animist || Spirits live in everything around us. In the plants and animals, rivers and trees, sky and stars. The moral structure of the universe springs from the necessity of respecting them. || Animalist || || <br />
|-<br />
| Archist || Archotechs are the true gods. They know the moral structure of the universe, and serving them is how we will connect with it. || || || <br />
|-<br />
| Buddhist origin || This ideoligion is a descendant of ancient Buddhism. It may have very different precepts than those of thousands of years ago, but its symbols are similar. || Buddhist || Smokeleaf circle || Headwrap: Relaxed<br>Broadwrap: Relaxed<br />
|-<br />
| Christian origin || This is a variant of the abstract theist structure. This ideoligion is a descendant of ancient Christianity. It may have very different precepts than those of thousands of years ago, but its symbols are similar. || Christian || Christmas tree party || Headwrap: Relaxed<br>Broadwrap: Relaxed<br />
|-<br />
| Embodied theist || The god(s) walk the planets like us, yet they are powerful and immortal as we are not. They decide the moral structure of the universe. || || || <br />
|-<br />
| Hindu origin || This is a variant of the embodied theist structure. This ideoligion is a descendant of ancient Hinduism. It may have very different precepts than those of thousands of years ago, but its symbols are similar. || Hindu || Smokeleaf circle || Headwrap: Relaxed<br>Broadwrap: Relaxed<br />
|-<br />
| Ideological || There are no gods. The moral structure of the universe is found in our grand narrative of social forces. || || Symbol burning || <br />
|-<br />
| Islamic origin || This is a variant of the abstract theist structure. This ideoligion is a descendant of ancient Islam. It may have very different precepts than those of thousands of years ago, but its symbols are similar. || Islamic || || Headwrap: Relaxed<br>Broadwrap: Relaxed<br />
|}<br />
<br />
== Memes ==<br />
<br />
{| class="wikitable sortable"<br />
|-<br />
! Meme !! Description !! Impact !! Required Precepts !! Chance to Have Precept !! Disabled Precepts !! Unlocked Roles !! Required Rituals !! Unlocked Rituals !! New Buildables !! Unlocked Craftables !! Start with Research !! Agreeing Traits !! Conflicting Traits !! Styles<br />
|-<br />
| '''Blindsight''' || desc || High || '''Blind psysense:''' Strong <br>'''Blindness:''' Respected, Elevated, or Sublime || - || '''Blindness:''' Horrible<br>'''Lighting:''' Darklight preferred<br>'''Combat in darkness:''' preferred || Medical specialist || Blinding || - || - || Blindfold || - || - || - || -<br />
|-<br />
| '''Cannibal''' || We must consume human flesh. || High || '''Organ use:''' Acceptable <br>'''Cannibalism:''' Preferred, Required (strong), or Required (ravenous) <br>'''Execution:''' Don't care, Respected if guilty, or Required || - || '''Execution:''' Always horrible or Horrible if innocent || - || - || Cannibal feast || - || - || - || Cannibal || - || Morbid<br />
|-<br />
| '''Collectivist''' || A person's role is to serve the community. || Low || '''Work drive:''' Tripled || Visage mask: Relaxed || '''Marriage name:''' Keep names || - || - || Symbol burning || - || - || - || - || - || -<br />
|-<br />
| '''Darkness''' || Bright light burns and destroys! Darkness nourishes and creates. People ought to live in darkness. || High || '''Lighting:''' Darklight preferred<br>'''Combat in darkness:''' Preferred || - || - || Mining specialist || - || - || - || - || - || - || - || -<br />
|-<br />
| '''Female supremacy''' || Women are the superior gender and should rule. || Medium || - || Burka: Relaxed<br>Veil: Strong || - || - || - || - || - || - || - || Misandrist || - || -<br />
|-<br />
| '''Flesh purity''' || The human body should not be debased. || Medium || '''Drug use:''' Prohibited<br>'''Biosculpting:''' Despised<br>'''Body modification:''' Abhorrent<br>'''Scarification:''' Horrible || - || '''Body modification:''' Approved<br>'''Physical love:''' Free and approved || Medical specialist || - || Symbol burning || - || - || - || Body purist<br>Nudist || Body modder || -<br />
|-<br />
| '''Guilty''' || Our people carry guilt from ages past. Others are more worthy. || Low || '''Pain:''' Idealized <br> '''Charity:''' Essential, Important, or Worthwhile || - || '''Apostasy:''' Abhorrent, Horrible, and Guilty<br>'''Slavery:''' Honorable || - || - || Symbol burning || - || Torture crown || - || - || - || -<br />
|-<br />
| '''High life''' || Exotic states of mind are central to a good life. || Medium || '''Drug use:''' Essential || Flophat: Relaxed || '''Drug use:''' Prohibited, Medical only, or Medical/social only || Plants specialist || Smokeleaf circle || Smokeleaf circle || Autobong<br>Mindbend carpet || - || - || Chemical interest<br>Chemical fascination || - || -<br />
|-<br />
| '''Human primacy''' || Humans are the moral center of the universe. || Medium || '''Bonding:''' Disapproved || - || '''Slaughtering animals:''' Prohibited, Horrible, and Disapproved<br>'''Killing innocent animals:''' Abhorrent, Horrible, and Disapproved<br>'''Meat eating:''' Abhorrent, Horrible, Disapproved, Mildly required, Seriously required, and Strictly required<br>'''Mining:''' Prohibited, Horrible, and Disapproved<br>'''Cutting trees:''' Prohibited, Horrible, and Disapproved || Production specialist || - || Symbol burning || - || - || - || - || - || -<br />
|-<br />
| '''Individualist''' || A community's role is to serve each individual. || Low || - || - || '''Slavery:''' Honorable || - || - || Symbol burning || - || - || - || - || - || -<br />
|-<br />
| '''Loyalist''' || We stand for our own before others. || Low || - || - || - || - || - || Symbol burning || - || - || - || - || - || -<br />
|-<br />
| '''Male supremacy''' || Men are the superior gender and should rule. || Medium || - || Burka: Relaxed<br>Veil: Strong || - || - || - || - || - || - || - || Misogynist || - || -<br />
|-<br />
| '''Nature primacy''' || Man is a stain on nature's perfection. || Medium || - || - || - || Plants specialist || Scarification || - || - || - || - || - || - || Animalist<br />
|-<br />
| '''Nudism''' || Clothing binds, controls, and suffocates us. We should all hang free. || High || '''Male clothing:''' Fully nude or Pants at most <br>'''Female clothing:''' Fully nude or Pants at most || - || - || - || - || Symbol burning || - || - || - || Nudist || - || -<br />
|-<br />
| '''Pain is virtue''' || Virtue is shown through suffering of self and others. || High || '''Pain:''' Idealized<br>'''Comfort:''' Ignored<br>'''Slab bed:''' Preferred || - || '''Charity:''' Essential, Important, and Worthwhile<br>'''Execution:''' Always abhorrent and Always horrible<br>'''Scarification:''' Horrible<br>'''Skullspike:''' Disapproved || - || Scarification || Symbol burning || Slab bed<br>Slab double bed || Torture crown || - || Ascetic<br>Tortured artist<br>Masochist || Wimp<br>Gourmand || Morbid<br />
|-<br />
| '''Proselytizer''' || It is our duty to spread our beliefs. || Medium || '''Proselytizing:''' Occasional, Sometimes, or Frequent || - || - || - || - || - || - || - || - || - || - || -<br />
|-<br />
| '''Raider''' || The strong should take from the weak. || Medium || '''Raiding:''' Respected or Required <br>'''Execution:''' Horrible if innocent, Don't care, Respected if guilty, or Required || - || '''Skullspike:''' Disapproved<br>'''Slavery:''' Abhorrent, Horrible, and Disapproved || Shooting specialist<br>Melee specialist || - || Symbol burning || - || - || - || - || - || -<br />
|-<br />
| '''Rancher''' || Raising animals is the right way; raising plants to eat is not. || High || '''Ranching:''' Central <br>'''Meat eating:''' Mildly required, Seriously required, or Strictly required || - || - || Animals specialist || - || Symbol burning || - || - || - || - || - || -<br />
|-<br />
| '''Supremacist''' || Our people should dominate all others. || Low || '''Slavery:''' Acceptable or Honorable <br> '''Execution:''' Required, Respected if guilty, or Don't care || - || '''Charity:''' Essential, Important and Worthwhile<br>'''Skullspike:''' Disapproved || Shooting specialist<br>Melee specialist || - || Symbol burning || - || - || - || - || - || -<br />
|-<br />
| '''Transhumanist''' || Human progress means merging with technology. || Medium || '''Sleep accelerator:''' Preferred<br>'''Neural supercharge:''' Preferred<br>'''Biosculpting:''' Accelerated<br>'''Age reversal:''' Demanded<br>'''Eating nutrient paste:''' Dont[sic] mind<br>'''Body modification:''' Approved || Slicecap: Relaxed || '''Body modification:''' Abhorrent or Disapproved || Research specialist || - || - || Hex carpet<br>Hex tile<br>Neural supercharger<br>Sleep accelerator || - || - || Body modder || Body purist || Techist<br />
|-<br />
| '''Tree connection''' || Trees are the essence of life, and we must be near them. || High || '''Trees:''' Desired || - || - || Plants specialist || - || - || - || - || Tree sowing || - || - || -<br />
|-<br />
| '''Tunneler''' || Humans ought to live underground, and enjoy the succulent fruit of the depths. || High || '''Fungus:''' Preferred<br>'''Insect meat:''' Loved<br>'''Small spaces:''' Don't care || - || '''Mining:''' Prohibited, Horrible, or Disapproved || Mining specialist || - || - || Fungal gravel || - || Stonecutting || Undergrounder || - || -<br />
|}<br />
<br />
== Tattoos ==<br />
{| class="wikitable"<br />
|-<br />
! Style !! Face !! Body<br />
|-<br />
| Tribal || tiger, cobweb, eclipse, line, oracle, pantheon, war paint, worried || tiger, buttons, rings<br />
|-<br />
| Punk || tear, headshot, double, love, stars || heart, cross, jester, moon, power, royal, wings<br />
|-<br />
| Cannibal || skull, spider || scar, skeleton, spike<br />
|-<br />
| Misc || - || insect, sun<br />
|}<br />
<br />
== Precepts ==<br />
Diversity of thought<br />
Execution<br />
Male clothing<br />
Apostasy<br />
Fungus<br />
Eating nutrient paste<br />
Skullspike<br />
Marriage name<br />
Slavery<br />
Organ use<br />
Blindness<br />
Insect meat<br />
Research<br />
Women's spouses<br />
Female clothing<br />
Cannibalism<br />
Corpses<br />
Physical love<br />
Scarification<br />
Men's spouses<br />
Slaughtering animals<br />
Autonomous weapons<br />
Body modification<br />
Charity<br />
Drug use<br />
Killing innocent animals<br />
Lighting<br />
Combat in darkness<br />
Meat eating<br />
Mining<br />
Raiding<br />
Cutting trees<br />
Trees<br />
Animal connection<br />
Blind psysense<br />
Bonding: Disapproved<br />
Comfort: Ignored<br />
Slab bed<br />
Mining yield<br />
Pain: Idealized<br />
Proselytizing<br />
Ranching: Central<br />
Small spaces: Don't care<br />
Sleep accelerator: Preferred<br />
Neural supercharge: Preferred<br />
Biosculpting: Accelerated, Despised<br />
Age reversal: Demanded<br />
Gauranlen connection: STrong<br />
Work drive: Tripled<br />
<br />
== Ideology Thoughts ==<br />
=== Thoughts Memory Misc ===<br />
{| {{STDT| sortable c_12 text-center}}<br />
! Thought !! Caption !! Mood Effect !! Expiration time (days) !! Stack Limit !! Stacking Multiplier<br />
|-<br />
! [[Mood#Was enslaved| Was enslaved]]<br />
| They kept me as a slave. They forced me to suffer! || -6 || 12 || 1 || N/A<br />
|-<br />
! [[Mood#Shared room with slave| Shared room with slave]]<br />
| I had to sleep in the same room as a slave. || -3 || 1 || 1 || N/A<br />
|-<br />
! [[Mood#Gauranlen death| Gauranlen deatch]]<br />
| My tree... its calming presence became pure pain, then went silent. Its suffering echoes in my mind... || -15 || 10 || N/A || N/A<br />
<br />
<br />
== Notes ==<br />
Animal Economy stats is great place to start<br />
'''All animals need their stats to be updated.'''<br />
* meat<br />
* gestation time<br />
* growth time<br />
* add toxic sensitivity<br />
* formula for filth rate is no longer needed<br />
* add blocked by fences<br />
* add roam interval<br />
<br />
* might need a single section on animal productivity in animal stats<br />
* page on comparing the egg layers/milkers/wool givers will need to be massively updated!<br />
<br />
animal stats now list:<br />
* meat per day during growth<br />
* grass to maintain<br />
* eggs per year<br />
* egg nutrition per year<br />
* egg market value<br />
* egg value per year<br />
<br />
== Finished Defs ==<br />
=== Ideology ===<br />
ResearchProjectDefs? (find where other research projects might also hide)<br />
<br />
=== Core ===<br />
ThingDef_Plants: <br />
* Changes noticed: Nutrition changed<br />
* Done: Cave, Cultivated Decorative, Cultivated Farm<br />
* To-Do: Bases(?), Special, Wild arid/general/swamp/temperate/tropical</div>
NotBadCat
https://rimworldwiki.com/index.php?title=User:NotBadCat&diff=87649
User:NotBadCat
2021-07-24T06:12:19Z
<p>NotBadCat: precepts documentation started; thoughtdefs started</p>
<hr />
<div>== Need to be updated ==<br />
* Insectoids have incorrect minimum handling skill but wildness stats are correct<br />
<br />
== Trying New Version of Animal Stats box ==<br />
infobox main|animal|<br><br />
|name = Cow<br><br />
|image = Cow.png<br><br />
|description = "A large domesticated ungulate, cows have been bred for millennia to produce huge amounts of milk, meat, and leather. They are exceptionally gentle creatures and will never seek revenge, no matter how many times they are harmed. Most of them are so adapted to farm life that they cannot survive in the wild."<br><br />
<br />
{| class="wikitable"<br />
|-<br />
! '''Base Stats''' !! '''Pawn Stats''' !! '''Training''' !! '''Yields''' !! '''Lifecycle''' !! '''Offense/Defense'''<br />
|-<br />
|type = Animals<br><br />
type2 = Farm<br><br />
marketvalue = 300<br />
livesin_aridshrubland = true or <omit><br><br />
livesin_borealforest = true or <omit><br><br />
livesin_desert = true or <omit><br><br />
livesin_extremedesert = true or <omit><br><br />
livesin_icesheet = true or <omit><br><br />
livesin_seaice = true or <omit><br><br />
livesin_temperateforest = true or <omit><br><br />
livesin_tropicalrainforest = true or <omit><br><br />
livesin_tundra = true or <omit> <br />
||<br />
bodysize = 2.4<br><br />
healthscale = 1.5<br><br />
massadult = 140<br><br />
movespeed = 3.20<br><br />
hungerrate = 0.535<br><br />
diet = herbivorous<br><br />
predator = true or <omit><br><br />
grassmaintain = 8.56 (automated?)<br><br />
filthrate = 16<br><br />
toxicsensitivity = 0.5<br><br />
min comfortable temperature = -10<br><br />
max comfortable temperature = 40<br> <br />
|| <br />
trainable = none<br><br />
roaminterval = 2<br><br />
blockedfences = 1 (Boolean)<br><br />
nuzzleMtb = <br><br />
manhunter = 0.0<br><br />
manhuntertame = 0.0<br><br />
wildness = 0.05<br><br />
|| <br />
meatname = beef<br><br />
meatyield = 336 (body size * 140 (plus post-process curve for animals under 1.0)<br><br />
leathername = plainleather<br><br />
leatheryield = 60 (body size * 40 (post-process curve)<br><br />
milk = 14<br><br />
milktime = 1<br><br />
milkyear = 840 (milk x milktime x 60)<br><br />
milkvalue = 1.90<br><br />
milkvalueyear = $1596 (milkyear x milkvalue)<br><br />
wool = <br><br />
woolname = <br><br />
sheartime = <br><br />
woolyear = <br><br />
woolvalue =<br><br />
woolvalueyear = <br><br />
eggsmin = <br><br />
eggsmax = <br><br />
eggs_avg = <br><br />
eggtime = <br><br />
eggs_unfertilized = <br><br />
eggmarketvalue = <br><br />
eggsyear =<br><br />
eggsvalueyear = <br><br />
|| <br />
lifespan = 22<br><br />
gestation = 6.66<br><br />
offspring = 1<br><br />
maturityage = 0.33<br><br />
meatperday = 16.8 (automated?)<br><br />
|| <br />
attack1dmg = 8.8<br><br />
attack1type = bite<br><br />
attack1part = teeth<br><br />
attack1cool = 2.6 (I don't know how to calculate ticks, this is cooldowntime in xml)<br><br />
attack1stun = <br><br />
attack2dmg = 7<br><br />
attack2type = blunt<br><br />
attack2part = head<br><br />
attack2cool = 2.0<br><br />
attack2stun = <br><br />
attack3dmg = 8<br><br />
attack3type = blunt/poke<br><br />
attack3part = left hoof<br><br />
attack3cool = 2<br><br />
attack3stun = <br><br />
attack4dmg = 8<br><br />
attack4type = blunt/poke<br><br />
attack4part = right hoof<br><br />
attack4cool = 2.6<br><br />
attack4stun = <br />
|}<br />
<br />
<br />
==Ideoligions==<br />
<br />
== Structure ==<br />
Choosing your structure affects which symbols the game uses for your ideoligion. It does not affect gameplay.<br />
=== Structures ===<br />
<br />
{| class="wikitable"<br />
|-<br />
! Structure !! Description !! Styles !! Unlocked Rituals !! Chance to Have Precept<br />
|-<br />
| Abstract theist || The god(s) do not have physical form, but are everywhere at once. They know all, and can do anything. Their will defines the moral structure of the universe. || || || <br />
|-<br />
| Animist || Spirits live in everything around us. In the plants and animals, rivers and trees, sky and stars. The moral structure of the universe springs from the necessity of respecting them. || Animalist || || <br />
|-<br />
| Archist || Archotechs are the true gods. They know the moral structure of the universe, and serving them is how we will connect with it. || || || <br />
|-<br />
| Buddhist origin || This ideoligion is a descendant of ancient Buddhism. It may have very different precepts than those of thousands of years ago, but its symbols are similar. || Buddhist || Smokeleaf circle || Headwrap: Relaxed<br>Broadwrap: Relaxed<br />
|-<br />
| Christian origin || This is a variant of the abstract theist structure. This ideoligion is a descendant of ancient Christianity. It may have very different precepts than those of thousands of years ago, but its symbols are similar. || Christian || Christmas tree party || Headwrap: Relaxed<br>Broadwrap: Relaxed<br />
|-<br />
| Embodied theist || The god(s) walk the planets like us, yet they are powerful and immortal as we are not. They decide the moral structure of the universe. || || || <br />
|-<br />
| Hindu origin || This is a variant of the embodied theist structure. This ideoligion is a descendant of ancient Hinduism. It may have very different precepts than those of thousands of years ago, but its symbols are similar. || Hindu || Smokeleaf circle || Headwrap: Relaxed<br>Broadwrap: Relaxed<br />
|-<br />
| Ideological || There are no gods. The moral structure of the universe is found in our grand narrative of social forces. || || Symbol burning || <br />
|-<br />
| Islamic origin || This is a variant of the abstract theist structure. This ideoligion is a descendant of ancient Islam. It may have very different precepts than those of thousands of years ago, but its symbols are similar. || Islamic || || Headwrap: Relaxed<br>Broadwrap: Relaxed<br />
|}<br />
<br />
== Memes ==<br />
<br />
=== High Impact ===<br />
{| class="wikitable sortable"<br />
|-<br />
! Meme !! Description !! Impact !! Required Precepts !! Chance to Have Precept !! Disabled Precepts !! Unlocked Roles !! Required Rituals !! Unlocked Rituals !! New Buildables !! Unlocked Craftables !! Start with Research !! Agreeing Traits !! Conflicting Traits !! Styles<br />
|-<br />
| Pain is virtue || Virtue is shown through suffering of self and others. || High || Pain: Idealized<br>Comfort: Ignored<br>Slab bed: Preferred || - || Disables 7 precepts || - || Scarification || Symbol burning || Slab bed<br>Slab double bed || Torture crown || - || Ascetic<br>Tortured artist<br>Masochist || Wimp<br>Gourmand || Morbid<br />
|-<br />
| Cannibal || We must consume human flesh. || High || Organ use: Acceptable <br>Cannibalism: Preferred, Required (strong), or Required (ravenous) <br>Execution: Don't care, Respected if guilty, or Required || - || Execution: Always horrible or Horrible if innocent || - || - || Cannibal feast || - || - || - || Cannibal || - || Morbid<br />
|-<br />
| Nudism || Clothing binds, controls, and suffocates us. We should all hang free. || High || Male clothing: Fully nude or Pants at most <br>Female clothing: Fully nude or Pants at most || - || - || - || - || Symbol burning || - || - || - || Nudist || - || -<br />
|-<br />
| Rancher || Raising animals is the right way; raising plants to eat is not. || High || Ranching: Central <br>Meat eating: Mildly required, Seriously required, or Strictly required || - || - || Animals specialist || - || Symbol burning || - || - || - || - || - || -<br />
|-<br />
| Blindsight || desc || High || Blind psysense: Strong <br>Blindness: Respected, Elevated, or Sublime || - || Blindness: Horrible<br>Lighting: Darklight preferred<br>Combat in darkness: preferred || Medical specialist || Blinding || - || - || Blindfold || - || - || - || -<br />
|-<br />
| Darkness || Bright light burns and destroys! Darkness nourishes and creates. People ought to live in darkness. || High || Lighting: Darklight preferred<br>Combat in darkness: Preferred || - || - || Mining specialist || - || - || - || - || - || - || - || -<br />
|-<br />
| Tunneler || Humans ought to live underground, and enjoy the succulent fruit of the depths. || High || Fungus: Preferred<br>Insect meat: Loved<br>Small spaces: Don't care || Mining: Prohibited, Horrible, or Disapproved || - || Mining specialist || - || - || Fungal gravel || - || Stonecutting || Undergrounder || - || -<br />
|-<br />
| Tree connection || Trees are the essence of life, and we must be near them. || High || Trees: Desired || - || - || Plants specialist || - || - || - || - || Tree sowing || - || - || -<br />
|}<br />
<br />
=== Medium Impact ===<br />
{| class="wikitable sortable"<br />
|-<br />
! Meme !! Description !! Impact !! Required Precepts !! Chance to Have Precept !! Disabled Precepts !! Unlocked Roles !! Required Rituals !! Unlocked Rituals !! New Buildables !! Unlocked Craftables !! Start with Research !! Agreeing Traits !! Conflicting Traits !! Styles<br />
|-<br />
| Human primacy || Humans are the moral center of the universe. || Medium || Bonding: Disapproved || - || Disables 18 precepts || Production specialist || - || Symbol burning || - || - || - || - || - || -<br />
|-<br />
| Nature primacy || Man is a stain on nature's perfection. || Medium || Scarification || - || - || Plants specialist || - || - || - || - || - || - || - || Animalist<br />
|-<br />
| Transhumanist || Human progress means merging with technology. || Medium || Sleep accelerator: Preferred<br>Neural supercharge: Preferred<br>Biosculpting: Accelerated<br>Age reversal: Demanded<br>Eating nutrient paste: Dont[sic] mind<br>Body modification: Approved || Slicecap: Relaxed || Body modification: Abhorrent or Disapproved || Research specialist || - || - || Hex carpet<br>Hex tile<br>Neural supercharger<br>Sleep accelerator || - || - || Body modder || Body purist || Techist<br />
|-<br />
| Flesh purity || The human body should not be debased. || Medium || Drug use: Prohibited<br>Biosculpting: Despised<br>Body modification: Abhorrent<br>Scarification: Horrible || - || Body modification: Approved<br>Physical love: Free and approved || Medical specialist || - || Symbol burning || - || - || - || Body purist<br>Nudist || Body modder || -<br />
|-<br />
| Proselytizer || It is our duty to spread our beliefs. || Medium || Proselytizing: Occasional, Sometimes, or Frequent || - || - || - || - || - || - || - || - || - || - || -<br />
|-<br />
| High life || Exotic states of mind are central to a good life. || Medium || Drug use: Essential || Flophat: Relaxed || Drug use: Prohibited, Medical only, or Medical/social only || Plants specialist || Smokeleaf circle || Smokeleaf circle || Autobong<br>Mindbend carpet || - || - || Chemical interest<br>Chemical fascination || - || -<br />
|-<br />
| Raider || The strong should take from the weak. || Medium || Raiding: Respected or Required <br>Execution: Horrible if innocent, Don't care, Respected if guilty, or Required || - || Disables 4 precepts || Shooting specialist<br>Melee specialist || - || Symbol burning || - || - || - || - || - || -<br />
|-<br />
| Male supremacy || Men are the superior gender and should rule. || Medium || - || Burka: Relaxed<br>Veil: Strong || - || - || - || - || - || - || - || Misogynist || - || -<br />
|-<br />
| Female supremacy || Women are the superior gender and should rule. || Medium || - || Burka: Relaxed<br>Veil: Strong || - || - || - || - || - || - || - || Misandrist || - || -<br />
|}<br />
<br />
=== Low Impact ===<br />
{| class="wikitable sortable"<br />
|-<br />
! Meme !! Description !! Impact !! Required Precepts !! Chance to Have Precept !! Disabled Precepts !! Unlocked Roles !! Required Rituals !! Unlocked Rituals !! New Buildables !! Unlocked Craftables !! Start with Research !! Agreeing Traits !! Conflicting Traits !! Styles<br />
|-<br />
| Individualist || A community's role is to serve each individual. || Low || - || Slavery: Honorable || - || - || - || Symbol burning || - || - || - || - || - || -<br />
|-<br />
| Collectivist || A person's role is to serve the community. || Low || Work drive: Tripled || Visage mask: Relaxed || Marriage name: Keep names || - || - || Symbol burning || - || - || - || - || - || -<br />
|-<br />
| Supremacist || Our people should dominate all others. || Low || Slavery: Acceptable or Honorable <br> Execution: Required, Respected if guilty, or Don't care || - || Disables 4 precepts || Shooting specialist<br>Melee specialist || - || Symbol burning || - || - || - || - || - || -<br />
|-<br />
| Loyalist || We stand for our own before others. || Low || - || - || - || - || - || Symbol burning || - || - || - || - || - || -<br />
|-<br />
| Guilty || Our people carry guilt from ages past. Others are more worthy. || Low || Pain: Idealized <br> Charity: Essential, Important, or Worthwhile || - || Disables 4 precepts || - || - || Symbol burning || - || Torture crown || - || - || - || -<br />
|}<br />
<br />
== Tattoos ==<br />
{| class="wikitable"<br />
|-<br />
! Style !! Face !! Body<br />
|-<br />
| Tribal || tiger, cobweb, eclipse, line, oracle, pantheon, war paint, worried || tiger, buttons, rings<br />
|-<br />
| Punk || tear, headshot, double, love, stars || heart, cross, jester, moon, power, royal, wings<br />
|-<br />
| Cannibal || skull, spider || scar, skeleton, spike<br />
|-<br />
| Misc || - || insect, sun<br />
|}<br />
<br />
== Precepts ==<br />
Diversity of thought<br />
Execution<br />
Male clothing<br />
Apostasy<br />
Fungus<br />
Eating nutrient paste<br />
Skullspike<br />
Marriage name<br />
Slavery<br />
Organ use<br />
Blindness<br />
Insect meat<br />
Research<br />
Women's spouses<br />
Female clothing<br />
Cannibalism<br />
Corpses<br />
Physical love<br />
Scarification<br />
Men's spouses<br />
Slaughtering animals<br />
Autonomous weapons<br />
Body modification<br />
Charity<br />
Drug use<br />
Killing innocent animals<br />
Lighting<br />
Combat in darkness<br />
Meat eating<br />
Mining<br />
Raiding<br />
Cutting trees<br />
Trees<br />
Animal connection<br />
Blind psysense<br />
Bonding: Disapproved<br />
Comfort: Ignored<br />
Slab bed<br />
Mining yield<br />
Pain: Idealized<br />
Proselytizing<br />
Ranching: Central<br />
Small spaces: Don't care<br />
Sleep accelerator: Preferred<br />
Neural supercharge: Preferred<br />
Biosculpting: Accelerated, Despised<br />
Age reversal: Demanded<br />
Gauranlen connection: STrong<br />
Work drive: Tripled<br />
<br />
== Ideology Thoughts ==<br />
=== Thoughts Memory Misc ===<br />
{| {{STDT| sortable c_12 text-center}}<br />
! Thought !! Caption !! Mood Effect !! Expiration time (days) !! Stack Limit !! Stacking Multiplier<br />
|-<br />
! [[Mood#Was enslaved| Was enslaved]]<br />
| They kept me as a slave. They forced me to suffer! || -6 || 12 || 1 || N/A<br />
|-<br />
! [[Mood#Shared room with slave| Shared room with slave]]<br />
| I had to sleep in the same room as a slave. || -3 || 1 || 1 || N/A<br />
|-<br />
! [[Mood#Gauranlen death| Gauranlen deatch]]<br />
| My tree... its calming presence became pure pain, then went silent. Its suffering echoes in my mind... || -15 || 10 || N/A || N/A<br />
<br />
<br />
== Notes ==<br />
Animal Economy stats is great place to start<br />
'''All animals need their stats to be updated.'''<br />
* meat<br />
* gestation time<br />
* growth time<br />
* add toxic sensitivity<br />
* formula for filth rate is no longer needed<br />
* add blocked by fences<br />
* add roam interval<br />
<br />
* might need a single section on animal productivity in animal stats<br />
* page on comparing the egg layers/milkers/wool givers will need to be massively updated!<br />
<br />
animal stats now list:<br />
* meat per day during growth<br />
* grass to maintain<br />
* eggs per year<br />
* egg nutrition per year<br />
* egg market value<br />
* egg value per year<br />
<br />
== Finished Defs ==<br />
=== Ideology ===<br />
ResearchProjectDefs? (find where other research projects might also hide)<br />
<br />
=== Core ===<br />
ThingDef_Plants: <br />
* Changes noticed: Nutrition changed<br />
* Done: Cave, Cultivated Decorative, Cultivated Farm<br />
* To-Do: Bases(?), Special, Wild arid/general/swamp/temperate/tropical</div>
NotBadCat
https://rimworldwiki.com/index.php?title=Megaspider&diff=87647
Megaspider
2021-07-24T05:53:22Z
<p>NotBadCat: updated megaspider taming text</p>
<hr />
<div>{{Stub}}{{infobox main|animal|<br />
|name = Megaspider<br />
|image = Megaspider.png<br />
|description = "Not actually a spider, the megaspider is a genetically-engineered giant insectoid the size of a bear. Designed for heavy work and combat, its thick chitinous armor makes it hard to kill, while its long ripper-blades make it deadly at close quarters. It is, however, quite slow in open terrain."<br />
|type = Animals<br />
|type2 = Insectoids<br />
|bodysize = 1.2<br />
|healthscale = 2.5<br />
|hungerrate = 0.35<br />
|movespeed = 3.6<br />
|attack1dmg = 12<br />
|attack1type = cut<br />
|attack1part = head claw<br />
|attack1cool = 156<br />
|attack2dmg = 7<br />
|attack2type = blunt<br />
|attack2part = head<br />
|attack2cool = 120<br />
|manhunter = 0.35<br />
|manhuntertame = 0.20<br />
|diet = omnivorous<br />
|trainable = advanced<br />
|wildness = 0.40<br />
|gestation = 6<br />
|lifespan = 6<br />
|maturityage = 0.2<br />
|armorblunt = 18<br />
|armorsharp = 27<br />
|marketvalue = 500<br />
|meatname = insect meat<br />
|leathername = none<br />
|leatheryield = 0<br />
|massadult = 84<br />
|min comfortable temperature = -40<br />
|max comfortable temperature = 60<br />
}}<br />
'''Megaspiders''' are giant, bio-engineered, subterranean invertebrates and the largest and most dangerous of the three [[insectoid]] types. They are hostile towards any nearby [[colonists]], have plated armor that makes them quite resistant to ranged attack, and can do lethal amounts of damage in close combat. Like all insects, megaspiders only begin spawning in events where colonists come into contact with their underground habitat: In caves, when opening an [[ancient danger]], during an [[Events#Infestation|infestation]], or by [[Deep drill|deep drilling]].<br />
<br />
Like all insectoids, they have 0 [[Toxic Sensitivity]], rendering them immune to [[toxic buildup]] from any source.<br />
<br />
===Combat & Strategy===<br />
<br />
Megaspiders are slightly slower than [[spelopede]]s and [[megascarab]]s. A common feature of any insectoid swarm is for these smaller, less dangerous creatures to glove the megaspiders' approach, absorbing the fire of your colonists and bogging them down until the big hitters are in range. Fully fit humans can outrun even megascarabs, so the strongest tactic is to hit and run, continually falling back in front of the swarm. If they've infested your base, open your doors and try to lead them out into the open.<br />
<br />
Melee combat is to be avoided, unless you have skilled melee fighters in industrial-grade armor. Megaspiders are sturdy and can do a lot of damage very quickly. Do not understimate how many bullets they take to go down.<br />
<br />
In 1.3, Megaspider wildness decreased from 95% to 40%, making them much easier to rescue and tame. Their trainability also went from intermediate to advanced, making them capable of hauling. With a minimum handling skill of 3, Megaspiders have become much easier to tame and train compared to [[warg|wargs]] (changed to intermediate trainability in 1.3) or [[elephant|elephants]] (min handling skill 7 required). <br />
<br />
<br />
<br />
===Armor===<br />
{| class="wikitable"<br />
|-<br />
! Armor<br />
|-<br />
| {{Apparel Protection Chart|set1name= {{P|Name}} {Sharp) | set1armor1={{P|Armor - Sharp}} | set2name= {{P|Name}} {Blunt) | set2armor1={{P|Armor - Blunt}} }}<br />
|}<br />
<br />
==Training==<br />
{{TrainingTable}}<br />
<br />
== Health ==<br />
{{Animal Health Table}}<br />
<br />
== Version History ==<br />
1.3 - Wildness decreased from 0.95 to 0.40 - trainability changed from intermediate to advanced - gestation changed from N/A to 6<br />
<br />
{{nav|animal}}<br />
[[Category:Animals]]<br />
[[Category:Insectoid]]</div>
NotBadCat
https://rimworldwiki.com/index.php?title=Spelopede&diff=87642
Spelopede
2021-07-24T04:27:12Z
<p>NotBadCat: stats updated</p>
<hr />
<div>{{Stub}}{{infobox main|animal|<br />
|page verified for version = A14C<br />
|name=Spelopede<br />
|image=Spelopede.png<br />
|description="A medium-sized bioengineered insectoid the size of a sheep. The spelopede is the middle caste of a hive, taking care of most work tasks as well as fighting with its digging claws. It's dangerous in combat, but slow on open ground."<br />
|type=Animals<br />
|type2=Insectoids<br />
|bodysize=0.8<br />
|healthscale=1.7<br />
|hungerrate=0.25<br />
|movespeed=3.65<br />
|attack1dmg=7<br />
|attack1type=cut<br />
|attack1part=head claw<br />
|attack1cool=120<br />
|attack2dmg=6<br />
|attack2type=blunt<br />
|attack2part=head<br />
|attack2cool=120<br />
|leathername = none<br />
|leatheryield = 0<br />
|manhunter = 0.5<br />
|manhuntertame = 0.10<br />
|diet=omnivorous<br />
|trainable=advanced<br />
|wildness=0.3<br />
|gestation=6<br />
|lifespan=6<br />
|maturityage=0.2<br />
|armorblunt=18<br />
|armorsharp=18<br />
|marketvalue=200<br />
|meatname=insect meat<br />
|massadult=56<br />
|min comfortable temperature = -25<br />
|max comfortable temperature = 60<br />
}}<br />
'''Spelopedes''' are giant, bio-engineered, subterranean invertebrates and the middle of the three [[insectoid]] types in both size and danger. They can inhabit any terrain where an [[infestation]] has spawned. They are dangerous in combat, but slow on open ground.<br />
<br />
Their body is composed of a head, head claw, mouth, pronotum, shell, elytras (left and right), two pair of legs (from and back).<br />
<br />
Like all insectoids, they have 0 [[Toxic Sensitivity]], rendering them immune to [[toxic buildup]] from any source.<br />
==Analyis==<br />
{{Stub|section=1}}<br />
===Armor===<br />
{| class="wikitable"<br />
|-<br />
! Armor<br />
|-<br />
| {{Apparel Protection Chart|set1name= {{P|Name}} {Sharp) | set1armor1={{P|Armor - Sharp}} | set2name= {{P|Name}} {Blunt) | set2armor1={{P|Armor - Blunt}} }}<br />
|}<br />
<br />
==Training==<br />
{{TrainingTable}}<br />
<br />
== Health ==<br />
{{Animal Health Table}}<br />
<br />
== Version History ==<br />
1.3 - manhunter on tame fail decreased from 20% to 10% - manhunter on harm increased from 35% to 50% - wildness decreased from 95% to 30% - trainability changed from intermediate to advanced - gestation changed from N/A to 6<br />
<br />
{{nav|animal}}<br />
[[Category:Animals]]<br />
[[Category:Insectoid]]</div>
NotBadCat
https://rimworldwiki.com/index.php?title=Megaspider&diff=87641
Megaspider
2021-07-24T04:19:43Z
<p>NotBadCat: </p>
<hr />
<div>{{Stub}}{{infobox main|animal|<br />
|name = Megaspider<br />
|image = Megaspider.png<br />
|description = "Not actually a spider, the megaspider is a genetically-engineered giant insectoid the size of a bear. Designed for heavy work and combat, its thick chitinous armor makes it hard to kill, while its long ripper-blades make it deadly at close quarters. It is, however, quite slow in open terrain."<br />
|type = Animals<br />
|type2 = Insectoids<br />
|bodysize = 1.2<br />
|healthscale = 2.5<br />
|hungerrate = 0.35<br />
|movespeed = 3.6<br />
|attack1dmg = 12<br />
|attack1type = cut<br />
|attack1part = head claw<br />
|attack1cool = 156<br />
|attack2dmg = 7<br />
|attack2type = blunt<br />
|attack2part = head<br />
|attack2cool = 120<br />
|manhunter = 0.35<br />
|manhuntertame = 0.20<br />
|diet = omnivorous<br />
|trainable = advanced<br />
|wildness = 0.40<br />
|gestation = 6<br />
|lifespan = 6<br />
|maturityage = 0.2<br />
|armorblunt = 18<br />
|armorsharp = 27<br />
|marketvalue = 500<br />
|meatname = insect meat<br />
|leathername = none<br />
|leatheryield = 0<br />
|massadult = 84<br />
|min comfortable temperature = -40<br />
|max comfortable temperature = 60<br />
}}<br />
'''Megaspiders''' are giant, bio-engineered, subterranean invertebrates and the largest and most dangerous of the three [[insectoid]] types. They are hostile towards any nearby [[colonists]], have plated armor that makes them quite resistant to ranged attack, and can do lethal amounts of damage in close combat. Like all insects, megaspiders only begin spawning in events where colonists come into contact with their underground habitat: In caves, when opening an [[ancient danger]], during an [[Events#Infestation|infestation]], or by [[Deep drill|deep drilling]].<br />
<br />
Like all insectoids, they have 0 [[Toxic Sensitivity]], rendering them immune to [[toxic buildup]] from any source.<br />
<br />
===Combat & Strategy=== (outdated)<br />
<br />
Megaspiders are slightly slower than [[spelopede]]s and [[megascarab]]s. A common feature of any insectoid swarm is for these smaller, less dangerous creatures to glove the megaspiders' approach, absorbing the fire of your colonists and bogging them down until the big hitters are in range. Fully fit humans can outrun even megascarabs, so the strongest tactic is to hit and run, continually falling back in front of the swarm. If they've infested your base, open your doors and try to lead them out into the open.<br />
<br />
Melee combat is to be avoided, unless you have skilled melee fighters in industrial-grade armor. Megaspiders are sturdy and can do a lot of damage very quickly. Do not understimate how many bullets they take to go down.<br />
<br />
Downed megaspiders can be rescued. This is not a smart thing to do unless you have a very skilled animal trainer on hand, 16 or higher to overcome its Wildness. A tamed megaspider is a highly resistant attack animal, although ultimately not as effective nor as easy to tame as a [[warg]] or an [[elephant]].<br />
<br />
<br />
<br />
===Armor===<br />
{| class="wikitable"<br />
|-<br />
! Armor<br />
|-<br />
| {{Apparel Protection Chart|set1name= {{P|Name}} {Sharp) | set1armor1={{P|Armor - Sharp}} | set2name= {{P|Name}} {Blunt) | set2armor1={{P|Armor - Blunt}} }}<br />
|}<br />
<br />
==Training==<br />
{{TrainingTable}}<br />
<br />
== Health ==<br />
{{Animal Health Table}}<br />
<br />
== Version History ==<br />
1.3 - Wildness decreased from 0.95 to 0.40 - trainability changed from intermediate to advanced - gestation changed from N/A to 6<br />
<br />
{{nav|animal}}<br />
[[Category:Animals]]<br />
[[Category:Insectoid]]</div>
NotBadCat
https://rimworldwiki.com/index.php?title=Megascarab&diff=87640
Megascarab
2021-07-24T04:18:29Z
<p>NotBadCat: stats updated</p>
<hr />
<div>{{Stub}}{{infobox main|animal|<br />
|name = Megascarab<br />
|image = Megascarab.png<br />
|description = "A large, genetically-engineered beetle. Once the worker caste of an artifical<sup>[sic]</sup> ecosystem of insectoids designed to fight mechanoid invasions, it is now often seen without its deadlier insectoid cousins. Still, its size and hard shell make it dangerous when it attacks. A eusocial creature, it cannot reproduce individually."<br />
|type = Animals<br />
|type2 = Insectoids<br />
|bodysize = 0.2<br />
|healthscale = 0.4<br />
|hungerrate = 0.10<br />
|movespeed = 3.75<br />
|attack1dmg = 5<br />
|attack1type = bite<br />
|attack1part = mandibles<br />
|attack1cool = 120<br />
|attack2dmg = 4<br />
|attack2type = blunt<br />
|attack2part = head<br />
|attack2cool = 120<br />
|armorblunt = 18<br />
|armorsharp = 72<br />
|manhunter = 0.35<br />
|manhuntertame = 0.20<br />
|diet = omnivorous<br />
|trainable = intermediate<br />
|leathername = none<br />
|leatheryield = 0<br />
|wildness = 0.2<br />
|gestation = N/A<br />
|lifespan = 10<br />
|livesin_desert = true<br />
|livesin_extremedesert = true<br />
|maturityage = 0.4<br />
|marketvalue = 100<br />
|meatname = insect meat<br />
|massadult = 14<br />
|min comfortable temperature = 0<br />
|max comfortable temperature = 60<br />
}}<br />
'''Megascarabs''' are a type of [[Insectoid]] found in [[Biome#Desert|regular]] and [[Biome#Extreme desert|extreme deserts]], [[infestation]]s or inside [[ancient shrine]]s, including inside the [[Ancient cryptosleep casket|caskets]]. They are ground beetles of metallic color that posses elytra, a protective shell resistant to blunt damage by 18% and sharp damage by 72%. Megascarabs are hazardous to hunt, for if they are injured by a human or a mechanoid, they will turn manhunter and attack any human or mechanoid on the map they can reach. If slain, they can be butchered for insect meat. Colonists dislike eating any insect meat, but meat-eating animals have no such problem.<br />
<br />
Like all insectoids, they have 0 [[Toxic Sensitivity]], rendering them immune to [[toxic buildup]] from any source.<br />
==Analyis==<br />
{{Stub|section=1}}<br />
===Armor===<br />
{| class="wikitable"<br />
|-<br />
! Armor<br />
|-<br />
| {{Apparel Protection Chart|set1name= {{P|Name}} {Sharp) | set1armor1={{P|Armor - Sharp}} | set2name= {{P|Name}} {Blunt) | set2armor1={{P|Armor - Blunt}} }}<br />
|}<br />
<br />
==Training==<br />
{{TrainingTable}}<br />
<br />
== Health ==<br />
{{Animal Health Table}}<br />
<br />
== Version History ==<br />
1.3 - Revenge on tame fail decreased from 20% to 10% - revenge on harm increased from 35% to 50% - wildness decreased from 95% to 20%<br />
<br />
{{nav|animal}}<br />
[[Category:Animals]]<br />
[[Category:Insectoid]]</div>
NotBadCat
https://rimworldwiki.com/index.php?title=Megaspider&diff=87639
Megaspider
2021-07-24T04:05:41Z
<p>NotBadCat: updated stats; combat & strategy outdated</p>
<hr />
<div>{{Stub}}{{infobox main|animal|<br />
|name = Megaspider<br />
|image = Megaspider.png<br />
|description = "Not actually a spider, the megaspider is a genetically-engineered giant insectoid the size of a bear. Designed for heavy work and combat, its thick chitinous armor makes it hard to kill, while its long ripper-blades make it deadly at close quarters. It is, however, quite slow in open terrain."<br />
|type = Animals<br />
|type2 = Insectoids<br />
|bodysize = 1.2<br />
|healthscale = 2.5<br />
|hungerrate = 0.35<br />
|movespeed = 3.6<br />
|attack1dmg = 12<br />
|attack1type = cut<br />
|attack1part = head claw<br />
|attack1cool = 156<br />
|attack2dmg = 7<br />
|attack2type = blunt<br />
|attack2part = head<br />
|attack2cool = 120<br />
|manhunter = 0.35<br />
|manhuntertame = 0.20<br />
|diet = omnivorous<br />
|trainable = intermediate<br />
|wildness = 0.40<br />
|gestation = 6<br />
|lifespan = 6<br />
|maturityage = 0.2<br />
|armorblunt = 18<br />
|armorsharp = 27<br />
|marketvalue = 500<br />
|meatname = insect meat<br />
|leathername = none<br />
|leatheryield = 0<br />
|massadult = 84<br />
|min comfortable temperature = -40<br />
|max comfortable temperature = 60<br />
}}<br />
'''Megaspiders''' are giant, bio-engineered, subterranean invertebrates and the largest and most dangerous of the three [[insectoid]] types. They are hostile towards any nearby [[colonists]], have plated armor that makes them quite resistant to ranged attack, and can do lethal amounts of damage in close combat. Like all insects, megaspiders only begin spawning in events where colonists come into contact with their underground habitat: In caves, when opening an [[ancient danger]], during an [[Events#Infestation|infestation]], or by [[Deep drill|deep drilling]].<br />
<br />
Like all insectoids, they have 0 [[Toxic Sensitivity]], rendering them immune to [[toxic buildup]] from any source.<br />
<br />
===Combat & Strategy=== (outdated)<br />
<br />
Megaspiders are slightly slower than [[spelopede]]s and [[megascarab]]s. A common feature of any insectoid swarm is for these smaller, less dangerous creatures to glove the megaspiders' approach, absorbing the fire of your colonists and bogging them down until the big hitters are in range. Fully fit humans can outrun even megascarabs, so the strongest tactic is to hit and run, continually falling back in front of the swarm. If they've infested your base, open your doors and try to lead them out into the open.<br />
<br />
Melee combat is to be avoided, unless you have skilled melee fighters in industrial-grade armor. Megaspiders are sturdy and can do a lot of damage very quickly. Do not understimate how many bullets they take to go down.<br />
<br />
Downed megaspiders can be rescued. This is not a smart thing to do unless you have a very skilled animal trainer on hand, 16 or higher to overcome its Wildness. A tamed megaspider is a highly resistant attack animal, although ultimately not as effective nor as easy to tame as a [[warg]] or an [[elephant]].<br />
<br />
<br />
<br />
===Armor===<br />
{| class="wikitable"<br />
|-<br />
! Armor<br />
|-<br />
| {{Apparel Protection Chart|set1name= {{P|Name}} {Sharp) | set1armor1={{P|Armor - Sharp}} | set2name= {{P|Name}} {Blunt) | set2armor1={{P|Armor - Blunt}} }}<br />
|}<br />
<br />
==Training==<br />
{{TrainingTable}}<br />
<br />
== Health ==<br />
{{Animal Health Table}}<br />
<br />
== Version History ==<br />
1.3 - Wildness decreased from 0.95 to 0.40 - trainability changed from intermediate to advanced - gestation changed from N/A to 6<br />
<br />
{{nav|animal}}<br />
[[Category:Animals]]<br />
[[Category:Insectoid]]</div>
NotBadCat
https://rimworldwiki.com/index.php?title=User:NotBadCat&diff=87638
User:NotBadCat
2021-07-24T03:31:39Z
<p>NotBadCat: sortable meme tables</p>
<hr />
<div>== Trying New Version of Animal Stats box ==<br />
infobox main|animal|<br><br />
|name = Cow<br><br />
|image = Cow.png<br><br />
|description = "A large domesticated ungulate, cows have been bred for millennia to produce huge amounts of milk, meat, and leather. They are exceptionally gentle creatures and will never seek revenge, no matter how many times they are harmed. Most of them are so adapted to farm life that they cannot survive in the wild."<br><br />
<br />
{| class="wikitable"<br />
|-<br />
! '''Base Stats''' !! '''Pawn Stats''' !! '''Training''' !! '''Yields''' !! '''Lifecycle''' !! '''Offense/Defense'''<br />
|-<br />
|type = Animals<br><br />
type2 = Farm<br><br />
marketvalue = 300<br />
livesin_aridshrubland = true or <omit><br><br />
livesin_borealforest = true or <omit><br><br />
livesin_desert = true or <omit><br><br />
livesin_extremedesert = true or <omit><br><br />
livesin_icesheet = true or <omit><br><br />
livesin_seaice = true or <omit><br><br />
livesin_temperateforest = true or <omit><br><br />
livesin_tropicalrainforest = true or <omit><br><br />
livesin_tundra = true or <omit> <br />
||<br />
bodysize = 2.4<br><br />
healthscale = 1.5<br><br />
massadult = 140<br><br />
movespeed = 3.20<br><br />
hungerrate = 0.535<br><br />
diet = herbivorous<br><br />
predator = true or <omit><br><br />
grassmaintain = 8.56 (automated?)<br><br />
filthrate = 16<br><br />
toxicsensitivity = 0.5<br><br />
min comfortable temperature = -10<br><br />
max comfortable temperature = 40<br> <br />
|| <br />
trainable = none<br><br />
roaminterval = 2<br><br />
blockedfences = 1 (Boolean)<br><br />
nuzzleMtb = <br><br />
manhunter = 0.0<br><br />
manhuntertame = 0.0<br><br />
wildness = 0.05<br><br />
|| <br />
meatname = beef<br><br />
meatyield = 336 (body size * 140 (plus post-process curve for animals under 1.0)<br><br />
leathername = plainleather<br><br />
leatheryield = 60 (body size * 40 (post-process curve)<br><br />
milk = 14<br><br />
milktime = 1<br><br />
milkyear = 840 (milk x milktime x 60)<br><br />
milkvalue = 1.90<br><br />
milkvalueyear = $1596 (milkyear x milkvalue)<br><br />
wool = <br><br />
woolname = <br><br />
sheartime = <br><br />
woolyear = <br><br />
woolvalue =<br><br />
woolvalueyear = <br><br />
eggsmin = <br><br />
eggsmax = <br><br />
eggs_avg = <br><br />
eggtime = <br><br />
eggs_unfertilized = <br><br />
eggmarketvalue = <br><br />
eggsyear =<br><br />
eggsvalueyear = <br><br />
|| <br />
lifespan = 22<br><br />
gestation = 6.66<br><br />
offspring = 1<br><br />
maturityage = 0.33<br><br />
meatperday = 16.8 (automated?)<br><br />
|| <br />
attack1dmg = 8.8<br><br />
attack1type = bite<br><br />
attack1part = teeth<br><br />
attack1cool = 2.6 (I don't know how to calculate ticks, this is cooldowntime in xml)<br><br />
attack1stun = <br><br />
attack2dmg = 7<br><br />
attack2type = blunt<br><br />
attack2part = head<br><br />
attack2cool = 2.0<br><br />
attack2stun = <br><br />
attack3dmg = 8<br><br />
attack3type = blunt/poke<br><br />
attack3part = left hoof<br><br />
attack3cool = 2<br><br />
attack3stun = <br><br />
attack4dmg = 8<br><br />
attack4type = blunt/poke<br><br />
attack4part = right hoof<br><br />
attack4cool = 2.6<br><br />
attack4stun = <br />
|}<br />
<br />
<br />
==Ideoligions==<br />
<br />
== Structure ==<br />
Choosing your structure affects which symbols the game uses for your ideoligion. It does not affect gameplay.<br />
=== Structures ===<br />
<br />
{| class="wikitable"<br />
|-<br />
! Structure !! Description !! Styles !! Unlocked Rituals !! Chance to Have Precept<br />
|-<br />
| Abstract theist || The god(s) do not have physical form, but are everywhere at once. They know all, and can do anything. Their will defines the moral structure of the universe. || || || <br />
|-<br />
| Animist || Spirits live in everything around us. In the plants and animals, rivers and trees, sky and stars. The moral structure of the universe springs from the necessity of respecting them. || Animalist || || <br />
|-<br />
| Archist || Archotechs are the true gods. They know the moral structure of the universe, and serving them is how we will connect with it. || || || <br />
|-<br />
| Buddhist origin || This ideoligion is a descendant of ancient Buddhism. It may have very different precepts than those of thousands of years ago, but its symbols are similar. || Buddhist || Smokeleaf circle || Headwrap: Relaxed<br>Broadwrap: Relaxed<br />
|-<br />
| Christian origin || This is a variant of the abstract theist structure. This ideoligion is a descendant of ancient Christianity. It may have very different precepts than those of thousands of years ago, but its symbols are similar. || Christian || Christmas tree party || Headwrap: Relaxed<br>Broadwrap: Relaxed<br />
|-<br />
| Embodied theist || The god(s) walk the planets like us, yet they are powerful and immortal as we are not. They decide the moral structure of the universe. || || || <br />
|-<br />
| Hindu origin || This is a variant of the embodied theist structure. This ideoligion is a descendant of ancient Hinduism. It may have very different precepts than those of thousands of years ago, but its symbols are similar. || Hindu || Smokeleaf circle || Headwrap: Relaxed<br>Broadwrap: Relaxed<br />
|-<br />
| Ideological || There are no gods. The moral structure of the universe is found in our grand narrative of social forces. || || Symbol burning || <br />
|-<br />
| Islamic origin || This is a variant of the abstract theist structure. This ideoligion is a descendant of ancient Islam. It may have very different precepts than those of thousands of years ago, but its symbols are similar. || Islamic || || Headwrap: Relaxed<br>Broadwrap: Relaxed<br />
|}<br />
<br />
== Memes ==<br />
<br />
=== High Impact ===<br />
{| class="wikitable sortable"<br />
|-<br />
! Meme !! Description !! Impact !! Required Precepts !! Chance to Have Precept !! Disabled Precepts !! Unlocked Roles !! Required Rituals !! Unlocked Rituals !! New Buildables !! Unlocked Craftables !! Start with Research !! Agreeing Traits !! Conflicting Traits !! Styles<br />
|-<br />
| Pain is virtue || Virtue is shown through suffering of self and others. || High || Pain: Idealized<br>Comfort: Ignored<br>Slab bed: Preferred || - || Disables 7 precepts || - || Scarification || Symbol burning || Slab bed<br>Slab double bed || Torture crown || - || Ascetic<br>Tortured artist<br>Masochist || Wimp<br>Gourmand || Morbid<br />
|-<br />
| Cannibal || We must consume human flesh. || High || Organ use: Acceptable <br>Cannibalism: Preferred, Required (strong), or Required (ravenous) <br>Execution: Don't care, Respected if guilty, or Required || - || Execution: Always horrible or Horrible if innocent || - || - || Cannibal feast || - || - || - || Cannibal || - || Morbid<br />
|-<br />
| Nudism || Clothing binds, controls, and suffocates us. We should all hang free. || High || Male clothing: Fully nude or Pants at most <br>Female clothing: Fully nude or Pants at most || - || - || - || - || Symbol burning || - || - || - || Nudist || - || -<br />
|-<br />
| Rancher || Raising animals is the right way; raising plants to eat is not. || High || Ranching: Central <br>Meat eating: Mildly required, Seriously required, or Strictly required || - || - || Animals specialist || - || Symbol burning || - || - || - || - || - || -<br />
|-<br />
| Blindsight || desc || High || Blind psysense: Strong <br>Blindness: Respected, Elevated, or Sublime || - || Blindness: Horrible<br>Lighting: Darklight preferred<br>Combat in darkness: preferred || Medical specialist || Blinding || - || - || Blindfold || - || - || - || -<br />
|-<br />
| Darkness || Bright light burns and destroys! Darkness nourishes and creates. People ought to live in darkness. || High || Lighting: Darklight preferred<br>Combat in darkness: Preferred || - || - || Mining specialist || - || - || - || - || - || - || - || -<br />
|-<br />
| Tunneler || Humans ought to live underground, and enjoy the succulent fruit of the depths. || High || Fungus: Preferred<br>Insect meat: Loved<br>Small spaces: Don't care || Mining: Prohibited, Horrible, or Disapproved || - || Mining specialist || - || - || Fungal gravel || - || Stonecutting || Undergrounder || - || -<br />
|-<br />
| Tree connection || Trees are the essence of life, and we must be near them. || High || Trees: Desired || - || - || Plants specialist || - || - || - || - || Tree sowing || - || - || -<br />
|}<br />
<br />
=== Medium Impact ===<br />
{| class="wikitable sortable"<br />
|-<br />
! Meme !! Description !! Impact !! Required Precepts !! Chance to Have Precept !! Disabled Precepts !! Unlocked Roles !! Required Rituals !! Unlocked Rituals !! New Buildables !! Unlocked Craftables !! Start with Research !! Agreeing Traits !! Conflicting Traits !! Styles<br />
|-<br />
| Human primacy || Humans are the moral center of the universe. || Medium || Bonding: Disapproved || - || Disables 18 precepts || Production specialist || - || Symbol burning || - || - || - || - || - || -<br />
|-<br />
| Nature primacy || Man is a stain on nature's perfection. || Medium || Scarification || - || - || Plants specialist || - || - || - || - || - || - || - || Animalist<br />
|-<br />
| Transhumanist || Human progress means merging with technology. || Medium || Sleep accelerator: Preferred<br>Neural supercharge: Preferred<br>Biosculpting: Accelerated<br>Age reversal: Demanded<br>Eating nutrient paste: Dont[sic] mind<br>Body modification: Approved || Slicecap: Relaxed || Body modification: Abhorrent or Disapproved || Research specialist || - || - || Hex carpet<br>Hex tile<br>Neural supercharger<br>Sleep accelerator || - || - || Body modder || Body purist || Techist<br />
|-<br />
| Flesh purity || The human body should not be debased. || Medium || Drug use: Prohibited<br>Biosculpting: Despised<br>Body modification: Abhorrent<br>Scarification: Horrible || - || Body modification: Approved<br>Physical love: Free and approved || Medical specialist || - || Symbol burning || - || - || - || Body purist<br>Nudist || Body modder || -<br />
|-<br />
| Proselytizer || It is our duty to spread our beliefs. || Medium || Proselytizing: Occasional, Sometimes, or Frequent || - || - || - || - || - || - || - || - || - || - || -<br />
|-<br />
| High life || Exotic states of mind are central to a good life. || Medium || Drug use: Essential || Flophat: Relaxed || Drug use: Prohibited, Medical only, or Medical/social only || Plants specialist || Smokeleaf circle || Smokeleaf circle || Autobong<br>Mindbend carpet || - || - || Chemical interest<br>Chemical fascination || - || -<br />
|-<br />
| Raider || The strong should take from the weak. || Medium || Raiding: Respected or Required <br>Execution: Horrible if innocent, Don't care, Respected if guilty, or Required || - || Disables 4 precepts || Shooting specialist<br>Melee specialist || - || Symbol burning || - || - || - || - || - || -<br />
|-<br />
| Male supremacy || Men are the superior gender and should rule. || Medium || - || Burka: Relaxed<br>Veil: Strong || - || - || - || - || - || - || - || Misogynist || - || -<br />
|-<br />
| Female supremacy || Women are the superior gender and should rule. || Medium || - || Burka: Relaxed<br>Veil: Strong || - || - || - || - || - || - || - || Misandrist || - || -<br />
|}<br />
<br />
=== Low Impact ===<br />
{| class="wikitable sortable"<br />
|-<br />
! Meme !! Description !! Impact !! Required Precepts !! Chance to Have Precept !! Disabled Precepts !! Unlocked Roles !! Required Rituals !! Unlocked Rituals !! New Buildables !! Unlocked Craftables !! Start with Research !! Agreeing Traits !! Conflicting Traits !! Styles<br />
|-<br />
| Individualist || A community's role is to serve each individual. || Low || - || Slavery: Honorable || - || - || - || Symbol burning || - || - || - || - || - || -<br />
|-<br />
| Collectivist || A person's role is to serve the community. || Low || Work drive: Tripled || Visage mask: Relaxed || Marriage name: Keep names || - || - || Symbol burning || - || - || - || - || - || -<br />
|-<br />
| Supremacist || Our people should dominate all others. || Low || Slavery: Acceptable or Honorable <br> Execution: Required, Respected if guilty, or Don't care || - || Disables 4 precepts || Shooting specialist<br>Melee specialist || - || Symbol burning || - || - || - || - || - || -<br />
|-<br />
| Loyalist || We stand for our own before others. || Low || - || - || - || - || - || Symbol burning || - || - || - || - || - || -<br />
|-<br />
| Guilty || Our people carry guilt from ages past. Others are more worthy. || Low || Pain: Idealized <br> Charity: Essential, Important, or Worthwhile || - || Disables 4 precepts || - || - || Symbol burning || - || Torture crown || - || - || - || -<br />
|}<br />
<br />
== Tattoos ==<br />
{| class="wikitable"<br />
|-<br />
! Style !! Face !! Body<br />
|-<br />
| Tribal || tiger, cobweb, eclipse, line, oracle, pantheon, war paint, worried || tiger, buttons, rings<br />
|-<br />
| Punk || tear, headshot, double, love, stars || heart, cross, jester, moon, power, royal, wings<br />
|-<br />
| Cannibal || skull, spider || scar, skeleton, spike<br />
|-<br />
| Misc || - || insect, sun<br />
|}<br />
<br />
<br />
<br />
== Notes ==<br />
Animal Economy stats is great place to start<br />
'''All animals need their stats to be updated.'''<br />
* meat<br />
* gestation time<br />
* growth time<br />
* add toxic sensitivity<br />
* formula for filth rate is no longer needed<br />
* add blocked by fences<br />
* add roam interval<br />
<br />
* might need a single section on animal productivity in animal stats<br />
* page on comparing the egg layers/milkers/wool givers will need to be massively updated!<br />
<br />
animal stats now list:<br />
* meat per day during growth<br />
* grass to maintain<br />
* eggs per year<br />
* egg nutrition per year<br />
* egg market value<br />
* egg value per year<br />
<br />
== Finished Defs ==<br />
=== Ideology ===<br />
ResearchProjectDefs? (find where other research projects might also hide)<br />
<br />
=== Core ===<br />
ThingDef_Plants: <br />
* Changes noticed: Nutrition changed<br />
* Done: Cave, Cultivated Decorative, Cultivated Farm<br />
* To-Do: Bases(?), Special, Wild arid/general/swamp/temperate/tropical</div>
NotBadCat
https://rimworldwiki.com/index.php?title=Gauranlen_tree&diff=87637
Gauranlen tree
2021-07-24T03:23:29Z
<p>NotBadCat: added links to pod/seeds; corrected moss beauty</p>
<hr />
<div>{{Ideology}}{{stub}}{{infobox main|plant|<br />
| name = Gauranlen tree<br />
| image = Gauranlen tree.png|Gauranlen tree<br />
| description = An orange tree that produces dryads. These dryads are born from a dryad queen who lives inside the tree (and isn’t seen in gameplay). Each dryad stays attached to its mother tree for life.<br />
| type = Plant<br />
| type2 = Tree<br />
| hp = 300<br />
| cover = 0.25<br />
| beauty = 6<br />
| flammability = 1.0<br />
| grow days = 10<br />
| lifespanDaysPerGrowDays = <br />
| sow work = 400<br />
| harvest work = <br />
| product = Wood<br />
| yield = 35<br />
| min sowing skill = <br />
| min fertility = 0.05<br />
| fertility sensitivity = 0.00<br />
| nutrition =<br />
| sowTags = <br />
| page verified for version = 1.3.3066<br />
}}<br />
The '''Gauranlen tree''' is a tree added by the [[Ideology DLC]]. It produces and supports [[dryads]]. The tree reaches its largest size after 10 days since planting, although this is purely visual.<br />
<br />
They can be eaten by [[dendrovore]]s such as [[thrumbo]]s and [[alphabeaver]]s.<br />
<br />
==Planting==<br />
[[Gauranlen seeds]] can be planted on any tile with a fertility stat, but if planted within 7 tiles of artificial structures the tree will experience greater connection strength decay over time. It cannot be planted closer than 4 tiles to another Gauranlen tree, or within 1 tile of a grow zone. <br />
<br />
==Connection==<br />
For the tree to produce any dryads a colonist must connect with the tree through a connection ceremony. The ceremony requires at minimum 1 connector. Additional spectators will increase the quality of the ceremony, with each spectator over one adding an additional 10% expected connection quality.<br />
<br />
You may select the dryad caste after the ceremony is completed. The connection made after the ceremony is permanent, even if the connection strength drops to 0%. The only way to break the connection is for the connected colonist to die, after which a 30-day countdown will ensue until another pawn may connect to the tree. The dryads connected to the tree will enter into cocoons and reform into immature dryads.<br />
<br />
You can see the connection strength your colonist has with the tree by selecting the tree. It ranges from 0% to 100%, and the colonist must prune the tree to increase their connection with it. The stronger the connection the more dryads that tree can produce and support. A tree can support at most 4 dryads maintaining a 75% connection strength. It is recommended to aim for a higher connection than you desire, since the connection will continue to fall even if recently pruned, including overnight.<br />
<br />
==Pruning==<br />
Pruning the tree is done to maintain the tree's connection status with its connected pawn. Pruning is an activity under Plant Cut and will be prioritized according to the plant cut work priority. The speed at which pruning is done is governed by the Plants skill. A pawn with a higher Plants skill will be more efficient at maintaining the connection. Note that pruning speed is not governed by any work speed pawn stat. A pawn at plants 0 will prune at a rate of 0.8%/hr, a pawn with plants 10 at 1%/hr, and 20 at 1.2%/hr. This is linear, but the time it takes to prune the tree is not, with maintaining connection strength with a low plants skill pawn taking a significantly longer amount of time.<br />
<br />
==Obtaining a Gauranlen Seed==<br />
Gauranlen seeds can be harvested from a [[Gauranlen Pod]]. Harvesting yields one Gauranlen Seed. Gauranlen Pods are spawned as an event that can be triggered naturally or as a successful religious event reward.<br />
<br />
==Gauranlen moss==<br />
[[Gauranlen_Moss]] is spawned upon planting on tiles within 7 tiles of the tree. The moss has a beauty of 10. It will spread flames, but cannot be burnt down itself. The moss goes through regular cycles of dying and regrowing.<br />
<br />
==Gauranlen interaction with religion==<br />
There is a Gauranlen connection precept, pawns in an ideology with that precept will want a Gauranlen connection. If a pawn in the same religion does have a connection, they get a +3 mood bonus. It counts as a tree in interacting with the [[Precept]] Trees.<br />
<br />
==Gallery==<br />
<gallery><br />
GauranlenTreeA.png|Gauranlen Tree sprite Variant A<br />
Gauranlen tree.png|Gauranlen Tree sprite Variant B<br />
</gallery><br />
<br />
== Version History==<br />
* [[Ideology DLC]] Release - Added.<br />
<br />
{{nav|plant|wide}}<br />
[[Category:Trees]]</div>
NotBadCat
https://rimworldwiki.com/index.php?title=User:NotBadCat&diff=87631
User:NotBadCat
2021-07-24T01:56:10Z
<p>NotBadCat: structures, memes, and tatoos in tables!</p>
<hr />
<div>== Trying New Version of Animal Stats box ==<br />
infobox main|animal|<br><br />
|name = Cow<br><br />
|image = Cow.png<br><br />
|description = "A large domesticated ungulate, cows have been bred for millennia to produce huge amounts of milk, meat, and leather. They are exceptionally gentle creatures and will never seek revenge, no matter how many times they are harmed. Most of them are so adapted to farm life that they cannot survive in the wild."<br><br />
<br />
{| class="wikitable"<br />
|-<br />
! '''Base Stats''' !! '''Pawn Stats''' !! '''Training''' !! '''Yields''' !! '''Lifecycle''' !! '''Offense/Defense'''<br />
|-<br />
|type = Animals<br><br />
type2 = Farm<br><br />
marketvalue = 300<br />
livesin_aridshrubland = true or <omit><br><br />
livesin_borealforest = true or <omit><br><br />
livesin_desert = true or <omit><br><br />
livesin_extremedesert = true or <omit><br><br />
livesin_icesheet = true or <omit><br><br />
livesin_seaice = true or <omit><br><br />
livesin_temperateforest = true or <omit><br><br />
livesin_tropicalrainforest = true or <omit><br><br />
livesin_tundra = true or <omit> <br />
||<br />
bodysize = 2.4<br><br />
healthscale = 1.5<br><br />
massadult = 140<br><br />
movespeed = 3.20<br><br />
hungerrate = 0.535<br><br />
diet = herbivorous<br><br />
predator = true or <omit><br><br />
grassmaintain = 8.56 (automated?)<br><br />
filthrate = 16<br><br />
toxicsensitivity = 0.5<br><br />
min comfortable temperature = -10<br><br />
max comfortable temperature = 40<br> <br />
|| <br />
trainable = none<br><br />
roaminterval = 2<br><br />
blockedfences = 1 (Boolean)<br><br />
nuzzleMtb = <br><br />
manhunter = 0.0<br><br />
manhuntertame = 0.0<br><br />
wildness = 0.05<br><br />
|| <br />
meatname = beef<br><br />
meatyield = 336 (body size * 140 (plus post-process curve for animals under 1.0)<br><br />
leathername = plainleather<br><br />
leatheryield = 60 (body size * 40 (post-process curve)<br><br />
milk = 14<br><br />
milktime = 1<br><br />
milkyear = 840 (milk x milktime x 60)<br><br />
milkvalue = 1.90<br><br />
milkvalueyear = $1596 (milkyear x milkvalue)<br><br />
wool = <br><br />
woolname = <br><br />
sheartime = <br><br />
woolyear = <br><br />
woolvalue =<br><br />
woolvalueyear = <br><br />
eggsmin = <br><br />
eggsmax = <br><br />
eggs_avg = <br><br />
eggtime = <br><br />
eggs_unfertilized = <br><br />
eggmarketvalue = <br><br />
eggsyear =<br><br />
eggsvalueyear = <br><br />
|| <br />
lifespan = 22<br><br />
gestation = 6.66<br><br />
offspring = 1<br><br />
maturityage = 0.33<br><br />
meatperday = 16.8 (automated?)<br><br />
|| <br />
attack1dmg = 8.8<br><br />
attack1type = bite<br><br />
attack1part = teeth<br><br />
attack1cool = 2.6 (I don't know how to calculate ticks, this is cooldowntime in xml)<br><br />
attack1stun = <br><br />
attack2dmg = 7<br><br />
attack2type = blunt<br><br />
attack2part = head<br><br />
attack2cool = 2.0<br><br />
attack2stun = <br><br />
attack3dmg = 8<br><br />
attack3type = blunt/poke<br><br />
attack3part = left hoof<br><br />
attack3cool = 2<br><br />
attack3stun = <br><br />
attack4dmg = 8<br><br />
attack4type = blunt/poke<br><br />
attack4part = right hoof<br><br />
attack4cool = 2.6<br><br />
attack4stun = <br />
|}<br />
<br />
<br />
==Ideoligions==<br />
<br />
== Structure ==<br />
Choosing your structure affects which symbols the game uses for your ideoligion. It does not affect gameplay.<br />
=== Structures ===<br />
{| class="wikitable"<br />
|-<br />
! Structure !! Description !! Styles !! Unlocked Rituals !! Chance to Have Precept<br />
|-<br />
| Abstract theist || The god(s) do not have physical form, but are everywhere at once. They know all, and can do anything. Their will defines the moral structure of the universe. || || || <br />
|-<br />
| Animist || Spirits live in everything around us. In the plants and animals, rivers and trees, sky and stars. The moral structure of the universe springs from the necessity of respecting them. || Animalist || || <br />
|-<br />
| Archist || Archotechs are the true gods. They know the moral structure of the universe, and serving them is how we will connect with it. || || || <br />
|-<br />
| Buddhist origin || This ideoligion is a descendant of ancient Buddhism. It may have very different precepts than those of thousands of years ago, but its symbols are similar. || Buddhist || Smokeleaf circle || Headwrap: Relaxed<br>Broadwrap: Relaxed<br />
|-<br />
| Christian origin || This is a variant of the abstract theist structure. This ideoligion is a descendant of ancient Christianity. It may have very different precepts than those of thousands of years ago, but its symbols are similar. || Christian || Christmas tree party || Headwrap: Relaxed<br>Broadwrap: Relaxed<br />
|-<br />
| Embodied theist || The god(s) walk the planets like us, yet they are powerful and immortal as we are not. They decide the moral structure of the universe. || || || <br />
|-<br />
| Hindu origin || This is a variant of the embodied theist structure. This ideoligion is a descendant of ancient Hinduism. It may have very different precepts than those of thousands of years ago, but its symbols are similar. || Hindu || Smokeleaf circle || Headwrap: Relaxed<br>Broadwrap: Relaxed<br />
|-<br />
| Ideological || There are no gods. The moral structure of the universe is found in our grand narrative of social forces. || || Symbol burning || <br />
|-<br />
| Islamic origin || This is a variant of the abstract theist structure. This ideoligion is a descendant of ancient Islam. It may have very different precepts than those of thousands of years ago, but its symbols are similar. || Islamic || d || Headwrap: Relaxed<br>Broadwrap: Relaxed<br />
|}<br />
<br />
== Memes ==<br />
<br />
=== High Impact ===<br />
{| class="wikitable"<br />
|-<br />
! Meme !! Description !! Impact !! Required Precepts !! Chance to Have Precept !! Disabled Precepts !! Unlocked Roles !! Required Rituals !! Unlocked Rituals !! New Buildables !! Unlocked Craftables !! Start with Research !! Agreeing Traits !! Conflicting Traits !! Styles<br />
|-<br />
| Pain is virtue || Virtue is shown through suffering of self and others. || High || Pain: Idealized<br>Comfort: Ignored<br>Slab bed: Preferred || - || Disables 7 precepts || - || Scarification || Symbol burning || Slab bed<br>Slab double bed || Torture crown || - || Ascetic<br>Tortured artist<br>Masochist || Wimp<br>Gourmand || Morbid<br />
|-<br />
| Cannibal || We must consume human flesh. || High || Organ use: Acceptable <br>Cannibalism: Preferred, Required (strong), or Required (ravenous) <br>Execution: Don't care, Respected if guilty, or Required || - || Execution: Always horrible or Horrible if innocent || - || - || Cannibal feast || - || - || - || Cannibal || - || Morbid<br />
|-<br />
| Nudism || Clothing binds, controls, and suffocates us. We should all hang free. || High || Male clothing: Fully nude or Pants at most <br>Female clothing: Fully nude or Pants at most || - || - || - || - || Symbol burning || - || - || - || Nudist || - || -<br />
|-<br />
| Rancher || Raising animals is the right way; raising plants to eat is not. || High || Ranching: Central <br>Meat eating: Mildly required, Seriously required, or Strictly required || - || - || Animals specialist || - || Symbol burning || - || - || - || - || - || -<br />
|-<br />
| Blindsight || desc || High || Blind psysense: Strong <br>Blindness: Respected, Elevated, or Sublime || - || Blindness: Horrible<br>Lighting: Darklight preferred<br>Combat in darkness: preferred || Medical specialist || Blinding || - || - || Blindfold || - || - || - || -<br />
|-<br />
| Darkness || Bright light burns and destroys! Darkness nourishes and creates. People ought to live in darkness. || High || Lighting: Darklight preferred<br>Combat in darkness: Preferred || - || - || Mining specialist || - || - || - || - || - || - || - || -<br />
|-<br />
| Tunneler || Humans ought to live underground, and enjoy the succulent fruit of the depths. || High || Fungus: Preferred<br>Insect meat: Loved<br>Small spaces: Don't care || Mining: Prohibited, Horrible, or Disapproved || - || Mining specialist || - || - || Fungal gravel || - || Stonecutting || Undergrounder || - || -<br />
|-<br />
| Tree connection || Trees are the essence of life, and we must be near them. || High || Trees: Desired || - || - || Plants specialist || - || - || - || - || Tree sowing || - || - || -<br />
|}<br />
<br />
=== Medium Impact ===<br />
{| class="wikitable"<br />
|-<br />
! Meme !! Description !! Impact !! Required Precepts !! Chance to Have Precept !! Disabled Precepts !! Unlocked Roles !! Required Rituals !! Unlocked Rituals !! New Buildables !! Unlocked Craftables !! Start with Research !! Agreeing Traits !! Conflicting Traits !! Styles<br />
|-<br />
| Human primacy || Humans are the moral center of the universe. || Medium || Bonding: Disapproved || - || Disables 18 precepts || Production specialist || - || Symbol burning || - || - || - || - || - || -<br />
|-<br />
| Nature primacy || Man is a stain on nature's perfection. || Medium || Scarification || - || - || Plants specialist || - || - || - || - || - || - || - || Animalist<br />
|-<br />
| Transhumanist || Human progress means merging with technology. || Medium || Sleep accelerator: Preferred<br>Neural supercharge: Preferred<br>Biosculpting: Accelerated<br>Age reversal: Demanded<br>Eating nutrient paste: Dont[sic] mind<br>Body modification: Approved || Slicecap: Relaxed || Body modification: Abhorrent or Disapproved || Research specialist || - || - || Hex carpet<br>Hex tile<br>Neural supercharger<br>Sleep accelerator || - || - || Body modder || Body purist || Techist<br />
|-<br />
| Flesh purity || The human body should not be debased. || Medium || Drug use: Prohibited<br>Biosculpting: Despised<br>Body modification: Abhorrent<br>Scarification: Horrible || - || Body modification: Approved<br>Physical love: Free and approved || Medical specialist || - || Symbol burning || - || - || - || Body purist<br>Nudist || Body modder || -<br />
|-<br />
| Proselytizer || It is our duty to spread our beliefs. || Medium || Proselytizing: Occasional, Sometimes, or Frequent || - || - || - || - || - || - || - || - || - || - || -<br />
|-<br />
| High life || Exotic states of mind are central to a good life. || Medium || Drug use: Essential || Flophat: Relaxed || Drug use: Prohibited, Medical only, or Medical/social only || Plants specialist || Smokeleaf circle || Smokeleaf circle || Autobong<br>Mindbend carpet || - || - || Chemical interest<br>Chemical fascination || - || -<br />
|-<br />
| Raider || The strong should take from the weak. || Medium || Raiding: Respected or Required <br>Execution: Horrible if innocent, Don't care, Respected if guilty, or Required || - || Disables 4 precepts || Shooting specialist<br>Melee specialist || - || Symbol burning || - || - || - || - || - || -<br />
|-<br />
| Male supremacy || Men are the superior gender and should rule. || Medium || - || Burka: Relaxed<br>Veil: Strong || - || - || - || - || - || - || - || Misogynist || - || -<br />
|-<br />
| Female supremacy || Women are the superior gender and should rule. || Medium || - || Burka: Relaxed<br>Veil: Strong || - || - || - || - || - || - || - || Misandrist || - || -<br />
|}<br />
<br />
=== Low Impact ===<br />
{| class="wikitable"<br />
|-<br />
! Meme !! Description !! Impact !! Required Precepts !! Chance to Have Precept !! Disabled Precepts !! Unlocked Roles !! Required Rituals !! Unlocked Rituals !! New Buildables !! Unlocked Craftables !! Start with Research !! Agreeing Traits !! Conflicting Traits !! Styles<br />
|-<br />
| Individualist || A community's role is to serve each individual. || Low || - || Slavery: Honorable || - || - || - || Symbol burning || - || - || - || - || - || -<br />
|-<br />
| Collectivist || A person's role is to serve the community. || Low || Work drive: Tripled || Visage mask: Relaxed || Marriage name: Keep names || - || - || Symbol burning || - || - || - || - || - || -<br />
|-<br />
| Supremacist || Our people should dominate all others. || Low || Slavery: Acceptable or Honorable <br> Execution: Required, Respected if guilty, or Don't care || - || Disables 4 precepts || Shooting specialist<br>Melee specialist || - || Symbol burning || - || - || - || - || - || -<br />
|-<br />
| Loyalist || We stand for our own before others. || Low || - || - || - || - || - || Symbol burning || - || - || - || - || - || -<br />
|-<br />
| Guilty || Our people carry guilt from ages past. Others are more worthy. || Low || Pain: Idealized <br> Charity: Essential, Important, or Worthwhile || - || Disables 4 precepts || - || - || Symbol burning || - || Torture crown || - || - || - || -<br />
|}<br />
<br />
== Tattoos ==<br />
{| class="wikitable"<br />
|-<br />
! Style !! Face !! Body<br />
|-<br />
| Tribal || tiger, cobweb, eclipse, line, oracle, pantheon, war paint, worried || tiger, buttons, rings<br />
|-<br />
| Punk || tear, headshot, double, love, stars || heart, cross, jester, moon, power, royal, wings<br />
|-<br />
| Cannibal || skull, spider || scar, skeleton, spike<br />
|-<br />
| Misc || - || insect, sun<br />
|}<br />
<br />
<br />
<br />
== Notes ==<br />
Animal Economy stats is great place to start<br />
'''All animals need their stats to be updated.'''<br />
* meat<br />
* gestation time<br />
* growth time<br />
* add toxic sensitivity<br />
* formula for filth rate is no longer needed<br />
* add blocked by fences<br />
* add roam interval<br />
<br />
* might need a single section on animal productivity in animal stats<br />
* page on comparing the egg layers/milkers/wool givers will need to be massively updated!<br />
<br />
animal stats now list:<br />
* meat per day during growth<br />
* grass to maintain<br />
* eggs per year<br />
* egg nutrition per year<br />
* egg market value<br />
* egg value per year<br />
<br />
== Finished Defs ==<br />
=== Ideology ===<br />
ResearchProjectDefs? (find where other research projects might also hide)<br />
<br />
=== Core ===<br />
ThingDef_Plants: <br />
* Changes noticed: Nutrition changed<br />
* Done: Cave, Cultivated Decorative, Cultivated Farm<br />
* To-Do: Bases(?), Special, Wild arid/general/swamp/temperate/tropical</div>
NotBadCat
https://rimworldwiki.com/index.php?title=Dye&diff=87630
Dye
2021-07-23T23:41:03Z
<p>NotBadCat: added; stats added; might need different infobox/define</p>
<hr />
<div>{{Ideology}}{{stub}}<br />
{{Define|Exotic_Item<br />
| always haulable = true<br />
| def name = Dye<br />
| description = "Dye extracted from a tinctoria plant. It can be transformed into various colors to dye apparel."<br />
| graphic class = Graphic_StackCount<br />
| graphic path = Things/Item/Dye<br />
| label = dye<br />
| parent name = ResourceBase<br />
| path cost = <br />
| resource readout priority = Last<br />
| stack limit = 75<br />
| thing class = <br />
| ticker type = <br />
| use hit points = true<br />
| deterioration rate base = <br />
| flammability base = 0.0<br />
| market value base = 0.0<br />
| max hit points base = 50<br />
|mass = 0.03<br />
}}<br />
'''Dye''' comes from the [[tinctoria]] plant. It can be used to dye clothing at the [[styling station]].<br />
<br />
==Version History==<br />
* [[Ideology DLC]] release - Added</div>
NotBadCat
https://rimworldwiki.com/index.php?title=Tinctoria&diff=87628
Tinctoria
2021-07-23T23:18:46Z
<p>NotBadCat: path cost, tags added</p>
<hr />
<div>{{Ideology}}{{stub}}{{infobox main|plant|<br />
| name = <br />
| image = Tinctoria.png|Tinctoria<br />
| description = "A genetically-engineered flower-like crop which secretes a self-altering dye. Tinctoria dye can be coaxed into different colors and used to dye apparel."<br />
| type = Plant<br />
| type2 = Cultivated<br />
| hp = 100<br />
| cover = <br />
| beauty = 1<br />
| flammability = 1.0<br />
| grow days = 2<br />
| lifespanDaysPerGrowDays = 3<br />
| sow work = 540<br />
| harvest work = 200<br />
| product = dye<br />
| yield = 1<br />
| min sowing skill = <br />
| min fertility = 0.70<br />
| fertility sensitivity = 1.00<br />
| nutrition = <br />
| sowTags = Ground, Hydroponic<br />
| path cost = 14<br />
| page verified for version = 1.3.3066<br />
}}<br />
'''Tinctoria''' is a plant that is used to dye the clothes and hair of a pawn to a set color, preferably the favorite color of a pawn.<br />
<br />
==Version History==<br />
* [[Ideology DLC]] release - Added<br />
<br />
{{nav|plant|wide}}<br />
[[Category:Plants]]<br />
[[Category:Domesticated plants]]</div>
NotBadCat
https://rimworldwiki.com/index.php?title=Tinctoria&diff=87627
Tinctoria
2021-07-23T23:15:53Z
<p>NotBadCat: stats added</p>
<hr />
<div>{{Ideology}}{{stub}}{{infobox main|plant|<br />
| name = <br />
| image = Tinctoria.png|Tinctoria<br />
| description = "A genetically-engineered flower-like crop which secretes a self-altering dye. Tinctoria dye can be coaxed into different colors and used to dye apparel."<br />
| type = Plant<br />
| type2 = Cultivated<br />
| hp = 100<br />
| cover = <br />
| beauty = 1<br />
| flammability = 1.0<br />
| grow days = 2<br />
| lifespanDaysPerGrowDays = 3<br />
| sow work = 540<br />
| harvest work = 200<br />
| product = dye<br />
| yield = 1<br />
| min sowing skill = <br />
| min fertility = 0.70<br />
| fertility sensitivity = 1.00<br />
| nutrition = <br />
| sowTags = <br />
| path cost = <br />
| page verified for version = 1.3.3066<br />
}}<br />
'''Tinctoria''' is a plant that is used to dye the clothes and hair of a pawn to a set color, preferably the favorite color of a pawn.<br />
<br />
==Version History==<br />
* [[Ideology DLC]] release - Added<br />
<br />
{{nav|plant|wide}}<br />
[[Category:Plants]]<br />
[[Category:Domesticated plants]]</div>
NotBadCat
https://rimworldwiki.com/index.php?title=Gauranlen_seed&diff=87625
Gauranlen seed
2021-07-23T23:11:51Z
<p>NotBadCat: added; stats added; exotic item template needs update (still define, not infobox)</p>
<hr />
<div>{{Ideology}}{{stub}}<br />
{{define|Exotic Item<br />
| always haulable = true<br />
| def name = GauranlenSeed<br />
| description = "The seed of a Gauranlan tree. It can be planted to create a new Gauranlen tree."<br />
| label = gauranlen seed<br />
| path cost = <br />
| stack limit = 75<br />
| tech level = <br />
| use hit points = true<br />
| flammability base = 0<br />
| deterioration rate base = <br />
| market value base = 0<br />
| max hit points base = 50<br />
| mass = 0.3<br />
<br />
}}<br />
'''Gauranlen seed''' can be planted to become a [[gauranlen pod]] and later a [[gauranlen tree]].<br />
<br />
==Version History==<br />
* [[Ideology DLC]] release - Added</div>
NotBadCat
https://rimworldwiki.com/index.php?title=Gauranlen_pod&diff=87618
Gauranlen pod
2021-07-23T22:55:41Z
<p>NotBadCat: added; stats added</p>
<hr />
<div>{{Ideology}}{{stub}}{{infobox main|plant|<br />
| name = <br />
| image = .png| <br />
| description = "A small pod that protects a single Gauranlen seed. This seed can be harvested and used to plant a Gauranlen tree."<br />
| type = Plant<br />
| type2 = <br />
| hp = 100<br />
| cover = <br />
| beauty = <br />
| flammability = 1.0<br />
| grow days = 6<br />
| lifespanDaysPerGrowDays = 8<br />
| sow work = <br />
| harvest work = <br />
| product = gauranlen seed<br />
| yield = 1<br />
| min sowing skill = <br />
| min fertility = 0.70<br />
| fertility sensitivity = 0.15<br />
| nutrition = <br />
| sowTags = <br />
| path cost = 14<br />
| page verified for version = 1.3.3066<br />
}}<br />
'''Gauranlen pod''' is ??<br />
<br />
==Version History==<br />
* [[Ideology DLC]] release - Added<br />
<br />
{{nav|plant|wide}}<br />
[[Category:Plants]]<br />
[[Category:Domesticated plants]]</div>
NotBadCat
https://rimworldwiki.com/index.php?title=Gauranlen_moss&diff=87617
Gauranlen moss
2021-07-23T22:52:00Z
<p>NotBadCat: beauty correction</p>
<hr />
<div>{{Ideology}}{{stub}}{{infobox main|plant|<br />
| name = <br />
| image = .png| <br />
| description = "Symbiotic moss that grows near Gauranlen trees."<br />
| type = Plant<br />
| type2 = <br />
| hp = 100<br />
| cover = <br />
| beauty = 10<br />
| flammability = <br />
| grow days = 5<br />
| lifespanDaysPerGrowDays = <br />
| sow work = <br />
| harvest work = <br />
| product = <br />
| yield = <br />
| min sowing skill = <br />
| min fertility = 0.05<br />
| fertility sensitivity = 0.00<br />
| nutrition = <br />
| sowTags = <br />
| path cost = <br />
| page verified for version = 1.3.3066<br />
}}<br />
'''Gauranlen moss''' is ??<br />
<br />
==Version History==<br />
* [[Ideology DLC]] release - Added<br />
<br />
{{nav|plant|wide}}<br />
[[Category:Plants]]<br />
[[Category:Domesticated plants]]</div>
NotBadCat
https://rimworldwiki.com/index.php?title=Gauranlen_moss&diff=87616
Gauranlen moss
2021-07-23T22:48:05Z
<p>NotBadCat: page is missspelled! - stats added</p>
<hr />
<div>{{Ideology}}{{stub}}{{infobox main|plant|<br />
| name = <br />
| image = .png| <br />
| description = "Symbiotic moss that grows near Gauranlen trees."<br />
| type = Plant<br />
| type2 = <br />
| hp = 100<br />
| cover = <br />
| beauty = 100<br />
| flammability = <br />
| grow days = 5<br />
| lifespanDaysPerGrowDays = <br />
| sow work = <br />
| harvest work = <br />
| product = <br />
| yield = <br />
| min sowing skill = <br />
| min fertility = 0.05<br />
| fertility sensitivity = 0.00<br />
| nutrition = <br />
| sowTags = <br />
| path cost = <br />
| page verified for version = 1.3.3066<br />
}}<br />
'''Gauranlen moss''' is ??<br />
<br />
==Version History==<br />
* [[Ideology DLC]] release - Added<br />
<br />
{{nav|plant|wide}}<br />
[[Category:Plants]]<br />
[[Category:Domesticated plants]]</div>
NotBadCat
https://rimworldwiki.com/index.php?title=Gauranlen_tree&diff=87611
Gauranlen tree
2021-07-23T22:43:39Z
<p>NotBadCat: stats added/corrected</p>
<hr />
<div>{{Ideology}}{{stub}}{{infobox main|plant|<br />
| name = Gauranlen tree<br />
| image = Gauranlen tree.png|Gauranlen tree<br />
| description = An orange tree that produces dryads. These dryads are born from a dryad queen who lives inside the tree (and isn’t seen in gameplay). Each dryad stays attached to its mother tree for life.<br />
| type = Plant<br />
| type2 = Tree<br />
| hp = 300<br />
| cover = 0.25<br />
| beauty = 6<br />
| flammability = 1.0<br />
| grow days = 10<br />
| lifespanDaysPerGrowDays = <br />
| sow work = 400<br />
| harvest work = <br />
| product = Wood<br />
| yield = 35<br />
| min sowing skill = <br />
| min fertility = 0.05<br />
| fertility sensitivity = 0.00<br />
| nutrition =<br />
| sowTags = <br />
| page verified for version = 1.3.3066<br />
}}<br />
The '''Gauranlen tree''' is a tree added by the [[Ideology DLC]]. It produces and supports [[dryads]]. The tree reaches its largest size after 10 days since planting, although this is purely visual.<br />
<br />
They can be eaten by [[dendrovore]]s such as [[thrumbo]]s and [[alphabeaver]]s.<br />
<br />
==Planting==<br />
[[Gaurenlen seeds]] can be planted on any tile with a fertility stat, but if planted within 7 tiles of artificial structures the tree will experience greater connection strength decay over time. It cannot be planted closer than 4 tiles to another Gauranlen tree, or within 1 tile of a grow zone. <br />
<br />
==Connection==<br />
For the tree to produce any dryads a colonist must connect with the tree through a connection ceremony. The ceremony requires at minimum 1 connector. Additional spectators will increase the quality of the ceremony, with each spectator over one adding an additional 10% expected connection quality.<br />
<br />
You may select the dryad caste after the ceremony is completed. The connection made after the ceremony is permanent, even if the connection strength drops to 0%. The only way to break the connection is for the connected colonist to die, after which a 30-day countdown will ensue until another pawn may connect to the tree. The dryads connected to the tree will enter into cocoons and reform into immature dryads.<br />
<br />
You can see the connection strength your colonist has with the tree by selecting the tree. It ranges from 0% to 100%, and the colonist must prune the tree to increase their connection with it. The stronger the connection the more dryads that tree can produce and support. A tree can support at most 4 dryads maintaining a 75% connection strength. It is recommended to aim for a higher connection than you desire, since the connection will continue to fall even if recently pruned, including overnight.<br />
<br />
==Pruning==<br />
Pruning the tree is done to maintain the tree's connection status with its connected pawn. Pruning is an activity under Plant Cut and will be prioritized according to the plant cut work priority. The speed at which pruning is done is governed by the Plants skill. A pawn with a higher Plants skill will be more efficient at maintaining the connection. Note that pruning speed is not governed by the plant work speed pawn stat.<br />
<br />
==Obtaining a Gaurenlen Seed==<br />
Gauranlen seeds can be harvested from a Gauranlen Pod. Harvesting yields one Guranlen Seed. Gauranlen Pods are spawned as an event that can be triggered naturally or as a successful religious event reward.<br />
<br />
==Gauranlen moss==<br />
Moss is spawned upon planting on tiles within 7 tiles of the tree. The moss has a beauty of 9. It will spread flames, but cannot be burnt down itself. The moss goes through regular cycles of dying and regrowing.<br />
<br />
==Gauranlen interaction with religion==<br />
There is a Gauranlen connection precept, pawns in an ideology with that precept will want a Gauranlen connection. If a pawn in the same religion does have a connection, they get a +3 mood bonus. It counts as a tree in interacting with the [[Precept]] Trees.<br />
<br />
==Gallery==<br />
<gallery><br />
GauranlenTreeA.png|Gauranlen Tree sprite Variant A<br />
Gauranlen tree.png|Gauranlen Tree sprite Variant B<br />
</gallery><br />
<br />
== Version History==<br />
* [[Ideology DLC]] Release - Added.<br />
<br />
{{nav|plant|wide}}<br />
[[Category:Trees]]</div>
NotBadCat
https://rimworldwiki.com/index.php?title=Timbershroom&diff=87609
Timbershroom
2021-07-23T22:39:21Z
<p>NotBadCat: stats</p>
<hr />
<div>{{Ideology}}{{stub}}{{infobox main|plant|<br />
| name = Timbershroom<br />
| image = Timbershroom.png| Timbershroom<br />
| description = "A tall brown mushroom with a long stem. When harvested, it yields a wood-like substance."<br />
| type = Plant<br />
| type2 = Tree<br />
| hp = 200<br />
| cover = 400<br />
| beauty = <br />
| flammability = 0.80<br />
| grow days = 20<br />
| lifespanDaysPerGrowDays = 90<br />
| sow work = 4000<br />
| harvest work = 800<br />
| product = wood<br />
| yield = 25<br />
| min sowing skill = 6<br />
| min fertility = 0.01<br />
| fertility sensitivity = 0.50<br />
| nutrition = 0.30<br />
| sowTags = <br />
| path cost = 42<br />
| page verified for version = 1.3.3066<br />
}}<br />
'''Timbershroom''' is a tree that spawns in caves.<br />
<br />
==Version History==<br />
* [[Ideology DLC]] release - Added<br />
<br />
{{nav|plant|wide}}<br />
[[Category:Plants]]<br />
[[Category:Domesticated plants]]</div>
NotBadCat
https://rimworldwiki.com/index.php?title=Nutrifungus&diff=87608
Nutrifungus
2021-07-23T22:29:07Z
<p>NotBadCat: </p>
<hr />
<div>{{Ideology}}{{stub}}{{infobox main|plant|<br />
| name = Nutrifungus<br />
| image = Nutrifungus.png| Nutrifungus<br />
| description = "A meaty bioengineered mushroom grown for its nutritious value. It can grow on fungal gravel, but only in darkness - exposing it to any kind of light, including darklights, will kill it."<br />
| type = Plant<br />
| type2 = Cultivated<br />
| hp = 85<br />
| cover = <br />
| beauty = <br />
| flammability = 1<br />
| grow days = 6<br />
| lifespanDaysPerGrowDays = 8<br />
| sow work = 170<br />
| harvest work = 200<br />
| product = Raw fungus<br />
| yield = 11<br />
| min sowing skill = <br />
| min fertility = 0.30<br />
| fertility sensitivity = 0.15<br />
| nutrition = 0.25<br />
| sowTags = Ground, Hydroponic<br />
| path cost = <br />
| page verified for version = 1.3.3066<br />
}}<br />
'''Nutrifungus'''grows on lichen-covered soil and must be planted in and stay in complete darkness.<br />
==Gallery==<br />
<gallery><br />
Nutrifungus.png|Nutrifungus sprite Variant A<br />
NutrifungusB.png|Nutrifungus sprite Variant B<br />
NutrifungusC.png|Nutrifungus sprite Variant C<br />
</gallery><br />
==Version History==<br />
* [[Ideology DLC]] release - Added<br />
<br />
{{nav|plant|wide}}<br />
[[Category:Plants]]<br />
[[Category:Domesticated plants]]</div>
NotBadCat
https://rimworldwiki.com/index.php?title=Fibercorn&diff=87607
Fibercorn
2021-07-23T22:28:42Z
<p>NotBadCat: </p>
<hr />
<div>{{Ideology}}{{stub}}{{infobox main|plant|<br />
| name = <br />
| image = .png| <br />
| description = "An inedible, fibrous plant which produces a small amount of a wood-like substance."<br />
| type = Plant<br />
| type2 = Cultivated<br />
| hp = 85<br />
| cover = <br />
| beauty = <br />
| flammability = 1<br />
| grow days = 6<br />
| lifespanDaysPerGrowDays = 8<br />
| sow work = 170<br />
| harvest work = 300<br />
| product = wood<br />
| yield = 2<br />
| min sowing skill = <br />
| min fertility = 0.20<br />
| fertility sensitivity = 0.10<br />
| nutrition = <br />
| sowTags = Ground, Hydroponic<br />
| path cost = 14<br />
| page verified for version = 1.3.3066<br />
}}<br />
'''Fibercorn''' is a way to harvest wood if you disapprove of trees being cut down.<br />
<br />
==Version History==<br />
* [[Ideology DLC]] release - Added<br />
<br />
{{nav|plant|wide}}<br />
[[Category:Plants]]<br />
[[Category:Domesticated plants]]</div>
NotBadCat
https://rimworldwiki.com/index.php?title=Fibercorn&diff=87606
Fibercorn
2021-07-23T22:27:49Z
<p>NotBadCat: stats + desc</p>
<hr />
<div>{{Ideology}}{{stub}}{{infobox main|plant|<br />
| name = <br />
| image = .png| <br />
| description = "An inedible, fibrous plant which produces a small amount of a wood-like substance."<br />
| type = Plant<br />
| type2 = Cultivated<br />
| hp = 85<br />
| cover = <br />
| beauty = <br />
| flammability = 1<br />
| grow days = 6<br />
| lifespanDaysPerGrowDays = 8<br />
| sow work = 170<br />
| harvest work = 300<br />
| product = [[wood]]<br />
| yield = 2<br />
| min sowing skill = <br />
| min fertility = 0.20<br />
| fertility sensitivity = 0.10<br />
| nutrition = <br />
| sowTags = Ground, Hydroponic<br />
| path cost = 14<br />
| page verified for version = 1.3.3066<br />
}}<br />
'''Fibercorn''' is a way to harvest wood if you disapprove of trees being cut down.<br />
<br />
==Version History==<br />
* [[Ideology DLC]] release - Added<br />
<br />
{{nav|plant|wide}}<br />
[[Category:Plants]]<br />
[[Category:Domesticated plants]]</div>
NotBadCat
https://rimworldwiki.com/index.php?title=Bonsai_tree&diff=87605
Bonsai tree
2021-07-23T22:15:04Z
<p>NotBadCat: stats and base description</p>
<hr />
<div>{{Ideology}}{{stub}}{{infobox main|plant|<br />
| name = Bonsai tree<br />
| image = Bonsai tree.png| Bonsai tree<br />
| description = "A small tree, pruned and shaped to look visually pleasing."<br />
| type = Plant<br />
| type2 = Cultivated<br />
| hp = 85<br />
| cover = 0.01<br />
| beauty = 15<br />
| flammability = 1<br />
| grow days = 1.5<br />
| lifespanDaysPerGrowDays = 9<br />
| sow work = 750<br />
| harvest work = 800<br />
| product = Wood<br />
| yield = 2<br />
| min sowing skill = 6<br />
| min fertility = 0.7<br />
| fertility sensitivity = 0.5<br />
| nutrition = 0.25<br />
| sowTags = DecorativeTree<br />
| path cost = 0<br />
| page verified for version = 1.3.3066<br />
}}<br />
'''Bonsai trees''' must be grown in bonzai pots. Both tree and pot are available when the Tree Sowing research is completed. It can satisfy ideoligious requirements. With a much longer lifespan than either roses or daylilies and similar beauty, bonsai trees may be a good alternative for decorating your base.<br />
<br />
==Gallery==<br />
<gallery><br />
Bonsai tree.png|Bonsai tree sprite Variant A<br />
BonsaiTreeB.png|Bonsai tree sprite Variant B<br />
BonsaiTreeC.png|Bonsai tree sprite Variant C<br />
</gallery><br />
<br />
==Version History==<br />
* [[Ideology DLC]] release - Added<br />
<br />
{{nav|plant|wide}}<br />
[[Category:Plants]]<br />
[[Category:Domesticated plants]]</div>
NotBadCat
https://rimworldwiki.com/index.php?title=Nutrifungus&diff=87604
Nutrifungus
2021-07-23T21:59:56Z
<p>NotBadCat: stats added</p>
<hr />
<div>{{Ideology}}{{stub}}{{infobox main|plant|<br />
| name = Nutrifungus<br />
| image = Nutrifungus.png| Nutrifungus<br />
| description = "A meaty bioengineered mushroom grown for its nutritious value. It can grow on fungal gravel, but only in darkness - exposing it to any kind of light, including darklights, will kill it."<br />
| type = Plant<br />
| type2 = Cultivated<br />
| hp = 85<br />
| cover = <br />
| beauty = <br />
| flammability = 1<br />
| grow days = 6<br />
| lifespanDaysPerGrowDays = 8<br />
| sow work = 170<br />
| harvest work = 200<br />
| product = [[Raw fungus]]<br />
| yield = 11<br />
| min sowing skill = <br />
| min fertility = 0.30<br />
| fertility sensitivity = 0.15<br />
| nutrition = 0.25<br />
| sowTags = Ground, Hydroponic<br />
| path cost = <br />
| page verified for version = 1.3.3066<br />
}}<br />
'''Nutrifungus'''grows on lichen-covered soil and must be planted in and stay in complete darkness.<br />
==Gallery==<br />
<gallery><br />
Nutrifungus.png|Nutrifungus sprite Variant A<br />
NutrifungusB.png|Nutrifungus sprite Variant B<br />
NutrifungusC.png|Nutrifungus sprite Variant C<br />
</gallery><br />
==Version History==<br />
* [[Ideology DLC]] release - Added<br />
<br />
{{nav|plant|wide}}<br />
[[Category:Plants]]<br />
[[Category:Domesticated plants]]</div>
NotBadCat
https://rimworldwiki.com/index.php?title=User:NotBadCat&diff=87418
User:NotBadCat
2021-07-21T23:52:45Z
<p>NotBadCat: tattoo categories & ideology plant info (some) added</p>
<hr />
<div>== Trying New Version of Animal Stats box ==<br />
infobox main|animal|<br><br />
|name = Cow<br><br />
|image = Cow.png<br><br />
|description = "A large domesticated ungulate, cows have been bred for millennia to produce huge amounts of milk, meat, and leather. They are exceptionally gentle creatures and will never seek revenge, no matter how many times they are harmed. Most of them are so adapted to farm life that they cannot survive in the wild."<br><br />
'''Base Stats'''<br><br />
|type = Animals<br><br />
|type2 = Farm<br><br />
|marketvalue = 300<br><br />
'''Pawn Stats'''<br><br />
|bodysize = 2.4<br><br />
|healthscale = 1.5<br><br />
|massadult = 140<br><br />
|movespeed = 3.20<br><br />
|hungerrate = 0.535<br><br />
|diet = herbivorous<br><br />
|grassmaintain = 8.56 (automated?)<br><br />
|filthrate = 16<br><br />
|toxicsensitivity = 0.5<br><br />
|min comfortable temperature = -10<br><br />
|max comfortable temperature = 40<br><br />
'''Training'''<br><br />
|trainable = none<br><br />
|roaminterval = 2<br><br />
|blockedfences = 1 (Boolean)<br><br />
|manhunter = 0.0<br><br />
|manhuntertame = 0.0<br><br />
|wildness = 0.05<br><br />
'''Yields'''<br><br />
|meatname = beef<br><br />
|meatyield = 336<br><br />
|leathername = plainleather<br><br />
|leatheryield = 60<br><br />
|milk = 14<br><br />
|milktime = 1<br><br />
|milkyear = 840 (automated?)<br><br />
|milkvalue = 1.90<br><br />
|milkvalueyear = $1596 (automated?)<br><br />
'''Lifecycle'''<br><br />
|lifespan = 22<br><br />
|gestation = 6.66<br><br />
|offspring = 1<br><br />
|maturityage = 0.33<br><br />
|meatperday = 16.8 (automated?)<br><br />
'''Offense/Defense'''<br><br />
|attack1dmg = 8.8<br><br />
|attack1type = bite<br><br />
|attack1part = teeth<br><br />
|attack1cool = 2.6 (I don't know how to calculate ticks, this is cooldowntime in xml)<br><br />
|attack2dmg = 7<br><br />
|attack2type = blunt<br><br />
|attack2part = head<br><br />
|attack2cool = 2.0<br />
|attack3dmg = 8<br><br />
|attack3type = blunt/poke<br><br />
|attack3part = left hoof<br><br />
|attack3cool = 2<br />
|attack4dmg = 8<br><br />
|attack4type = blunt/poke<br><br />
|attack4part = right hoof<br><br />
|attack4cool = 2.6<br />
<br />
==Ideoligion==<br />
== Structure ==<br />
Choosing your structure affects which symbols the game uses for your ideoligion. It does not affect gameplay.<br />
=== Structures ===<br />
==== Abstract theist ====<br />
The god(s) do not have physical form, but are everywhere at once. They know all, and can do anything. Their will defines the moral structure of the universe.<br />
==== Animist ====<br />
Spirits live in everything around us. In the plants and animals, rivers and trees, sky and stars. The moral structure of the universe springs from the necessity of respecting them.<br><br />
Styles:<br><br />
Animalist<br />
==== Archist ====<br />
Archotechs are the true gods. They know the moral structure of the universe, and serving them is how we will connect with it.<br />
==== Embodied theist ====<br />
The god(s) walk the planets like us, yet they are powerful and immortal as we are not. They decide the moral structure of the universe.<br />
==== Ideological ====<br />
There are no gods. The moral structure of the universe is found in our grand narrative of social forces.<br><br />
Unlocked rituals:<br><br />
- Symbol burning<br><br />
<br><br />
==== Buddhist origin ====<br />
This ideoligion is a descendant of ancient Buddhism. It may have very different precepts than those of thousands of years ago, but its symbols are similar.<br><br />
Chance to have precept:<br><br />
- Headwrap: Relaxed<br><br />
- Broadwrap: Relaxed<br><br />
Unlocked rituals:<br><br />
- Smokeleaf circle<br><br />
Styles:<br><br />
- Buddhist<br />
==== Christian origin ====<br />
This is a variant of the abstract theist structure. This ideoligion is a descendant of ancient Christianity. It may have very different precepts than those of thousands of years ago, but its symbols are similar.<br><br />
Chance to have precept:<br><br />
- Headwrap: Relaxed<br><br />
- Broadwrap: Relaxed<br><br />
Required rituals:<br><br />
- Christmas tree party<br><br />
Styles:<br><br />
- Christian<br />
==== Hindu origin ====<br />
This is a variant of the embodied theist structure. This ideoligion is a descendant of ancient Hinduism. It may have very different precepts than those of thousands of years ago, but its symbols are similar.<br><br />
Chances to have precept:<br><br />
- Headwrap: Relaxed<br><br />
- Broadwrap: Relaxed<br><br />
Unlocked rituals:<br><br />
- Smokeleaf circle<br><br />
Styles:<br><br />
- Hindu<br />
==== Islamic origin ====<br />
This is a variant of the abstract theist structure. This ideoligion is a descendant of ancient Islam. It may have very different precepts than those of thousands of years ago, but its symbols are similar.<br><br />
Chance to have precept:<br><br />
- Headwrap: Relaxed<br><br />
- Broadwrap: Relaxed<br><br />
Styles:<br><br />
- Islamic<br />
<br />
== Memes ==<br />
=== Human primacy ===<br />
Humans are the moral center of the universe.<br><br />
Impact: Medium<br><br />
Required precepts:<br><br />
- Bonding: Disapproved<br />
<br><br />
Disables 18 precepts:<br><br />
- ((List these here))<br />
<br><br />
Unlocked roles:<br><br />
- Production specialist<br />
<br><br />
Unlocked rituals:<br><br />
- Symbol burning<br />
<br><br />
<br />
=== Nature Primacy ===<br />
Man is a stain on nature's perfection.<br><br />
Impact: Medium<br><br />
Required precepts:<br><br />
- Scarification<br />
<br><br />
Unlocked roles:<br><br />
- Plants specialist<br />
<br><br />
Styles:<br><br />
- Animalist<br />
<br><br />
<br />
=== Animal personhood ===<br />
Animals have rights as humans do.<br><br />
Impact: High<br><br />
Required precepts:<br><br />
- Animal connection: Strong<br />
<br><br />
Requires one of precepts:<br><br />
- Slaughtering animals: Prohibited<br><br />
- Slaughtering animals: Horrible<br><br />
- Slaughtering animals: Disapproved<br />
<br><br />
Requires one of precepts:<br><br />
- Killing innocent animals: Abhorrent<br><br />
- Killing innocent animals: Horrible<br><br />
- Killing innocent animals: Disapproved<br />
<br><br />
Requires one of precepts:<br><br />
- Meat eating: Abhorrent<br><br />
- Meat eating: Horrible<br><br />
- Meat eating: Disapproved<br />
<br><br />
Unlocked roles:<br><br />
- Animals specialist<br />
<br><br />
<br />
=== Transhumanist ===<br />
Human progress means merging with technology.<br><br />
Impact: Medium<br><br />
Required precepts:<br><br />
- Sleep accelerator: Preferred<br><br />
- Neural supercharge: Preferred<br><br />
- Biosculpting: Accelerated<br><br />
- Age reversal: Demanded<br><br />
- Eating nutrient paste: Dont[sic] mind<br><br />
- Body modification: Approved<br />
<br><br />
Chance to have precept:<br><br />
- Slicecap: Relaxed<br />
<br><br />
Disables precepts:<br><br />
- Body modification: Abhorrent<br><br />
- Body modification: Disapproved<br />
<br><br />
Unlocked roles:<br><br />
- Research specialist<br />
<br><br />
Styles:<br><br />
- Techist<br />
<br><br />
New buildables<br><br />
- Hex carpet<br><br />
- Hex tile<br><br />
- Neural supercharger<br><br />
- Sleep accelerator<br />
<br><br />
Agreeing traits:<br><br />
- Body modder<br />
<br><br />
Conflicting traits:<br><br />
- Body purist<br />
<br><br />
<br />
=== Flesh Purity ===<br />
The human body should not be debased.<br><br />
Impact: Medium<br><br />
Required precepts:<br><br />
- Drug use: Prohibited<br><br />
-Biosculpting: Despised<br><br />
- Body modification: Abhorrent<br><br />
- Scarification: Horrible<br />
<br><br />
Disables precepts:<br><br />
- Body modification: Approved<br><br />
- Physical love: Free and approved<br />
<br><br />
Unlocked roles:<br><br />
- Medical specialist<br />
<br><br />
Unlocked rituals:<br><br />
- Symbol burning<br />
<br><br />
Agreeing traits:<br><br />
- Body purist<br><br />
- Nudist<br />
<br><br />
Conflicting traits:<br><br />
- Body modder<br />
<br><br />
<br />
=== Pain is virtue ===<br />
Virtue is shown through suffering of self and others.<br><br />
Impact: High<br><br />
Required precepts:<br><br />
- Pain: Idealized<br><br />
- Comfort: Ignored<br><br />
- Slab bed: Preferred<br />
<br><br />
Disables 7 precepts:<br><br />
- <br />
<br><br />
Required rituals:<br><br />
- Scarification<br />
<br><br />
Unlocked rituals:<br><br />
- Symbol burning<br />
<br><br />
Styles:<br><br />
- Morbid<br />
<br><br />
Unlocked craftables:<br><br />
- Torture crown<br />
<br><br />
New buildables<br><br />
- Slab bed<br><br />
- Slab double bed<br />
<br><br />
Agreeing traits:<br><br />
- Ascetic<br><br />
- Tortured artist<br><br />
- Masochist<br />
<br><br />
Conflicting traits:<br><br />
- Wimp<br><br />
- Gourmand<br />
<br><br />
<br />
=== Cannibal ===<br />
We must consume human flesh.<br><br />
Impact: High<br><br />
Required precepts:<br><br />
- Organ use: Acceptable<br />
<br><br />
Requires one of precepts:<br><br />
- Cannibalism: Preferred<br><br />
- Cannibalism: Required (strong)<br><br />
- Cannibalism: Required (ravenous)<br />
<br><br />
Requires one of precepts:<br><br />
- Execution: Don't care<br><br />
- Execution: Respected if guilty<br><br />
- Execution: Required<br />
<br><br />
Disables precepts:<br><br />
- Execution: Always horrible<br><br />
- Execution: Horrible if innocent<br />
<br><br />
Unlocked rituals:<br><br />
- Cannibal feast<br />
<br><br />
Styles:<br><br />
- Morbid<br />
<br><br />
Agreeing traits:<br><br />
- Cannibal<br />
<br><br />
<br />
=== Proselytizer ===<br />
It is our duty to spread our beliefs.<br><br />
Impact: Medium<br><br />
Requires one of precepts:<br><br />
- Proselytizing: Occasional<br><br />
- Proselytizing: Sometimes<br><br />
- Proselytizing: Frequent<br />
<br><br />
<br />
=== High life ===<br />
Exotic states of mind are central to a good life.<br><br />
Impact: Medium<br><br />
Required precepts:<br><br />
- Drug use: Essential<br />
<br><br />
Chance to have precept:<br />
- Flophat: Relaxed<br />
<br><br />
Disables precepts:<br><br />
- Drug use: Prohibited<br><br />
- Drug use: Medical only<br><br />
- Drug use: Medical or social only<br />
<br><br />
Required rituals:<br><br />
- Smokeleaf circle<br />
<br><br />
Unlocked roles:<br><br />
- Plants specialist<br />
<br><br />
Unlocked rituals:<br><br />
- Smokeleaf circle ((Hotfixed? Also required))<br />
<br><br />
New buildables<br><br />
- Autobong<br><br />
- Mindbend carpet<br />
<br><br />
Agreeing traits:<br><br />
- Chemical interest<br><br />
- Chemical fascination<br />
<br><br />
<br />
=== Nudism ===<br />
Clothing binds, controls, and suffocates us. We should all hang free.<br><br />
Impact: High<br><br />
Requires one of precepts:<br><br />
- Male clothing: Fully nude<br><br />
- Male clothing: Pants at most<br />
<br><br />
Requires one of precepts:<br><br />
- Female clothing: Fully nude<br><br />
- Female clothing: Pants at most<br />
<br><br />
Unlocked rituals:<br><br />
- Symbol burning<br />
<br><br />
Agreeing traits:<br><br />
- Nudist<br />
<br><br />
<br />
=== Rancher ===<br />
Raising animals is the right way; raising plants to eat is not.<br><br />
Impact: High<br><br />
Required precepts:<br><br />
- Ranching: Central<br />
<br><br />
Requires one of precepts:<br><br />
- Meat eating: Mildly required<br><br />
- Meat eating: Seriously required<br><br />
- Meat eating: Strictly required<br />
<br><br />
Unlocked roles:<br><br />
- Animals specialist<br />
<br><br />
Unlocked rituals:<br><br />
- Symbol burning<br />
<br><br />
<br />
=== Raider ===<br />
The strong should take from the weak.<br><br />
Impact: Medium<br><br />
Required precepts:<br><br />
- Raiding: Respected<br><br />
- Raiding: Required<br />
<br><br />
Requires one of precepts:<br><br />
- Execution: Horrible if innocent<br><br />
- Execution: Don't care<br><br />
- Execution: Respected if guilty<br><br />
- Execution: Required<br />
<br><br />
Disables 4 precepts:<br><br />
- <br />
<br><br />
Unlocked roles:<br><br />
- Shooting specialist<br><br />
- Melee specialist<br />
<br><br />
Unlocked rituals:<br><br />
- Symbol burning<br />
<br><br />
<br />
=== Blindsight ===<br />
Desc<br><br />
Impact: High<br><br />
Required precepts:<br><br />
- Blind psysense: Strong<br />
<br><br />
Requires one of precepts:<br><br />
- Blindness: Respected<br><br />
- Blindness: Elevated<br><br />
- Blindness: Sublime<br />
<br><br />
Disables precepts:<br><br />
- Blindness: Horrible<br><br />
- Lighting: Darklight preferred<br><br />
- Combat in darkness: preferred<br />
<br><br />
Required rituals:<br><br />
- Blinding<br />
<br><br />
Unlocked roles:<br><br />
- Medical specialist<br />
<br><br />
Unlocked craftables:<br><br />
- Blindfold<br />
<br><br />
<br />
<br />
=== Darkness ===<br />
Bright light burns and destroys! Darkness nourishes and creates. People ought to live in darkness.<br><br />
Impact: High<br><br />
Required precepts:<br><br />
- Lighting: Darklight preferred<br><br />
- Combat in darkness: Preferred<br />
<br><br />
Unlocked roles:<br><br />
- Mining specialist<br />
<br><br />
<br />
=== Tunneler ===<br />
Humans ought to live underground, and enjoy the succulent fruit of the depths.<br><br />
Impact: High<br><br />
Required precepts:<br><br />
- Fungus: Preferred<br><br />
- Insect meat: Loved<br><br />
- Small spaces: Don't care<br />
<br><br />
Disables precepts:<br><br />
- Mining: Prohibited<br><br />
- Mining: Horrible<br><br />
- Mining: Disapproved<br />
<br><br />
Unlocked roles:<br><br />
- Mining specialist<br />
<br><br />
New buildables<br><br />
- Fungal gravel<br />
<br><br />
Start with research:<br><br />
- Stonecutting<br />
Agreeing traits:<br><br />
- Undergrounder<br />
<br><br />
<br />
=== Tree connection ===<br />
Trees are the essence of life, and we must be near them.<br><br />
Impact: High<br><br />
Required precepts:<br><br />
- Trees: Desired<br />
<br><br />
Unlocked roles:<br><br />
- Plants specialist<br />
<br><br />
Start with research:<br><br />
- Tree sowing<br />
<br><br />
<br />
=== Individualist ===<br />
A community's role is to serve each individual.<br><br />
Impact: Low<br><br />
Disables precepts:<br><br />
- Slavery: Honorable<br />
<br><br />
Unlocked rituals:<br><br />
- Symbol burning<br />
<br><br />
<br />
=== Collectivist ===<br />
A person's role is to serve the community.<br><br />
Impact: Low<br><br />
Required precepts:<br><br />
- Work drive: Tripled<br />
<br><br />
Chance to have precept:<br />
- Visage mask: Relaxed<br />
<br><br />
Disables precepts:<br><br />
- Marriage name: Keep names<br />
<br><br />
Unlocked rituals:<br><br />
- Symbol burning<br />
<br><br />
<br />
<br />
=== Supremacist ===<br />
Our people should dominate all others.<br><br />
Impact: Low<br><br />
Requires one of precepts:<br><br />
- Slavery: Acceptable<br><br />
- Slavery: Honorable<br />
<br><br />
Requires one of precepts:<br><br />
- Execution: Required<br><br />
- Execution: Respected if guilty<br><br />
- Execution: Don't care<br />
<br><br />
Disables 4 precepts:<br><br />
- <br />
<br><br />
Unlocked roles:<br><br />
- Shooting specialist<br><br />
- Melee specialist<br />
<br><br />
Unlocked rituals:<br><br />
- Symbol burning<br />
<br><br />
<br />
=== Loyalist ===<br />
We stand for our own before others.<br><br />
Impact: Low<br><br />
Unlocked rituals:<br><br />
- Symbol burning<br />
<br><br />
<br />
=== Guilty ===<br />
Our people carry guilt from ages past. Others are more worthy.<br><br />
Impact: Low<br><br />
Required precepts:<br><br />
- Pain: Idealized<br />
<br><br />
Requires one of precepts:<br><br />
- Charity: Essential<br><br />
- Charity: Important<br><br />
- Charity: Worthwhile<br />
<br><br />
Disables 4 precepts:<br><br />
- <br />
<br><br />
Unlocked rituals:<br><br />
- Symbol burning<br />
<br><br />
Unlocked craftables:<br><br />
- Torture crown<br />
<br><br />
<br />
=== Male supremacy ===<br />
Men are the superior gender and should rule.<br><br />
Impact: Medium<br><br />
Chance to have precept:<br />
- Burka: Relaxed<br><br />
- Veil: Strong<br />
<br><br />
Agreeing traits:<br><br />
- Misogynist<br />
<br><br />
<br />
=== Female supremacy ===<br />
Women are the superior gender and should rule.<br><br />
Impact: Medium<br><br />
Chance to have precept:<br />
- Burka: Relaxed<br><br />
- Veil: Strong<br />
<br><br />
Agreeing traits:<br><br />
- Misandrist <br />
<br><br />
<br />
=== Template ===<br />
Desc<br><br />
Impact: <br><br />
Required precepts:<br><br />
- <br />
<br><br />
Requires one of precepts:<br><br />
- <br />
<br><br />
Chance to have precept:<br />
- <br />
<br><br />
Disables # precepts:<br><br />
- <br />
<br><br />
Unlocked roles:<br><br />
- <br />
<br><br />
New buildables<br><br />
- <br />
<br><br />
Unlocked rituals:<br><br />
- <br />
<br><br />
Required rituals:<br><br />
- <br />
<br><br />
Unlocked craftables:<br><br />
- <br />
<br><br />
Agreeing traits:<br><br />
- <br />
<br><br />
Styles:<br><br />
- <br />
<br><br />
Conflicting traits:<br><br />
- <br />
<br><br />
<br />
---<br />
<br />
== Tattoos ==<br />
=== Tribal ===<br />
Face: tiger, cobweb, eclipse, line, oracle, pantheon, war paint, worried<br><br />
Body: tiger, buttons, rings<br><br />
<br><br />
=== Punk ===<br />
Face: tear, headshot, double, love, stars<br><br />
Body: heart, cross, jester, moon, power, royal, wings<br><br />
<br><br />
=== Cannibal ===<br />
Face: skull, spider<br><br />
Body: scar, skeleton, spike<br><br />
<br><br />
=== Misc ===<br />
Body: insect, sun<br />
<br />
-----<br />
<br />
<br />
== Ideology Plants ==<br />
Need Gaurenland Seed! ResourceBase parent thingDef; category: item<br><br />
Dye needs resourcebase thingdef<br><br />
<br />
infobox main|plant|<br />
| name = Nutrifungus plant<br />
| image = Corn_plant.png|Corn Plant<br />
| description = "A meaty bioengineered mushroom grown for its nutritious value. It can grow on fungal gravel, but only in darkness - exposing it to any kind of light, including darklights, will kill it."<br />
| type = Plant<br />
| type2 = Cultivated<br />
| hp = 85<br />
| flammability = 1<br />
| grow days = 6<br />
| sow work = ###<br />
| harvest work = 200<br />
| product = RawFungus<br />
| yield = 11<br />
| min sowing skill = <br />
| min fertility = 0.30<br />
| fertility sensitivity = 0.14<br />
| nutrition = 0.25<br />
| sowTags = Ground, Hydroponic<br />
<br />
infobox main|plant|<br />
| name = Bonzai tree<br />
| image = Cecropia_tree.png|Cecropia tree<br />
| description = "A small tree, pruned and shaped to look visually pleasing."<br />
| type = Plant<br />
| type2 = Tree<br />
| hp = 85<br />
| cover = 0.01<br />
| beauty = 15<br />
| flammability = 0.8<br />
| grow days = 1.5<br />
| lifespanDaysPerGrowDays = 9<br />
| sow work = 750<br />
| harvest work = <br />
| product = Wood<br />
| yield = 2<br />
| min sowing skill = <br />
| min fertility = <br />
| fertility sensitivity = <br />
| nutrition = 0.25<br />
| sowTags = DecorativeTree<br />
| treeloverchopped = 0 (boolean)<br />
<br />
<br />
infobox main|plant|<br />
| name = Fibercorn<br />
| image = Bush.png| Bush<br />
| description = "An inedible, fibrous plant which produces a small amount of a wood-like substance."<br />
| type = Plant<br />
| type2 = <br />
| hp = 85<br />
| cover = 0.20<br />
| beauty = <br />
| flammability = 1<br />
| grow days = 6<br />
| lifespanDaysPerGrowDays = <br />
| sow work = 170<br />
| harvest work = 300<br />
| product = WoodLog<br />
| yield = 2<br />
| min sowing skill = <br />
| min fertility = 0.2<br />
| fertility sensitivity = 0.1<br />
| nutrition = 0.3<br />
| sowTags = Ground, Hydroponic<br />
| path cost = 14<br />
| treeloverchopped = 0 (boolean)<br />
<br />
<br />
infobox main|plant|<br />
| name = Timbershroom<br />
| image = Cecropia_tree.png|Cecropia tree<br />
| description = "A tall brown mushroom with a long stem. When harvested, it yields a wood-like substance."<br />
| type = Plant<br />
| type2 = Tree<br />
| hp = 200<br />
| cover = 0.4<br />
| beauty = <br />
| flammability = 0.8<br />
| grow days = 20<br />
| lifespanDaysPerGrowDays = 9<br />
| sow work = <br />
| harvest work = <br />
| product = Wood<br />
| yield = 25<br />
| min sowing skill = <br />
| min fertility = 0.01<br />
| fertility sensitivity = <br />
| nutrition = <br />
| sowTags = <br />
| treeloverchopped = 0 (boolean)<br />
<br />
<br />
infobox main|plant|<br />
| name = Gauranlen tree<br />
| image = Cecropia_tree.png|Cecropia tree<br />
| description = "A large, distinctive-looking tree with a unique life-cycle. Each Gauranlen tree contains a small non-conscious dryad queen. The queen births creatures called dryads which guard and tend the tree. In exchange, the tree nurtures its protectors by feeding them directly. From the outside, it appears the dryads are created by the tree directly and act as part of it."<br />
| type = Plant<br />
| type2 = Tree<br />
| hp = 300<br />
| cover = <br />
| beauty = 6<br />
| flammability = 1.0<br />
| grow days = 10<br />
| lifespanDaysPerGrowDays = 0<br />
| sow work = 400<br />
| harvest work = <br />
| product = <br />
| yield = 35<br />
| min sowing skill = 0<br />
| min fertility = 0.05<br />
| fertility sensitivity = 0<br />
| nutrition = <br />
| sowTags = <br />
| treeloverchopped = <br />
<br />
<br />
infobox main|plant|<br />
| name = Gauranlen moss<br />
| image = Cecropia_tree.png|Cecropia tree<br />
| description = "Symbiotic moss that grows near Gauranlen trees."<br />
| type = Plant<br />
| type2 = <br />
| hp = 100<br />
| cover = <br />
| beauty = 10<br />
| flammability = <br />
| grow days = 5<br />
| lifespanDaysPerGrowDays = <br />
| sow work = <br />
| harvest work = <br />
| product = <br />
| yield = <br />
| min sowing skill = <br />
| min fertility = 0.05<br />
| fertility sensitivity = 0<br />
| nutrition = <br />
| sowTags = <br />
| treeloverchopped = <br />
<br />
<br />
infobox main|plant|<br />
| name = Gauranlen pod<br />
| image = Cecropia_tree.png|Cecropia tree<br />
| description = "A small pod that protects a single Gauranlen seed. This seed can be harvested and used to plant a Gauranlen tree."<br />
| type = Plant<br />
| type2 = <br />
| hp = 100<br />
| cover = <br />
| beauty = <br />
| flammability = <br />
| grow days = 6<br />
| lifespanDaysPerGrowDays = <br />
| sow work = <br />
| harvest work = <br />
| product = Gauranlen seed<br />
| yield = 1<br />
| min sowing skill = <br />
| min fertility = <br />
| fertility sensitivity = 0.15<br />
| nutrition = <br />
| sowTags = <br />
<br />
infobox main|plant|<br />
| name = Tinctoria<br />
| image = Bush.png| Bush<br />
| description = "A genetically-engineered flower-like crop which secretes a self-altering dye. Tinctoria dye can be coaxed into different colors and used to dye apparel."<br />
| type = Plant<br />
| type2 = <br />
| hp = 100<br />
| cover = <br />
| beauty = 1<br />
| flammability = <br />
| grow days = 2<br />
| lifespanDaysPerGrowDays = 3<br />
| sow work = 540<br />
| harvest work = <br />
| product = dye<br />
| yield = 1<br />
| min sowing skill = <br />
| min fertility = <br />
| fertility sensitivity = <br />
| nutrition = <br />
| sowTags = Ground, Hydroponic<br />
| path cost = 14<br />
| treeloverchopped = <br />
<br />
<br />
<br />
----<br />
<br />
<br />
Notes:<br />
Animal Economy stats is great place to start<br />
'''All animals need their stats to be updated.'''<br />
* meat<br />
* gestation time<br />
* growth time<br />
* add toxic sensitivity<br />
* formula for filth rate is no longer needed<br />
* add blocked by fences<br />
* add roam interval<br />
<br />
* might need a single section on animal productivity in animal stats<br />
* page on comparing the egg layers/milkers/wool givers will need to be massively updated!<br />
<br />
animal stats now list:<br />
* meat per day during growth<br />
* grass to maintain<br />
* eggs per year<br />
* egg nutrition per year<br />
* egg market value<br />
* egg value per year<br />
<br />
== Finished Defs ==<br />
=== Ideology ===<br />
ResearchProjectDefs? (find where other research projects might also hide)<br />
<br />
=== Core ===<br />
ThingDef_Plants: <br />
* Changes noticed: Nutrition changed<br />
* Done: Cave, Cultivated Decorative, Cultivated Farm<br />
* To-Do: Bases(?), Special, Wild arid/general/swamp/temperate/tropical</div>
NotBadCat
https://rimworldwiki.com/index.php?title=User:NotBadCat&diff=87415
User:NotBadCat
2021-07-21T22:40:47Z
<p>NotBadCat: added memes and their precepts</p>
<hr />
<div>== Trying New Version of Animal Stats box ==<br />
infobox main|animal|<br><br />
|name = Cow<br><br />
|image = Cow.png<br><br />
|description = "A large domesticated ungulate, cows have been bred for millennia to produce huge amounts of milk, meat, and leather. They are exceptionally gentle creatures and will never seek revenge, no matter how many times they are harmed. Most of them are so adapted to farm life that they cannot survive in the wild."<br><br />
'''Base Stats'''<br><br />
|type = Animals<br><br />
|type2 = Farm<br><br />
|marketvalue = 300<br><br />
'''Pawn Stats'''<br><br />
|bodysize = 2.4<br><br />
|healthscale = 1.5<br><br />
|massadult = 140<br><br />
|movespeed = 3.20<br><br />
|hungerrate = 0.535<br><br />
|diet = herbivorous<br><br />
|grassmaintain = 8.56 (automated?)<br><br />
|filthrate = 16<br><br />
|toxicsensitivity = 0.5<br><br />
|min comfortable temperature = -10<br><br />
|max comfortable temperature = 40<br><br />
'''Training'''<br><br />
|trainable = none<br><br />
|roaminterval = 2<br><br />
|blockedfences = 1 (Boolean)<br><br />
|manhunter = 0.0<br><br />
|manhuntertame = 0.0<br><br />
|wildness = 0.05<br><br />
'''Yields'''<br><br />
|meatname = beef<br><br />
|meatyield = 336<br><br />
|leathername = plainleather<br><br />
|leatheryield = 60<br><br />
|milk = 14<br><br />
|milktime = 1<br><br />
|milkyear = 840 (automated?)<br><br />
|milkvalue = 1.90<br><br />
|milkvalueyear = $1596 (automated?)<br><br />
'''Lifecycle'''<br><br />
|lifespan = 22<br><br />
|gestation = 6.66<br><br />
|offspring = 1<br><br />
|maturityage = 0.33<br><br />
|meatperday = 16.8 (automated?)<br><br />
'''Offense/Defense'''<br><br />
|attack1dmg = 8.8<br><br />
|attack1type = bite<br><br />
|attack1part = teeth<br><br />
|attack1cool = 2.6 (I don't know how to calculate ticks, this is cooldowntime in xml)<br><br />
|attack2dmg = 7<br><br />
|attack2type = blunt<br><br />
|attack2part = head<br><br />
|attack2cool = 2.0<br />
|attack3dmg = 8<br><br />
|attack3type = blunt/poke<br><br />
|attack3part = left hoof<br><br />
|attack3cool = 2<br />
|attack4dmg = 8<br><br />
|attack4type = blunt/poke<br><br />
|attack4part = right hoof<br><br />
|attack4cool = 2.6<br />
<br />
==Ideoligion==<br />
== Structure ==<br />
Choosing your structure affects which symbols the game uses for your ideoligion. It does not affect gameplay.<br />
=== Structures ===<br />
==== Abstract theist ====<br />
The god(s) do not have physical form, but are everywhere at once. They know all, and can do anything. Their will defines the moral structure of the universe.<br />
==== Animist ====<br />
Spirits live in everything around us. In the plants and animals, rivers and trees, sky and stars. The moral structure of the universe springs from the necessity of respecting them.<br><br />
Styles:<br><br />
Animalist<br />
==== Archist ====<br />
Archotechs are the true gods. They know the moral structure of the universe, and serving them is how we will connect with it.<br />
==== Embodied theist ====<br />
The god(s) walk the planets like us, yet they are powerful and immortal as we are not. They decide the moral structure of the universe.<br />
==== Ideological ====<br />
There are no gods. The moral structure of the universe is found in our grand narrative of social forces.<br><br />
Unlocked rituals:<br><br />
- Symbol burning<br><br />
<br><br />
==== Buddhist origin ====<br />
This ideoligion is a descendant of ancient Buddhism. It may have very different precepts than those of thousands of years ago, but its symbols are similar.<br><br />
Chance to have precept:<br><br />
- Headwrap: Relaxed<br><br />
- Broadwrap: Relaxed<br><br />
Unlocked rituals:<br><br />
- Smokeleaf circle<br><br />
Styles:<br><br />
- Buddhist<br />
==== Christian origin ====<br />
This is a variant of the abstract theist structure. This ideoligion is a descendant of ancient Christianity. It may have very different precepts than those of thousands of years ago, but its symbols are similar.<br><br />
Chance to have precept:<br><br />
- Headwrap: Relaxed<br><br />
- Broadwrap: Relaxed<br><br />
Required rituals:<br><br />
- Christmas tree party<br><br />
Styles:<br><br />
- Christian<br />
==== Hindu origin ====<br />
This is a variant of the embodied theist structure. This ideoligion is a descendant of ancient Hinduism. It may have very different precepts than those of thousands of years ago, but its symbols are similar.<br><br />
Chances to have precept:<br><br />
- Headwrap: Relaxed<br><br />
- Broadwrap: Relaxed<br><br />
Unlocked rituals:<br><br />
- Smokeleaf circle<br><br />
Styles:<br><br />
- Hindu<br />
==== Islamic origin ====<br />
This is a variant of the abstract theist structure. This ideoligion is a descendant of ancient Islam. It may have very different precepts than those of thousands of years ago, but its symbols are similar.<br><br />
Chance to have precept:<br><br />
- Headwrap: Relaxed<br><br />
- Broadwrap: Relaxed<br><br />
Styles:<br><br />
- Islamic<br />
<br />
== Memes ==<br />
=== Human primacy ===<br />
Humans are the moral center of the universe.<br><br />
Impact: Medium<br><br />
Required precepts:<br><br />
- Bonding: Disapproved<br />
<br><br />
Disables 18 precepts:<br><br />
- ((List these here))<br />
<br><br />
Unlocked roles:<br><br />
- Production specialist<br />
<br><br />
Unlocked rituals:<br><br />
- Symbol burning<br />
<br><br />
<br />
=== Nature Primacy ===<br />
Man is a stain on nature's perfection.<br><br />
Impact: Medium<br><br />
Required precepts:<br><br />
- Scarification<br />
<br><br />
Unlocked roles:<br><br />
- Plants specialist<br />
<br><br />
Styles:<br><br />
- Animalist<br />
<br><br />
<br />
=== Animal personhood ===<br />
Animals have rights as humans do.<br><br />
Impact: High<br><br />
Required precepts:<br><br />
- Animal connection: Strong<br />
<br><br />
Requires one of precepts:<br><br />
- Slaughtering animals: Prohibited<br><br />
- Slaughtering animals: Horrible<br><br />
- Slaughtering animals: Disapproved<br />
<br><br />
Requires one of precepts:<br><br />
- Killing innocent animals: Abhorrent<br><br />
- Killing innocent animals: Horrible<br><br />
- Killing innocent animals: Disapproved<br />
<br><br />
Requires one of precepts:<br><br />
- Meat eating: Abhorrent<br><br />
- Meat eating: Horrible<br><br />
- Meat eating: Disapproved<br />
<br><br />
Unlocked roles:<br><br />
- Animals specialist<br />
<br><br />
<br />
=== Transhumanist ===<br />
Human progress means merging with technology.<br><br />
Impact: Medium<br><br />
Required precepts:<br><br />
- Sleep accelerator: Preferred<br><br />
- Neural supercharge: Preferred<br><br />
- Biosculpting: Accelerated<br><br />
- Age reversal: Demanded<br><br />
- Eating nutrient paste: Dont[sic] mind<br><br />
- Body modification: Approved<br />
<br><br />
Chance to have precept:<br><br />
- Slicecap: Relaxed<br />
<br><br />
Disables precepts:<br><br />
- Body modification: Abhorrent<br><br />
- Body modification: Disapproved<br />
<br><br />
Unlocked roles:<br><br />
- Research specialist<br />
<br><br />
Styles:<br><br />
- Techist<br />
<br><br />
New buildables<br><br />
- Hex carpet<br><br />
- Hex tile<br><br />
- Neural supercharger<br><br />
- Sleep accelerator<br />
<br><br />
Agreeing traits:<br><br />
- Body modder<br />
<br><br />
Conflicting traits:<br><br />
- Body purist<br />
<br><br />
<br />
=== Flesh Purity ===<br />
The human body should not be debased.<br><br />
Impact: Medium<br><br />
Required precepts:<br><br />
- Drug use: Prohibited<br><br />
-Biosculpting: Despised<br><br />
- Body modification: Abhorrent<br><br />
- Scarification: Horrible<br />
<br><br />
Disables precepts:<br><br />
- Body modification: Approved<br><br />
- Physical love: Free and approved<br />
<br><br />
Unlocked roles:<br><br />
- Medical specialist<br />
<br><br />
Unlocked rituals:<br><br />
- Symbol burning<br />
<br><br />
Agreeing traits:<br><br />
- Body purist<br><br />
- Nudist<br />
<br><br />
Conflicting traits:<br><br />
- Body modder<br />
<br><br />
<br />
=== Pain is virtue ===<br />
Virtue is shown through suffering of self and others.<br><br />
Impact: High<br><br />
Required precepts:<br><br />
- Pain: Idealized<br><br />
- Comfort: Ignored<br><br />
- Slab bed: Preferred<br />
<br><br />
Disables 7 precepts:<br><br />
- <br />
<br><br />
Required rituals:<br><br />
- Scarification<br />
<br><br />
Unlocked rituals:<br><br />
- Symbol burning<br />
<br><br />
Styles:<br><br />
- Morbid<br />
<br><br />
Unlocked craftables:<br><br />
- Torture crown<br />
<br><br />
New buildables<br><br />
- Slab bed<br><br />
- Slab double bed<br />
<br><br />
Agreeing traits:<br><br />
- Ascetic<br><br />
- Tortured artist<br><br />
- Masochist<br />
<br><br />
Conflicting traits:<br><br />
- Wimp<br><br />
- Gourmand<br />
<br><br />
<br />
=== Cannibal ===<br />
We must consume human flesh.<br><br />
Impact: High<br><br />
Required precepts:<br><br />
- Organ use: Acceptable<br />
<br><br />
Requires one of precepts:<br><br />
- Cannibalism: Preferred<br><br />
- Cannibalism: Required (strong)<br><br />
- Cannibalism: Required (ravenous)<br />
<br><br />
Requires one of precepts:<br><br />
- Execution: Don't care<br><br />
- Execution: Respected if guilty<br><br />
- Execution: Required<br />
<br><br />
Disables precepts:<br><br />
- Execution: Always horrible<br><br />
- Execution: Horrible if innocent<br />
<br><br />
Unlocked rituals:<br><br />
- Cannibal feast<br />
<br><br />
Styles:<br><br />
- Morbid<br />
<br><br />
Agreeing traits:<br><br />
- Cannibal<br />
<br><br />
<br />
=== Proselytizer ===<br />
It is our duty to spread our beliefs.<br><br />
Impact: Medium<br><br />
Requires one of precepts:<br><br />
- Proselytizing: Occasional<br><br />
- Proselytizing: Sometimes<br><br />
- Proselytizing: Frequent<br />
<br><br />
<br />
=== High life ===<br />
Exotic states of mind are central to a good life.<br><br />
Impact: Medium<br><br />
Required precepts:<br><br />
- Drug use: Essential<br />
<br><br />
Chance to have precept:<br />
- Flophat: Relaxed<br />
<br><br />
Disables precepts:<br><br />
- Drug use: Prohibited<br><br />
- Drug use: Medical only<br><br />
- Drug use: Medical or social only<br />
<br><br />
Required rituals:<br><br />
- Smokeleaf circle<br />
<br><br />
Unlocked roles:<br><br />
- Plants specialist<br />
<br><br />
Unlocked rituals:<br><br />
- Smokeleaf circle ((Hotfixed? Also required))<br />
<br><br />
New buildables<br><br />
- Autobong<br><br />
- Mindbend carpet<br />
<br><br />
Agreeing traits:<br><br />
- Chemical interest<br><br />
- Chemical fascination<br />
<br><br />
<br />
=== Nudism ===<br />
Clothing binds, controls, and suffocates us. We should all hang free.<br><br />
Impact: High<br><br />
Requires one of precepts:<br><br />
- Male clothing: Fully nude<br><br />
- Male clothing: Pants at most<br />
<br><br />
Requires one of precepts:<br><br />
- Female clothing: Fully nude<br><br />
- Female clothing: Pants at most<br />
<br><br />
Unlocked rituals:<br><br />
- Symbol burning<br />
<br><br />
Agreeing traits:<br><br />
- Nudist<br />
<br><br />
<br />
=== Rancher ===<br />
Raising animals is the right way; raising plants to eat is not.<br><br />
Impact: High<br><br />
Required precepts:<br><br />
- Ranching: Central<br />
<br><br />
Requires one of precepts:<br><br />
- Meat eating: Mildly required<br><br />
- Meat eating: Seriously required<br><br />
- Meat eating: Strictly required<br />
<br><br />
Unlocked roles:<br><br />
- Animals specialist<br />
<br><br />
Unlocked rituals:<br><br />
- Symbol burning<br />
<br><br />
<br />
=== Raider ===<br />
The strong should take from the weak.<br><br />
Impact: Medium<br><br />
Required precepts:<br><br />
- Raiding: Respected<br><br />
- Raiding: Required<br />
<br><br />
Requires one of precepts:<br><br />
- Execution: Horrible if innocent<br><br />
- Execution: Don't care<br><br />
- Execution: Respected if guilty<br><br />
- Execution: Required<br />
<br><br />
Disables 4 precepts:<br><br />
- <br />
<br><br />
Unlocked roles:<br><br />
- Shooting specialist<br><br />
- Melee specialist<br />
<br><br />
Unlocked rituals:<br><br />
- Symbol burning<br />
<br><br />
<br />
=== Blindsight ===<br />
Desc<br><br />
Impact: High<br><br />
Required precepts:<br><br />
- Blind psysense: Strong<br />
<br><br />
Requires one of precepts:<br><br />
- Blindness: Respected<br><br />
- Blindness: Elevated<br><br />
- Blindness: Sublime<br />
<br><br />
Disables precepts:<br><br />
- Blindness: Horrible<br><br />
- Lighting: Darklight preferred<br><br />
- Combat in darkness: preferred<br />
<br><br />
Required rituals:<br><br />
- Blinding<br />
<br><br />
Unlocked roles:<br><br />
- Medical specialist<br />
<br><br />
Unlocked craftables:<br><br />
- Blindfold<br />
<br><br />
<br />
<br />
=== Darkness ===<br />
Bright light burns and destroys! Darkness nourishes and creates. People ought to live in darkness.<br><br />
Impact: High<br><br />
Required precepts:<br><br />
- Lighting: Darklight preferred<br><br />
- Combat in darkness: Preferred<br />
<br><br />
Unlocked roles:<br><br />
- Mining specialist<br />
<br><br />
<br />
=== Tunneler ===<br />
Humans ought to live underground, and enjoy the succulent fruit of the depths.<br><br />
Impact: High<br><br />
Required precepts:<br><br />
- Fungus: Preferred<br><br />
- Insect meat: Loved<br><br />
- Small spaces: Don't care<br />
<br><br />
Disables precepts:<br><br />
- Mining: Prohibited<br><br />
- Mining: Horrible<br><br />
- Mining: Disapproved<br />
<br><br />
Unlocked roles:<br><br />
- Mining specialist<br />
<br><br />
New buildables<br><br />
- Fungal gravel<br />
<br><br />
Start with research:<br><br />
- Stonecutting<br />
Agreeing traits:<br><br />
- Undergrounder<br />
<br><br />
<br />
=== Tree connection ===<br />
Trees are the essence of life, and we must be near them.<br><br />
Impact: High<br><br />
Required precepts:<br><br />
- Trees: Desired<br />
<br><br />
Unlocked roles:<br><br />
- Plants specialist<br />
<br><br />
Start with research:<br><br />
- Tree sowing<br />
<br><br />
<br />
=== Individualist ===<br />
A community's role is to serve each individual.<br><br />
Impact: Low<br><br />
Disables precepts:<br><br />
- Slavery: Honorable<br />
<br><br />
Unlocked rituals:<br><br />
- Symbol burning<br />
<br><br />
<br />
=== Collectivist ===<br />
A person's role is to serve the community.<br><br />
Impact: Low<br><br />
Required precepts:<br><br />
- Work drive: Tripled<br />
<br><br />
Chance to have precept:<br />
- Visage mask: Relaxed<br />
<br><br />
Disables precepts:<br><br />
- Marriage name: Keep names<br />
<br><br />
Unlocked rituals:<br><br />
- Symbol burning<br />
<br><br />
<br />
<br />
=== Supremacist ===<br />
Our people should dominate all others.<br><br />
Impact: Low<br><br />
Requires one of precepts:<br><br />
- Slavery: Acceptable<br><br />
- Slavery: Honorable<br />
<br><br />
Requires one of precepts:<br><br />
- Execution: Required<br><br />
- Execution: Respected if guilty<br><br />
- Execution: Don't care<br />
<br><br />
Disables 4 precepts:<br><br />
- <br />
<br><br />
Unlocked roles:<br><br />
- Shooting specialist<br><br />
- Melee specialist<br />
<br><br />
Unlocked rituals:<br><br />
- Symbol burning<br />
<br><br />
<br />
=== Loyalist ===<br />
We stand for our own before others.<br><br />
Impact: Low<br><br />
Unlocked rituals:<br><br />
- Symbol burning<br />
<br><br />
<br />
=== Guilty ===<br />
Our people carry guilt from ages past. Others are more worthy.<br><br />
Impact: Low<br><br />
Required precepts:<br><br />
- Pain: Idealized<br />
<br><br />
Requires one of precepts:<br><br />
- Charity: Essential<br><br />
- Charity: Important<br><br />
- Charity: Worthwhile<br />
<br><br />
Disables 4 precepts:<br><br />
- <br />
<br><br />
Unlocked rituals:<br><br />
- Symbol burning<br />
<br><br />
Unlocked craftables:<br><br />
- Torture crown<br />
<br><br />
<br />
=== Male supremacy ===<br />
Men are the superior gender and should rule.<br><br />
Impact: Medium<br><br />
Chance to have precept:<br />
- Burka: Relaxed<br><br />
- Veil: Strong<br />
<br><br />
Agreeing traits:<br><br />
- Misogynist<br />
<br><br />
<br />
=== Female supremacy ===<br />
Women are the superior gender and should rule.<br><br />
Impact: Medium<br><br />
Chance to have precept:<br />
- Burka: Relaxed<br><br />
- Veil: Strong<br />
<br><br />
Agreeing traits:<br><br />
- Misandrist <br />
<br><br />
<br />
=== Template ===<br />
Desc<br><br />
Impact: <br><br />
Required precepts:<br><br />
- <br />
<br><br />
Requires one of precepts:<br><br />
- <br />
<br><br />
Chance to have precept:<br />
- <br />
<br><br />
Disables # precepts:<br><br />
- <br />
<br><br />
Unlocked roles:<br><br />
- <br />
<br><br />
New buildables<br><br />
- <br />
<br><br />
Unlocked rituals:<br><br />
- <br />
<br><br />
Required rituals:<br><br />
- <br />
<br><br />
Unlocked craftables:<br><br />
- <br />
<br><br />
Agreeing traits:<br><br />
- <br />
<br><br />
Styles:<br><br />
- <br />
<br><br />
Conflicting traits:<br><br />
- <br />
<br><br />
<br />
---<br />
<br />
Notes:<br />
Animal Economy stats is great place to start<br />
'''All animals need their stats to be updated.'''<br />
* meat<br />
* gestation time<br />
* growth time<br />
* add toxic sensitivity<br />
* formula for filth rate is no longer needed<br />
* add blocked by fences<br />
* add roam interval<br />
<br />
* might need a single section on animal productivity in animal stats<br />
* page on comparing the egg layers/milkers/wool givers will need to be massively updated!<br />
<br />
animal stats now list:<br />
* meat per day during growth<br />
* grass to maintain<br />
* eggs per year<br />
* egg nutrition per year<br />
* egg market value<br />
* egg value per year<br />
<br />
== Finished Defs ==<br />
=== Ideology ===<br />
ResearchProjectDefs? (find where other research projects might also hide)<br />
<br />
=== Core ===<br />
ThingDef_Plants: <br />
* Changes noticed: Nutrition changed<br />
* Done: Cave, Cultivated Decorative, Cultivated Farm<br />
* To-Do: Bases(?), Special, Wild arid/general/swamp/temperate/tropical</div>
NotBadCat
https://rimworldwiki.com/index.php?title=User:NotBadCat&diff=87413
User:NotBadCat
2021-07-21T21:27:02Z
<p>NotBadCat: added ideology structures</p>
<hr />
<div>== Trying New Version of Animal Stats box ==<br />
infobox main|animal|<br><br />
|name = Cow<br><br />
|image = Cow.png<br><br />
|description = "A large domesticated ungulate, cows have been bred for millennia to produce huge amounts of milk, meat, and leather. They are exceptionally gentle creatures and will never seek revenge, no matter how many times they are harmed. Most of them are so adapted to farm life that they cannot survive in the wild."<br><br />
'''Base Stats'''<br><br />
|type = Animals<br><br />
|type2 = Farm<br><br />
|marketvalue = 300<br><br />
'''Pawn Stats'''<br><br />
|bodysize = 2.4<br><br />
|healthscale = 1.5<br><br />
|massadult = 140<br><br />
|movespeed = 3.20<br><br />
|hungerrate = 0.535<br><br />
|diet = herbivorous<br><br />
|grassmaintain = 8.56 (automated?)<br><br />
|filthrate = 16<br><br />
|toxicsensitivity = 0.5<br><br />
|min comfortable temperature = -10<br><br />
|max comfortable temperature = 40<br><br />
'''Training'''<br><br />
|trainable = none<br><br />
|roaminterval = 2<br><br />
|blockedfences = 1 (Boolean)<br><br />
|manhunter = 0.0<br><br />
|manhuntertame = 0.0<br><br />
|wildness = 0.05<br><br />
'''Yields'''<br><br />
|meatname = beef<br><br />
|meatyield = 336<br><br />
|leathername = plainleather<br><br />
|leatheryield = 60<br><br />
|milk = 14<br><br />
|milktime = 1<br><br />
|milkyear = 840 (automated?)<br><br />
|milkvalue = 1.90<br><br />
|milkvalueyear = $1596 (automated?)<br><br />
'''Lifecycle'''<br><br />
|lifespan = 22<br><br />
|gestation = 6.66<br><br />
|offspring = 1<br><br />
|maturityage = 0.33<br><br />
|meatperday = 16.8 (automated?)<br><br />
'''Offense/Defense'''<br><br />
|attack1dmg = 8.8<br><br />
|attack1type = bite<br><br />
|attack1part = teeth<br><br />
|attack1cool = 2.6 (I don't know how to calculate ticks, this is cooldowntime in xml)<br><br />
|attack2dmg = 7<br><br />
|attack2type = blunt<br><br />
|attack2part = head<br><br />
|attack2cool = 2.0<br />
|attack3dmg = 8<br><br />
|attack3type = blunt/poke<br><br />
|attack3part = left hoof<br><br />
|attack3cool = 2<br />
|attack4dmg = 8<br><br />
|attack4type = blunt/poke<br><br />
|attack4part = right hoof<br><br />
|attack4cool = 2.6<br />
<br />
==Ideoligion==<br />
== Structure ==<br />
Choosing your structure affects which symbols the game uses for your ideoligion. It does not affect gameplay.<br />
=== Structures ===<br />
==== Abstract theist ====<br />
The god(s) do not have physical form, but are everywhere at once. They know all, and can do anything. Their will defines the moral structure of the universe.<br />
==== Animist ====<br />
Spirits live in everything around us. In the plants and animals, rivers and trees, sky and stars. The moral structure of the universe springs from the necessity of respecting them.<br><br />
Styles:<br><br />
Animalist<br />
==== Archist ====<br />
Archotechs are the true gods. They know the moral structure of the universe, and serving them is how we will connect with it.<br />
==== Embodied theist ====<br />
The god(s) walk the planets like us, yet they are powerful and immortal as we are not. They decide the moral structure of the universe.<br />
==== Ideological ====<br />
There are no gods. The moral structure of the universe is found in our grand narrative of social forces.<br><br />
Unlocked rituals:<br><br />
- Symbol burning<br><br />
<br><br />
==== Buddhist origin ====<br />
This ideoligion is a descendant of ancient Buddhism. It may have very different precepts than those of thousands of years ago, but its symbols are similar.<br><br />
Chance to have precept:<br><br />
- Headwrap: Relaxed<br><br />
- Broadwrap: Relaxed<br><br />
Unlocked rituals:<br><br />
- Smokeleaf circle<br><br />
Styles:<br><br />
- Buddhist<br />
==== Christian origin ====<br />
This is a variant of the abstract theist structure. This ideoligion is a descendant of ancient Christianity. It may have very different precepts than those of thousands of years ago, but its symbols are similar.<br><br />
Chance to have precept:<br><br />
- Headwrap: Relaxed<br><br />
- Broadwrap: Relaxed<br><br />
Required rituals:<br><br />
- Christmas tree party<br><br />
Styles:<br><br />
- Christian<br />
==== Hindu origin ====<br />
This is a variant of the embodied theist structure. This ideoligion is a descendant of ancient Hinduism. It may have very different precepts than those of thousands of years ago, but its symbols are similar.<br><br />
Chances to have precept:<br><br />
- Headwrap: Relaxed<br><br />
- Broadwrap: Relaxed<br><br />
Unlocked rituals:<br><br />
- Smokeleaf circle<br><br />
Styles:<br><br />
- Hindu<br />
==== Islamic origin ====<br />
This is a variant of the abstract theist structure. This ideoligion is a descendant of ancient Islam. It may have very different precepts than those of thousands of years ago, but its symbols are similar.<br><br />
Chance to have precept:<br><br />
- Headwrap: Relaxed<br><br />
- Broadwrap: Relaxed<br><br />
Styles:<br><br />
- Islamic<br />
<br />
<br />
<br />
<br />
<br />
Notes:<br />
Animal Economy stats is great place to start<br />
'''All animals need their stats to be updated.'''<br />
* meat<br />
* gestation time<br />
* growth time<br />
* add toxic sensitivity<br />
* formula for filth rate is no longer needed<br />
* add blocked by fences<br />
* add roam interval<br />
<br />
* might need a single section on animal productivity in animal stats<br />
* page on comparing the egg layers/milkers/wool givers will need to be massively updated!<br />
<br />
animal stats now list:<br />
* meat per day during growth<br />
* grass to maintain<br />
* eggs per year<br />
* egg nutrition per year<br />
* egg market value<br />
* egg value per year<br />
<br />
== Finished Defs ==<br />
=== Ideology ===<br />
ResearchProjectDefs? (find where other research projects might also hide)<br />
<br />
=== Core ===<br />
ThingDef_Plants: <br />
* Changes noticed: Nutrition changed<br />
* Done: Cave, Cultivated Decorative, Cultivated Farm<br />
* To-Do: Bases(?), Special, Wild arid/general/swamp/temperate/tropical</div>
NotBadCat
https://rimworldwiki.com/index.php?title=User:NotBadCat&diff=87412
User:NotBadCat
2021-07-21T20:54:18Z
<p>NotBadCat: animal stat template for 1.3?</p>
<hr />
<div>== Trying New Version of Animal Stats box ==<br />
infobox main|animal|<br><br />
|name = Cow<br><br />
|image = Cow.png<br><br />
|description = "A large domesticated ungulate, cows have been bred for millennia to produce huge amounts of milk, meat, and leather. They are exceptionally gentle creatures and will never seek revenge, no matter how many times they are harmed. Most of them are so adapted to farm life that they cannot survive in the wild."<br><br />
'''Base Stats'''<br><br />
|type = Animals<br><br />
|type2 = Farm<br><br />
|marketvalue = 300<br><br />
'''Pawn Stats'''<br><br />
|bodysize = 2.4<br><br />
|healthscale = 1.5<br><br />
|massadult = 140<br><br />
|movespeed = 3.20<br><br />
|hungerrate = 0.535<br><br />
|diet = herbivorous<br><br />
|grassmaintain = 8.56 (automated?)<br><br />
|filthrate = 16<br><br />
|toxicsensitivity = 0.5<br><br />
|min comfortable temperature = -10<br><br />
|max comfortable temperature = 40<br><br />
'''Training'''<br><br />
|trainable = none<br><br />
|roaminterval = 2<br><br />
|blockedfences = 1 (Boolean)<br><br />
|manhunter = 0.0<br><br />
|manhuntertame = 0.0<br><br />
|wildness = 0.05<br><br />
'''Yields'''<br><br />
|meatname = beef<br><br />
|meatyield = 336<br><br />
|leathername = plainleather<br><br />
|leatheryield = 60<br><br />
|milk = 14<br><br />
|milktime = 1<br><br />
|milkyear = 840 (automated?)<br><br />
|milkvalue = 1.90<br><br />
|milkvalueyear = $1596 (automated?)<br><br />
'''Lifecycle'''<br><br />
|lifespan = 22<br><br />
|gestation = 6.66<br><br />
|offspring = 1<br><br />
|maturityage = 0.33<br><br />
|meatperday = 16.8 (automated?)<br><br />
'''Offense/Defense'''<br><br />
|attack1dmg = 8.8<br><br />
|attack1type = bite<br><br />
|attack1part = teeth<br><br />
|attack1cool = 2.6 (I don't know how to calculate ticks, this is cooldowntime in xml)<br><br />
|attack2dmg = 7<br><br />
|attack2type = blunt<br><br />
|attack2part = head<br><br />
|attack2cool = 2.0<br />
|attack3dmg = 8<br><br />
|attack3type = blunt/poke<br><br />
|attack3part = left hoof<br><br />
|attack3cool = 2<br />
|attack4dmg = 8<br><br />
|attack4type = blunt/poke<br><br />
|attack4part = right hoof<br><br />
|attack4cool = 2.6<br />
<br />
<br />
<br />
<br />
<br />
<br />
Notes:<br />
Animal Economy stats is great place to start<br />
'''All animals need their stats to be updated.'''<br />
* meat<br />
* gestation time<br />
* growth time<br />
* add toxic sensitivity<br />
* formula for filth rate is no longer needed<br />
* add blocked by fences<br />
* add roam interval<br />
<br />
* might need a single section on animal productivity in animal stats<br />
* page on comparing the egg layers/milkers/wool givers will need to be massively updated!<br />
<br />
animal stats now list:<br />
* meat per day during growth<br />
* grass to maintain<br />
* eggs per year<br />
* egg nutrition per year<br />
* egg market value<br />
* egg value per year<br />
<br />
== Finished Defs ==<br />
=== Ideology ===<br />
ResearchProjectDefs? (find where other research projects might also hide)<br />
<br />
=== Core ===<br />
ThingDef_Plants: <br />
* Changes noticed: Nutrition changed<br />
* Done: Cave, Cultivated Decorative, Cultivated Farm<br />
* To-Do: Bases(?), Special, Wild arid/general/swamp/temperate/tropical</div>
NotBadCat
https://rimworldwiki.com/index.php?title=User:NotBadCat&diff=87411
User:NotBadCat
2021-07-21T20:10:34Z
<p>NotBadCat: Added areas I've finished/need to finish/formatted</p>
<hr />
<div>Notes:<br />
Animal Economy stats is great start<br />
'''All animals need their stats to be updated.'''<br />
* meat<br />
* gestation time<br />
* growth time<br />
* add toxic sensitivity<br />
* formula for filth rate is no longer needed<br />
* add blocked by fences<br />
* add roam interval<br />
<br />
* might need a single section on animal productivity in animal stats<br />
* page on comparing the egg layers/milkers/wool givers will need to be massively updated!<br />
<br />
animal stats now list:<br />
* meat per day during growth<br />
* grass to maintain<br />
* eggs per year<br />
* egg nutrition per year<br />
* egg market value<br />
* egg value per year<br />
<br />
== Finished Defs ==<br />
=== Ideology ===<br />
ResearchProjectDefs? (find where other research projects might also hide)<br />
<br />
=== Core ===<br />
ThingDef_Plants: <br />
* Changes noticed: Nutrition changed<br />
* Done: Cave, Cultivated Decorative, Cultivated Farm<br />
* To-Do: Bases(?), Special, Wild arid/general/swamp/temperate/tropical</div>
NotBadCat
https://rimworldwiki.com/index.php?title=Bryolux&diff=87410
Bryolux
2021-07-21T19:30:24Z
<p>NotBadCat: Nutrition: 0.15 to 0.3</p>
<hr />
<div>{{stub}}{{infobox main|plant|<br />
| name = Bryolux<br />
| image = Bryolux a.png| Bryolux<br />
| description = A blue moss typically found in deep, dark caves. It is sticky, with tangled fibers, which slows anyone walking over it. Dies when exposed to light.<br />
| type = Plant<br />
| type2 = Wild<br />
| hp = 100<br />
| cover = <br />
| beauty = 1<br />
| flammability = 1<br />
| grow days = 60<br />
| lifespanDaysPerGrowDays = <br />
| sow work = <br />
| harvest work = 200<br />
| product = <br />
| yield = <br />
| min sowing skill = <br />
| min fertility = 0.01<br />
| fertility sensitivity = 0.15<br />
| nutrition = 0.3<br />
| sowTags = <br />
| path cost = 30<br />
| page verified for version = 1.2.2900<br />
}}<br />
<br />
Bryolux is a type of moss that grows in caves. It has no other use than to provide minor illumination. It is immune to [[Events#Blight|blight]].<br />
{{nav|plant|wide}}<br />
[[Category:Plants]]<br />
[[Category:Wild plants]]</div>
NotBadCat
https://rimworldwiki.com/index.php?title=Agarilux&diff=87409
Agarilux
2021-07-21T19:29:19Z
<p>NotBadCat: Nutrition: 0.5 to 0.75</p>
<hr />
<div>{{Stub}}{{infobox main|plant|<br />
| name = Agarilux<br />
| image = Agarilux.png| Agarilux<br />
| description = An enormous purple mushroom. Its size and glowing protrusions make this fungus beautiful to look at. It dies when exposed to light.<br />
| type = Plant<br />
| type2 = Wild<br />
| hp = 150<br />
| cover = <br />
| beauty = 4<br />
| flammability = 1<br />
| grow days = 60<br />
| lifespanDaysPerGrowDays = <br />
| sow work = <br />
| harvest work = 200<br />
| product = Raw fungus<br />
| yield = 35<br />
| min sowing skill = <br />
| min fertility = 0.01<br />
| fertility sensitivity = 0.15<br />
| nutrition = 0.75<br />
| sowTags = <br />
| path cost = 30<br />
}}<br />
<br />
An '''Agarilux''', is a wild plant that only spawns inside caves and cannot be grown by the player. It has a slow grow time, and harvesting a fully grown specimen produces up to 35 [[raw fungus]]. It reproduces by spores to nearby dark areas. After a certain growth period it emits 41% light from the spot where it grows.<br />
<br />
{{Grow Table}}<br />
<br />
{{nav|plant|wide}}<br />
[[Category:Plants]]<br />
[[Category:Wild plants]]</div>
NotBadCat
https://rimworldwiki.com/index.php?title=Glowstool&diff=87408
Glowstool
2021-07-21T19:28:20Z
<p>NotBadCat: Nutrition: 0.35 to 0.5</p>
<hr />
<div>{{Stub}}{{infobox main|plant|<br />
| name = Glowstool<br />
| image = Glowstool.png| Glowstool<br />
| description = A small brown mushroom typically found in caves. It smells like an old, dirty rag pulled from the stomach of a rotting muffalo - but it tastes surprisingly good when cooked. Dies when exposed to light.<br />
| type = Plant<br />
| type2 = Wild<br />
| hp = 100<br />
| cover = <br />
| beauty = 2<br />
| flammability = 1<br />
| grow days = 40<br />
| lifespanDaysPerGrowDays = <br />
| sow work = <br />
| harvest work = 200<br />
| product = Raw fungus<br />
| yield = 20<br />
| min sowing skill = <br />
| min fertility = 0.01<br />
| fertility sensitivity = 0.15<br />
| nutrition = 0.5<br />
| sowTags = <br />
| path cost = 14<br />
}}<br />
A small brown mushroom typically found in caves. It smells like an old, dirty rag pulled from the stomach of a rotting muffalo - but it tastes surprisingly good when cooked. Dies when exposed to light.<br />
<br />
==Growing==<br />
{{Grow Table}}<br />
<br />
{{nav|plant|wide}}<br />
[[Category:Plants]]<br />
[[Category:Wild plants]]</div>
NotBadCat
https://rimworldwiki.com/index.php?title=Cocoa_tree&diff=87407
Cocoa tree
2021-07-21T19:22:26Z
<p>NotBadCat: Nutrition: 1.25 to 1.5</p>
<hr />
<div>{{stub}}{{infobox main|plant|<br />
| name = Cocoa tree<br />
| image = Cocoa_tree.png|Cocoa tree<br />
| description = A tropical tree that produces chocolate, genetically engineered to sweeten its own product, and survive in slightly less-warm climates.<br />
| type = Plant<br />
| type2 = Cultivated<br />
| hp = 200<br />
| cover = 0.25<br />
| beauty = 2<br />
| flammability = 0.8<br />
| grow days = 16<br />
| sow work = 4000<br />
| harvest work = 400<br />
| product = Chocolate<br />
| yield = 20<br />
| min sowing skill = 8<br />
| min fertility = 0.7<br />
| fertility sensitivity = 0.5<br />
| nutrition = 1.5<br />
| sowTags = Ground<br />
}}<br />
Cocoa trees can be grown to produce [[chocolate]]. <br />
<br />
Cocoa trees aren't native to any biomes. Unlike most [[trees]], cutting them down does not yield any useful [[wood]]. Also when exposed to extreme temperatures, instead of going dormant like most other plants, they will die. Cocoa trees cannot be grown inside a [[greenhouse]], which makes cultivation difficult in cold biomes.<br />
<br />
Planting cocoa trees requires the [[Research#Cocoa|Cocoa]] research to be completed.<br />
==Growing==<br />
{{Grow Table}}<br />
<br />
==Version history==<br />
Added in [[Version history#Recent_Version_:_Beta_19|Beta 19]].<br />
<br />
<br />
{{nav|plant|wide}}<br />
[[Category:Domesticated plants]]</div>
NotBadCat
https://rimworldwiki.com/index.php?title=Psychoid_plant&diff=87406
Psychoid plant
2021-07-21T19:21:18Z
<p>NotBadCat: Nutrition: 0.15 to 0.2</p>
<hr />
<div>{{stub}}{{infobox main|plant|<br />
| name =Psychoid plant<br />
| image = Psychoid_plant.png|Psychoid Plant<br />
| description = A leafy plant which generates the chemical compound psychite. Originally evolved as a defense mechanism to ward off plant-eating animals by overstimulating and sickening them, the psychite drug can be extracted and refined into various forms for recreational use. It is addictive.<br />
| type = Plant<br />
| type2 = Cultivated<br />
| hp = 85<br />
| flammability = 1<br />
| grow days = 9<br />
| sow work = 170<br />
| harvest work = 200<br />
| product = Psychoid leaves<br />
| yield = 8<br />
| min sowing skill = 6<br />
| min fertility = 0.7<br />
| fertility sensitivity = 1.0<br />
| nutrition = 0.2<br />
| sowTags = Ground, Hydroponic<br />
}}{{Info|A leafy plant. Its [[Psychoid leaves|leaves]] can be brewed into [[psychite tea]] and refined into [[flake]] and [[yayo]].}}Sowing psychoid plants requires a minimum [[Skills#Growing|growing skill]] of {{P|Minimum Required Growing Skill}}, but any colonist capable of [[Menus#Work|plant cutting]] can harvest them.<br />
<br />
Contrary to its description, it seems to have no particular ability to repel herbivores, who will continue to eat it if available.<br />
==Growing==<br />
{{Grow Table}}<br />
<br />
{{nav|plant|wide}}<br />
[[Category:Domesticated plants]]<br />
[[Category:Resource plants]]</div>
NotBadCat
https://rimworldwiki.com/index.php?title=Smokeleaf_plant&diff=87405
Smokeleaf plant
2021-07-21T19:20:35Z
<p>NotBadCat: Nutrition: 0.15 to 0.2</p>
<hr />
<div>{{stub}}{{infobox main|plant|<br />
| name = Smokeleaf plant<br />
| image = Smokeleaf_plant.png|Smokeleaf Plant<br />
| description = A leafy crop grown for the psychological effects of chemicals in its leaves. Smokeleaf leaves can be prepared into joints at the crafting spot. Smokeleaf makes a user feel relaxed, but reduces motivation, and can be addictive.<br />
| type = Plant<br />
| type2 = Cultivated<br />
| hp = 85<br />
| flammability = 1<br />
| grow days = 7.5<br />
| sow work = 170<br />
| harvest work = 200<br />
| product = Smokeleaf leaves<br />
| yield = 9<br />
| min sowing skill = 4<br />
| min fertility = 0.7<br />
| fertility sensitivity = 1<br />
| nutrition = 0.2<br />
| sowTags = Ground, Hydroponic<br />
}}<br />
{{Info|A '''smokeleaf plant''' is a leafy plant cultivated for the psychological effects of smoking its leaves. [[Smokeleaf leaves]] can be prepared into [[Smokeleaf joint|joints]] at a [[crafting spot]].}}Sowing smokeleaf plants requires a minimum [[Skills#Growing|growing skill]] of {{P|Minimum Required Growing Skill}}, but any colonist capable of [[Menus#Work|plant cutting]] can harvest them. <br />
<br />
Burning the plant will not cause any unique effect.<br />
==Growing==<br />
{{Grow Table}}<br />
<br />
{{nav|plant|wide}}<br />
[[Category:Domesticated plants]]<br />
[[Category:Resource plants]]</div>
NotBadCat
https://rimworldwiki.com/index.php?title=Wild_healroot&diff=87404
Wild healroot
2021-07-21T19:19:03Z
<p>NotBadCat: Nutrition: 0.15 to 0.2</p>
<hr />
<div>{{stub}}{{infobox main|plant|<br />
| name = Healroot<br />
| image = Healroot.png|Healroot<br />
| description = A slow-growing plant which yields herbal medicine when harvested.<br>This wild breed of healroot is hardier than domesticated healroot, but too difficult to cultivate. It is prized by tribespeople in colder climates.<br />
| type = Plant<br />
| type2 = Wild<br />
| hp = 60<br />
| flammability = 1<br />
| grow days = 10<br />
| sow work = <br />
| harvest work = 400<br />
| product = Herbal medicine<br />
| yield = 1<br />
| min sowing skill = <br />
| min fertility = 0.7<br />
| fertility sensitivity = 1.0<br />
| nutrition = 0.2<br />
| path cost = 14<br />
| page verified for version = 1.2.2900<br />
}}{{See also|Healroot}}<br />
This plant was selectively bred for centuries by settlers. It is sometimes also called "healer's hand" by tribespeople - a nickname it owes to its five major medicinal virtues. Any colonist capable of plant cutting can harvest them. Once the basics of a base is set up, harvesting all healroot near your base is advised.<br />
<br />
Each healroot plant yields 1 herbal medicine when fully grown. Harvesting it early results in a chance of failing to receive anything from the harvest even though it is not marked as failed.<br />
<br />
Wild healroot grows in boreal forests, cold bogs, temperate forests, temperate swamps and tundras. Wild healroot is statistically identical to normal [[healroot]].<br />
==Growing==<br />
{{Grow Table}}<br />
<br />
{{nav|plant|wide}}<br />
[[Category:Wild plants]]<br />
[[Category:Resource plants]]</div>
NotBadCat
https://rimworldwiki.com/index.php?title=Healroot&diff=87403
Healroot
2021-07-21T19:18:29Z
<p>NotBadCat: Nutrition: 0.15 to 0.2</p>
<hr />
<div>{{stub}}{{infobox main|plant|<br />
| name = Healroot<br />
| image = Healroot.png|Healroot<br />
| description = A slow-growing plant which yields herbal medicine when harvested. Sowing and harvesting healroot are both very labor-intensive tasks because of its delicate shoots.\n\nHealroot was selectively bred for centuries by settlers. It is sometimes also called "healer's hand" by tribespeople - a nickname it owes to its five major medicinal virtues.<br />
| type = Plant<br />
| type2 = Cultivated<br />
| hp = 60<br />
| flammability = 1<br />
| grow days = 7<br />
| sow work = 800<br />
| harvest work = 400<br />
| product = Herbal medicine<br />
| yield = 1<br />
| min sowing skill = 8<br />
| min fertility = 0.7<br />
| fertility sensitivity = 1.0<br />
| nutrition = 0.2<br />
| sowTags = Ground, Hydroponic<br />
}}{{See also|Wild healroot}}{{Info|This plant was selectively bred for centuries by settlers. It is sometimes also called &quot;healer's hand&quot; by tribespeople - a nickname it owes to its five major medicinal virtues. Planted in the [[growing zone]] or [[hydroponics basin]]s and yields [[herbal medicine]].}}Sowing '''healroot''' requires a minimum [[Skills#Growing|growing skill]] of {{P|Minimum Required Growing Skill}}, but any colonist capable of [[Menus#Work|plant cutting]] can harvest them.<br />
<br />
Each healroot plant yields 1 herbal medicine when fully grown. Harvesting it early results in a chance of failing to receive anything from the harvest even though it is not marked as failed.<br />
<br />
It may be worth walling off your healroot, as wildlife is more than inclined to consume it, hindering your overall herbal medicine production. A herd of Thrumbos (or even a single for that matter) will be destructive to your Healroot farm if left unprotected.<br />
<br />
There is a variety that can be found naturally growing in boreal forests, cold bogs, temperate forests, temperate swamps and tundras, known as '''Wild healroot'''. It is statistically identical except it can't be cultivated manually.<br />
<br />
==Growing==<br />
{{Grow Table}}<br />
<br />
==Version History==<br />
* [[Version/0.8.657|0.8.657]] - Can be farmed and refined into herbal medicine. Possibly Added.<br />
* A13 - Name changed from Xerigium and sprite changed <br />
<br />
<gallery><br />
Xerigium.png|Xerigium Sprite<br />
</gallery><br />
<br />
{{nav|plant|wide}}<br />
[[Category:Domesticated plants]]<br />
[[Category:Resource plants]]</div>
NotBadCat
https://rimworldwiki.com/index.php?title=Devilstrand_mushroom&diff=87402
Devilstrand mushroom
2021-07-21T19:17:18Z
<p>NotBadCat: Nutrition: 0.15 to 0.2</p>
<hr />
<div>{{stub}}{{infobox main|plant|<br />
| name = Devilstrand mushroom<br />
| image = Devilstrand_mushroom.png|Devilstrand mushroom<br />
| description = This fragile mushroom was genetically engineered to produce a silk net that is both difficult to tear and soft to the touch. While the mushroom takes a very long time to grow, only exotic ultra-tech fabrics outperform its devilstrand fibers.<br>Some say it's called devilstrand because of its red color. Others think it owes its name to the greed it inspires in people.<br />
| type = Plant<br />
| type2 = Cultivated<br />
| hp = 85<br />
| flammability = 1<br />
| grow days = 22.5<br />
| sow work = 400<br />
| harvest work = 200<br />
| product = Devilstrand<br />
| yield = 6<br />
| min sowing skill = 10<br />
| min fertility = 0.7<br />
| fertility sensitivity = 1.0<br />
| nutrition = 0.2<br />
| sowTags = Ground<br />
}}<br />
{{Info|'''Devilstrand mushroom''' is a player-growable production crop with a low yield, and very long growing cycle. Can't be sown in hydroponics, and is immune to blight. Mature devilstrand yields 6 [[devilstrand]].}}<br />
<br />
Devilstrand mushrooms are entirely immune to blight.<br />
==Growing==<br />
Devilstrand has a base growing time of 22.5 days, needs a minimum soil fertility of 50%, and has a fertility sensitivity rating of 100%. Devilstrand can also only be sown by level 10 growers and above, and once the [[research#Devilstrand|Devilstrand]] research has been completed. The following table details how long it takes for devilstrand to grow in each growable ground type, factoring in the plant resting time and being in ideal growing conditions:<br />
<br />
{{Grow Table}}<br />
<br />
==Economy==<br />
Devilstrand's raw product is devilstrand, which has a market value of 10 [[silver]]. The refined product with the largest profit margin is a [[duster]], having a -22.56%<ref>70% sell price multiplier and assuming normal quality. Your mileage may vary; see [[quality]] for more information on skill level's impact on the average market value of produced goods.</ref> profit margin. The following table details silver per day, per plant. It only factors in the 50% selling markdown, the market value of the products, and the yield per day:<br />
<div><li style="display: inline-table;"><br />
{| {{STDT| c_24 text-center}}<br />
! Ground Type<br />
| Gravel<br />
| Soil<br />
| Rich Soil<br />
| Hydroponics<br />
|- <br />
! Raw<br />
| 0.72<br />
| 1.03<br />
| 1.44<br />
| -<br />
|- <br />
! Refined<br />
| 0.56<br />
| 0.8<br />
| 1.12<br />
| -<br />
|}<br />
</li></div><br />
<references /><br />
<br />
Unlike [[cloth]] dusters, you'll actually be better off selling devilstrand than devilstrand dusters. This is because cloth dusters have a higher '''work:ingredient value''' ratio compared to devilstrand dusters; a larger market value gain relative to the total value of the ingredients.<br />
<br />
Generally, you can't generate a profit from devilstrand dusters unless you have at least a level 15 crafter doing the tailoring - and even then, cloth dusters would still be leaps and bounds better for economic purposes.<br />
<br />
{{nav|plant|wide}}<br />
[[Category:Domesticated plants]]<br />
[[Category:Resource plants]]</div>
NotBadCat
https://rimworldwiki.com/index.php?title=Haygrass&diff=87401
Haygrass
2021-07-21T19:15:20Z
<p>NotBadCat: Nutrition: 0.2 to 0.3</p>
<hr />
<div>{{stub}}{{infobox main|plant|<br />
| name = Haygrass<br />
| image = Haygrass.png|Haygrass<br />
| description =A mixture of nutrient-rich grasses which yield large amounts of hay. Hay is edible for animals, but not humans.<br />
| type = Plant<br />
| type2 = Cultivated<br />
| hp = 85<br />
| flammability = 1.3<br />
| grow days = 7<br />
| sow work = 170<br />
| harvest work = 200<br />
| product = Hay<br />
| yield = 18<br />
| min sowing skill =<br />
| min fertility = 0.7<br />
| fertility sensitivity = 0.6<br />
| nutrition = 0.3<br />
| sowTags = Ground<br />
}}<br />
{{Info|'''Haygrass''' is a player-growable food crop with a high yield, and a slightly longer growing cycle. Haygrass can't be sown in hydroponics. Mature haygrass yields 18 [[hay]].}}<br />
<br />
Hay is inedible for humans; only rough grazers can eat hay.<br />
<br />
==Growing==<br />
Haygrass has a base growing time of 8 days, need a minimum soil fertility of 50%, and have a fertility sensitivity rating of 60%. The following table details how long it takes for haygrass to grow in each growable ground type, factoring in the plant resting time and being in ideal growing conditions:<br />
<br />
{{Grow Table}}<br />
<br />
Haygrass has the highest yield per day, and therefore highest nutrition output out of any player-growable plant in the game in most cases - although [[rice plant|rice]] in [[hydroponics basin|hydroponics]], [[berry bush]]es, and [[agave]] all have better nutrition outputs compared to haygrass. However, none of the three aforementioned solutions would be feasible for sustaining livestock.<br />
<br />
==Food Production==<br />
The following table shows much haygrass it takes to sustain one baseline hunger rate animal, but only factors in the nutritional value of the yield, and the yield per day:<br />
<div><li style="display: inline-table;"><br />
{| {{STDT| c_24 text-center}}<br />
! Ground Type<br />
| Gravel<br />
| Soil<br />
| Rich Soil<br />
| Hydroponics<br />
|- <br />
! Raw<br />
| 20.52<br />
| 16.83<br />
| 13.57<br />
| -<br />
|-<br />
! Kibble<br />
| 8.21<br />
| 6.73<br />
| 5.43<br />
| -<br />
|}<br />
</li></div><br />
For the variable nature of animal hunger rates, figures in this table have been rounded up to two decimal places rather than to the next integer. If you're feeding animals that are being reared for meat, it's better to feed them raw hay than [[kibble]]; it's counter-productive to feed animals meat, to get less meat out of them.<br />
<br />
The following is a list of hunger rates<ref>At maturity</ref> (therefore multipliers) needed for [[Animals#Feeding_animals|feeding]] various animals. <br />
{| class="wikitable sortable"<br />
|-<br />
! Animal Name !! Type !! Diet !! Hunger Rate<br />
|-<br />
| [[Alpaca]] || Farm, Pack, Wild || Herbivorous || 0.72<br />
|-<br />
| [[Alphabeaver]] || Wild || Dendrovorous || 4.8<br />
|-<br />
| [[Arctic fox]] || Wild || Carnivorous || 0.29<br />
|-<br />
| [[Arctic wolf]] || Wild || Carnivorous || 0.29<br />
|-<br />
| [[Bison]] || Farm, Pack, Wild || Herbivorous || 1.36<br />
|-<br />
| [[Boomalope]] || Farm, Wild || Herbivorous || 2.08<br />
|-<br />
| [[Boomrat]] || Wild || Omnivorous || 0.56<br />
|-<br />
| [[Capybara]] || Wild || Herbivorous || 0.48<br />
|-<br />
| [[Caribou]] || Farm, Wild || Herbivorous || 1.44<br />
|- <br />
| [[Cassowary]] || Farm, Wild || Herbivorous || 0.64<br />
|-<br />
| [[Cat]] || Pet || Carnivorous || 0.16<br />
|-<br />
| [[Chicken]] || Farm, Pet || Herbivorous || 0.56<br />
|-<br />
| [[Chinchilla]] || Wild || Herbivorous || 0.48<br />
|-<br />
| [[Cobra]] || Farm, Wild || Carnivorous || 0.11<br />
|-<br />
| [[Cougar]] || Wild || Carnivorous || 0.48<br />
|-<br />
| [[Cow]] || Farm, Pet || Herbivorous || 1.36<br />
|-<br />
| [[Deer]] || Wild || Herbivorous || 0.64<br />
|-<br />
| [[Donkey]] || Pack, Wild || Herbivorous || 1.2<br />
|-<br />
| [[Dromedary]] || Farm, Pack, Wild || Herbivorous || 1.28<br />
|-<br />
| [[Duck]] || Farm, Wild || Herbivorous || 0.56<br />
|-<br />
| [[Elephant]] || Pack, Wild || Herbivorous || 3.2<br />
|-<br />
| [[Elk]] || Farm, Wild || Herbivorous || 1.36<br />
|-<br />
| [[Emu]] || Farm, Wild || Herbivorous || 0.64<br />
|-<br />
| [[Fennec fox]] || Wild || Carnivorous || 0.19<br />
|-<br />
| [[Gazelle]] || Wild || Herbivorous || 0.56<br />
|-<br />
| [[Goat]] || Farm, Wild || Herbivorous || 0.72<br />
|-<br />
| [[Goose]] || Farm, Wild || Herbivorous || 0.72<br />
|-<br />
| [[Grizzly bear]] || Wild || Omnivorous || 0.56<br />
|-<br />
| [[Guinea pig]] || Wild || Herbivorous || 0.54<br />
|-<br />
| [[Hare]] || Wild || Herbivorous || 0.37<br />
|-<br />
| [[Horse]] || Pack, Wild || Herbivorous || 1.36<br />
|-<br />
| [[Husky]] || Pet || Omnivorous || 0.8<br />
|-<br />
| [[Ibex]] || Wild || Herbivorous || 0.56<br />
|-<br />
| [[Iguana]] || Farm, Wild || Omnivorous || 0.45<br />
|-<br />
| [[Labrador retriever]] || Pet || Omnivorous || 0.64<br />
|-<br />
| [[Lynx]] || Wild || Carnivorous || 0.3<br />
|-<br />
| [[Megascarab]] || Insectoid, Wild || Omnivorous || 0.16<br />
|-<br />
| [[Megasloth]] || Farm, Wild || Herbivorous || 3.2<br />
|-<br />
| [[Megaspider]] || Insectoid, Wild || Omnivorous || 0.56<br />
|-<br />
| [[Monkey]] || Wild || Omnivorous || 0.4<br />
|-<br />
| [[Muffalo]] || Farm, Pack, Wild || Herbivorous || 1.36<br />
|-<br />
| [[Ostrich]] || Farm, Wild || Herbivorous || 0.88<br />
|-<br />
| [[Panther]] || Wild || Carnivorous || 0.48<br />
|-<br />
| [[Pig]] || Pet || Omnivorous || 0.72<br />
|-<br />
| [[Polar bear]] || Wild || Omnivorous || 0.56<br />
|-<br />
| [[Raccoon]] || Wild || Omnivorous || 0.51<br />
|-<br />
| [[Rat]] || Wild || Omnivorous || 0.32<br />
|-<br />
| [[Red fox]] || Wild || Carnivorous || 0.19<br />
|-<br />
| [[Rhinoceros]] || Wild || Herbivorous || 2.4<br />
|-<br />
| [[Sheep]] || Farm, Wild || Herbivorous || 0.72<br />
|-<br />
| [[Snowhare]] || Wild || Herbivorous || 0.37<br />
|-<br />
| [[Spelopede]] || Insectoid, Wild || Omnivorous || 0.4<br />
|-<br />
| [[Squirrel]] || Wild || Herbivorous || 0.32<br />
|-<br />
| [[Thrumbo]] || Wild || Dendrovorous || 5.6<br />
|-<br />
| [[Timber wolf]] || Wild || Carnivorous || 0.29<br />
|-<br />
| [[Tortoise]] || Farm, Wild || Omnivorous || 0.53<br />
|-<br />
| [[Turkey]] || Farm, Wild || Herbivorous || 0.8<br />
|-<br />
| [[Warg]] || Wild || Carnivorous || 0.4<ref>Cannot eat hay or kibble</ref><br />
|-<br />
| [[Wild boar]] || Wild || Omnivorous || 0.72<br />
|-<br />
| [[Yak]] || Farm, Pack, Wild || Herbivorous || 1.36<br />
|-<br />
| [[Yorkshire terrier]] || Pet || Omnivorous || 0.48<br />
|-<br />
|}<br />
''Farm = Produces, Pack = Pack Animal, Pet = Cannot be found in wild, Wild = Can be found in wild''<br />
<references /><br />
<br />
==Economy==<br />
Haygrass' raw product is hay, which has a market value of 0.9 [[silver]]. The refined product with the largest profit margin is kibble, having a 12.07% profit margin.<ref>Using standard value meat. Human meat increases this to 91.18%</ref> The following table details silver per day, per plant. It only factors in the 50% selling markdown, the market value of the products, and the yield per day:<br />
<br />
{| {{STDT| c_24 text-center}}<br />
! Ground Type<br />
| Gravel<br />
| Soil<br />
| Rich Soil<br />
| Hydroponics<br />
|- <br />
! Raw<br />
| 0.7<br />
| 0.86<br />
| 1.06<br />
| -<br />
|- <br />
! Refined<ref>Assuming a vegetarian ingredient bottleneck. Your mileage may vary.</ref><br />
| 2.54<br />
| 3.09<br />
| 3.83<br />
| -<br />
|}<br />
<br />
<references /><br />
<br />
Haygrass is generally lackluster when it comes to economy, due to hay's remarkably low market value. Even kibble underperforms when compared to other food crops with [[fine meal]]s.<br />
<br />
== Version history ==<br />
* [[Version/0.12.906|0.12.906]] - Added<br />
{{nav|plant|wide}}<br />
[[Category:Domesticated plants]]</div>
NotBadCat
https://rimworldwiki.com/index.php?title=Potato_plant&diff=87400
Potato plant
2021-07-21T19:13:12Z
<p>NotBadCat: Nutrition: 0.2 to 0.25</p>
<hr />
<div>{{stub}}{{infobox main|plant|<br />
| name = Potato plant<br />
| image = Potato_plant.png|Potato Plant<br />
| description = A highly nutritious tuber. Potatoes grow well even in somewhat poor soil, and form a delicious crispy outer coating when fried in oil.<br />
| type = Plant<br />
| type2 = Cultivated<br />
| hp = 85<br />
| flammability = 1<br />
| grow days = 5.8<br />
| sow work = 170<br />
| harvest work = 200<br />
| product = Potatoes<br />
| yield = 11<br />
| min sowing skill = <br />
| min fertility = 0.7<br />
| fertility sensitivity = 0.4<br />
| nutrition = 0.25<br />
| sowTags = Ground, Hydroponic<br />
}}<br />
The '''Potato Plant''' is a [[Plants#Domesticated Plants|domesticated plant]] which yields 11 [[potatoes]] at 100% growth. Requires 5.8 days (or 10.71 days when accounting for nightly resting period) with full light in optimal temperature range to reach maturity. Its high tolerance to ground fertility makes it efficient for growing in soil with poor fertility like gravel.<br />
<br />
==Growing==<br />
{{Grow Table}}<br />
<br />
==Version History==<br />
At some point there was an "Accele-potato plant". Its relationship to the current potato plant is unclear at this time, but it may be be the same plant, just renamed, or other predecessor. <br />
<br />
{{nav|plant|wide}}<br />
[[Category:Domesticated plants]]</div>
NotBadCat
https://rimworldwiki.com/index.php?title=Corn_plant&diff=87399
Corn plant
2021-07-21T19:11:12Z
<p>NotBadCat: Nutrition: 0.3 to 0.4</p>
<hr />
<div>{{stub}}{{infobox main|plant|<br />
| name = Corn plant<br />
| image = Corn_plant.png|Corn Plant<br />
| description = A tall grain plant which produces ears of soft, edible seeds. While corn takes a long time to grow, it yields lots of food compared to other crops. Harvested corn takes a long time to spoil.<br />
| type = Plant<br />
| type2 = Cultivated<br />
| hp = 150<br />
| flammability = 1<br />
| grow days = 11.3<br />
| sow work = 170<br />
| harvest work = 200<br />
| product = Corn<br />
| yield = 22<br />
| min sowing skill = <br />
| min fertility = 0.70<br />
| fertility sensitivity = 1.0<br />
| nutrition = 0.4<br />
| sowTags = Ground<br />
}}<br />
The '''corn plant''' has a long growing cycle and a very high yield of 22 pieces of [[corn]]. It cannot be sown in hydroponics. Corn plants have a base growing time of 11.3 days, need a minimum soil fertility of 70%, and have a fertility sensitivity rating of 100%. Corn has the second-highest base yield per day (approx. 2.7% less than [[rice]]), but requires the least farming labor to maintain due to its long growing cycle. <br />
<br />
== Growing ==<br />
The following table details how long it takes for corn plants to grow in each growable ground type, factoring in the plant resting time and being in ideal growing conditions:<br />
{{Grow Table}}<br />
<br />
Corn plants do not suffer the downtime between multiple harvests that rice fields deal with due to corn's long growing time. But this also makes it the most vulnerable to negative incidents (burns, bad weather, animals destruction). Corn should not be entrusted as the colony's only food supply without other alternatives. Corn's exceptional shelf life means that the colony does not need to invest in freezer space for corn, as even the slightest winter will keep corn fresh until next year's harvest. Thus a corn harvest only needs to be placed in a simple shed or under an outdoor roof.<br />
<br />
==Version History==<br />
* [[Version/0.9.722|0.9.722]] - added.<br />
<br />
{{nav|plant|wide}}<br />
[[Category:Domesticated plants]]</div>
NotBadCat
https://rimworldwiki.com/index.php?title=Template:Nav/animals&diff=87398
Template:Nav/animals
2021-07-21T19:02:15Z
<p>NotBadCat: added dryads to template</p>
<hr />
<div>;[[Herbivore|Herbivorous]]<br />
:[[Alpaca]] &bull; [[Bison]] &bull; [[Boomalope]] &bull; [[Capybara]] &bull; [[Caribou]] &bull; [[Cassowary]] &bull; [[Chicken]] &bull; [[Chinchilla]] &bull; [[Cow]] &bull; [[Deer]] &bull; [[Donkey]] &bull; [[Dromedary]] &bull; [[Duck]] &bull; [[Elephant]] &bull; [[Elk]] &bull; [[Emu]] &bull; [[Gazelle]] &bull; [[Goat]] &bull; [[Goose]] &bull; [[Guinea pig]] &bull; [[Hare]] &bull; [[Horse]] &bull; [[Ibex]] &bull; [[Megasloth]] &bull; [[Muffalo]] &bull; [[Ostrich]] &bull; [[Rhinoceros]] &bull; [[Sheep]] &bull; [[Snowhare]] &bull; [[Squirrel]] &bull; [[Turkey]] &bull; [[Yak]]<br />
<br />
;[[Dendrovore|Dendrovorous]]<br />
:[[Alphabeaver]] &bull; [[Thrumbo]]<br />
<br />
;[[Omnivore|Omnivorous]]<br />
:[[Boomrat]] &bull; [[Grizzly bear]] &bull; [[Human]] &bull; [[Husky]] &bull; [[Iguana]] &bull; [[Labrador retriever]] &bull; [[Megascarab]] &bull; [[Megaspider]] &bull; [[Monkey]] &bull; [[Pig]] &bull; [[Polar bear]] &bull; [[Spelopede]] &bull; [[Raccoon]] &bull; [[Rat]] &bull; [[Tortoise]] &bull; [[Wild boar]] &bull; [[Yorkshire terrier]]<br />
<br />
;[[Carnivore|Carnivorous]]<br />
:[[Arctic fox]] &bull; [[Arctic wolf]] &bull; [[Cat]] &bull; [[Cobra]] &bull; [[Cougar]] &bull; [[Fennec fox]] &bull; [[Lynx]] &bull; [[Panther]] &bull; [[Red fox]] &bull; [[Timber wolf]] &bull; [[Warg]]<br />
<br />
;[[Dryads]]{{IdeologyIcon}}<br />
:[[Barkskin]]{{IdeologyIcon}} &bull; [[Berrymaker]]{{IdeologyIcon}} &bull; [[Carrier]]{{IdeologyIcon}} &bull; [[Clawer]]{{IdeologyIcon}} &bull; [[Gaumaker]]{{IdeologyIcon}} &bull; [[Medicinemaker]]{{IdeologyIcon}} &bull; [[Woodmaker]]{{IdeologyIcon}}<br />
<br />
<br />
<noinclude><br />
{{nav|animal|wide}}<br />
{{nav/doc}}<br />
</noinclude></div>
NotBadCat