https://rimworldwiki.com/api.php?action=feedcontributions&user=ShySkream&feedformat=atomRimWorld Wiki - User contributions [en]2024-03-28T21:15:01ZUser contributionsMediaWiki 1.35.8https://rimworldwiki.com/index.php?title=Ailments&diff=133731Ailments2023-04-22T10:03:30Z<p>ShySkream: /* Blood loss */ clarified blood recovery conditions</p>
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{| align=center<br />
| {{Health_Nav}}<br />
|}<br />
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{{rewrite|reason=Cleanup and standardization needed - treatment and stages sections for each required. See [[Template:Heal Option Table]]}}<br />
{{About|chronic health conditions|physical damage|Injury|treatable illnesses|Disease}}<br />
{{TOCright}}<br />
<br />
'''Ailments''' are [[health]] conditions that cannot be treated completely using medicine alone. <br />
<br />
"MTB" stands for "Mean Time Between", and is how it's presented in the game files.<br />
<br />
Some conditions can give rise to other conditions; the risk of this happening will diminish if the condition is treated.<br />
<br />
Most permanent ailments are curable with body part replacements or usage of the [[healer mech serum]].<br />
<br />
{{Heal Option Table}}<br />
<br />
== Chronic ==<br />
Ailments that come with age. Either non-fatal, or progresses extremely slowly towards fatality compared to infectious diseases.<br />
<br />
=== Alzheimer's ===<br />
{{stub|reason = "Forget memory" and "confused wandering" mechanics}}<br />
A brain disease usually associated with aging. Alzheimer's disease causes progressive degradation in the ability to think and remember. Patients are known to forget close relatives and sometimes wander around in confusion.<br />
<br />
Alzheimer's progresses by 0.003 per day, meaning that it will take 333.33 days for it to reach full severity from when it first appears.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Stage !! Begins at !! Symptoms<br />
|-<br />
| '''Alzheimer's (minor)''' || ≥0% severity ||<br />
* -5% part efficiency<br />
* Confused wandering (''MTB of 12 days'')<br />
* Forget memory (''MTB of 7 days'')<br />
|-<br />
| '''Alzheimer's (minor)''' || ≥20% severity ||<br />
* -10% part efficiency<br />
* Confused wandering (''MTB of 9 days'')<br />
* Forget memory (''MTB of 4 days'')<br />
* ''0.15%'' of conditional thoughts nullified<br />
|-<br />
| '''Alzheimer's (major)''' || ≥50% severity ||<br />
* -15% part efficiency<br />
* Confused wandering (''MTB of 7 days'')<br />
* Forget memory (''MTB of 2 days'')<br />
* ''0.5%'' of conditional thoughts nullified<br />
|-<br />
| '''Alzheimer's (major)''' || ≥80% severity ||<br />
* -20% part efficiency<br />
* Confused wandering (''MTB of 4 days'')<br />
* Forget memory (''MTB of 0.8 days'')<br />
* ''1%'' of conditional thoughts nullified<br />
|}<br />
<br />
A human pawn can first get Alzheimer's at age 34.<br />
{| class="wikitable"<br />
|-<br />
! Alzheimers chance<br />
|-<br />
| {{GraphChart<br />
|width=400<br />
|height=100<br />
|type=line<br />
|x=0, 33.6, 56, 72, 80, 120<br />
|y=0, 0, 0.061, 0.12, 0.2, 0.3 <br />
|xAxisTitle = Pawn age (years)<br />
|yAxisTitle = Chance/Birthday (%)<br />
}}<br />
|}<br />
<br />
'''Treatment:'''<br />
* [[Luciferium]]: Luciferium removes one randomly selected condition that it can cure every 900,000 to 1,800,000 [[ticks]] (15 - 30 in-game days). Having fewer luciferium-curable conditions will increase the chance that Alzheimer's is chosen, so it can be worth attempting to address any conditions that can be other means. Even with this however, it can take a significant amount of time. Also note that luciferium is a permanent decision - once taken, further doses are necessary to avoid madness and death. <br />
* [[Healer mech serum]]: A healer mech serum will instantaneously heal one condition of the pawn, including Alzheimer's. Which condition is chosen depends on a priority order, with Alzheimer's being a moderately high priority. See the serum's [[Healer_mech_serum#Order_of_conditions_treated|condition order]] for details.<br />
<br />
=== Asthma ===<br />
A chronic health condition where inflammation causes the airways to narrow, restricting the flow of oxygen to the lungs. Unlike other chronic diseases, asthma can be contracted at almost any age, meaning it's not terribly uncommon to have an asthmatic person some time down the line.<br />
<br />
When not treated, it progresses by a rate of 0.25 per day, meaning it will take 2 days to reach full severity (50%).<br />
<br />
Good treatment will reduce the rate of progression by up to 0.8, meaning it will regress by 0.55 a day; it can be returned to its initial severity, but cannot be cured completely.<br />
<br />
Asthma's severity will fluctuate depending on the quality of treatment received, with a treatment quality of 32% beginning to regress the stages of asthma (the higher, the better).<br />
<br />
{| class="wikitable"<br />
|-<br />
! Stage !! Begins at !! Symptoms<br />
|-<br />
| '''Asthma (minor)''' || ≥ 0% severity || -10% part efficiency<br />
|-<br />
| '''Asthma (major)''' || ≥ 30% severity || -30% part efficiency<br />
|-<br />
| '''Asthma (major)''' || ≥ 45% severity || -50% part efficiency<br />
|}<br />
<br />
Treatment:<br />
* The severity of asthma can be reduced with treatment, which can be given every 420,000 ticks (around 7 days). One treatment applies to both lungs.<br />
* Asthma can be cured by replacing each affected lung with a [[Lung#Acquisition|healthy replacement]].<br />
<br />
A human pawn can first get asthma at any age.<br />
{| class="wikitable"<br />
|-<br />
! Asthma chance<br />
|-<br />
| {{GraphChart<br />
|width=400<br />
|height=100<br />
|type=line<br />
|x=0, 16, 24, 40, 120<br />
|y=0, 0.048, 0.096, 0.1344, 0.1344<br />
|xAxisTitle = Pawn age (years)<br />
|yAxisTitle = Chance/Birthday (%)<br />
}}<br />
|}<br />
<br />
Asthma can also affect animals, domestic, tamed and wild. Domestic and tamed will notify you that they "need treatment", although there apparently is no downside for ignoring that request except slowing them down which may be bad for [[Animals#Training|trained]] or [[pack animal]]s. Similarly, asthmatic wild animals on the map can roam and eat indefinitely without treatment. In fact, wild animals with asthma are easier and slightly safer to hunt, because asthma will reduce their [[move speed]] to 81%, and their [[manipulation]] to only 90%, which makes any counter-attack less effective.<br />
<br />
=== Bad back ===<br />
Degradation in the spinal column and surrounding musculature. This makes it hard to move and bend smoothly.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Ailment !! Symptoms<br />
|-<br />
| '''Bad back''' || <br />
* -30% [[Moving]]<br />
* -10% [[Manipulation]]<br />
|}<br />
<br />
A bad back can be cured by installing a [[bionic spine]], or with the use of [[biosculpter pod]]'s bioregeneration cycle{{IdeologyIcon}}.<br />
<br />
A human pawn can first get a bad back at age 41.<br />
{| class="wikitable"<br />
|-<br />
! Bad back chance<br />
|-<br />
| {{GraphChart<br />
|width=400<br />
|height=100<br />
|type=line<br />
|x=0, 40, 50, 60, 70, 80, 120<br />
|y=0, 0, 0.93, 1.395, 1.395, 1.86, 1.86<br />
|xAxisTitle = Pawn age (years)<br />
|yAxisTitle = Chance/Birthday (%)<br />
}}<br />
|}<br />
<br />
=== Cataract ===<br />
Milky-looking opacity in the eye. Cataracts impair vision.<br />
{| class="wikitable"<br />
|-<br />
! Ailment !! Symptoms<br />
|-<br />
| '''Cataract''' || -50% part efficiency in the affected eye. This results in 50% [[sight]] if both eyes are affected.<br />
|}<br />
Cataracts can be cured by replacing the affected eye with a [[bionic eye|bionic]] or [[archotech eye|archotech]] eye.<br />
<br />
A human pawn can first get a cataract at age 49.<br />
{| class="wikitable"<br />
|-<br />
! Cataract chance<br />
|-<br />
| {{GraphChart<br />
|width=400<br />
|height=100<br />
|type=line<br />
|x=0, 48, 60, 70, 120<br />
|y=0, 0, 0.53, 1.1045, 1.1045<br />
|xAxisTitle = Pawn age (years)<br />
|yAxisTitle = Chance/Birthday (%)<br />
}}<br />
|}<br />
<br />
=== Carcinoma ===<br />
{{Stub|section=1|reason=How do the stages progress/occur and what chances and factors affects them?}}<br />
A carcinoma (or cancer) is where mutated cells uncontrollably divide to form tumours, which then 'crowd out' normal bodily cells and hinder bodily function in that area. Carcinomas can be surgically removed by a skilled doctor or, in some cases, the affected body part can be removed, either by amputation, transplantation of a healthy body part, or replacement by an [[artificial body part]]. Ordinary treatment will prolong the development of a carcinoma or speed up remission, and can be by doctors of any skill, though better treatment quality is more effective. <br />
<br />
A carcinoma typically starts out at 30% severity. There is a 30% chance that a carcinoma won't cause any pain whatsoever.<br />
<br />
A cancer has 3 stages; growing, stable and remission.<br />
* When growing, it progresses by 0.003 per day, multiplied by a random factor of 0.45 - 1.65.<br />
* When stable, it neither grows nor regresses on its own. <br />
* When in remission, it regresses by 0.002 per day, multiplied by a random factor of 0.7 - 1.5.<br />
<br />
Good treatment can slow progression by 0.0027 per day, meaning that the carcinoma will:<br />
* grow more slowly when in growing stage<br />
:* some slow-growing carcinomas (something less than half)<!-- RE "something less than half" - it's .003 x a random factor from .45-1.65, so anything {< (.003 x .9) < .0027} - BUT can't state that's = 40% (10/25) because we don't know if that random "x .45-1.65" is a straight-line %, or a bell curve, or something else. --> may stop or actually regress (very slowly) during their "growing" stage with good treatment<br />
* slowly regress when stable<br />
* regress quickly when in remission<br />
{| class="wikitable"<br />
|-<br />
! Stage !! Begins at !! Symptoms<br />
|-<br />
| '''Carcinoma (minor)''' || ≥0% severity ||<br />
* Little pain (+10%)<br />
* -10% part efficiency<br />
|-<br />
| '''Carcinoma (minor)''' || ≥15% severity ||<br />
* Moderate pain (+20%)<br />
* -25% part efficiency<br />
|-<br />
| '''Carcinoma (major)''' || ≥40% severity ||<br />
* Moderate pain (+35%)<br />
* -50% part efficiency<br />
|-<br />
| '''Carcinoma (major)''' || ≥60% severity ||<br />
* Acute pain (+50%)<br />
* -80% part efficiency<br />
|-<br />
| '''Carcinoma (extreme)''' || ≥80% severity ||<br />
* Acute pain (+60%)<br />
* -90% part efficiency<br />
|-<br />
| '''Carcinoma (extreme)''' || 100% severity ||<br />
* Affected part is destroyed<br />
|}<br />
<br />
Treatment:<br />
* Treated every {{ticks|240000}}<br />
* The carcinoma will disappear if severity reaches 0.<br />
* "Excise carcinoma" surgery; this needs 4 medicine of [[medicine|industrial quality]] or above, {{ticks|4500}} of work, and a doctor with a [[medical]] skill of 10 or above. The surgery only has a 70% base chance to succeed.{{Check Tag|Fact Check|Not in .xml}} Also note that if the surgery fails, there is a 25% chance that the patient [[Death|dies]]. Thus, as the maximum [[Doctoring#Success chance|success chance]] of any surgery is capped at 98%, there is always at least a 0.5% chance of death per attempt.<br />
<br />
A human pawn can first get a carcinoma from normal aging at age 23. Carcinomas from other sources, including [[toxic buildup]] and [[nuclear stomach]]s{{RoyaltyIcon}}, can happen at any age. Installed nuclear stomachs create a carcinoma on the torso with an MTB of 120 days.<br />
{| class="wikitable"<br />
|-<br />
! Carcinoma chance<br />
|-<br />
| {{GraphChart<br />
|width=400<br />
|height=100<br />
|type=line<br />
|x=0, 22.4, 80, 120<br />
|y=0, 0, 0.11, 0.15<br />
|xAxisTitle = Pawn age (years)<br />
|yAxisTitle = Chance/Birthday (%)<br />
}}<br />
|}<br />
<br />
=== Dementia ===<br />
Dementia is simply the functionality of the brain declining, and affects all cognitive functions.<br />
<br />
It can only be healed with [[luciferium]] or a [[healer mech serum]].<br />
{| class="wikitable"<br />
|-<br />
! Ailment !! Symptoms<br />
|-<br />
| '''Dementia''' ||<br />
* Impaired brain function (-15% part efficiency)<br />
** Effectively -15% [[Consciousness]]<br />
* Impaired [[Talking]] (-25%)<br />
** Net loss of 40% [[Talking]] including brain function loss<br />
* Impaired [[Hearing]] (-25%)<br />
** Net loss of 40% [[Hearing]] including brain function loss<br />
* Confused wandering (''MTB of 5 days'')<br />
* Slightly accelerated skill loss<br />
**5% at day 4<br />
**15% at day 12<br />
**25% at day 20<br />
|}<br />
<br />
A human pawn can first get dementia from aging at age 69. Dementia from other sources including [[toxic buildup]] can happen at any age.<br />
{| class="wikitable"<br />
|-<br />
! Dementia chance<br />
|-<br />
| {{GraphChart<br />
|width=400<br />
|height=100<br />
|type=line<br />
|x=0, 68, 76, 92, 120<br />
|y=0, 0, 0.93, 9.3, 9.3<br />
|xAxisTitle = Pawn age (years)<br />
|yAxisTitle = Chance/Birthday (%)<br />
}}<br />
|}<br />
<br />
=== Frail ===<br />
Generalized loss of muscle and bone density. Note that frail ''can'' stack with bad back.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Ailment !! Symptoms<br />
|-<br />
| '''Frail''' || <br />
* -30% [[Moving]]<br />
* -30% [[Manipulation]]<br />
|}<br />
<br />
Can only be cured with [[luciferium]], a [[healer mech serum]], or with the use of [[biosculpter pod]]'s bioregeneration cycle{{IdeologyIcon}}.<br />
<br />
A human pawn can first get frail at age 51.<br />
{| class="wikitable"<br />
|-<br />
! Frail chance<br />
|-<br />
| {{GraphChart<br />
|width=400<br />
|height=100<br />
|type=line<br />
|x=0, 50, 60, 70, 120 <br />
|y=0, 0, 1.395, 2.604, 2.604<br />
|xAxisTitle = Pawn age (years)<br />
|yAxisTitle = Chance/Birthday (%)<br />
}}<br />
|}<br />
<br />
=== Artery blockage ===<br />
A blockage in one of the critical arteries in the [[heart]]. Heart artery blockages randomly induce [[#Heart attack|heart attacks]]. Artery blockages can be treated by replacing the heart with a [[heart|natural]], [[prosthetic heart|prosthetic]] or [[bionic heart|bionic]] replacement, with a [[healer mech serum]], with [[luciferium]], or with the use of [[biosculpter pod]]'s bioregeneration cycle{{IdeologyIcon}}.<br />
<br />
Artery blockages progress by a base of 0.0007 per day, multiplied by a random factor between 0.5 - 3.<br />
This means that artery blockages can take anywhere from 7.9 to 47.6 in-game years from onset to become fatal on its own.<br />
<br />
Artery blockages can be treated by replacing the heart.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Stage !! Begins at !! Symptoms<br />
|-<br />
| '''Artery blockage (minor)''' || ≥0% severity ||<br />
* -5% part efficiency<br />
* [[#Heart attack|Heart attack]] (''MTB of 600 days'')<br />
|-<br />
| '''Artery blockage (minor)''' || ≥20% severity ||<br />
* -10% part efficiency<br />
* [[#Heart attack|Heart attack]] (''MTB of 500 days'')<br />
|-<br />
| '''Artery blockage (major)''' || ≥40% severity ||<br />
* -15% part efficiency<br />
* [[#Heart attack|Heart attack]] (''MTB of 300 days'')<br />
|-<br />
| '''Artery blockage (major)''' || ≥60% severity ||<br />
* -35% part efficiency<br />
* [[#Heart attack|Heart attack]] (''MTB of 200 days'')<br />
|-<br />
| '''Artery blockage (extreme)''' || ≥90% severity ||<br />
* -60% part efficiency<br />
* [[#Heart attack|Heart attack]] (''MTB of 120 days'')<br />
|-<br />
| '''Artery blockage (extreme)''' || 100% severity ||<br />
* [[Death]]<br />
|}<br />
<br />
A human pawn can first get an artery blockage at age 21.<br />
{| class="wikitable"<br />
|-<br />
! Artery blockage chance<br />
|-<br />
| {{GraphChart<br />
|width=400<br />
|height=100<br />
|type=line<br />
|x=0, 20, 24, 40, 80, 120 <br />
|y=0, 0, 0.1, 0.145, 0.16, 0.17<br />
|xAxisTitle = Pawn age (years)<br />
|yAxisTitle = Chance/Birthday (%)<br />
}}<br />
|}<br />
<br />
=== Hearing loss ===<br />
Inability to hear quiet sounds due to degradation of hair cells in the cochlea.<br />
{| class="wikitable"<br />
|-<br />
! Ailment !! Symptoms<br />
|-<br />
| '''Hearing loss''' || <br />
* -50% part efficiency (results in 50% [[hearing]] if both ears are affected)<br />
|}<br />
<br />
Can be partially mitigated with one or two [[cochlear implant]]s<br />
Can be completely mitigated with a single [[bionic ear]], even if the other ear remains affected.<br />
A [[Biosculpter_pod|bioregeneration cycle]]{{IdeologyIcon}} can completely cure hearing loss in both ears.<br />
<br />
A human pawn can first get hearing loss at age 49.<br />
{| class="wikitable"<br />
|-<br />
! Hearing loss chance<br />
|-<br />
| {{GraphChart<br />
|width=400<br />
|height=100<br />
|type=line<br />
|x=0, 48, 60, 70, 120<br />
|y=0, 0, 0.53, 1.11045, 1.11045<br />
|xAxisTitle = Pawn age (years)<br />
|yAxisTitle = Chance/Birthday (%)<br />
}}<br />
|}<br />
<br />
== Acute ==<br />
Some ailments arise as a result of an acute lack of food or exposure to extreme temperatures. These ailments can only be treated by addressing the underlying cause (e.g. providing food or moving to more comfortable temperatures).<br />
<br />
=== Malnutrition ===<br />
When a pawn's [[Eating|food]] meter reaches 0%, they will begin to suffer from [[malnutrition]], shown on the health tab. When a colonist is starving they will prioritize eating over other activities, including firefighting and doctoring.<br />
{| class="wikitable"<br />
|-<br />
! Stage !! Begins at !! Symptoms<br />
|-<br />
| '''Malnutrition (trivial)''' || 0.0 days since hunger hit zero ||<br />
* -5% [[consciousness]]<br />
* +50% hunger rate<br />
* 1.5x more likely to start a social fight<br />
|-<br />
| '''Malnutrition (minor)''' || 1.2 days since hunger hit zero ||<br />
* -10% [[consciousness]]<br />
* +60% hunger rate<br />
* 2x more likely to start a social fight<br />
|-<br />
| '''Malnutrition (moderate)''' || 2.4 days since hunger hit zero ||<br />
* -20% [[consciousness]]<br />
* +60% hunger rate<br />
* 2.5x more likely to start a social fight<br />
|-<br />
| '''Malnutrition (severe)''' || 3.5 days since hunger hit zero ||<br />
* -30% [[consciousness]]<br />
* +60% hunger rate<br />
* 3x more likely to start a social fight<br />
|-<br />
| '''Malnutrition (extreme)''' || 4.7 days since hunger hit zero ||<br />
* Unconscious ([[consciousness]] max. 10%)<br />
|-<br />
| '''Malnutrition (extreme)''' || 5.9 days since hunger hit zero ||<br />
* [[Death]]<br />
|}<br />
<!-- The duration of the different symptoms are approximate --><br />
<!-- The exact limits are 0, 0.2, 0.4, 0.6, and 0.8 severity, with severity increasing by 0.17 per day --><br />
<br />
=== Blood loss ===<br />
{{About|section=1|the effect of already lost blood|the mechanics that cause blood loss|Bleeding}}<br />
A reduction in the normal blood volume. Minor blood loss has relatively mild effects, but as severity increases, the [[consciousness]] rapidly become debilitating. Extreme blood loss leads to [[death]]. Total blood loss is listed under whole body, with a tooltip showing the percent. <br />
<br />
Blood loss can occur when a pawn has untreated [[Injury#Bleeding|bleeding injuries]], has had blood harvested for [[hemogen pack]]s,{{BiotechIcon}} or has been fed on by a [[Genes#Bloodfeeder|Bloodfeeder]].{{BiotechIcon}} Blood loss from multiple sources stacks additively. <br />
<br />
All pawns recover 33.3% of their blood per day, regardless of [[traits]], [[genes]], [[drugs]], or [[artificial body parts]]. All natural blood recovery is stopped when a pawn is [[bleeding]], even in small amounts. Pawns can also recover through a blood transfusion operation, using 1 [[hemogen pack]]{{BiotechIcon}} to recover 35%. The [[Biosculpter_pod#Medic|biosculpter pod's medic cycle]]{{IdeologyIcon}} will also cure all blood loss, though it should be noted that non-transhumanist pawns would recover completely from blood loss in the same time as the cycle takes to complete anyway. If there is no other reason to use the medic cycle, non-transhumanist pawns should just recover outside of the pod and remain productive for that time.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Stage !! Begins at !! Symptoms<br />
|-<br />
| '''Blood loss (minor)''' || ≥15% blood loss || <br />
*-10% [[Consciousness]]<br />
|-<br />
| '''Blood loss (moderate)''' || ≥30% blood loss || <br />
*-20% [[Consciousness]]<br />
|-<br />
| '''Blood loss (severe)''' || ≥45% blood loss || <br />
*-40% [[Consciousness]]<br />
|-<br />
| '''Blood loss (extreme)''' || ≥60% blood loss || <br />
*-40% [[Consciousness]]<br />
* [[Consciousness]] 10% max.<br />
|-<br />
| '''Blood loss (extreme)''' || 100% blood loss || <br />
* [[Death|Death]]<br />
|}<br />
<br />
=== Heatstroke ===<br />
Heat stroke occurs when a pawn has prolonged exposure to [[temperature]]s 10°C (18°F) above their [[maximum comfortable temperature]], and recovery occurs in temperatures less than the maximum comfortable temperature.<br />
Note that it is possible for a pawn to have both heatstroke and hypothermia at the same time if time is spent in both extreme heat and cold - their severities are unrelated.<br />
<br />
Pawns additionally take periodic burn damage in temperatures more than 150°C (270°F) above their maximum comfortable temperature.<br />
====Severity Increase====<br />
<!-- Data from Verse/HediffGiver_Heat.cs !--><br />
The procedure for determining severity growth every 60-tick interval is given by:<br />
# Take the amount by which the ambient temperature exceeds the pawn's maximum safe temperature (which is the maximum comfortable temperature +10°C).<br />
# Pass the amount through the curve shown below to obtain the effective temperature excess. Note that for amounts from 0 to 25 °C, this doesn't result in a change.<br />
# Multiply the excess by <code>6.45e-5</code> to obtain the severity growth this interval (60 ticks, 1 second).<br />
# If the growth is less than <code>0.000375</code>, set it to that number. This sets a minimum amount the severity increases by for temperatures in the range of 10 to 15.814°C above the maximum comfortable temperature.<br />
:<code>Increase in heatstroke severity every 60 ticks = max(0.000375, 0.0000645×effective_temperature_curve(<i>ambient_temperature</i> - (<i>maximum_comfortable_temperature</i> + 10°C)))</code><br />
::<code><i>where </i>effective_temperature_curve()<i> is a post-processing curve with points</i>: (0, 0), (25, 25), (50, 40), (100, 60), (200, 80), (400, 100), (4000, 1000).</code><br />
{| class="wikitable"<br />
|-<br />
! Effective temperature curve<br />
|-<br />
| {{GraphChart<br />
|width=600<br />
|height=150<br />
|type=line<br />
|showSymbols=1<br />
|x=0, 25, 50, 100, 200, 400, 4000<br />
|y=0, 25, 40, 60, 80, 100, 1000<br />
|xAxisMax = 1000<br />
|yAxisMax = 250<br />
|xAxisTitle = Temperature excess (°C)<br />
|yAxisTitle = Effective temperature excess<br />
}}<br />
|}<br />
<br />
<div style="display:inline-table; vertical-align:top;"><br />
<br />
{| class="wikitable"<br />
|-class=static-row-header style=vertical-align:bottom<br />
! Graph<br />
! style=max-width:20em | Ambient Temperature - Maximum Comfortable Temperature (°C)<br />
! style=max-width:15em | Growth per 60 ticks<br />
! style=max-width:15em | Time to 100% severity (ticks)<br />
! style=max-width:15em | Time to 100% severity (in-game time)<br />
|-<br />
| rowspan='9'|{{GraphChart<br />
|width=200<br />
|height=200<br />
|type=line<br />
|x=10, 12, 14, 16, 18, 20, 22, 24, 26, 28, 30, 32, 34, 36, 38, 40, 42, 44, 46, 48, 50, 52, 54, 56, 58, 60, 62, 64, 66, 68, 70, 72, 74, 76, 78, 80, 82, 84, 86, 88, 90, 92, 94, 96, 98, 100<br />
|y=64.0, 64.0, 64.0, 62.0, 46.5, 37.2, 31.0, 26.6, 23.3, 20.7, 18.6, 16.9, 15.5, 14.5, 13.9, 13.3, 12.7, 12.2, 11.8, 11.3, 10.9, 10.6, 10.2, 9.9, 9.6, 9.3, 9.1, 8.9, 8.8, 8.6, 8.5, 8.3, 8.2, 8.0, 7.9, 7.8, 7.6, 7.5, 7.4, 7.3, 7.2, 7.0, 6.9, 6.8, 6.7, 6.6<br />
|xAxisTitle = Ambient Temperature - Maximum Comfortable Temperature (°C)<br />
|yAxisTitle = Time to 100% Severity (hours)<br />
}} <br />
|0 || 0 || - || -<br />
|-<br />
| 5 || 0 || - || - <br />
|-<br />
| 10 || 0.000375 || 160000 || 2.7 days<br />
|-<br />
| 15 || 0.000375 || 160000 || 2.7 days<br />
|-<br />
| 20 || 0.000645 || 93023 || 1.6 days<br />
|-<br />
| 25 || 0.000967 || 62016 || 1 day<br />
|-<br />
| 100 || 0.003612 || 16611 || 6.6 hours<br />
|-<br />
| 300 || 0.005386 || 11141 || 4.5 hours<br />
|-<br />
| 4000 || 0.064339 || 933 || 0.4 hours<br />
|}<br />
</div><br />
<br />
====Severity Decrease====<br />
If the ambient temperature is less than the maximum comfortable temperature, the amount the severity will decrease every 60-tick interval is given by:<br />
:<code>Decrease in heatstroke severity every 60 ticks = max(0.0015, min(0.015, 0.027×heatstroke_severity))</code><br />
This means that as long as the ambient temperature is less than the maximum comfortable temperature, heatstroke recovery is independent of temperature, but severity decreases at its fastest when it is above 50%, and at its slowest below 5.6%. Full recovery from near-100% severity occurs after 151 real-time seconds, or 3.6 in-game hours.<br />
{{GraphChart<br />
|width=200<br />
|height=200<br />
|type=line<br />
|x= 0, 0.024, 0.048, 0.072, 0.096, 0.12, 0.144, 0.168, 0.192, 0.216, 0.24, 0.264, 0.288, 0.312, 0.336, 0.36, 0.384, 0.408, 0.432, 0.456, 0.48, 0.504, 0.528, 0.552, 0.576, 0.6, 0.624, 0.648, 0.672, 0.696, 0.72, 0.744, 0.768, 0.792, 0.816, 0.84, 0.864, 0.888, 0.912, 0.936, 0.96, 0.984, 1.008, 1.032, 1.056, 1.08, 1.104, 1.128, 1.152, 1.176, 1.2, 1.224, 1.248, 1.272, 1.296, 1.32, 1.344, 1.368, 1.392, 1.416, 1.44, 1.464, 1.488, 1.512, 1.536, 1.56, 1.584, 1.608, 1.632, 1.656, 1.68, 1.704, 1.728, 1.752, 1.776, 1.8, 1.824, 1.848, 1.872, 1.896, 1.92, 1.944, 1.968, 1.992, 2.016, 2.04, 2.064, 2.088, 2.112, 2.136, 2.16, 2.184, 2.208, 2.232, 2.256, 2.28, 2.304, 2.328, 2.352, 2.376, 2.4, 2.424, 2.448, 2.472, 2.496, 2.52, 2.544, 2.568, 2.592, 2.616, 2.64, 2.664, 2.688, 2.712, 2.736, 2.76, 2.784, 2.808, 2.832, 2.856, 2.88, 2.904, 2.928, 2.952, 2.976, 3.0, 3.024, 3.048, 3.072, 3.096, 3.12, 3.144, 3.168, 3.192, 3.216, 3.24, 3.264, 3.288, 3.312, 3.336, 3.36, 3.384, 3.408, 3.432, 3.456, 3.48, 3.504, 3.528, 3.552, 3.576, 3.6, 3.624<br />
|y= 1, 0.985, 0.97, 0.955, 0.94, 0.925, 0.91, 0.895, 0.88, 0.865, 0.85, 0.835, 0.82, 0.805, 0.79, 0.775, 0.76, 0.745, 0.73, 0.715, 0.7, 0.685, 0.67, 0.655, 0.64, 0.625, 0.61, 0.595, 0.58, 0.565, 0.55, 0.53515, 0.5207, 0.50664, 0.49296, 0.47965, 0.4667, 0.4541, 0.44184, 0.42991, 0.4183, 0.40701, 0.39602, 0.38533, 0.37492, 0.3648, 0.35495, 0.34537, 0.33604, 0.32697, 0.31814, 0.30955, 0.30119, 0.29306, 0.28515, 0.27745, 0.26996, 0.26267, 0.25558, 0.24868, 0.24196, 0.23543, 0.22907, 0.22289, 0.21687, 0.21101, 0.20532, 0.19977, 0.19438, 0.18913, 0.18402, 0.17906, 0.17422, 0.16952, 0.16494, 0.16049, 0.15615, 0.15194, 0.14784, 0.14384, 0.13996, 0.13618, 0.1325, 0.12893, 0.12545, 0.12206, 0.11876, 0.11556, 0.11244, 0.1094, 0.10645, 0.10357, 0.10078, 0.09806, 0.09541, 0.09283, 0.09033, 0.08789, 0.08551, 0.0832, 0.08096, 0.07877, 0.07665, 0.07458, 0.07256, 0.0706, 0.0687, 0.06684, 0.06504, 0.06328, 0.06157, 0.05991, 0.05829, 0.05672, 0.05519, 0.05369, 0.05219, 0.05069, 0.04919, 0.04769, 0.04619, 0.04469, 0.04319, 0.04169, 0.04019, 0.03869, 0.03719, 0.03569, 0.03419, 0.03269, 0.03119, 0.02969, 0.02819, 0.02669, 0.02519, 0.02369, 0.02219, 0.02069, 0.01919, 0.01769, 0.01619, 0.01469, 0.01319, 0.01169, 0.01019, 0.00869, 0.00719, 0.00569, 0.00419, 0.00269, 0.00119, 0<br />
|xAxisTitle = Time (hours)<br />
|yAxisTitle = Heatstroke severity<br />
}}<br />
====Symptoms====<br />
{| class="wikitable"<br />
|-<br />
! Stage !! Begins at !! Symptoms<br />
|-<br />
| '''Heatstroke (initial)''' || >0.04 Severity || <br />
* [[Consciousness]] -5%<br />
|-<br />
| '''Heatstroke (minor)''' || >0.20 Severity || <br />
* [[Consciousness]] -10%<br />
* [[Moving]] -10%<br />
|-<br />
| '''Heatstroke (serious)''' || >0.35 Severity || <br />
* [[Consciousness]] -20% <br />
* [[Moving]] -30%<br />
* [[Pain]] +15%<br />
|-<br />
| '''Heatstroke (extreme)''' || >0.62 Severity || <br />
* [[Consciousness]] max. 10%<br />
* [[Pain]] +30%<br />
|-<br />
| '''Heatstroke (100%)''' || =1.00 Severity || <br />
* [[Death]]<br />
|}<br />
<br />
=== Hypothermia ===<br />
Hypothermia occurs when a pawn has prolonged exposure to [[temperature]]s 10°C (18°F) below their [[minimum comfortable temperature]]. [[Insectoids]] don't experience hypothermia, but instead get [[hypothermic slowdown]].<br />
<br />
Note that it is possible for a pawn to have both heatstroke and hypothermia at the same time if time is spent in both extreme heat and cold - their severities are unrelated.<br />
<br />
<!-- Data from Verse/HediffGiver_Hypothermia.cs !--><br />
The rate of severity growth depends on the difference below the pawn's minimum safe temperature and the ambient temperature. The specific algorithm is:<br />
# Take the amount by which the pawn's minimum safe temperature (which is the [[minimum comfortable temperature]] -10°C) exceeds the ambient temperature.<br />
# Multiply the excess by <code>6.45e-5</code> to obtain the severity growth this interval. Note that unlike hyperthermia, hypothermia calculations don't use a postprocessing curve.<br />
# If the growth is less than <code>0.00075</code>, set it to that number. As a result, temperatures between 10°C and 21.63°C less than the minimum comfortable temperature all have the same severity growth.<br />
Expressed as a formula, this is:<br />
:<code>Increase in hypothermia severity every 60 ticks = max(0.00075, (<i>degrees_below_comfortable</i> - 10)*0.0000645)</code><br />
<br />
<div style="display:inline-table; vertical-align:top;"><br />
{| class="wikitable"<br />
|-class=static-row-header style=vertical-align:bottom<br />
! Graph<br />
! style=max-width:20em | Minimum Comfortable Temperature - Ambient Temperature(°C)<br />
! style=max-width:15em | Growth per 60 ticks<br />
! style=max-width:15em | Time to 100% severity (ticks)<br />
! style=max-width:15em | Time to 100% severity (in-game hours)<br />
|-<br />
| rowspan='8'|{{GraphChart<br />
|width=200<br />
|height=200<br />
|type=line<br />
|x = 10, 12, 14, 16, 18, 20, 22, 24, 26, 28, 30, 32, 34, 36, 38, 40, 42, 44, 46, 48, 50, 52, 54, 56, 58, 60, 62, 64, 66, 68, 70, 72, 74, 76, 78, 80, 82, 84, 86, 88, 90, 92, 94, 96, 98, 100<br />
|y = 32.0, 32.0, 32.0, 32.0, 32.0, 32.0, 31.0, 26.6, 23.3, 20.7, 18.6, 16.9, 15.5, 14.3, 13.3, 12.4, 11.6, 10.9, 10.3, 9.8, 9.3, 8.9, 8.5, 8.1, 7.8, 7.4, 7.2, 6.9, 6.6, 6.4, 6.2, 6.0, 5.8, 5.6, 5.5, 5.3, 5.2, 5.0, 4.9, 4.8, 4.7, 4.5, 4.4, 4.3, 4.2, 4.1<br />
|xAxisTitle = Minimum Comfortable Temperature - Ambient Temperature(°C)<br />
|yAxisTitle = Time to 100% Severity (hours)<br />
|yAxisMin = 0<br />
}}<br />
| 0 || 0 || - || -<br />
|-<br />
| 5 || 0 || - || - <br />
|-<br />
| 10 || 0.00075 || 80000 || 32.0<br />
|-<br />
| 20 || 0.00075 || 80000 || 32.0<br />
|-<br />
| 25 || 0.000967 || 62016 || 24.8<br />
|-<br />
| 50 || 0.00258 || 23256 || 9.3<br />
|-<br />
| 100 || 0.005805 || 10336 || 4.1<br />
|-<br />
| 300 || 0.018705 || 3208 || 1.3<br />
|}<br />
</div><br />
Recovery from hypothermia uses the same process as recovery from heastroke, which results in complete recovery within 3.6 in-game hours:<br />
:<code>Decrease in hypothermia severity every 60 ticks = max(0.0015, min(0.015, 0.027×hypothermia_severity))</code><br />
{| class="wikitable"<br />
|-<br />
! Stage !! Begins at !! Symptoms<br />
|-<br />
| '''Hypothermia (shivering)''' || >0.04 Severity || <br />
* [[Consciousness]] -5%<br />
* [[Manipulation]] -8%<br />
|-<br />
| '''Hypothermia (minor)''' || >0.20 Severity || <br />
* [[Consciousness]] -10%<br />
* [[Manipulation]] -20%<br />
* [[Moving]] -10%<br />
|-<br />
| '''Hypothermia (serious)''' || >0.35 Severity || <br />
* [[Consciousness]] -20% <br />
* [[Manipulation]] -50%<br />
* [[Moving]] -30%<br />
* [[Pain]] +15%<br />
|-<br />
| '''Hypothermia (extreme)''' || >0.62 Severity || <br />
* [[Consciousness]] max. 10%<br />
* [[Pain]] +30%<br />
|-<br />
| '''Hypothermia (100%)''' || =1.00 Severity || <br />
* [[Death]]<br />
|}<br />
<br />
=== Hypothermic slowdown ===<br />
{{quote|A special biological state used by some creatures to survive extreme cold. Instead of trying to stay warm, the creature's body chemistry adapts to prevent internal freezing despite very low temperature. Bodily functions are slowed and capacities are reduced, but the cold does no permanent damage. Some biologists call it a wakeful form of hibernation.}}<br />
<br />
[[Insectoids]] avoid hypothermia and experience hypothermic slowdown instead with similar penalties but avoiding death at 100% and no [[frostbite]].<br />
<br />
Slowdown value increases many times above 100% with apparently no upper limit. When defrosting insects this total value is used so defrost time is proportional to total time frozen.<br />
<br />
<!-- Data from Verse/HediffGiver_Hypothermia.cs !--><br />
The rate of severity growth depends on the difference below the pawn's minimum safe temperature and the ambient temperature. The specific algorithm is:<br />
# Take the amount by which the pawn's minimum safe temperature (which is the [[minimum comfortable temperature]] -10°C) exceeds the ambient temperature.<br />
# Multiply the excess by <code>6.45e-5</code> to obtain the severity growth this interval. Note that unlike hyperthermia, hypothermia calculations don't use a postprocessing curve.<br />
# If the growth is less than <code>0.00075</code>, set it to that number. As a result, temperatures between 10°C and 21.63°C less than the minimum comfortable temperature all have the same severity growth.<br />
Expressed as a formula, this is:<br />
:<code>Increase in hypothermia severity every 60 ticks = max(0.00075, (<i>degrees_below_comfortable</i> - 10)*0.0000645)</code><br />
{{GraphChart<br />
|width=200<br />
|height=200<br />
|type=line<br />
|x = 10, 12, 14, 16, 18, 20, 22, 24, 26, 28, 30, 32, 34, 36, 38, 40, 42, 44, 46, 48, 50, 52, 54, 56, 58, 60, 62, 64, 66, 68, 70, 72, 74, 76, 78, 80, 82, 84, 86, 88, 90, 92, 94, 96, 98, 100<br />
|y = 32.0, 32.0, 32.0, 32.0, 32.0, 32.0, 31.0, 26.6, 23.3, 20.7, 18.6, 16.9, 15.5, 14.3, 13.3, 12.4, 11.6, 10.9, 10.3, 9.8, 9.3, 8.9, 8.5, 8.1, 7.8, 7.4, 7.2, 6.9, 6.6, 6.4, 6.2, 6.0, 5.8, 5.6, 5.5, 5.3, 5.2, 5.0, 4.9, 4.8, 4.7, 4.5, 4.4, 4.3, 4.2, 4.1<br />
|xAxisTitle = Minimum Comfortable Temperature - Ambient Temperature(°C)<br />
|yAxisTitle = Time to 100% Severity (hours)<br />
|yAxisMin = 0<br />
}}<br />
<div style="display:inline-table; vertical-align:top;"><br />
{| class="wikitable"<br />
|-class=static-row-header style=vertical-align:bottom<br />
! style=max-width:20em | Minimum Comfortable Temperature - Ambient Temperature(°C)<br />
! style=max-width:15em | Growth per<br>{{ticks|60}}<br />
! style=max-width:15em | Real Time<br>to 63% severity<br />
! style=max-width:15em | In-Game Time<br>to 63% severity<br />
! style=max-width:15em | Real Time<br>to 100% severity<br />
! style=max-width:15em | In-Game Time<br>to 100% severity<br />
|-<br />
| 0 || 0 || - || - || - || -<br />
|-<br />
| 5 || 0 || - || - || - || -<br />
|-<br />
| 10 <br />
| 0.075% <br />
| {{ticks|{{#expr: (0.63/(0.00075)) * 60}} }}<br />
| {{#expr: (0.63/(0.00075)) * 60/2500 round 1}} hrs<br />
| {{ticks|{{#expr: (1/(0.00075)) * 60}} }} <br />
| {{#expr: (1/(0.00075)) * 60/2500 round 1}} hrs<br />
|-<br />
| 20 <br />
| 0.075% <br />
| {{ticks|{{#expr: (0.63/(0.00075)) * 60}} }} <br />
| {{#expr: (0.63/(0.00075)) * 60/2500 round 1}} hrs <br />
| {{ticks|{{#expr: (1/(0.00075)) * 60}} }} <br />
| {{#expr: (1/(0.00075)) * 60/2500 round 1}} hrs<br />
|-<br />
| 25 <br />
| {{#expr: (25-10)*0.0000645 * 100}}%<br />
| {{ticks|{{#expr: (0.63/(( 25-10)*0.0000645)) * 60 round 0}} }} <br />
| {{#expr: (0.63/(( 25-10)*0.0000645)) * 60/2500 round 1}} hrs <br />
| {{ticks|{{#expr: (1/(( 25-10)*0.0000645)) * 60 round 0}} }} <br />
| {{#expr: (1/(( 25-10)*0.0000645)) * 60/2500 round 1}} hrs<br />
|-<br />
| 50 <br />
| {{#expr: (50-10)*0.0000645 * 100}}%<br />
| {{ticks|{{#expr: (0.63/(( 50-10)*0.0000645)) * 60 round 0}} }} <br />
| {{#expr: (0.63/(( 50-10)*0.0000645)) * 60/2500 round 1}} hrs<br />
| {{ticks|{{#expr: (1/(( 50-10)*0.0000645)) * 60 round 0}} }} <br />
| {{#expr: (1/(( 50-10)*0.0000645)) * 60/2500 round 1}} hrs<br />
|-<br />
| 100 <br />
| {{#expr: (100-10)*0.0000645 * 100}}%<br />
| {{ticks|{{#expr: (0.63/((100-10)*0.0000645)) * 60 round 0}} }} <br />
| {{#expr: (0.63/((100-10)*0.0000645)) * 60/2500 round 1}} hrs<br />
| {{ticks|{{#expr: (1/((100-10)*0.0000645)) * 60 round 0}} }} <br />
| {{#expr: (1/((100-10)*0.0000645)) * 60/2500 round 1}} hrs<br />
|-<br />
| 300 <br />
| {{#expr: (300-10)*0.0000645 * 100}}%<br />
| {{ticks|{{#expr: (0.63/((300-10)*0.0000645)) * 60 round 0}} }} <br />
| {{#expr: (0.63/((300-10)*0.0000645)) * 60/2500 round 1}} hrs<br />
| {{ticks|{{#expr: (1/((300-10)*0.0000645)) * 60 round 0}} }} <br />
| {{#expr: (1/((300-10)*0.0000645)) * 60/2500 round 1}} hrs<br />
|}<br />
</div><br />
Recovery from hypothermia uses the same process as recovery from heastroke, which results in complete recovery within 3.6 in-game hours:<br />
:<code>Decrease in hypothermia severity every 60 ticks = max(0.0015, min(0.015, 0.027×hypothermia_severity))</code><br />
{| class="wikitable"<br />
|-<br />
! Stage !! Begins at !! Symptoms<br />
|-<br />
| '''Hypothermic slowdown (minor)''' || >0.04 Severity || <br />
* [[Consciousness]] -5%<br />
* [[Moving]] -8%<br />
|-<br />
| '''Hypothermic slowdown (moderate)''' || >0.20 Severity || <br />
* [[Consciousness]] -20%<br />
* [[Moving]] -20%<br />
* [[Manipulation]] -20%<br />
* Hunger rate -10%<br />
|-<br />
| '''Hypothermic slowdown (serious)''' || >0.35 Severity || <br />
* [[Consciousness]] -40% <br />
* [[Moving]] -40%<br />
* [[Manipulation]] -50%<br />
* Hunger rate -40%<br />
|-<br />
| '''Hypothermic slowdown (extreme)''' || >0.62 Severity || <br />
* [[Consciousness]] max. 10%<br />
* Hunger rate -95%<br />
|}<br />
<br />
== Pregnancy ==<br />
{{See also|Animals#Mating{{!}}Mating|Animals#Breeding{{!}}Breeding|Reproduction{{!}}Human pregnancy}}<br />
{{quote|This creature is gestating offspring. It will give birth if the pregnancy comes to term. If starved or injured, there may be a miscarriage.|Description}}<br />
<br />
Tamed, non-[[human]], non-[[insectoid]], non-[[egg]]laying, female [[animals]] have a 50% chance to get pregnant from [[Animals#Mating|mating]]. While this is not an ailment in the traditional sense, it does have mechanical effects. For the first {{ticks|600}} this condition will be invisible, after which point a message will come up mentioning the pregnancy.<br />
<br />
Humans can be pregnant only if the [[Biotech DLC]]{{BiotechIcon}} is enabled. They have a different list of symptoms. See [[Reproduction]] for details.<br />
<br />
A pregnant animal suffering from [[malnutrition]] of 25% or higher or that is injured may miscarry. Miscarriages are noted by an in-game message. <br />
<br />
Some animals will give birth to multiple young. The probability of this is determined by a curve, and is different for each animal. <br />
<br />
The duration, and thus the severity gain per day, depends on the gestation time of the animal in question.<br />
{| class="wikitable"<br />
|-<br />
! Stage !! Begins at !! Symptoms<br />
|-<br />
| '''Early-stage''' || >0 Severity ||<br />
* Vomiting (''MTB of 2.5 days'')<br />
|-<br />
| '''Middle-stage''' || >0.333 Severity ||<br />
* -15% [[Moving]]<br />
|-<br />
| '''Late-stage''' || >0.666 Severity||<br />
* Vomiting (''MTB of 5 days'')<br />
* -30% [[Moving]]<br />
|-<br />
| '''''Birth''''' || 1.0 Severity||<br />
* Symptoms end<br />
* Offspring is born<br />
|}<br />
<br />
=== Sterilized ===<br />
{{Stub|section=1}}<br />
{{Quote|This creature's reproductive system has been permanently shut down.|Description}}<br />
[[Animals]] can be sterilized by use of the "Sterilize" [[operation]] to prevent them from being able to reproduce, and the sterilized animal won't attempt to mate with others nor will others attempt to mate with it. [[Egg]] laying animals will stop laying eggs when sterilized. The animal acts as normal in all other ways, including [[milk]] production. <br />
<br />
The sterilization operation requires [[Medical]] skill of 3 and {{ticks|500}} of work.<br />
<br />
Humans with the "Sterilized" health trait can only be healed with a [[healer mech serum]], reverting the human's reproductive system.<br />
== Drug damage ==<br />
These ailments are caused by excess drug use.<br />
<br />
=== Cirrhosis ===<br />
A degenerative liver disease caused by excessive alcohol consumption.<br />
An otherwise healthy pawn with cirrhosis will have an [[immunity gain speed]] of 70%, making them extremely vulnerable to disease.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Ailment !! Symptoms<br />
|-<br />
| '''Cirrhosis''' || <br />
* -60% part efficiency (liver)<br />
* Slight [[pain]] (+15%)<br />
* -10% [[Moving]]<br />
|}<br />
<br />
Treatment:<br />
* The easiest method of treatment is the transplantation of a new liver. Due to the extreme vulnerability to disease, even if your colony dislikes organ harvesting it may be worth it to replace the livers of valuable pawns as doctors will struggle to get high enough tend qualities on diseases to counterbalance the decreased immunity gain, often needing a very good hospital plus a very good doctor or glitterworld medicine to do so.<br />
* Other than transplantation, only healer mech serum and resurrector mech serum can cure cirrhosis, including any DLC added healing methods.{{Check Tag|Fact Check|Needs to be verified that this is the only way to cure it. What about Luciferium for instance?}}<br />
<br />
=== Chemical damage ===<br />
Permanent damage that occurs as a result of drug overdose or tolerance. There are two variants.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Ailment !! Symptoms<br />
|-<br />
| '''Chemical damage (moderate)''' || <br />
* -50% part efficiency<br />
* Always applied to the brain<br />
|-<br />
| '''Chemical damage (severe)''' || <br />
* -80% part efficiency<br />
* Always applied to the kidneys<br />
|}<br />
<br />
Treatment:<br />
* Kidney chemical damage can be cured by replacing with a non-damaged [[kidney]] or with a [[detoxifier kidney]]{{BiotechIcon}}<br />
* Brain chemical damage can only be cured with a [[healer mech serum]]{{Check Tag|Fact Check|Needs to be verified that this is the only way to cure it.}}<br />
<br />
==Trauma savant==<br />
Injuries to the brain can cause increased motor function, but loss of social capabilities.<br />
{| class="wikitable"<br />
|-<br />
! Ailment !! Symptoms<br />
|-<br />
| '''Trauma savant''' || <br />
* +50% Manipulation<br />
* x0% Talking and Hearing<br />
* Brain acts as if it were uninjured<br />
|}<br />
<br />
There is a 12% chance to receieve trauma savant on any physical (non-chemical) [[injury]] to the brain. Can affect animals.<br />
*Treatable with [[healer mech serum]].<br />
<br />
== General ==<br />
These ailments appear in gameplay, and usually wear off on their own (except death-causing ones).<br />
<br />
=== Cryptosleep sickness ===<br />
After-effects of using a cryptosleep pod. Cryptosleep suspends and replaces many bodily functions in order to prevent aging and death. Upon exiting cryptosleep, the body takes time to restart and rebalance its natural metabolic processes. While this is ongoing, the patient suffers from nausea, dizziness, and a sense of fuzziness in the mind.<br />
<br />
Occurs after having been in a [[ship cryptosleep casket]] or a [[cryptosleep casket]] for any amount of time. The colonists in the "[[Scenario system#Crashlanded|Crashlanded]]" scenario have a chance of starting with cryptosleep sickness, as they were in cryptosleep before crashing on the planet.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Ailment !! Symptoms<br />
|-<br />
| '''Cryptosleep sickness''' || <br />
* Frequent vomiting (''MTB of 3 hours'')<br />
* Impaired [[consciousness]] (×80%)<br />
* Impaired [[moving]] (×90%)<br />
* Impaired [[manipulation]] (×90%)<br />
|}<br />
Treatment:<br />
* Wears off after {{ticks|10000}}<br />
<br />
=== Food poisoning ===<br />
Occurs after eating a contaminated meal or occasionally from raw food. The chance of contamination for cooked meals is determined by the [[Room stats#Cleanliness|cleanliness of the room]] where it was prepared and cook's [[food poison chance]] stat. <br />
<br />
Raw food has a flat 2% chance of giving food poisoning, while [[corpse]]s have a flat 5% chance. Cooked meals roll two separate probabilities to determine if the food is poisoned. The first checks the [[cleanliness]] of the kitchen used. See the accompanying graph for specifics. Note that cleanliness above -2 prevents this roll from producing poisoned meals. If the cooking station is outdoors, the default chance is 2%. <br />
<br />
If the first roll fails to poison the meal, then a second roll is performed, this time based on the [[food poison chance]] of the pawn, controlled entirely by their [[Skills#Cooking|cooking skill]].<br />
<br />
The % for food poisoning is determined when the meal is created, and is then tied to that specific meal.<br />
:{| class = "wikitable" width="180"<br />
! Cooking Skill&nbsp;Level<br />
! Chance from Skill&nbsp;Level<br />
! Chance from Room Cleanliness<br />
|- <br />
| style="background-color:#F00000" align="center" | 0 || style="background-color:#F00000" align="center" | 5.00% || rowspan="10"| {{GraphChart|width=400|height=100|type=line|x=-5, -3.5, -2, 0|y=5, 2.5, 0, 0|xAxisTitle=Room Cleanliness|yAxisTitle=Food Poisoning Chance (%)}}<br />
|- style="background-color:#FF5500"<br />
| align="center" | 1 || align="center" | 4.00%<br />
|- style="background-color:#FBA933"<br />
| align="center" | 2 || align="center" | 3.00%<br />
<br />
|- style="background-color:#E3C933"<br />
| align="center" | 3 || align="center" | 2.00%<br />
|- style="background-color:#E3E933"<br />
| align="center" | 4 || align="center" | 1.50%<br />
|- style="background-color:#C3FF33"<br />
| align="center" | 5 || align="center" | 1.00%<br />
<br />
|- style="background-color:#B6FF00"<br />
| align="center" | 6 || align="center" | 0.50%<br />
|- style="background-color:#86FF00"<br />
| align="center" | 7 || align="center" | 0.25%<br />
|- style="background-color:#66FF00"<br />
| align="center" | 8 || align="center" | 0.15%<br />
<br />
|- style="background-color:#00FF00"<br />
| align="center" | 9-20 || align="center" | 0.10%<br />
|}<br />
<br />
; Symptoms and progress:<br />
Food poisoning lasts 24 hours with no after-effects. It has 3 stages: the first unpleasant 4 hours, followed by a crippling 16 hours, and finally an unpleasant 4 hours largely similar to the first stage, as described in the table below.<br />
:{| class="wikitable"<br />
|-<br />
! Stage !! Begins at !! Symptoms<br />
|-<br />
| '''Food poisoning (initial)''' || 0–4 hours from onset ||<br />
* Vomiting (''MTB of 0.3 days'')<br />
* Some [[pain]] (+20%)<br />
* Impaired [[consciousness]] (×60%)<br />
* Impaired [[moving]] (×80%)<br />
* Impaired [[manipulation]] (×90%)<br />
* Reduced [[blood filtration]] (×95%)<br />
* Much slower [[Eating speed|eating]] (×50%)<br />
|-<br />
| '''Food poisoning (major)''' || 4–20 hours from onset ||<br />
* Vomiting (''MTB of 0.2 days'')<br />
* Significant [[pain]] (+40%)<br />
* Impaired [[consciousness]] (×50%)<br />
* Impaired [[moving]] (×50%)<br />
* Impaired [[manipulation]] (×80%)<br />
* Reduced [[blood filtration]] (×85%)<br />
* Slower [[Eating speed|eating]] (×30%)<br />
|-<br />
| '''Food poisoning (recovering)''' || 20–24 hours from onset ||<br />
* Vomiting (''MTB of 0.4 days'')<br />
* Some [[pain]] (+20%)<br />
* Impaired [[consciousness]] (×60%)<br />
* Impaired [[moving]] (×80%)<br />
* Impaired [[manipulation]] (×90%)<br />
* Reduced [[blood filtration]] (×95%)<br />
* Slower [[Eating speed|eating]] (×50%)<br />
|}<br />
; Treatment and Prevention<br />
Food poisoning can only minimized by using manipulating the factors in its causation mentioned above. Prevention can only be guaranteed by exclusively consuming meals purchased from traders or [[nutrient paste meal]]s as they will never cause food poisoning, or by installing a [[sterilizing stomach|sterilizing]] {{RoyaltyIcon}} or [[nuclear stomach]] {{RoyaltyIcon}} or having the [[strong stomach]] gene{{BiotechIcon}} which renders the pawn immune. <br />
<br />
There is no treatment for food poisoning, you simply have to let it run its course.{{Check Tag|Verify|Verify that healer mech serums, and to a less extent Luci and biosculpter pods don't have any effect. Add findings to Template:Heal Option Table}} This effectively cripples the pawn for almost the full 24 hour cycle.<br />
<br />
Because of the high chance of vomiting at any moment, putting the patient on a temporary diet of [[pemmican]] may be an useful. Vomiting interrupts the process of eating, resetting it to the start, but a colonist can more quickly consume several pieces of pemmican between "attacks" that they can eat an entire [[meal]]. This allows the poisoned pawn to more easily avoid malnutrition without feeding them [[raw food]]s that could cause further poisoning.<br />
<br />
Because of the penalty to [[blood filtration]] and [[consciousness]], food poisoning in combination with other ailments such as an [[infection]] can be a cause for concern.<br />
<br />
=== Toxic buildup ===<br />
{{Stub|section=1|reason=What is the effect of Toxic Environment Resistance vs Toxic Resistance}}<br />
Primarily occurs with exposure to [[Events#Toxic fallout|toxic fallout]], [[pollution]],{{BiotechIcon}} and [[tox gas]].{{BiotechIcon}}. Prolonged exposure gradually increases the buildup severity. <br />
<br />
Alternatively, some attacks cause instantaneous increases in toxic buildup severity, such as [[cobra]] and [[waste rat]] {{BiotechIcon}} bites, the [[venom talon]] {{RoyaltyIcon}} or [[venom fangs]] {{RoyaltyIcon}}. A colonist under a roof is protected from toxic fallout, and avoiding interaction with the other sources can prevent buildup from them.<br />
<br />
Buildup severity gained is proportional to the [[Toxic Resistance]] [[stat]] - thus, [[human]]s buildup at the full rate, [[animal]]s at half, and [[insects]] and [[mechanoids]] are immune.{{Check Tag|Body Size?|Buildup severities from Damage types are now inversely proportional to body size, are all sources scaled? Either way, add detail}} Buildup can also be reduced through a variety of of other means including items such as the [[gas mask]] {{BiotechIcon}}, [[detoxifier kidney]] {{BiotechIcon}}, and [[detoxifier lung]] {{BiotechIcon}}, as well as [[genes]] such as [[Genes#Partial antitoxic lungs|Partial antitoxic lungs]] and [[Genes#Total antitoxic lungs|Total antitoxic lungs]], or [[Genes#Tox resistance|Tox resistance]] and [[Genes#Tox immunity|Tox immunity]].<br />
<br />
The buildup severity occurs in stages. The later stages cause permanent [[#Dementia|dementia]] which does not wear off even after toxic buildup subsides. When a pawn affected by toxic buildup [[Death|dies]], there is a chance that its corpse will instantly rot - this chance is equal to the severity.<br />
<br />
Once a colonist returns to a safe area, such as a roofed area for toxic fallout, or otherwise stops taking severity increases, their buildup severity will gradually decrease. Once no longer exposed, severity reduces by 0.08 per day, meaning that it will take up to 12.5 days to eliminate all toxins accumulated in the body. However, colonists that reach high stages of toxic buildup are likely to develop further complications.<br />
{| class="wikitable"<br />
|-<br />
! Stage !! Begins at !! Symptoms<br />
|-<br />
| '''Toxic buildup (initial)''' || ≥4% severity ||<br />
* -5% [[Consciousness]]<br />
|-<br />
| '''Toxic buildup (minor)''' || ≥20% severity ||<br />
* -10% [[Consciousness]]<br />
|-<br />
| '''Toxic buildup (moderate)''' || ≥40% severity ||<br />
* -15% [[Consciousness]]<br />
* Vomiting (''MTB of 5 days'')<br />
* [[Dementia]] ('''permanent''', ''MTB of 146 days to develop'')<br />
* [[Carcinoma]] (''MTB of 438 days to develop'')<br />
|-<br />
| '''Toxic buildup (serious)''' || ≥60% severity ||<br />
* -25% [[Consciousness]]<br />
* Vomiting (''MTB of 1 day'')<br />
* [[Dementia]] ('''permanent''', ''MTB of 37 days to develop'')<br />
* [[Carcinoma]] (''MTB of 111 days to develop'')<br />
|-<br />
| '''Toxic buildup (extreme)''' || ≥80% severity ||<br />
* Unconsciousness (Max. [[consciousness]] 10%)<br />
* Vomiting (''MTB of 0.5 day'')<br />
* [[Dementia]] ('''permanent''', ''MTB of 13 days to develop'')<br />
* [[Carcinoma]] (''MTB of 39 days to develop'')<br />
|-<br />
| '''Toxic buildup (extreme)''' || 100% severity ||<br />
* [[Death]]<br />
|}<br />
<br />
=== Brain shock ===<br />
{{quote|"After-effects of an electrical shock to the brain. This is generally cause by feedback from brain implants hit by EMP pulses." - '''In-game description'''}}<br />
Occurs when an [[EMP]] effect hits a pawn with the following brain implants:<br />
* [[Learning assistant]] {{RoyaltyIcon}}<br />
* [[Neurocalculator]] {{RoyaltyIcon}}<br />
* [[Circadian assistant]] {{RoyaltyIcon}}<br />
* [[Circadian half-cycler]] {{RoyaltyIcon}}<br />
It lasts between {{ticks|2500}} and {{ticks|3500}}.<br />
<br />
Despite only occuring with implants from the [[Royalty DLC]], it is defined in the core code.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Stage !! Symptoms<br />
|-<br />
| '''Brain shock''' ||<br />
* Unconscious ([[Consciousness]] max. 10%)<br />
|}<br />
<br />
=== Psychic shock ===<br />
{{quote|A state of psychic chaos in the brain and mind. Caused by psychic attacks or critical level of neural heat, this effect is debilitating until it wears off.|In-game description}}<br />
Occurs when a pawn is hit by the effect of a [[psychic shock lance]] or when exceeding a pawn's [[Psycasts#Psycasts#Neural heat limit|neural heat limits]] when psycasting {{RoyaltyIcon}}.<br />
<br />
It lasts {{ticks|7500}}.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Stage !! Symptoms<br />
|-<br />
| '''Psychic shock''' ||<br />
* Unconscious ([[Consciousness]] max. 10%)<br />
|}<br />
<br />
=== Psychic coma ===<br />
{{quote|"A form of benign coma during which the brain recovers from a psychic overload."|In-game description}}<br />
A coma inflicted by certain [[psycasts]]{{RoyaltyIcon}} including:<br />
* [[Neural heat dump]], lasting 1 day.<br />
* [[Neuroquake]], lasting 5 days.<br />
* [[Word of Serenity]], lasting 6 hours with duration scaling with [[psychic sensitivity]].<br />
Note that despite only being used by psycasts from the [[Royalty DLC]], the hediff itself is defined in Core. <br />
<br />
It has the following effects:<br />
* [[Consciousness]]: {{Bad|10%}} Max.<br />
<br />
=== Psychic breakdown ===<br />
{{Royalty|section=1}}<br />
{{Stub|section=1|reason=Unknown whether should remain on [[Psycasts]], whether it should be moved here, or whether a transclusion or template should be used to duplicate it in both places}}<br />
{{Main|Psycasts#Psychic_breakdown|l1=Psychic breakdown}}<br />
<br />
=== Biosculpting sickness ===<br />
{{Ideology|section=1}}<br />
{{quote|"The after-effects of an incomplete biosculpting cycle. It causes nausea, dizziness, and fuzzy thinking."|In-game description}}<br />
Occurs when a pawn is ejected early from a [[biosculpter pod]] either manually or as a result of 24 hours without power.<br />
<br />
It lasts between {{ticks|8000}} and {{ticks|12000}}<br />
<br />
{| class="wikitable"<br />
|-<br />
! Stage !! Symptoms<br />
|-<br />
| '''Biosculpting sickness''' ||<br />
* [[Consciousness]] ×80%<br />
* [[Moving]] ×90%<br />
* [[Manipulation]] ×90%<br />
* Vomiting (Mtb 0.125 days)<br />
|}<br />
<br />
=== Scanning sickness ===<br />
{{Biotech|section=1}}<br />
{{quote|"This person was scanned by a softscanner to produce a mechanoid subcore. The high-energy scanning device has caused disturbances in their brain chemistry which will take time to resolve themselves. There won't be any long-term damage."|In-game description}}<br />
A person scanned in a [[subcore softscanner]] to produce a [[standard subcore]] is afflicted with scanning sickness starting with a severity of 4 and decreasing in severity by 1 per in-game day.{{Check Tag|Mechanitor Factor?|Mechanitor factor of 2 is detailed in the severity per day section of the code. What is this? Does it mean Mechanitors reduce in severity 2x as fast? Etc.}} This has the following effects:<br />
* [[Consciousness]]: {{Bad|x75%}} (Post factors)<br />
* [[Manipulation]]: {{Bad|x75%}} (Post factors)<br />
* [[Moving]]: {{Bad|x75%}} (Post factors)<br />
* Vomiting {{MTB}}: {{Bad|1.5 days}}<br />
* [[Mood]]: {{--|8}}<br />
<br />
=== Bio-starvation ===<br />
{{Biotech|section=1}}<br />
{{quote|"This person was in a growth vat which wasn't functioning properly due to lack of power or nutrition feedstock. This has left their body in a state of bio-starvation."|In-game description}}<br />
A pawn in a [[growth vat]] with no power or nutrition, will enter [[bio-starvation]], increasing in severity by 50% per day starved, and decreasing 10% per day properly supplied or spent outside the vat. Bio-starvation increases nutrition consumption in a vat by {{bad|+10%}} at all severities, and [[Death|kills]] at 100%. If a bio-starved pawn leaves the vat, a number of status effects will be applied to them. These include:<br />
* [[Pain]]: {{++|15%}}<br />
* [[Hunger Rate Factor]] offset: {{++|50%}}<br />
* [[Consciousness]]: {{--|25%}}<br />
<br />
== Surgical ==<br />
These ailments happen with medical operations.<br />
<br />
=== Anesthetic ===<br />
Used in surgery to make sure that a pawn is unconscious. It can also be administered outside of operations using a medical bill, consuming medicine.<br />
<br />
A pawn under anesthesia is unconscious for the first 6 hours, and the worst effects of anesthetic wear off after 12 hours, so arranging operations to be performed some time just before a pawn needs to sleep is recommended if you want them functioning the next work day.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Stage !! Begins at !! Symptoms<br />
|-<br />
| '''Anesthetic (sedated)''' || 0–6 hours from onset ||<br />
* Unconscious ([[Consciousness]] max. 1%)<br />
|-<br />
| '''Anesthetic (woozy)''' || 6–12 hours from onset ||<br />
* Reduced [[pain]] (×80%)<br />
* Impaired [[consciousness]] (70% max)<br />
* Impaired [[moving]] (-20%)<br />
* Impaired [[manipulation]] (-20%)<br />
* Impaired [[metabolism]] (-20%<br />
* Impaired [[sight]] (-15%)<br />
* Vomiting (''MTB of 0.25 days'')<br />
* Confused wandering (''MTB of 5 days'')<br />
* Forget memory thought (''MTB of 5 days'')<br />
* Improved [[mood]] (+10)<br />
|-<br />
| '''Anesthetic (wearing off)''' || 12+ hours from onset ||<br />
* Reduced [[pain]] (×95%)<br />
* Impaired [[consciousness]] (90% max)<br />
* Impaired [[moving]] (-5%)<br />
* Impaired [[manipulation]] (-10%)<br />
* Vomiting (''MTB of 4 days'')<br />
* Confused wandering (''MTB of 50 days'')<br />
|}<br />
<br />
Treatment:<br />
* Wears off on its own between {{ticks|45000}} to {{ticks|75000}} even if severity has not reached 0%<br />
** Surgery is unaffected even if it wears off before finished<br />
<br />
==== Version history ====<br />
Prior to 1.1 it lasted only {{ticks|15000}} and did not have any other stages afterwards.<br />
<br />
== Resurrection ==<br />
These may occur after a dose of [[resurrector mech serum]] is applied on a [[Death|dead]] pawn.<br />
<br />
=== Resurrection sickness ===<br />
After-effects of being resurrected by mechanite injection. Artificially-kickstarted body processes take time to rebalance themselves.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Ailment !! Symptoms<br />
|-<br />
| '''Resurrection sickness''' || <br />
* Loss of [[moving]] (×10%)<br />
* Loss of [[manipulation]] (×10%)<br />
* Vomiting (mtb. 0.5 days)<br />
|}<br />
<br />
'''Treatment:'''<br />
* Wears off anywhere from {{ticks|90000}} to {{ticks|150000}}<br />
<br />
'''Probability:'''<br />
* 100% chance of being applied<br />
<br />
=== Blindness ===<br />
Mechanites fail to properly repair the eyes, instead causing more damage to it, resulting in blindness.<br />
<br />
Blindness from [[resurrector mech serum]] applies to both eyes, resulting in total blindness<br />
<br />
{| class="wikitable"<br />
|-<br />
! Ailment !! Symptoms<br />
|-<br />
| '''Blindness''' || <br />
* Complete loss of function (-100% part efficiency)<br />
|}<br />
<br />
'''Treatment:'''<br />
* Replace eyes with [[bionic eye]]s or [[archotech eye]]s<br />
<br />
'''Probability:'''<br />
* 2% chance when used at 0.1 days or less of decay<br />
* Linearly increases to 80% after 5 days decayed<br />
<br />
=== Resurrection psychosis ===<br />
Chaotic thought patterns caused by the decoherence of resurrection mechanites. Resurrection psychosis progresses and eventually causes total psychosis and [[Death|death]].<br />
<br />
The severity of the psychosis increases by 0.01 per day, meaning that it will kill in 100 days. Hopefully this gives you enough time to find a [[healer mech serum]], the only treatment for the disease.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Stage !! Begins at !! Symptoms<br />
|-<br />
| '''Resurrection psychosis (hidden)''' || ≥0% severity ||<br />
* No visible symptoms, doesn't show up in health tab<br />
* Can still be cured with [[healer mech serum]] at this stage even if it is not visible.<br />
|-<br />
| '''Resurrection psychosis (early)''' || ≥10% severity ||<br />
* Frequent mental breaks (''MTB of 9 days'')<br />
|-<br />
| '''Resurrection psychosis (moderate)''' || ≥25% severity ||<br />
* [[Consciousness]] -10%<br />
* Frequent mental breaks (''MTB of 6 days'')<br />
|-<br />
| '''Resurrection psychosis (advanced)''' || ≥40% severity ||<br />
* [[Consciousness]] -20%<br />
* Frequent mental breaks (''MTB of 3 days'')<br />
|-<br />
| '''Resurrection psychosis (severe)''' || ≥55% severity ||<br />
* [[Consciousness]] -30%<br />
* Extremely frequent mental breaks (''MTB of 0.5 days'')<br />
|-<br />
| '''Resurrection psychosis (total)''' || ≥70% severity ||<br />
* [[Consciousness]] -40%<br />
* Extremely frequent mental breaks (''MTB of 0.25 days'')<br />
|-<br />
| '''Resurrection psychosis (catatonic)''' || ≥85% severity ||<br />
* Pawn becomes unconscious ([[Consciousness]] max. 10%)<br />
|-<br />
| '''Resurrection psychosis (catatonic)''' || 100% severity ||<br />
* [[Death]]<br />
|}<br />
<br />
'''Treatments:'''<br />
* Healer mech serum<br />
* Allowing the pawn to [[Death|die]] again, then resurrecting once more (rerolls the disease)<br />
<br />
'''Probability of contracting:'''<br />
* 2% chance when used at 0.1 days or less of decay<br />
* Linearly increases to 80% after 5 days decayed<br />
<br />
'''Prevention:'''<br />
* Freeze corpses immediately after death. Corpses placed in a [[sarcophagus]] are still affected by the temperature of the room they are in, and can be removed later.<br />
<br />
== Heart attack ==<br />
Heart attacks can randomly occur on any pawn/animal at any time, but they become more frequent as they pass half of their life expectancy (e.g. 40 years in humans), triggered by the [[Events#Birthday|birthday event]]. There must be more than 2 colonists on your colony for this to occur.<br />
<br />
The average interval between heart attacks is curved as follows (in days):<br />
* 0-50% of life expectancy: 99,999,999 - 99,999,999<br />
* 50-60% of life expectancy: 99,999,999 - 2,500<br />
* 60-100% of life expectancy: 2,500 - 300<br />
<br />
Examples of intervals and chances:<br />
* 55% of life expectancy (i.e. 44 in humans): 50,001,249.5 days (approx. 0.00000002% per day)<br />
* 80% of life expectancy (i.e. 64 in humans): 1,400 days (approx. 0.000714% per day)<br />
<br />
=== Stages ===<br />
{| class="wikitable"<br />
|-<br />
! Stage !! Begins at !! Symptoms<br />
|-<br />
|'''Painful''' || 0% Severity || <br />
* [[Consciousness]] ×50%<br />
* [[Pain]] +40%<br />
|-<br />
|'''Debilitating''' || 60% Severity || <br />
* [[Consciousness]] max. 10% (Unconciousness)<br />
* [[Pain]] +60%<br />
|-<br />
|'''Fatal''' || 100% Severity || <br />
* [[Death]]<br />
|}<br />
<br />
==== Progression ====<br />
Heart attacks always start at 40% severity. Every {{ticks|5000}} the heart attack severity will randomly change by a value between -40% to +60%. This means that it is possible for a heart attack to treat itself on its own, but usually the heart attack progresses to fatal severity.<br />
<br />
==== Treatment ====<br />
Like injuries, medicine can be used to treat a heart attack. <br />
<br />
Doctors treating heart attacks will administer treatments rapidly, consuming medicine in the process. Each treatment has a chance to succeed, reducing the heart attack severity by 30%. Successfully reducing severity below 0 will completely treat the heart attack. <br />
<br />
The maximum chance a particular treatment can succeed is 65%.<br />
<br />
==== Prevention ====<br />
Replacing a pawn's heart with either a [[prosthetic heart|prosthetic]] or [[bionic heart]] will completely prevent heart attacks. Note however that while the bionic heart improves the [[blood pumping]] capacity, the prosthetic heart decreases it, and thus all of the stats and capacities it affects.<br />
<br />
== Version history ==<br />
* [[Version/0.7.581|0.7.581]] Added with cataracts and bad back<br />
* [[Version/0.8.657|0.8.657]] - Added hypothermia, frostbite, heatstroke, and burns from being in areas with extreme temperatures.<br />
* [[Version/0.9.722|0.9.722]] - Food poisoning and cryptosleep sickness added. Some ailments can now cause vomiting.<br />
* [[Version/0.10.785|0.10.785]] - Starvation and blood loss are now staged and affect consciousness as they worsen.<br />
* [[Version/0.12.906|0.12.906]] - All organisms including animals have life expectancies and will develop chronic conditions like frailty or cataracts in old age. Heart attacks added.<br />
* [[Version/0.13.1135|0.13.1135]] - Carcinoma, asthma, and hearing loss added.<br />
* [[Version/1.0.0|1.0.0]] - Minor starvation (below 25% severity) no longer causes miscarriages.<br />
* [[Version/1.1.0|1.1.0]] - Pregnant animal is no longer viewed as sick because pregnancy affects its capacities. and thus now sells for the same as one with no health conditions.<br />
* [[Version/1.3.3117|1.3.3117]] - Extreme blood loss now reduces consciousness by 40% in addition to setting the capacity's max to 10%. Prior to this, pawns could nonsensically [[Death|die]] by healing from extreme to severe bloodloss if their consciousness was below 40% from other symptoms - extreme would simply max it at 10% but healing to severe would reduce it by 40% to 0% and kill the pawn. <br />
* [[Version/1.4.3523|1.4.3523]] - Sterilized animals no longer lay eggs.<br />
<br />
[[Category:Health]]</div>ShySkreamhttps://rimworldwiki.com/index.php?title=Injury&diff=117832Injury2022-11-10T22:20:03Z<p>ShySkream: /* Bleeding */ added Biotech icon</p>
<hr />
<div><!--Top Nav Box--><br />
{| align=center<br />
| {{Health_Nav}}<br />
|}<br />
----<br />
<!-- End Nav --><br />
{{rewrite|reason=Content is good, but difficult to read. Headings, formatting, etc. needed to improve readability}}<br />
{{About|physical damage|chronic health conditions|Ailments|treatable illnesses|Disease}}<br />
{{imagemargin|[[File:injury_preview_anim.gif|right]]|10px}}'''Injuries''' are physical damage to a living being. [[Human]]oids, [[animal]]s, and [[mechanoid]]s can sustain injuries from multiple sources. This includes melee weapons, ranged weapons, explosions, ceiling collapses, and [[fire]]. Each source of damage comes with a specific [[Damage Types|Damage Type]]. [[Colonist]]s, [[Visitor | visitors]], and [[prisoner]]s can be operated upon and may suffer an injury from a surgical mistake. Each kind of injury has a value of pain, a description for its scar, and flavor text for being mended by [[Health|medicine]].<br />
A colonist in shock from extreme pain or incapacitated due to loss of movement becomes '[[downed]]'. [[Work#Doctor|Doctors]] will automatically rescue downed colonists. <br />
{{TOCright}}<br />
==Injury types==<br />
{{main|Health Difficulties}}<br />
Different weapons cause different types of injuries. For example, a [[mace]] will crush, a [[longsword]] will cut, and fire will burn. The type of injury impacts the amount of [[pain]] it causes, the rate of bleeding, and the chance it gets infected.<br />
<br />
==Pain==<br />
{{main|Pain}}<br />
Injuries cause pain to a pawn, and excessive pain can cause a pawn to be downed from pain shock. Enemies have a chance to [[Death|die]] instantly after being downed from pain, which can be adjusted in the difficulty settings. This can be particularly annoying when trying to capture a specific pawn for recruitment. Downing from other sources such as [[hypothermia]], [[heatstroke]], or [[toxic buildup]] do not kill instantly.<br />
<br />
Most pawns go into pain shock once their pain exceeds 80% except for [[Traits|wimps]] who are downed at 20% pain. Certain drugs such as [[go-juice]] and [[smokeleaf]] inhibit pain, and the [[painstopper]] implant removes it altogether. This does not come without a downside, however. Pain has a purpose. It tells the body when it is injured, and without pain or player intervention, pawns will continue to fight until they either win, die or, less likely, receive a crippling injury to the legs, pelvis or spine.<br />
<br />
== Bleeding ==<br />
Bleeding is a common side effect of certain types of injuries which leads to [[Ailments#Blood_loss|blood loss]]. Bleeding wounds are identified on the health tab by a blood icon next to an injury, and a tooltip shows the bleeding rate. Total blood loss is listed under whole body with a tooltip showing the percent. Overall bleeding rate is shown at the bottom.<br />
<br />
Injuries do not immediately lose any quantity of blood, instead only draining over time from open wounds. Pawns are unable to recover from [[Ailments#Blood_loss|blood loss]] until all wounds are sealed. Bleeding always stops immediately with tending, regardless of the tend quality or medicine used. However, higher quality medicine can cover more wounds at once, which can stop a pawn from bleeding out faster.<br />
<br />
Smaller cuts are able to seal thelselves over time, however larger injuries such as missing limbs will never stop bleeding without tending.<br />
<br />
{{BiotechIcon}} There are genes that can assist in stopping a pawn from bleeding. the [[Genes#Superclotting|Superclotting]] gene rapidly stops bleeding, while the [[Genes#Coagulate|Coagulate]] gene is a [[Genes#Hemogenic|Hemogenic]] ability that can tend all wounds on other pawns immediately.<br />
<br />
==Recovering from injuries==<br />
Injured colonists will recover from their wounds over time.<br />
Every couple of minutes in game, a random injury will be healed by a small amount.<br />
This healing reduces the severity of the injury, and when the severity of the injury reaches zero the injury is fully healed.<br />
<br />
Every {{ticks|600}}, <font color="#390">'''''heal rate'' &times; 0.01'''</font> points of damage are healed from a randomly selected (non-permanent) wound. This is equivalent to healing ''heal rate'' points of damage per in-game day ([[Time|60,000 ticks]]), or healing an average of 1 point of damage every <font color="#390">'''60,000 / heal rate'''</font> ticks.<br />
The exact heal rate is determined by adding up three factors:<br />
<br />
* '''Default healing rate''': All pawns have a base heal rate of <font color="#390">'''8'''</font><br />
* '''Is the pawn lying down or in a bed?''': <font color="#390">'''+4'''</font> for resting on a [[sleeping spot]] or the ground, <font color="#390">'''+8'''</font> for resting on a [[bed]] / [[bedroll]], and <font color="#390">'''+14'''</font> for resting on a [[hospital bed]]<br />
* '''Is the wound tended?''': <font color="#390">'''+4'''</font> for a 0% quality tend and <font color="#390">'''+0.08'''</font> per point of tend quality, up to <font color="#390">'''+12'''</font> at 100% tend quality<br />
<br />
To put this in perspective, consider a colonist who has taken 20hp of damage to various body parts, given different recovery scenarios:<br />
* '''Do nothing''': With no tending or rest, they get the base heal rate of <font color="#390">'''8'''</font>, so it will take <font color="#390">(20 &times; 60,000) / 8 = 150,000</font> ticks (2.5 in-game days) to fully heal.<br />
* '''Basic tend and resting''': With a 40% tend quality (<font color="#390">'''+7.2'''</font>) and rest in a non-hospital bed (<font color="#390">'''+8'''</font>), they'll have a heal rate of <font color="#390">8 + 7.2 + 8 = '''23.2'''</font>, so it will take 51,724 ticks to heal (approximately 21 in-game hours)<br />
* '''Best quality care''': With 100% tend quality (<font color="#390">'''+12'''</font>) and rest in a hospital bed (<font color="#390">'''+14'''</font>), they'll have a heal rate of <font color="#390">8 + 12 + 14 = '''34'''</font>, so it will take 35,294 ticks to heal (approximately 14 hours in game)<br />
<br />
Note that [[Immunity Gain Speed | immunity gain speed]] has no influence on the recovery rate from injuries -- it only affects recovery from [[disease]] (and vice-versa, the bonuses applied by beds and hospital beds to healing are different from the bonuses they apply to immunity gain speed).<br />
<br />
=== Medicine ===<br />
Medicine does not ''directly'' cause healing. Instead, it affects the average [[Doctoring|tend quality]], which is also affected by the bed (or surface) the pawn is resting in and the skill and physical capacities of the doctor. Each type of medicine ([[Herbal medicine|herbal]], [[Medicine|industrial]], and [[Glitterworld medicine|glitterworld]]) has a medical potency value, which is a direct multiplier on the average treatment quality, ranging from 0.3 for no medicine at all to 1.6 for Glitterworld Medicine. As the treatment quality is one element of the healing equation, it ''does'' impact the healing process, but only partially. For example, a colonist resting in a hospital bed with one wound tended at 0% and another at 100% will have a heal rate for the first wound of 26 and for the second wound of 34, which results in only a 24% reduction in the amount of time needed to heal any given amount of damage.<br />
<br />
However, medicine is also highly useful during tending, in that a doctor using medicine can often treat multiple small wounds in a single "batch" of tending, but must treat each individually if not using medicine. For patients with a high bleed rate, the difference can easily be life or death. As medicine is a valuable commodity in the early to mid game, this generally means you should conserve it and be careful about what you use it on. Large, bleeding cuts should be prioritized, while burns, frostbite, and bites should be tended with medicine next because of the high infection chance (unless the wounded person is almost dead from [[blood loss]], in that case the smaller cuts should be tended with medicine). Bruises and cracks have no infection chance and should be tended with medicine last. However, note that you cannot select which wound(s) a doctor treats with each tend, so if a colonists has both bleeding or high-infection-risk wounds and bruises, it may still be worth using medicine on the colonist's wounds to ensure the important ones are tended properly.<br />
<br />
Disease tending is also very important. Most diseases have a certain amount of severity gained per day, and then a certain amount of severity ''lost'' per day when tended. If severity reaches 100%, the colonist (or animal) dies from the disease. The severity lost per day when tended is directly multiplied against the tend quality. Since immunity gain speed is fixed for each specific disease, high tend quality versus low can mean the difference between living and dying to the disease in some cases, especially with older or impaired patients (who have lower immunity case rates). Other diseases (ex. Muscle Parasites) do not gain severity at all (nor immunity), and instead require a certain ''sum'' of treatment quality across all tends to the illness before they disappear. Using better-quality medicine gives a substantially higher average tend quality, which can make the diseases disappear substantially quicker.<br />
<br />
Also note that surgery is impossible without medicine, and has a much lower base success chance than the equivalent base treatment quality at most levels of the Medicine skill. As such, using the best available medicine, as well as the cleanest surgical environment and highest quality surgical bed possible, is very important, often more so than the skill of the surgeon. For example, the difference between a level 10 surgeon (93% base surgery success chance) and a level 20 surgeon (99%) is only a 6.5% gain in surgical success rate. The difference between Herbal Medicine (60% potency) and Glitterworld Medicine (160% potency) is a ''167% increase'' in surgical success rate.<br />
<br />
However, note that '''surgery success rate cannot exceed 98%'''. All doctors, regardless of skill, medicine, and surgical environment, always have at least a 2% chance of failing the surgery. This means that any combination of doctor skill and capabilities, medicine, and surgical environment that results in a 98% or higher surgical success rate is equivalent, and all additional bonuses are wasted.<br />
<br />
* '''Examples''': A legendary hospital bed applies a 1.43 surgery success chance factor, which is a direct multiplier on the surgical success chance. Assuming a level 10 doctor (93% base success chance) and a neutrally clean room (Cleanliness 0, though you'll generally want to use [[sterile tile]]s in your hospital to improve this), and a normal success chance surgery, the [[Doctoring#Surgery|surgical success chance]] with Herbal Medicine would be 83.78%, with Medicine 139.64%, and Glitterworld Medicine 223.42%. However, since success chance cannot exceed 98%, both regular Medicine and Glitterworld Medicine are identical, and using the latter is a waste.<br />
<br />
: The same surgery performed by the same doctor in a normal bed (1.0 surgical success chance factor) in dirty room (Cleanliness -0.55, resulting in a 1.0 cleanliness surgical success chance factor) would have a 55.8% chance, 93.0% chance, and 148.8% chance of success, using Herbal Medicine, regular Medicine, and Glitterworld Medicine, respectively. In this case, using Glitterworld Medicine instead of regular Medicine reduces the failure chance of the surgery by 71%!<br />
<br />
All surgeries in the base game have a 1.0 or higher multiplier to surgical success rate, though certain surgeries have differing rates of death on failure (ex. removing a Carcinoma has a 25% chance of death on failure). Even aside from the direct death on failure rate, the damage dealt by a surgical failure can completely destroy a body part or organ, which may also result in the colonist's death. Certain mods add surgeries with lower chance of success, which may justify using stronger medicine than would otherwise be required.<br />
<br />
The net result is that using higher-end medicine for surgeries is mostly only worthwhile in lower-quality surgical environments (less cleanliness, lower quality hospital beds, lower skilled doctors). Beyond that point, higher-end medicine is more useful for its improved tend quality than its surgical success benefits.<br />
<br />
==Scarring==<br />
<br />
Scars are permanent markers of [[#Injury|injuries]]. They permanently lower the health of the scarred body part, making it easier to damage the affected body part in the future, in addition to reducing the efficiency of that body part proportionally. Body part efficiency is a factor in pawn [[Capacity|Capacities]]. For example, a scarred neck impairs [[Breathing]], which then reduces the pawn's [[Consciousness]], [[Moving]], and [[Rest Rate Multiplier]]. The reduction in Consciousness further reduces the pawn's Moving, as well as [[Manipulation]], [[Eating]], and [[Talking]] capabilities.<br />
<br />
Scars also cause a character a small amount of pain, even if the relevant body part is fully healed. Pain from scars results in a permanent mood penalty for non-masochistic characters. For a colonist with the [[Traits#Masochist|Masochist trait]], scar pain will provide a continual mood bonus instead of penalty.<br />
<br />
Sometimes colonists are generated with minor scars and old gunshots already in place. Some body parts (eyes and brain) also scar instantly upon injury.<br />
<br />
It is possible to remove the pain from some scars by surgically implanting [[Health#Limb Replacement|artificial replacement]]s. Artificial body parts will never scar.<br />
<br />
Scars can be treated by [[luciferium]], however the cost of using it usually outweighs the benefit, unless used on numerous scars, or a permanent brain injury.<br />
<br />
Another way to work around scar pain is to implement a [[Painstopper]], preventing all ongoing pain. The downside to this, however, is that should the pawn with an installed Painstopper take serious damage - they won't go down until they either lose a leg (or have it heavily injured), or die. Therefore, you should be extra watchful of their health as to decide whether to withdraw them from a controllable scenario (i.e. combat), as to prevent them from losing their life.<br />
<br />
== Disfigured == <br />
{{Stub}}[[File:Disfigured.jpg|400px|thumb|right|Damage to the nose caused Hairy to become disfigured]]<br />
Disfigurement is caused by damage or destruction to the nose, eyes, ears, or jaw. It adds the "Disfigured {{--|15}}" opinion modifier.<br />
<br />
<br />
While disfigurement does nothing to directly affect the [[Beauty (Pawn)|beauty]] of a pawn it does however disable the positive opinion added by positive beauty while stacking with negative beauty, possibly netting a -55 opinion for the affected pawn.<br />
<br />
Similarly to beauty modifiers, [[Traits#ascetic|ascetic]], [[Traits#kind|kind]], and blind pawns do not gain nor lose any opinion based on disfigurement. Nor will pawns with the [[Blindsight]] ideoligion{{IdeologyIcon}}, with regards to damage/removal of the eyes.{{Check Tag|Verify??| Removal of the eyes has a positive opinion effect on blindsight pawns but damage to the eyes, without destruction, is unknown to cause the disfigured status}}<br />
<br />
<br />
Disfigurement can be treated by healing/replacing the injured/destroyed body part.<br />
<br />
==Trauma Savant==<br />
{{Move|destination=Ailments}}<br />
{{Stub|reason=Treatable by other methods now - details and analysis changes needed.}}<br />
[[File:Trauma savant.png|400px|thumb|right|Being shot in the brain can cause the trauma savant condition.]]<br />
A pawn may become a trauma savant upon taking and surviving an injury to the Brain. Certain capabilities will rise and some will fall. <br />
<br />
Trauma Savant removes all ability to socialise, trade, or recruit by capping the pawn's capacity of Talking and Hearing at 0%; In exchange, the pawn's Manipulation is increased by 50%, and they regain full brain function (meaning Consciousness and other functions will be normal) - this is great for doctors, crafters, general workers, and melee combat pawns (all of which rely on Manipulation and are not capped on its usage), but it'll make affected wardens or traders completely useless at that aspect.<br />
<br />
There is a 12% chance of any pawn becoming a trauma savant upon receiving brain damage. It does not have to be a humanlike, and can sometimes be seen applied on animals.<br />
<br />
While Trauma Savant can be cured, it is difficult and expensive; it is usually better to take advantage of the increased manipulation.<br />
To cure Trauma Savant, you will need a [[Healer mech serum]]; however this will heal the brain scarring first, so you have to either use multiple Healer mech serums or first apply Luciferium which will eventually heal all the scarring, at which point you can apply the Healer mech serum when Trauma Savant is the only health negative left.<br />
<br />
==Trivia==<br />
Brain injuries in Rimworld cause large amounts of pain (20% or higher for a 5 hp wound), which can render a pawn permanently comatose in certain cases. This is a result of the reduction in Consciousness from the pain being added on top of the direct reduction in Consciousness from the brain injury itself due to the reduced part efficiency. However, in real life the human brain has no pain receptors. Despite their perceived location, headaches are usually caused by receptors triggering elsewhere in the head or neck, not by receptors in the brain. Certain types of headaches are due to irritation or swelling in the meninges, which is the membrane enveloping the brain and which ''does'' have pain receptors.<br />
<br />
[[Category:Health]]</div>ShySkreamhttps://rimworldwiki.com/index.php?title=Ailments&diff=117831Ailments2022-11-10T22:19:21Z<p>ShySkream: /* Blood loss */ added biotech icons</p>
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{| align=center<br />
| {{Health_Nav}}<br />
|}<br />
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{{rewrite|reason=Cleanup and standardization needed - treatment and stages sections for each required. See [[Template:Heal Option Table]]}}<br />
{{About|chronic health conditions|physical damage|Injury|treatable illnesses|Disease}}<br />
{{TOCright}}<br />
<br />
'''Ailments''' are [[health]] conditions that cannot be treated completely using medicine alone. <br />
<br />
"MTB" stands for "Mean Time Between", and is how it's presented in the game files.<br />
<br />
Some conditions can give rise to other conditions; the risk of this happening will diminish if the condition is treated.<br />
<br />
Most permanent ailments are curable with body part replacements or usage of the [[healer mech serum]].<br />
<br />
{{Heal Option Table}}<br />
<br />
== Chronic ==<br />
Ailments that come with age. Either non-fatal, or progresses extremely slowly towards fatality compared to infectious diseases.<br />
<br />
=== Alzheimer's ===<br />
{{stub|reason = "Forget memory" and "confused wandering" mechanics}}<br />
A brain disease usually associated with aging. Alzheimer's disease causes progressive degradation in the ability to think and remember. Patients are known to forget close relatives and sometimes wander around in confusion.<br />
<br />
Alzheimer's progresses by 0.003 per day, meaning that it will take 333.33 days for it to reach full severity from when it first appears.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Stage !! Begins at !! Symptoms<br />
|-<br />
| '''Alzheimer's (minor)''' || ≥0% severity ||<br />
* -5% part efficiency<br />
* Confused wandering (''MTB of 12 days'')<br />
* Forget memory (''MTB of 7 days'')<br />
|-<br />
| '''Alzheimer's (minor)''' || ≥20% severity ||<br />
* -10% part efficiency<br />
* Confused wandering (''MTB of 9 days'')<br />
* Forget memory (''MTB of 4 days'')<br />
* ''0.15%'' of conditional thoughts nullified<br />
|-<br />
| '''Alzheimer's (major)''' || ≥50% severity ||<br />
* -15% part efficiency<br />
* Confused wandering (''MTB of 7 days'')<br />
* Forget memory (''MTB of 2 days'')<br />
* ''0.5%'' of conditional thoughts nullified<br />
|-<br />
| '''Alzheimer's (major)''' || ≥80% severity ||<br />
* -20% part efficiency<br />
* Confused wandering (''MTB of 4 days'')<br />
* Forget memory (''MTB of 0.8 days'')<br />
* ''1%'' of conditional thoughts nullified<br />
|}<br />
<br />
A human pawn can first get Alzheimer's at age 34.<br />
{| class="wikitable"<br />
|-<br />
! Alzheimers chance<br />
|-<br />
| {{GraphChart<br />
|width=400<br />
|height=100<br />
|type=line<br />
|x=0, 33.6, 56, 72, 80, 120<br />
|y=0, 0, 0.061, 0.12, 0.2, 0.3 <br />
|xAxisTitle = Pawn age (years)<br />
|yAxisTitle = Chance/Birthday (%)<br />
}}<br />
|}<br />
<br />
'''Treatment:'''<br />
* [[Luciferium]]: Luciferium removes one randomly selected condition that it can cure every 900,000 to 1,800,000 [[ticks]] (15 - 30 in-game days). Having fewer luciferium-curable conditions will increase the chance that Alzheimer's is chosen, so it can be worth attempting to address any conditions that can be other means. Even with this however, it can take a significant amount of time. Also note that luciferium is a permanent decision - once taken, further doses are necessary to avoid madness and death. <br />
* [[Healer mech serum]]: A healer mech serum will instantaneously heal one condition of the pawn, including Alzheimer's. Which condition is chosen depends on a priority order, with Alzheimer's being a moderately high priority. See the serum's [[Healer_mech_serum#Order_of_conditions_treated|condition order]] for details.<br />
<br />
=== Asthma ===<br />
A chronic health condition where inflammation causes the airways to narrow, restricting the flow of oxygen to the lungs. Unlike other chronic diseases, asthma can be contracted at almost any age, meaning it's not terribly uncommon to have an asthmatic person some time down the line.<br />
<br />
When not treated, it progresses by a rate of 0.25 per day, meaning it will take 2 days to reach full severity (50%).<br />
<br />
Good treatment will reduce the rate of progression by up to 0.8, meaning it will regress by 0.55 a day; it can be returned to its initial severity, but cannot be cured completely.<br />
<br />
Asthma's severity will fluctuate depending on the quality of treatment received, with a treatment quality of 32% beginning to regress the stages of asthma (the higher, the better).<br />
<br />
{| class="wikitable"<br />
|-<br />
! Stage !! Begins at !! Symptoms<br />
|-<br />
| '''Asthma (minor)''' || ≥ 0% severity || -10% part efficiency<br />
|-<br />
| '''Asthma (major)''' || ≥ 30% severity || -30% part efficiency<br />
|-<br />
| '''Asthma (major)''' || ≥ 45% severity || -50% part efficiency<br />
|}<br />
<br />
Treatment:<br />
* The severity of asthma can be reduced with treatment, which can be given every 420,000 ticks (around 7 days). One treatment applies to both lungs.<br />
* Asthma can be cured by replacing each affected lung with a [[Lung#Acquisition|healthy replacement]].<br />
<br />
A human pawn can first get asthma at any age.<br />
{| class="wikitable"<br />
|-<br />
! Asthma chance<br />
|-<br />
| {{GraphChart<br />
|width=400<br />
|height=100<br />
|type=line<br />
|x=0, 16, 24, 40, 120<br />
|y=0, 0.048, 0.096, 0.1344, 0.1344<br />
|xAxisTitle = Pawn age (years)<br />
|yAxisTitle = Chance/Birthday (%)<br />
}}<br />
|}<br />
<br />
Asthma can also affect animals, domestic, tamed and wild. Domestic and tamed will notify you that they "need treatment", although there apparently is no downside for ignoring that request except slowing them down which may be bad for [[Animals#Training|trained]] or [[pack animal]]s. Similarly, asthmatic wild animals on the map can roam and eat indefinitely without treatment. In fact, wild animals with asthma are easier and slightly safer to hunt, because asthma will reduce their [[move speed]] to 81%, and their [[manipulation]] to only 90%, which makes any counter-attack less effective.<br />
<br />
=== Bad back ===<br />
Degradation in the spinal column and surrounding musculature. This makes it hard to move and bend smoothly.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Ailment !! Symptoms<br />
|-<br />
| '''Bad back''' || <br />
* -30% [[Moving]]<br />
* -10% [[Manipulation]]<br />
|}<br />
<br />
A bad back can be cured by installing a [[bionic spine]], or with the use of [[biosculpter pod]]'s bioregeneration cycle{{IdeologyIcon}}.<br />
<br />
A human pawn can first get a bad back at age 41.<br />
{| class="wikitable"<br />
|-<br />
! Bad back chance<br />
|-<br />
| {{GraphChart<br />
|width=400<br />
|height=100<br />
|type=line<br />
|x=0, 40, 50, 60, 70, 80, 120<br />
|y=0, 0, 0.93, 1.395, 1.395, 1.86, 1.86<br />
|xAxisTitle = Pawn age (years)<br />
|yAxisTitle = Chance/Birthday (%)<br />
}}<br />
|}<br />
<br />
=== Cataract ===<br />
Milky-looking opacity in the eye. Cataracts impair vision.<br />
{| class="wikitable"<br />
|-<br />
! Ailment !! Symptoms<br />
|-<br />
| '''Cataract''' || -50% part efficiency in the affected eye. This results in 50% [[sight]] if both eyes are affected.<br />
|}<br />
Cataracts can be cured by replacing the affected eye with a [[bionic eye|bionic]] or [[archotech eye|archotech]] eye.<br />
<br />
A human pawn can first get a cataract at age 49.<br />
{| class="wikitable"<br />
|-<br />
! Cataract chance<br />
|-<br />
| {{GraphChart<br />
|width=400<br />
|height=100<br />
|type=line<br />
|x=0, 48, 60, 70, 120<br />
|y=0, 0, 0.53, 1.1045, 1.1045<br />
|xAxisTitle = Pawn age (years)<br />
|yAxisTitle = Chance/Birthday (%)<br />
}}<br />
|}<br />
<br />
=== Carcinoma ===<br />
{{Stub|section=1|reason=How do the stages progress/occur and what chances and factors affects them?}}<br />
A carcinoma (or cancer) is where mutated cells uncontrollably divide to form tumours, which then 'crowd out' normal bodily cells and hinder bodily function in that area. Carcinomas can be surgically removed by a skilled doctor or, in some cases, the affected body part can be removed, either by amputation, transplantation of a healthy body part, or replacement by an [[artificial body part]]. Ordinary treatment will prolong the development of a carcinoma or speed up remission, and can be by doctors of any skill, though better treatment quality is more effective. <br />
<br />
A carcinoma typically starts out at 30% severity. There is a 30% chance that a carcinoma won't cause any pain whatsoever.<br />
<br />
A cancer has 3 stages; growing, stable and remission.<br />
* When growing, it progresses by 0.003 per day, multiplied by a random factor of 0.45 - 1.65.<br />
* When stable, it neither grows nor regresses on its own. <br />
* When in remission, it regresses by 0.002 per day, multiplied by a random factor of 0.7 - 1.5.<br />
<br />
Good treatment can slow progression by 0.0027 per day, meaning that the carcinoma will:<br />
* grow more slowly when in growing stage<br />
:* some slow-growing carcinomas (something less than half)<!-- RE "something less than half" - it's .003 x a random factor from .45-1.65, so anything {< (.003 x .9) < .0027} - BUT can't state that's = 40% (10/25) because we don't know if that random "x .45-1.65" is a straight-line %, or a bell curve, or something else. --> may stop or actually regress (very slowly) during their "growing" stage with good treatment<br />
* slowly regress when stable<br />
* regress quickly when in remission<br />
{| class="wikitable"<br />
|-<br />
! Stage !! Begins at !! Symptoms<br />
|-<br />
| '''Carcinoma (minor)''' || ≥0% severity ||<br />
* Little pain (+10%)<br />
* -10% part efficiency<br />
|-<br />
| '''Carcinoma (minor)''' || ≥15% severity ||<br />
* Moderate pain (+20%)<br />
* -25% part efficiency<br />
|-<br />
| '''Carcinoma (major)''' || ≥40% severity ||<br />
* Moderate pain (+35%)<br />
* -50% part efficiency<br />
|-<br />
| '''Carcinoma (major)''' || ≥60% severity ||<br />
* Acute pain (+50%)<br />
* -80% part efficiency<br />
|-<br />
| '''Carcinoma (extreme)''' || ≥80% severity ||<br />
* Acute pain (+60%)<br />
* -90% part efficiency<br />
|-<br />
| '''Carcinoma (extreme)''' || 100% severity ||<br />
* Affected part is destroyed<br />
|}<br />
<br />
Treatment:<br />
* Treated every {{ticks|240000}}<br />
* The carcinoma will disappear if severity reaches 0.<br />
* "Excise carcinoma" surgery; this needs 4 medicine of [[medicine|industrial quality]] or above, {{ticks|4500}} of work, and a doctor with a [[medical]] skill of 10 or above. The surgery only has a 70% base chance to succeed.{{Check Tag|Fact Check|Not in .xml}} Also note that if the surgery fails, there is a 25% chance that the patient [[Death|dies]]. Thus, as the maximum [[Doctoring#Success chance|success chance]] of any surgery is capped at 98%, there is always at least a 0.5% chance of death per attempt.<br />
<br />
A human pawn can first get a carcinoma from normal aging at age 23. Carcinomas from other sources, including [[toxic buildup]] and [[nuclear stomach]]s{{RoyaltyIcon}}, can happen at any age. Installed nuclear stomachs create a carcinoma on the torso with an MTB of 120 days.<br />
{| class="wikitable"<br />
|-<br />
! Carcinoma chance<br />
|-<br />
| {{GraphChart<br />
|width=400<br />
|height=100<br />
|type=line<br />
|x=0, 22.4, 80, 120<br />
|y=0, 0, 0.11, 0.15<br />
|xAxisTitle = Pawn age (years)<br />
|yAxisTitle = Chance/Birthday (%)<br />
}}<br />
|}<br />
<br />
=== Dementia ===<br />
Dementia is simply the functionality of the brain declining, and affects all cognitive functions.<br />
<br />
It can only be healed with [[luciferium]] or a [[healer mech serum]].<br />
{| class="wikitable"<br />
|-<br />
! Ailment !! Symptoms<br />
|-<br />
| '''Dementia''' ||<br />
* Impaired brain function (-15% part efficiency)<br />
** Effectively -15% [[Consciousness]]<br />
* Impaired [[Talking]] (-25%)<br />
** Net loss of 40% [[Talking]] including brain function loss<br />
* Impaired [[Hearing]] (-25%)<br />
** Net loss of 40% [[Hearing]] including brain function loss<br />
* Confused wandering (''MTB of 5 days'')<br />
* Slightly accelerated skill loss<br />
**5% at day 4<br />
**15% at day 12<br />
**25% at day 20<br />
|}<br />
<br />
A human pawn can first get dementia from aging at age 69. Dementia from other sources including [[toxic buildup]] can happen at any age.<br />
{| class="wikitable"<br />
|-<br />
! Dementia chance<br />
|-<br />
| {{GraphChart<br />
|width=400<br />
|height=100<br />
|type=line<br />
|x=0, 68, 76, 92, 120<br />
|y=0, 0, 0.93, 9.3, 9.3<br />
|xAxisTitle = Pawn age (years)<br />
|yAxisTitle = Chance/Birthday (%)<br />
}}<br />
|}<br />
<br />
=== Frail ===<br />
Generalized loss of muscle and bone density. Note that frail ''can'' stack with bad back.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Ailment !! Symptoms<br />
|-<br />
| '''Frail''' || <br />
* -30% [[Moving]]<br />
* -30% [[Manipulation]]<br />
|}<br />
<br />
Can only be cured with [[luciferium]], a [[healer mech serum]], or with the use of [[biosculpter pod]]'s bioregeneration cycle{{IdeologyIcon}}.<br />
<br />
A human pawn can first get frail at age 51.<br />
{| class="wikitable"<br />
|-<br />
! Frail chance<br />
|-<br />
| {{GraphChart<br />
|width=400<br />
|height=100<br />
|type=line<br />
|x=0, 50, 60, 70, 120 <br />
|y=0, 0, 1.395, 2.604, 2.604<br />
|xAxisTitle = Pawn age (years)<br />
|yAxisTitle = Chance/Birthday (%)<br />
}}<br />
|}<br />
<br />
=== Artery blockage ===<br />
A blockage in one of the critical arteries in the [[heart]]. Heart artery blockages randomly induce [[#Heart attack|heart attacks]]. Artery blockages can be treated by replacing the heart with a [[heart|natural]], [[prosthetic heart|prosthetic]] or [[bionic heart|bionic]] replacement, with a [[healer mech serum]], with [[luciferium]], or with the use of [[biosculpter pod]]'s bioregeneration cycle{{IdeologyIcon}}.<br />
<br />
Artery blockages progress by a base of 0.0007 per day, multiplied by a random factor between 0.5 - 3.<br />
This means that artery blockages can take anywhere from 7.9 to 47.6 in-game years from onset to become fatal on its own.<br />
<br />
Artery blockages can be treated by replacing the heart.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Stage !! Begins at !! Symptoms<br />
|-<br />
| '''Artery blockage (minor)''' || ≥0% severity ||<br />
* -5% part efficiency<br />
* [[#Heart attack|Heart attack]] (''MTB of 600 days'')<br />
|-<br />
| '''Artery blockage (minor)''' || ≥20% severity ||<br />
* -10% part efficiency<br />
* [[#Heart attack|Heart attack]] (''MTB of 500 days'')<br />
|-<br />
| '''Artery blockage (major)''' || ≥40% severity ||<br />
* -15% part efficiency<br />
* [[#Heart attack|Heart attack]] (''MTB of 300 days'')<br />
|-<br />
| '''Artery blockage (major)''' || ≥60% severity ||<br />
* -35% part efficiency<br />
* [[#Heart attack|Heart attack]] (''MTB of 200 days'')<br />
|-<br />
| '''Artery blockage (extreme)''' || ≥90% severity ||<br />
* -60% part efficiency<br />
* [[#Heart attack|Heart attack]] (''MTB of 120 days'')<br />
|-<br />
| '''Artery blockage (extreme)''' || 100% severity ||<br />
* [[Death]]<br />
|}<br />
<br />
A human pawn can first get an artery blockage at age 21.<br />
{| class="wikitable"<br />
|-<br />
! Artery blockage chance<br />
|-<br />
| {{GraphChart<br />
|width=400<br />
|height=100<br />
|type=line<br />
|x=0, 20, 24, 40, 80, 120 <br />
|y=0, 0, 0.1, 0.145, 0.16, 0.17<br />
|xAxisTitle = Pawn age (years)<br />
|yAxisTitle = Chance/Birthday (%)<br />
}}<br />
|}<br />
<br />
=== Hearing loss ===<br />
Inability to hear quiet sounds due to degradation of hair cells in the cochlea.<br />
{| class="wikitable"<br />
|-<br />
! Ailment !! Symptoms<br />
|-<br />
| '''Hearing loss''' || <br />
* -50% part efficiency (results in 50% [[hearing]] if both ears are affected)<br />
|}<br />
<br />
Can be partially mitigated with one or two [[cochlear implant]]s<br />
Can be completely mitigated with a single [[bionic ear]], even if the other ear remains affected.<br />
A [[Biosculpter_pod|bioregeneration cycle]]{{IdeologyIcon}} can completely cure hearing loss in both ears.<br />
<br />
A human pawn can first get hearing loss at age 49.<br />
{| class="wikitable"<br />
|-<br />
! Hearing loss chance<br />
|-<br />
| {{GraphChart<br />
|width=400<br />
|height=100<br />
|type=line<br />
|x=0, 48, 60, 70, 120<br />
|y=0, 0, 0.53, 1.11045, 1.11045<br />
|xAxisTitle = Pawn age (years)<br />
|yAxisTitle = Chance/Birthday (%)<br />
}}<br />
|}<br />
<br />
== Acute ==<br />
Some ailments arise as a result of an acute lack of food or exposure to extreme temperatures. These ailments can only be treated by addressing the underlying cause (e.g. providing food or moving to more comfortable temperatures).<br />
<br />
=== Malnutrition ===<br />
When a pawn's [[Eating|food]] meter reaches 0%, they will begin to suffer from [[malnutrition]], shown on the health tab. When a colonist is starving they will prioritize eating over other activities, including firefighting and doctoring.<br />
{| class="wikitable"<br />
|-<br />
! Stage !! Begins at !! Symptoms<br />
|-<br />
| '''Malnutrition (trivial)''' || 0.0 days since hunger hit zero ||<br />
* -5% [[consciousness]]<br />
* +50% hunger rate<br />
* 1.5x more likely to start a social fight<br />
|-<br />
| '''Malnutrition (minor)''' || 1.2 days since hunger hit zero ||<br />
* -10% [[consciousness]]<br />
* +60% hunger rate<br />
* 2x more likely to start a social fight<br />
|-<br />
| '''Malnutrition (moderate)''' || 2.4 days since hunger hit zero ||<br />
* -20% [[consciousness]]<br />
* +60% hunger rate<br />
* 2.5x more likely to start a social fight<br />
|-<br />
| '''Malnutrition (severe)''' || 3.5 days since hunger hit zero ||<br />
* -30% [[consciousness]]<br />
* +60% hunger rate<br />
* 3x more likely to start a social fight<br />
|-<br />
| '''Malnutrition (extreme)''' || 4.7 days since hunger hit zero ||<br />
* Unconscious ([[consciousness]] max. 10%)<br />
|-<br />
| '''Malnutrition (extreme)''' || 5.9 days since hunger hit zero ||<br />
* [[Death]]<br />
|}<br />
<!-- The duration of the different symptoms are approximate --><br />
<!-- The exact limits are 0, 0.2, 0.4, 0.6, and 0.8 severity, with severity increasing by 0.17 per day --><br />
<br />
=== Blood loss ===<br />
A reduction in the normal blood volume. Minor blood loss has relatively mild effects, but when blood loss becomes severe, oxygen transport becomes badly impaired and the victim loses consciousness. Extreme blood loss leads to [[Death|death]].<br />
<br />
Blood loss can occur when a pawn has untreated [[Injury#Bleeding|bleeding injuries]], has had blood harvested for {{BiotechIcon}}[[hemogen pack]]s, or has been fed on by a {{BiotechIcon}}[[Genes#Bloodfeeder|Bloodfeeder]]. <br />
<br />
All pawns recover 33.3% of their blood per day when not bleeding regardless of traits, genes, drugs, or artificial body parts. Pawns can also recover through a blood transfusion operation, using 1 {{BiotechIcon}}[[hemogen pack]] to recover 35%.<br />
<br />
<br />
{| class="wikitable"<br />
|-<br />
! Stage !! Begins at !! Symptoms<br />
|-<br />
| '''Blood loss (minor)''' || ≥15% blood loss || <br />
*-10% [[Consciousness]]<br />
|-<br />
| '''Blood loss (moderate)''' || ≥30% blood loss || <br />
*-20% [[Consciousness]]<br />
|-<br />
| '''Blood loss (severe)''' || ≥45% blood loss || <br />
*-40% [[Consciousness]]<br />
|-<br />
| '''Blood loss (extreme)''' || ≥60% blood loss || <br />
*-40% [[Consciousness]]<br />
* [[Consciousness]] 10% max.<br />
|-<br />
| '''Blood loss (extreme)''' || 100% blood loss || <br />
* [[Death|Death]]<br />
|}<br />
<br />
=== Heatstroke ===<br />
Heat stroke occurs when a pawn has prolonged exposure to [[temperature]]s 10°C (18°F) above their [[maximum comfortable temperature]], and recovery occurs in temperatures less than the maximum comfortable temperature.<br />
Note that it is possible for a pawn to have both heatstroke and hypothermia at the same time if time is spent in both extreme heat and cold - their severities are unrelated.<br />
<br />
Pawns additionally take periodic burn damage in temperatures more than 150°C (270°F) above their maximum comfortable temperature.<br />
====Severity Increase====<br />
<!-- Data from Verse/HediffGiver_Heat.cs !--><br />
The procedure for determining severity growth every 60-tick interval is given by:<br />
# Take the amount by which the ambient temperature exceeds the pawn's maximum safe temperature (which is the maximum comfortable temperature +10°C).<br />
# Pass the amount through the curve shown below to obtain the effective temperature excess. Note that for amounts from 0 to 25 °C, this doesn't result in a change.<br />
# Multiply the excess by <code>6.45e-5</code> to obtain the severity growth this interval (60 ticks, 1 second).<br />
# If the growth is less than <code>0.000375</code>, set it to that number. This sets a minimum amount the severity increases by for temperatures in the range of 10 to 15.814°C above the maximum comfortable temperature.<br />
:<code>Increase in heatstroke severity every 60 ticks = max(0.000375, 0.0000645×effective_temperature_curve(<i>ambient_temperature</i> - (<i>maximum_comfortable_temperature</i> + 10°C)))</code><br />
::<code><i>where </i>effective_temperature_curve()<i> is a post-processing curve with points</i>: (0, 0), (25, 25), (50, 40), (100, 60), (200, 80), (400, 100), (4000, 1000).</code><br />
{| class="wikitable"<br />
|-<br />
! Effective temperature curve<br />
|-<br />
| {{GraphChart<br />
|width=600<br />
|height=150<br />
|type=line<br />
|showSymbols=1<br />
|x=0, 25, 50, 100, 200, 400, 4000<br />
|y=0, 25, 40, 60, 80, 100, 1000<br />
|xAxisMax = 1000<br />
|yAxisMax = 250<br />
|xAxisTitle = Temperature excess (°C)<br />
|yAxisTitle = Effective temperature excess<br />
}}<br />
|}<br />
<br />
<div style="display:inline-table; vertical-align:top;"><br />
<br />
{| class="wikitable"<br />
|-class=static-row-header style=vertical-align:bottom<br />
! Graph<br />
! style=max-width:20em | Ambient Temperature - Maximum Comfortable Temperature (°C)<br />
! style=max-width:15em | Growth per 60 ticks<br />
! style=max-width:15em | Time to 100% severity (ticks)<br />
! style=max-width:15em | Time to 100% severity (in-game time)<br />
|-<br />
| rowspan='9'|{{GraphChart<br />
|width=200<br />
|height=200<br />
|type=line<br />
|x=10, 12, 14, 16, 18, 20, 22, 24, 26, 28, 30, 32, 34, 36, 38, 40, 42, 44, 46, 48, 50, 52, 54, 56, 58, 60, 62, 64, 66, 68, 70, 72, 74, 76, 78, 80, 82, 84, 86, 88, 90, 92, 94, 96, 98, 100<br />
|y=64.0, 64.0, 64.0, 62.0, 46.5, 37.2, 31.0, 26.6, 23.3, 20.7, 18.6, 16.9, 15.5, 14.5, 13.9, 13.3, 12.7, 12.2, 11.8, 11.3, 10.9, 10.6, 10.2, 9.9, 9.6, 9.3, 9.1, 8.9, 8.8, 8.6, 8.5, 8.3, 8.2, 8.0, 7.9, 7.8, 7.6, 7.5, 7.4, 7.3, 7.2, 7.0, 6.9, 6.8, 6.7, 6.6<br />
|xAxisTitle = Ambient Temperature - Maximum Comfortable Temperature (°C)<br />
|yAxisTitle = Time to 100% Severity (hours)<br />
}} <br />
|0 || 0 || - || -<br />
|-<br />
| 5 || 0 || - || - <br />
|-<br />
| 10 || 0.000375 || 160000 || 2.7 days<br />
|-<br />
| 15 || 0.000375 || 160000 || 2.7 days<br />
|-<br />
| 20 || 0.000645 || 93023 || 1.6 days<br />
|-<br />
| 25 || 0.000967 || 62016 || 1 day<br />
|-<br />
| 100 || 0.003612 || 16611 || 6.6 hours<br />
|-<br />
| 300 || 0.005386 || 11141 || 4.5 hours<br />
|-<br />
| 4000 || 0.064339 || 933 || 0.4 hours<br />
|}<br />
</div><br />
<br />
====Severity Decrease====<br />
If the ambient temperature is less than the maximum comfortable temperature, the amount the severity will decrease every 60-tick interval is given by:<br />
:<code>Decrease in heatstroke severity every 60 ticks = max(0.0015, min(0.015, 0.027×heatstroke_severity))</code><br />
This means that as long as the ambient temperature is less than the maximum comfortable temperature, heatstroke recovery is independent of temperature, but severity decreases at its fastest when it is above 50%, and at its slowest below 5.6%. Full recovery from near-100% severity occurs after 151 real-time seconds, or 3.6 in-game hours.<br />
{{GraphChart<br />
|width=200<br />
|height=200<br />
|type=line<br />
|x= 0, 0.024, 0.048, 0.072, 0.096, 0.12, 0.144, 0.168, 0.192, 0.216, 0.24, 0.264, 0.288, 0.312, 0.336, 0.36, 0.384, 0.408, 0.432, 0.456, 0.48, 0.504, 0.528, 0.552, 0.576, 0.6, 0.624, 0.648, 0.672, 0.696, 0.72, 0.744, 0.768, 0.792, 0.816, 0.84, 0.864, 0.888, 0.912, 0.936, 0.96, 0.984, 1.008, 1.032, 1.056, 1.08, 1.104, 1.128, 1.152, 1.176, 1.2, 1.224, 1.248, 1.272, 1.296, 1.32, 1.344, 1.368, 1.392, 1.416, 1.44, 1.464, 1.488, 1.512, 1.536, 1.56, 1.584, 1.608, 1.632, 1.656, 1.68, 1.704, 1.728, 1.752, 1.776, 1.8, 1.824, 1.848, 1.872, 1.896, 1.92, 1.944, 1.968, 1.992, 2.016, 2.04, 2.064, 2.088, 2.112, 2.136, 2.16, 2.184, 2.208, 2.232, 2.256, 2.28, 2.304, 2.328, 2.352, 2.376, 2.4, 2.424, 2.448, 2.472, 2.496, 2.52, 2.544, 2.568, 2.592, 2.616, 2.64, 2.664, 2.688, 2.712, 2.736, 2.76, 2.784, 2.808, 2.832, 2.856, 2.88, 2.904, 2.928, 2.952, 2.976, 3.0, 3.024, 3.048, 3.072, 3.096, 3.12, 3.144, 3.168, 3.192, 3.216, 3.24, 3.264, 3.288, 3.312, 3.336, 3.36, 3.384, 3.408, 3.432, 3.456, 3.48, 3.504, 3.528, 3.552, 3.576, 3.6, 3.624<br />
|y= 1, 0.985, 0.97, 0.955, 0.94, 0.925, 0.91, 0.895, 0.88, 0.865, 0.85, 0.835, 0.82, 0.805, 0.79, 0.775, 0.76, 0.745, 0.73, 0.715, 0.7, 0.685, 0.67, 0.655, 0.64, 0.625, 0.61, 0.595, 0.58, 0.565, 0.55, 0.53515, 0.5207, 0.50664, 0.49296, 0.47965, 0.4667, 0.4541, 0.44184, 0.42991, 0.4183, 0.40701, 0.39602, 0.38533, 0.37492, 0.3648, 0.35495, 0.34537, 0.33604, 0.32697, 0.31814, 0.30955, 0.30119, 0.29306, 0.28515, 0.27745, 0.26996, 0.26267, 0.25558, 0.24868, 0.24196, 0.23543, 0.22907, 0.22289, 0.21687, 0.21101, 0.20532, 0.19977, 0.19438, 0.18913, 0.18402, 0.17906, 0.17422, 0.16952, 0.16494, 0.16049, 0.15615, 0.15194, 0.14784, 0.14384, 0.13996, 0.13618, 0.1325, 0.12893, 0.12545, 0.12206, 0.11876, 0.11556, 0.11244, 0.1094, 0.10645, 0.10357, 0.10078, 0.09806, 0.09541, 0.09283, 0.09033, 0.08789, 0.08551, 0.0832, 0.08096, 0.07877, 0.07665, 0.07458, 0.07256, 0.0706, 0.0687, 0.06684, 0.06504, 0.06328, 0.06157, 0.05991, 0.05829, 0.05672, 0.05519, 0.05369, 0.05219, 0.05069, 0.04919, 0.04769, 0.04619, 0.04469, 0.04319, 0.04169, 0.04019, 0.03869, 0.03719, 0.03569, 0.03419, 0.03269, 0.03119, 0.02969, 0.02819, 0.02669, 0.02519, 0.02369, 0.02219, 0.02069, 0.01919, 0.01769, 0.01619, 0.01469, 0.01319, 0.01169, 0.01019, 0.00869, 0.00719, 0.00569, 0.00419, 0.00269, 0.00119, 0<br />
|xAxisTitle = Time (hours)<br />
|yAxisTitle = Heatstroke severity<br />
}}<br />
====Symptoms====<br />
{| class="wikitable"<br />
|-<br />
! Stage !! Begins at !! Symptoms<br />
|-<br />
| '''Heatstroke (initial)''' || >0.04 Severity || <br />
* [[Consciousness]] -5%<br />
|-<br />
| '''Heatstroke (minor)''' || >0.20 Severity || <br />
* [[Consciousness]] -10%<br />
* [[Moving]] -10%<br />
|-<br />
| '''Heatstroke (serious)''' || >0.35 Severity || <br />
* [[Consciousness]] -20% <br />
* [[Moving]] -30%<br />
* [[Pain]] +15%<br />
|-<br />
| '''Heatstroke (extreme)''' || >0.62 Severity || <br />
* [[Consciousness]] max. 10%<br />
* [[Pain]] +30%<br />
|-<br />
| '''Heatstroke (100%)''' || =1.00 Severity || <br />
* [[Death]]<br />
|}<br />
<br />
=== Hypothermia ===<br />
Hypothermia occurs when a pawn has prolonged exposure to [[temperature]]s 10°C (18°F) below their [[minimum comfortable temperature]]. [[Insectoids]] don't experience hypothermia, but instead get [[hypothermic slowdown]].<br />
<br />
Note that it is possible for a pawn to have both heatstroke and hypothermia at the same time if time is spent in both extreme heat and cold - their severities are unrelated.<br />
<br />
<!-- Data from Verse/HediffGiver_Hypothermia.cs !--><br />
The rate of severity growth depends on the difference below the pawn's minimum safe temperature and the ambient temperature. The specific algorithm is:<br />
# Take the amount by which the pawn's minimum safe temperature (which is the [[minimum comfortable temperature]] -10°C) exceeds the ambient temperature.<br />
# Multiply the excess by <code>6.45e-5</code> to obtain the severity growth this interval. Note that unlike hyperthermia, hypothermia calculations don't use a postprocessing curve.<br />
# If the growth is less than <code>0.00075</code>, set it to that number. As a result, temperatures between 10°C and 21.63°C less than the minimum comfortable temperature all have the same severity growth.<br />
Expressed as a formula, this is:<br />
:<code>Increase in hypothermia severity every 60 ticks = max(0.00075, (<i>degrees_below_comfortable</i> - 10)*0.0000645)</code><br />
<br />
<div style="display:inline-table; vertical-align:top;"><br />
{| class="wikitable"<br />
|-class=static-row-header style=vertical-align:bottom<br />
! Graph<br />
! style=max-width:20em | Minimum Comfortable Temperature - Ambient Temperature(°C)<br />
! style=max-width:15em | Growth per 60 ticks<br />
! style=max-width:15em | Time to 100% severity (ticks)<br />
! style=max-width:15em | Time to 100% severity (in-game hours)<br />
|-<br />
| rowspan='8'|{{GraphChart<br />
|width=200<br />
|height=200<br />
|type=line<br />
|x = 10, 12, 14, 16, 18, 20, 22, 24, 26, 28, 30, 32, 34, 36, 38, 40, 42, 44, 46, 48, 50, 52, 54, 56, 58, 60, 62, 64, 66, 68, 70, 72, 74, 76, 78, 80, 82, 84, 86, 88, 90, 92, 94, 96, 98, 100<br />
|y = 32.0, 32.0, 32.0, 32.0, 32.0, 32.0, 31.0, 26.6, 23.3, 20.7, 18.6, 16.9, 15.5, 14.3, 13.3, 12.4, 11.6, 10.9, 10.3, 9.8, 9.3, 8.9, 8.5, 8.1, 7.8, 7.4, 7.2, 6.9, 6.6, 6.4, 6.2, 6.0, 5.8, 5.6, 5.5, 5.3, 5.2, 5.0, 4.9, 4.8, 4.7, 4.5, 4.4, 4.3, 4.2, 4.1<br />
|xAxisTitle = Minimum Comfortable Temperature - Ambient Temperature(°C)<br />
|yAxisTitle = Time to 100% Severity (hours)<br />
|yAxisMin = 0<br />
}}<br />
| 0 || 0 || - || -<br />
|-<br />
| 5 || 0 || - || - <br />
|-<br />
| 10 || 0.00075 || 80000 || 32.0<br />
|-<br />
| 20 || 0.00075 || 80000 || 32.0<br />
|-<br />
| 25 || 0.000967 || 62016 || 24.8<br />
|-<br />
| 50 || 0.00258 || 23256 || 9.3<br />
|-<br />
| 100 || 0.005805 || 10336 || 4.1<br />
|-<br />
| 300 || 0.018705 || 3208 || 1.3<br />
|}<br />
</div><br />
Recovery from hypothermia uses the same process as recovery from heastroke, which results in complete recovery within 3.6 in-game hours:<br />
:<code>Decrease in hypothermia severity every 60 ticks = max(0.0015, min(0.015, 0.027×hypothermia_severity))</code><br />
{| class="wikitable"<br />
|-<br />
! Stage !! Begins at !! Symptoms<br />
|-<br />
| '''Hypothermia (shivering)''' || >0.04 Severity || <br />
* [[Consciousness]] -5%<br />
* [[Manipulation]] -8%<br />
|-<br />
| '''Hypothermia (minor)''' || >0.20 Severity || <br />
* [[Consciousness]] -10%<br />
* [[Manipulation]] -20%<br />
* [[Moving]] -10%<br />
|-<br />
| '''Hypothermia (serious)''' || >0.35 Severity || <br />
* [[Consciousness]] -20% <br />
* [[Manipulation]] -50%<br />
* [[Moving]] -30%<br />
* [[Pain]] +15%<br />
|-<br />
| '''Hypothermia (extreme)''' || >0.62 Severity || <br />
* [[Consciousness]] max. 10%<br />
* [[Pain]] +30%<br />
|-<br />
| '''Hypothermia (100%)''' || =1.00 Severity || <br />
* [[Death]]<br />
|}<br />
<br />
=== Hypothermic slowdown ===<br />
{{quote|A special biological state used by some creatures to survive extreme cold. Instead of trying to stay warm, the creature's body chemistry adapts to prevent internal freezing despite very low temperature. Bodily functions are slowed and capacities are reduced, but the cold does no permanent damage. Some biologists call it a wakeful form of hibernation.}}<br />
<br />
[[Insectoids]] avoid hypothermia and experience hypothermic slowdown instead with similar penalties but avoiding death at 100% and no [[frostbite]].<br />
<br />
Slowdown value increases many times above 100% with apparently no upper limit. When defrosting insects this total value is used so defrost time is proportional to total time frozen.<br />
<br />
<!-- Data from Verse/HediffGiver_Hypothermia.cs !--><br />
The rate of severity growth depends on the difference below the pawn's minimum safe temperature and the ambient temperature. The specific algorithm is:<br />
# Take the amount by which the pawn's minimum safe temperature (which is the [[minimum comfortable temperature]] -10°C) exceeds the ambient temperature.<br />
# Multiply the excess by <code>6.45e-5</code> to obtain the severity growth this interval. Note that unlike hyperthermia, hypothermia calculations don't use a postprocessing curve.<br />
# If the growth is less than <code>0.00075</code>, set it to that number. As a result, temperatures between 10°C and 21.63°C less than the minimum comfortable temperature all have the same severity growth.<br />
Expressed as a formula, this is:<br />
:<code>Increase in hypothermia severity every 60 ticks = max(0.00075, (<i>degrees_below_comfortable</i> - 10)*0.0000645)</code><br />
{{GraphChart<br />
|width=200<br />
|height=200<br />
|type=line<br />
|x = 10, 12, 14, 16, 18, 20, 22, 24, 26, 28, 30, 32, 34, 36, 38, 40, 42, 44, 46, 48, 50, 52, 54, 56, 58, 60, 62, 64, 66, 68, 70, 72, 74, 76, 78, 80, 82, 84, 86, 88, 90, 92, 94, 96, 98, 100<br />
|y = 32.0, 32.0, 32.0, 32.0, 32.0, 32.0, 31.0, 26.6, 23.3, 20.7, 18.6, 16.9, 15.5, 14.3, 13.3, 12.4, 11.6, 10.9, 10.3, 9.8, 9.3, 8.9, 8.5, 8.1, 7.8, 7.4, 7.2, 6.9, 6.6, 6.4, 6.2, 6.0, 5.8, 5.6, 5.5, 5.3, 5.2, 5.0, 4.9, 4.8, 4.7, 4.5, 4.4, 4.3, 4.2, 4.1<br />
|xAxisTitle = Minimum Comfortable Temperature - Ambient Temperature(°C)<br />
|yAxisTitle = Time to 100% Severity (hours)<br />
|yAxisMin = 0<br />
}}<br />
<div style="display:inline-table; vertical-align:top;"><br />
{| class="wikitable"<br />
|-class=static-row-header style=vertical-align:bottom<br />
! style=max-width:20em | Minimum Comfortable Temperature - Ambient Temperature(°C)<br />
! style=max-width:15em | Growth per<br>{{ticks|60}}<br />
! style=max-width:15em | Real Time<br>to 63% severity<br />
! style=max-width:15em | In-Game Time<br>to 63% severity<br />
! style=max-width:15em | Real Time<br>to 100% severity<br />
! style=max-width:15em | In-Game Time<br>to 100% severity<br />
|-<br />
| 0 || 0 || - || - || - || -<br />
|-<br />
| 5 || 0 || - || - || - || -<br />
|-<br />
| 10 <br />
| 0.075% <br />
| {{ticks|{{#expr: (0.63/(0.00075)) * 60}} }}<br />
| {{#expr: (0.63/(0.00075)) * 60/2500 round 1}} hrs<br />
| {{ticks|{{#expr: (1/(0.00075)) * 60}} }} <br />
| {{#expr: (1/(0.00075)) * 60/2500 round 1}} hrs<br />
|-<br />
| 20 <br />
| 0.075% <br />
| {{ticks|{{#expr: (0.63/(0.00075)) * 60}} }} <br />
| {{#expr: (0.63/(0.00075)) * 60/2500 round 1}} hrs <br />
| {{ticks|{{#expr: (1/(0.00075)) * 60}} }} <br />
| {{#expr: (1/(0.00075)) * 60/2500 round 1}} hrs<br />
|-<br />
| 25 <br />
| {{#expr: (25-10)*0.0000645 * 100}}%<br />
| {{ticks|{{#expr: (0.63/(( 25-10)*0.0000645)) * 60 round 0}} }} <br />
| {{#expr: (0.63/(( 25-10)*0.0000645)) * 60/2500 round 1}} hrs <br />
| {{ticks|{{#expr: (1/(( 25-10)*0.0000645)) * 60 round 0}} }} <br />
| {{#expr: (1/(( 25-10)*0.0000645)) * 60/2500 round 1}} hrs<br />
|-<br />
| 50 <br />
| {{#expr: (50-10)*0.0000645 * 100}}%<br />
| {{ticks|{{#expr: (0.63/(( 50-10)*0.0000645)) * 60 round 0}} }} <br />
| {{#expr: (0.63/(( 50-10)*0.0000645)) * 60/2500 round 1}} hrs<br />
| {{ticks|{{#expr: (1/(( 50-10)*0.0000645)) * 60 round 0}} }} <br />
| {{#expr: (1/(( 50-10)*0.0000645)) * 60/2500 round 1}} hrs<br />
|-<br />
| 100 <br />
| {{#expr: (100-10)*0.0000645 * 100}}%<br />
| {{ticks|{{#expr: (0.63/((100-10)*0.0000645)) * 60 round 0}} }} <br />
| {{#expr: (0.63/((100-10)*0.0000645)) * 60/2500 round 1}} hrs<br />
| {{ticks|{{#expr: (1/((100-10)*0.0000645)) * 60 round 0}} }} <br />
| {{#expr: (1/((100-10)*0.0000645)) * 60/2500 round 1}} hrs<br />
|-<br />
| 300 <br />
| {{#expr: (300-10)*0.0000645 * 100}}%<br />
| {{ticks|{{#expr: (0.63/((300-10)*0.0000645)) * 60 round 0}} }} <br />
| {{#expr: (0.63/((300-10)*0.0000645)) * 60/2500 round 1}} hrs<br />
| {{ticks|{{#expr: (1/((300-10)*0.0000645)) * 60 round 0}} }} <br />
| {{#expr: (1/((300-10)*0.0000645)) * 60/2500 round 1}} hrs<br />
|}<br />
</div><br />
Recovery from hypothermia uses the same process as recovery from heastroke, which results in complete recovery within 3.6 in-game hours:<br />
:<code>Decrease in hypothermia severity every 60 ticks = max(0.0015, min(0.015, 0.027×hypothermia_severity))</code><br />
{| class="wikitable"<br />
|-<br />
! Stage !! Begins at !! Symptoms<br />
|-<br />
| '''Hypothermic slowdown (minor)''' || >0.04 Severity || <br />
* [[Consciousness]] -5%<br />
* [[Moving]] -8%<br />
|-<br />
| '''Hypothermic slowdown (moderate)''' || >0.20 Severity || <br />
* [[Consciousness]] -20%<br />
* [[Moving]] -20%<br />
* [[Manipulation]] -20%<br />
* Hunger rate -10%<br />
|-<br />
| '''Hypothermic slowdown (serious)''' || >0.35 Severity || <br />
* [[Consciousness]] -40% <br />
* [[Moving]] -40%<br />
* [[Manipulation]] -50%<br />
* Hunger rate -40%<br />
|-<br />
| '''Hypothermic slowdown (extreme)''' || >0.62 Severity || <br />
* [[Consciousness]] max. 10%<br />
* Hunger rate -95%<br />
|}<br />
<br />
== Pregnancy ==<br />
{{See also|Children and reproduction{{!}}Human pregnancy|Animals#Mating{{!}}Mating|Animals#Breeding{{!}}Breeding}}<br />
{{quote|This creature is gestating offspring. It will give birth if the pregnancy comes to term. If starved or injured, there may be a miscarriage.|Description}}<br />
<br />
Tamed, non-[[human]], non-[[insectoid]], non-[[egg]]laying, female [[animals]] have a 50% chance to get pregnant from [[Animals#Mating|mating]]. While this is not an ailment in the traditional sense, it does have mechanical effects. For the first {{ticks|600}} this condition will be invisible, after which point a message will come up mentioning the pregnancy.<br />
<br />
Humans can be pregnant only if the [[Biotech DLC]]{{BiotechIcon}} or a mod is installed. See [[Children and reproduction]] for details.<br />
<br />
A pregnant animal suffering [[malnutrition]] or that is injured may miscarry. Miscarriages are noted by an in-game message. <br />
<br />
Some animals will give birth to multiple young. The probability of this is determined by a curve, and is different for each animal. <br />
<br />
The duration, and thus the severity gain per day, depends on the gestation time of the animal in question.<br />
{| class="wikitable"<br />
|-<br />
! Stage !! Begins at !! Symptoms<br />
|-<br />
| '''Early-stage''' || >0 Severity ||<br />
* Vomiting (''MTB of 2.5 days'')<br />
|-<br />
| '''Middle-stage''' || >0.333 Severity ||<br />
* -15% [[Moving]]<br />
|-<br />
| '''Late-stage''' || >0.666 Severity||<br />
* Vomiting (''MTB of 5 days'')<br />
* -30% [[Moving]]<br />
|-<br />
| '''''Birth''''' || 1.0 Severity||<br />
* Symptoms end<br />
* Offspring is born<br />
|}<br />
<br />
=== Sterilized ===<br />
{{Stub|section=1}}<br />
{{Quote|This creature's reproductive system has been permanently shut down.|Description}}<br />
[[Animals]] can be sterilized by use of the "Sterilize" [[operation]] to prevent them from being able to reproduce, and the sterilized animal won't attempt to mate with others nor will others attempt to mate with it. [[Egg]] laying animals will stop laying eggs when sterilized. The animal acts as normal in all other ways, including [[milk]] production. <br />
<br />
The sterilization operation requires [[Medical]] skill of 3 and {{ticks|500}} of work.<br />
<br />
It is unknown if it can be cured.<br />
<br />
== Drug damage ==<br />
These ailments are caused by excess drug use.<br />
<br />
=== Cirrhosis ===<br />
A degenerative liver disease caused by excessive alcohol consumption.<br />
An otherwise healthy pawn with cirrhosis will have an [[immunity gain speed]] of 70%, making them extremely vulnerable to disease.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Ailment !! Symptoms<br />
|-<br />
| '''Cirrhosis''' || <br />
* -60% part efficiency (liver)<br />
* Slight [[pain]] (+15%)<br />
* -10% [[Moving]]<br />
|}<br />
<br />
=== Chemical damage ===<br />
Permanent damage that occurs as a result of drug overdose or tolerance. There are two variants.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Ailment !! Symptoms<br />
|-<br />
| '''Chemical damage (moderate)''' || <br />
* -50% part efficiency<br />
* Always applied to the brain<br />
|-<br />
| '''Chemical damage (severe)''' || <br />
* -80% part efficiency<br />
* Always applied to the kidneys<br />
|}<br />
<br />
Treatment:<br />
* Kidney chemical damage can be cured by replacing with a non-damaged kidney<br />
* Brain chemical damage can only be cured with a [[healer mech serum]]{{Check Tag|Fact Check|Needs to be verified that this is the only way to cure it.}}<br />
<br />
== General ==<br />
These ailments appear in gameplay, and usually wear off on their own (except death-causing ones).<br />
<br />
=== Cryptosleep sickness ===<br />
After-effects of using a cryptosleep pod. Cryptosleep suspends and replaces many bodily functions in order to prevent aging and death. Upon exiting cryptosleep, the body takes time to restart and rebalance its natural metabolic processes. While this is ongoing, the patient suffers from nausea, dizziness, and a sense of fuzziness in the mind.<br />
<br />
Occurs after having been in a [[ship cryptosleep casket]] or a [[cryptosleep casket]] for any amount of time. The colonists in the "[[Scenario system#Crashlanded|Crashlanded]]" scenario have a chance of starting with cryptosleep sickness, as they were in cryptosleep before crashing on the planet.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Ailment !! Symptoms<br />
|-<br />
| '''Cryptosleep sickness''' || <br />
* Frequent vomiting (''MTB of 3 hours'')<br />
* Impaired [[consciousness]] (×80%)<br />
* Impaired [[moving]] (×90%)<br />
* Impaired [[manipulation]] (×90%)<br />
|}<br />
Treatment:<br />
* Wears off after {{ticks|10000}}<br />
<br />
=== Food poisoning ===<br />
Occurs after eating a contaminated meal or occasionally from raw food. The chance of contamination for cooked meals is determined by the [[Room stats#Cleanliness|cleanliness of the room]] where it was prepared and cook's [[food poison chance]] stat. <br />
<br />
Raw food has a flat 2% chance of giving food poisoning, while [[corpse]]s have a flat 5% chance. Cooked meals roll two separate probabilities to determine if the food is poisoned. The first checks the [[cleanliness]] of the kitchen used. See the accompanying graph for specifics. Note that cleanliness above -2 prevents this roll from producing poisoned meals. If the cooking station is outdoors, the default chance is 2%. <br />
<br />
If the first roll fails to poison the meal, then a second roll is performed, this time based on the [[food poison chance]] of the pawn, controlled entirely by their [[Skills#Cooking|cooking skill]].<br />
<br />
The % for food poisoning is determined when the meal is created, and is then tied to that specific meal.<br />
:{| class = "wikitable" width="180"<br />
! Cooking Skill&nbsp;Level<br />
! Chance from Skill&nbsp;Level<br />
! Chance from Room Cleanliness<br />
|- <br />
| style="background-color:#F00000" align="center" | 0 || style="background-color:#F00000" align="center" | 5.00% || rowspan="10"| {{GraphChart|width=400|height=100|type=line|x=-5, -3.5, -2, 0|y=5, 2.5, 0, 0|xAxisTitle=Room Cleanliness|yAxisTitle=Food Poisoning Chance (%)}}<br />
|- style="background-color:#FF5500"<br />
| align="center" | 1 || align="center" | 4.00%<br />
|- style="background-color:#FBA933"<br />
| align="center" | 2 || align="center" | 3.00%<br />
<br />
|- style="background-color:#E3C933"<br />
| align="center" | 3 || align="center" | 2.00%<br />
|- style="background-color:#E3E933"<br />
| align="center" | 4 || align="center" | 1.50%<br />
|- style="background-color:#C3FF33"<br />
| align="center" | 5 || align="center" | 1.00%<br />
<br />
|- style="background-color:#B6FF00"<br />
| align="center" | 6 || align="center" | 0.50%<br />
|- style="background-color:#86FF00"<br />
| align="center" | 7 || align="center" | 0.25%<br />
|- style="background-color:#66FF00"<br />
| align="center" | 8 || align="center" | 0.15%<br />
<br />
|- style="background-color:#00FF00"<br />
| align="center" | 9-20 || align="center" | 0.10%<br />
|}<br />
<br />
; Symptoms and progress:<br />
Food poisoning lasts 24 hours with no after-effects. It has 3 stages: the first unpleasant 4 hours, followed by a crippling 16 hours, and finally an unpleasant 4 hours largely similar to the first stage, as described in the table below.<br />
:{| class="wikitable"<br />
|-<br />
! Stage !! Begins at !! Symptoms<br />
|-<br />
| '''Food poisoning (initial)''' || 0–4 hours from onset ||<br />
* Vomiting (''MTB of 0.3 days'')<br />
* Some [[pain]] (+20%)<br />
* Impaired [[consciousness]] (×60%)<br />
* Impaired [[moving]] (×80%)<br />
* Impaired [[manipulation]] (×90%)<br />
* Reduced [[blood filtration]] (×95%)<br />
* Much slower [[Eating speed|eating]] (×50%)<br />
|-<br />
| '''Food poisoning (major)''' || 4–20 hours from onset ||<br />
* Vomiting (''MTB of 0.2 days'')<br />
* Significant [[pain]] (+40%)<br />
* Impaired [[consciousness]] (×50%)<br />
* Impaired [[moving]] (×50%)<br />
* Impaired [[manipulation]] (×80%)<br />
* Reduced [[blood filtration]] (×85%)<br />
* Slower [[Eating speed|eating]] (×30%)<br />
|-<br />
| '''Food poisoning (recovering)''' || 20–24 hours from onset ||<br />
* Vomiting (''MTB of 0.4 days'')<br />
* Some [[pain]] (+20%)<br />
* Impaired [[consciousness]] (×60%)<br />
* Impaired [[moving]] (×80%)<br />
* Impaired [[manipulation]] (×90%)<br />
* Reduced [[blood filtration]] (×95%)<br />
* Slower [[Eating speed|eating]] (×50%)<br />
|}<br />
; Treatment and Prevention<br />
Food poisoning can only minimized by using manipulating the factors in its causation mentioned above. Prevention can only be guaranteed by exclusively consuming meals from traders as they will never cause food poisoning, by only eating [[nutrient paste meal]]s which will never cause food poisoning, or by installing a [[sterilizing stomach|sterilizing]] {{RoyaltyIcon}} or [[nuclear stomach]] {{RoyaltyIcon}} in the pawn which renders them immune. <br />
<br />
There is no treatment for food poisoning, you simply have to let it run its course.{{Check Tag|Verify|Verify that healer mech serums, and to a less extent Luci and biosculpter pods don't have any effect. Add findings to Template:Heal Option Table}} This effectively cripples the pawn for almost the full 24 hour cycle.<br />
<br />
Because of the high chance of vomiting at any moment, putting the patient on a temporary diet of [[pemmican]] may be an useful. Vomiting interrupts the process of eating, resetting it to the start, but a colonist can more quickly consume several pieces of pemmican between "attacks" that they can eat an entire [[meal]]. This allows the poisoned pawn to more easily avoid malnutrition without feeding them [[raw food]]s that could cause further poisoning.<br />
<br />
Because of the penalty to [[blood filtration]] and [[consciousness]], food poisoning in combination with other ailments such as an [[infection]] can be a cause for concern.<br />
<br />
=== Toxic buildup ===<br />
Primarily occurs with exposure to [[Events#Toxic fallout|toxic fallout]]. A colonist under a roof is protected from exposure. Prolonged exposure gradually increases the buildup level. Once a colonist returns to a roofed area their buildup severity will gradually decrease. The buildup severity occurs in stages. The later stages cause permanent [[#Dementia|dementia]] which does not wear off even after toxic buildup subsides. When a pawn affected by toxic buildup [[Death|dies]], there is a chance that its corpse will instantly rot - this chance is equal to the severity.<br />
<br />
Buildup is proportional to the [[toxic sensitivity]] [[stat]] - thus, [[human]]s buildup at the full rate, [[animal]]s at half, and [[insects]] and [[mechanoids]] are immune. <br />
<br />
Alternatively, some attacks also cause toxic buildup, such as [[cobra]] bites, the [[venom talon]] {{RoyaltyIcon}} or [[venom fangs]] {{RoyaltyIcon}}.<br />
<br />
Once no longer exposed, severity reduces by 0.08 per day, meaning that it will take up to 12.5 days to eliminate all toxins accumulated in the body. However, colonists that reach high stages of toxic buildup are likely to develop further complications.<br />
{| class="wikitable"<br />
|-<br />
! Stage !! Begins at !! Symptoms<br />
|-<br />
| '''Toxic buildup (initial)''' || ≥4% severity ||<br />
* -5% [[Consciousness]]<br />
|-<br />
| '''Toxic buildup (minor)''' || ≥20% severity ||<br />
* -10% [[Consciousness]]<br />
|-<br />
| '''Toxic buildup (moderate)''' || ≥40% severity ||<br />
* -15% [[Consciousness]]<br />
* Vomiting (''MTB of 5 days'')<br />
* [[Dementia]] ('''permanent''', ''MTB of 146 days to develop'')<br />
* [[Carcinoma]] (''MTB of 438 days to develop'')<br />
|-<br />
| '''Toxic buildup (serious)''' || ≥60% severity ||<br />
* -25% [[Consciousness]]<br />
* Vomiting (''MTB of 1 day'')<br />
* [[Dementia]] ('''permanent''', ''MTB of 37 days to develop'')<br />
* [[Carcinoma]] (''MTB of 111 days to develop'')<br />
|-<br />
| '''Toxic buildup (extreme)''' || ≥80% severity ||<br />
* Unconsciousness (Max. [[consciousness]] 10%)<br />
* Vomiting (''MTB of 0.5 day'')<br />
* [[Dementia]] ('''permanent''', ''MTB of 13 days to develop'')<br />
* [[Carcinoma]] (''MTB of 39 days to develop'')<br />
|-<br />
| '''Toxic buildup (extreme)''' || 100% severity ||<br />
* [[Death]]<br />
|}<br />
<br />
=== Brain shock ===<br />
{{quote|"After-effects of an electrical shock to the brain. This is generally cause by feedback from brain implants hit by EMP pulses." - '''In-game description'''}}<br />
Occurs when an [[EMP]] effect hits a pawn with the following brain implants:<br />
* [[Learning assistant]] {{RoyaltyIcon}}<br />
* [[Neurocalculator]] {{RoyaltyIcon}}<br />
* [[Circadian assistant]] {{RoyaltyIcon}}<br />
* [[Circadian half-cycler]] {{RoyaltyIcon}}<br />
It lasts between {{ticks|2500}} and {{ticks|3500}}.<br />
<br />
Despite only occuring with implants from the [[Royalty DLC]], it is defined in the core code.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Stage !! Symptoms<br />
|-<br />
| '''Brain shock''' ||<br />
* Unconscious ([[Consciousness]] max. 10%)<br />
|}<br />
<br />
=== Psychic shock ===<br />
{{quote|A state of psychic chaos in the brain and mind. Caused by psychic attacks or critical level of neural heat, this effect is debilitating until it wears off.|In-game description}}<br />
Occurs when a pawn is hit by the effect of a [[psychic shock lance]] or when exceeding a pawn's [[Psycasts#Psycasts#Neural heat limit|neural heat limits]] when psycasting {{RoyaltyIcon}}.<br />
<br />
It lasts {{ticks|7500}}.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Stage !! Symptoms<br />
|-<br />
| '''Psychic shock''' ||<br />
* Unconscious ([[Consciousness]] max. 10%)<br />
|}<br />
<br />
=== Psychic breakdown ===<br />
{{Royalty|No category}}<br />
{{Stub|section=1|reason=Unknown whether should remain on [[Psycasts]], whether it should be moved here, or whether a transclusion or template should be used to duplicate it in both places}}<br />
{{Main|Psycasts#Psychic_breakdown{{!}}Psychic breakdown}}<br />
<br />
=== Biosculpting sickness ===<br />
{{Ideology|No category}}<br />
{{quote|"The after-effects of an incomplete biosculpting cycle. It causes nausea, dizziness, and fuzzy thinking."|In-game description}}<br />
Occurs when a pawn is ejected from a [[biosculpter pod]] after 24 hours without power. <br />
<br />
It lasts between {{ticks|8000}} and {{ticks|12000}}<br />
<br />
{| class="wikitable"<br />
|-<br />
! Stage !! Symptoms<br />
|-<br />
| '''Biosculpting sickness''' ||<br />
* [[Consciousness]] ×80%<br />
* [[Moving]] ×90%<br />
* [[Manipulation]] ×90%<br />
* Vomitting (Mtb 0.125 days)<br />
|}<br />
<br />
== Surgical ==<br />
These ailments happen with medical operations.<br />
<br />
=== Anesthetic ===<br />
Used in surgery to make sure that a pawn is unconscious. It can also be administered outside of operations using a medical bill, consuming medicine.<br />
<br />
A pawn under anesthesia is unconscious for the first 6 hours, and the worst effects of anesthetic wear off after 12 hours, so arranging operations to be performed some time just before a pawn needs to sleep is recommended if you want them functioning the next work day.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Stage !! Begins at !! Symptoms<br />
|-<br />
| '''Anesthetic (sedated)''' || 0–6 hours from onset ||<br />
* Unconscious ([[Consciousness]] max. 1%)<br />
|-<br />
| '''Anesthetic (woozy)''' || 6–12 hours from onset ||<br />
* Reduced [[pain]] (×80%)<br />
* Impaired [[consciousness]] (70% max)<br />
* Impaired [[moving]] (-20%)<br />
* Impaired [[manipulation]] (-20%)<br />
* Impaired [[metabolism]] (-20%<br />
* Impaired [[sight]] (-15%)<br />
* Vomiting (''MTB of 0.25 days'')<br />
* Confused wandering (''MTB of 5 days'')<br />
* Forget memory thought (''MTB of 5 days'')<br />
* Improved [[mood]] (+10)<br />
|-<br />
| '''Anesthetic (wearing off)''' || 12+ hours from onset ||<br />
* Reduced [[pain]] (×95%)<br />
* Impaired [[consciousness]] (90% max)<br />
* Impaired [[moving]] (-5%)<br />
* Impaired [[manipulation]] (-10%)<br />
* Vomiting (''MTB of 4 days'')<br />
* Confused wandering (''MTB of 50 days'')<br />
|}<br />
<br />
Treatment:<br />
* Wears off on its own between {{ticks|45000}} to {{ticks|75000}} even if severity has not reached 0%<br />
** Surgery is unaffected even if it wears off before finished<br />
<br />
==== Version history ====<br />
Prior to 1.1 it lasted only {{ticks|15000}} and did not have any other stages afterwards.<br />
<br />
== Resurrection ==<br />
These may occur after a dose of [[resurrector mech serum]] is applied on a [[Death|dead]] pawn.<br />
<br />
=== Resurrection sickness ===<br />
After-effects of being resurrected by mechanite injection. Artificially-kickstarted body processes take time to rebalance themselves.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Ailment !! Symptoms<br />
|-<br />
| '''Resurrection sickness''' || <br />
* Loss of [[moving]] (×10%)<br />
* Loss of [[manipulation]] (×10%)<br />
* Vomiting (mtb. 0.5 days)<br />
|}<br />
<br />
'''Treatment:'''<br />
* Wears off anywhere from {{ticks|90000}} to {{ticks|150000}}<br />
<br />
'''Probability:'''<br />
* 100% chance of being applied<br />
<br />
=== Blindness ===<br />
Mechanites fail to properly repair the eyes, instead causing more damage to it, resulting in blindness.<br />
<br />
Blindness from [[resurrector mech serum]] applies to both eyes, resulting in total blindness<br />
<br />
{| class="wikitable"<br />
|-<br />
! Ailment !! Symptoms<br />
|-<br />
| '''Blindness''' || <br />
* Complete loss of function (-100% part efficiency)<br />
|}<br />
<br />
'''Treatment:'''<br />
* Replace eyes with [[bionic eye]]s or [[archotech eye]]s<br />
<br />
'''Probability:'''<br />
* 2% chance when used at 0.1 days or less of decay<br />
* Linearly increases to 80% after 5 days decayed<br />
<br />
=== Resurrection psychosis ===<br />
Chaotic thought patterns caused by the decoherence of resurrection mechanites. Resurrection psychosis progresses and eventually causes total psychosis and [[Death|death]].<br />
<br />
The severity of the psychosis increases by 0.01 per day, meaning that it will kill in 100 days. Hopefully this gives you enough time to find a [[healer mech serum]], the only treatment for the disease.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Stage !! Begins at !! Symptoms<br />
|-<br />
| '''Resurrection psychosis (hidden)''' || ≥0% severity ||<br />
* No visible symptoms, doesn't show up in health tab<br />
* Can still be cured with [[healer mech serum]] at this stage even if it is not visible.<br />
|-<br />
| '''Resurrection psychosis (early)''' || ≥10% severity ||<br />
* Frequent mental breaks (''MTB of 9 days'')<br />
|-<br />
| '''Resurrection psychosis (moderate)''' || ≥25% severity ||<br />
* [[Consciousness]] -10%<br />
* Frequent mental breaks (''MTB of 6 days'')<br />
|-<br />
| '''Resurrection psychosis (advanced)''' || ≥40% severity ||<br />
* [[Consciousness]] -20%<br />
* Frequent mental breaks (''MTB of 3 days'')<br />
|-<br />
| '''Resurrection psychosis (severe)''' || ≥55% severity ||<br />
* [[Consciousness]] -30%<br />
* Extremely frequent mental breaks (''MTB of 0.5 days'')<br />
|-<br />
| '''Resurrection psychosis (total)''' || ≥70% severity ||<br />
* [[Consciousness]] -40%<br />
* Extremely frequent mental breaks (''MTB of 0.25 days'')<br />
|-<br />
| '''Resurrection psychosis (catatonic)''' || ≥85% severity ||<br />
* Pawn becomes unconscious ([[Consciousness]] max. 10%)<br />
|-<br />
| '''Resurrection psychosis (catatonic)''' || 100% severity ||<br />
* [[Death]]<br />
|}<br />
<br />
'''Treatments:'''<br />
* Healer mech serum<br />
* Allowing the pawn to [[Death|die]] again, then resurrecting once more (rerolls the disease)<br />
<br />
'''Probability of contracting:'''<br />
* 2% chance when used at 0.1 days or less of decay<br />
* Linearly increases to 80% after 5 days decayed<br />
<br />
'''Prevention:'''<br />
* Freeze corpses immediately after death. Corpses placed in a [[sarcophagus]] are still affected by the temperature of the room they are in, and can be removed later.<br />
<br />
== Heart attack ==<br />
Heart attacks can randomly occur on any pawn/animal at any time, but they become more frequent as they pass half of their life expectancy (e.g. 40 years in humans), triggered by the [[Events#Birthday|birthday event]]. There must be more than 2 colonists on your colony for this to occur.<br />
<br />
The average interval between heart attacks is curved as follows (in days):<br />
* 0-50% of life expectancy: 99,999,999 - 99,999,999<br />
* 50-60% of life expectancy: 99,999,999 - 2,500<br />
* 60-100% of life expectancy: 2,500 - 300<br />
<br />
Examples of intervals and chances:<br />
* 55% of life expectancy (i.e. 44 in humans): 50,001,249.5 days (approx. 0.00000002% per day)<br />
* 80% of life expectancy (i.e. 64 in humans): 1,400 days (approx. 0.000714% per day)<br />
<br />
=== Stages ===<br />
{| class="wikitable"<br />
|-<br />
! Stage !! Begins at !! Symptoms<br />
|-<br />
|'''Painful''' || 0% Severity || <br />
* [[Consciousness]] ×50%<br />
* [[Pain]] +40%<br />
|-<br />
|'''Debilitating''' || 60% Severity || <br />
* [[Consciousness]] max. 10% (Unconciousness)<br />
* [[Pain]] +60%<br />
|-<br />
|'''Fatal''' || 100% Severity || <br />
* [[Death]]<br />
|}<br />
<br />
==== Progression ====<br />
Heart attacks always start at 40% severity. Every {{ticks|5000}} the heart attack severity will randomly change by a value between -40% to +60%. This means that it is possible for a heart attack to treat itself on its own, but usually the heart attack progresses to fatal severity.<br />
<br />
==== Treatment ====<br />
Like injuries, medicine can be used to treat a heart attack. <br />
<br />
Doctors treating heart attacks will administer treatments rapidly, consuming medicine in the process. Each treatment has a chance to succeed, reducing the heart attack severity by 30%. Successfully reducing severity below 0 will completely treat the heart attack. <br />
<br />
The maximum chance a particular treatment can succeed is 65%.<br />
<br />
==== Prevention ====<br />
Replacing a pawn's heart with either a [[prosthetic heart|prosthetic]] or [[bionic heart]] will completely prevent heart attacks. Note however that while the bionic heart improves the [[blood pumping]] capacity, the prosthetic heart decreases it, and thus all of the stats and capacities it affects.<br />
<br />
== Version history ==<br />
* [[Version/0.7.581|0.7.581]] Added with cataracts and bad back<br />
* [[Version/0.8.657|0.8.657]] - Added hypothermia, frostbite, heatstroke, and burns from being in areas with extreme temperatures.<br />
* [[Version/0.9.722|0.9.722]] - Food poisoning and cryptosleep sickness added. Some ailments can now cause vomiting.<br />
* [[Version/0.10.785|0.10.785]] - Starvation and blood loss are now staged and affect consciousness as they worsen.<br />
* [[Version/0.12.906|0.12.906]] - All organisms including animals have life expectancies and will develop chronic conditions like frailty or cataracts in old age. Heart attacks added.<br />
* [[Version/0.13.1135|0.13.1135]] - Carcinoma, asthma, and hearing loss added.<br />
* [[Version/1.1.0|1.1.0]] - Pregnant animal is no longer viewed as sick because pregnancy affects its capacities. and thus now sells for the same as one with no health conditions.<br />
* [[Version/1.3.3117|1.3.3117]] - Extreme blood loss now reduces consciousness by 40% in addition to setting the capacity's max to 10%. Prior to this, pawns could nonsensically [[Death|die]] by healing from extreme to severe bloodloss if their consciousness was below 40% from other symptoms - extreme would simply max it at 10% but healing to severe would reduce it by 40% to 0% and kill the pawn. <br />
* [[Version/1.4.3523|1.4.3523]] - Sterilized animals no longer lay eggs.<br />
<br />
[[Category:Health]]</div>ShySkreamhttps://rimworldwiki.com/index.php?title=Ailments&diff=117830Ailments2022-11-10T22:12:42Z<p>ShySkream: /* Blood loss */ updated with recovery information, split bleeding details to the "injury" page.</p>
<hr />
<div><!--Top Nav Box--><br />
{| align=center<br />
| {{Health_Nav}}<br />
|}<br />
----<br />
<!-- End Nav --><br />
{{rewrite|reason=Cleanup and standardization needed - treatment and stages sections for each required. See [[Template:Heal Option Table]]}}<br />
{{About|chronic health conditions|physical damage|Injury|treatable illnesses|Disease}}<br />
{{TOCright}}<br />
<br />
'''Ailments''' are [[health]] conditions that cannot be treated completely using medicine alone. <br />
<br />
"MTB" stands for "Mean Time Between", and is how it's presented in the game files.<br />
<br />
Some conditions can give rise to other conditions; the risk of this happening will diminish if the condition is treated.<br />
<br />
Most permanent ailments are curable with body part replacements or usage of the [[healer mech serum]].<br />
<br />
{{Heal Option Table}}<br />
<br />
== Chronic ==<br />
Ailments that come with age. Either non-fatal, or progresses extremely slowly towards fatality compared to infectious diseases.<br />
<br />
=== Alzheimer's ===<br />
{{stub|reason = "Forget memory" and "confused wandering" mechanics}}<br />
A brain disease usually associated with aging. Alzheimer's disease causes progressive degradation in the ability to think and remember. Patients are known to forget close relatives and sometimes wander around in confusion.<br />
<br />
Alzheimer's progresses by 0.003 per day, meaning that it will take 333.33 days for it to reach full severity from when it first appears.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Stage !! Begins at !! Symptoms<br />
|-<br />
| '''Alzheimer's (minor)''' || ≥0% severity ||<br />
* -5% part efficiency<br />
* Confused wandering (''MTB of 12 days'')<br />
* Forget memory (''MTB of 7 days'')<br />
|-<br />
| '''Alzheimer's (minor)''' || ≥20% severity ||<br />
* -10% part efficiency<br />
* Confused wandering (''MTB of 9 days'')<br />
* Forget memory (''MTB of 4 days'')<br />
* ''0.15%'' of conditional thoughts nullified<br />
|-<br />
| '''Alzheimer's (major)''' || ≥50% severity ||<br />
* -15% part efficiency<br />
* Confused wandering (''MTB of 7 days'')<br />
* Forget memory (''MTB of 2 days'')<br />
* ''0.5%'' of conditional thoughts nullified<br />
|-<br />
| '''Alzheimer's (major)''' || ≥80% severity ||<br />
* -20% part efficiency<br />
* Confused wandering (''MTB of 4 days'')<br />
* Forget memory (''MTB of 0.8 days'')<br />
* ''1%'' of conditional thoughts nullified<br />
|}<br />
<br />
A human pawn can first get Alzheimer's at age 34.<br />
{| class="wikitable"<br />
|-<br />
! Alzheimers chance<br />
|-<br />
| {{GraphChart<br />
|width=400<br />
|height=100<br />
|type=line<br />
|x=0, 33.6, 56, 72, 80, 120<br />
|y=0, 0, 0.061, 0.12, 0.2, 0.3 <br />
|xAxisTitle = Pawn age (years)<br />
|yAxisTitle = Chance/Birthday (%)<br />
}}<br />
|}<br />
<br />
'''Treatment:'''<br />
* [[Luciferium]]: Luciferium removes one randomly selected condition that it can cure every 900,000 to 1,800,000 [[ticks]] (15 - 30 in-game days). Having fewer luciferium-curable conditions will increase the chance that Alzheimer's is chosen, so it can be worth attempting to address any conditions that can be other means. Even with this however, it can take a significant amount of time. Also note that luciferium is a permanent decision - once taken, further doses are necessary to avoid madness and death. <br />
* [[Healer mech serum]]: A healer mech serum will instantaneously heal one condition of the pawn, including Alzheimer's. Which condition is chosen depends on a priority order, with Alzheimer's being a moderately high priority. See the serum's [[Healer_mech_serum#Order_of_conditions_treated|condition order]] for details.<br />
<br />
=== Asthma ===<br />
A chronic health condition where inflammation causes the airways to narrow, restricting the flow of oxygen to the lungs. Unlike other chronic diseases, asthma can be contracted at almost any age, meaning it's not terribly uncommon to have an asthmatic person some time down the line.<br />
<br />
When not treated, it progresses by a rate of 0.25 per day, meaning it will take 2 days to reach full severity (50%).<br />
<br />
Good treatment will reduce the rate of progression by up to 0.8, meaning it will regress by 0.55 a day; it can be returned to its initial severity, but cannot be cured completely.<br />
<br />
Asthma's severity will fluctuate depending on the quality of treatment received, with a treatment quality of 32% beginning to regress the stages of asthma (the higher, the better).<br />
<br />
{| class="wikitable"<br />
|-<br />
! Stage !! Begins at !! Symptoms<br />
|-<br />
| '''Asthma (minor)''' || ≥ 0% severity || -10% part efficiency<br />
|-<br />
| '''Asthma (major)''' || ≥ 30% severity || -30% part efficiency<br />
|-<br />
| '''Asthma (major)''' || ≥ 45% severity || -50% part efficiency<br />
|}<br />
<br />
Treatment:<br />
* The severity of asthma can be reduced with treatment, which can be given every 420,000 ticks (around 7 days). One treatment applies to both lungs.<br />
* Asthma can be cured by replacing each affected lung with a [[Lung#Acquisition|healthy replacement]].<br />
<br />
A human pawn can first get asthma at any age.<br />
{| class="wikitable"<br />
|-<br />
! Asthma chance<br />
|-<br />
| {{GraphChart<br />
|width=400<br />
|height=100<br />
|type=line<br />
|x=0, 16, 24, 40, 120<br />
|y=0, 0.048, 0.096, 0.1344, 0.1344<br />
|xAxisTitle = Pawn age (years)<br />
|yAxisTitle = Chance/Birthday (%)<br />
}}<br />
|}<br />
<br />
Asthma can also affect animals, domestic, tamed and wild. Domestic and tamed will notify you that they "need treatment", although there apparently is no downside for ignoring that request except slowing them down which may be bad for [[Animals#Training|trained]] or [[pack animal]]s. Similarly, asthmatic wild animals on the map can roam and eat indefinitely without treatment. In fact, wild animals with asthma are easier and slightly safer to hunt, because asthma will reduce their [[move speed]] to 81%, and their [[manipulation]] to only 90%, which makes any counter-attack less effective.<br />
<br />
=== Bad back ===<br />
Degradation in the spinal column and surrounding musculature. This makes it hard to move and bend smoothly.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Ailment !! Symptoms<br />
|-<br />
| '''Bad back''' || <br />
* -30% [[Moving]]<br />
* -10% [[Manipulation]]<br />
|}<br />
<br />
A bad back can be cured by installing a [[bionic spine]], or with the use of [[biosculpter pod]]'s bioregeneration cycle{{IdeologyIcon}}.<br />
<br />
A human pawn can first get a bad back at age 41.<br />
{| class="wikitable"<br />
|-<br />
! Bad back chance<br />
|-<br />
| {{GraphChart<br />
|width=400<br />
|height=100<br />
|type=line<br />
|x=0, 40, 50, 60, 70, 80, 120<br />
|y=0, 0, 0.93, 1.395, 1.395, 1.86, 1.86<br />
|xAxisTitle = Pawn age (years)<br />
|yAxisTitle = Chance/Birthday (%)<br />
}}<br />
|}<br />
<br />
=== Cataract ===<br />
Milky-looking opacity in the eye. Cataracts impair vision.<br />
{| class="wikitable"<br />
|-<br />
! Ailment !! Symptoms<br />
|-<br />
| '''Cataract''' || -50% part efficiency in the affected eye. This results in 50% [[sight]] if both eyes are affected.<br />
|}<br />
Cataracts can be cured by replacing the affected eye with a [[bionic eye|bionic]] or [[archotech eye|archotech]] eye.<br />
<br />
A human pawn can first get a cataract at age 49.<br />
{| class="wikitable"<br />
|-<br />
! Cataract chance<br />
|-<br />
| {{GraphChart<br />
|width=400<br />
|height=100<br />
|type=line<br />
|x=0, 48, 60, 70, 120<br />
|y=0, 0, 0.53, 1.1045, 1.1045<br />
|xAxisTitle = Pawn age (years)<br />
|yAxisTitle = Chance/Birthday (%)<br />
}}<br />
|}<br />
<br />
=== Carcinoma ===<br />
{{Stub|section=1|reason=How do the stages progress/occur and what chances and factors affects them?}}<br />
A carcinoma (or cancer) is where mutated cells uncontrollably divide to form tumours, which then 'crowd out' normal bodily cells and hinder bodily function in that area. Carcinomas can be surgically removed by a skilled doctor or, in some cases, the affected body part can be removed, either by amputation, transplantation of a healthy body part, or replacement by an [[artificial body part]]. Ordinary treatment will prolong the development of a carcinoma or speed up remission, and can be by doctors of any skill, though better treatment quality is more effective. <br />
<br />
A carcinoma typically starts out at 30% severity. There is a 30% chance that a carcinoma won't cause any pain whatsoever.<br />
<br />
A cancer has 3 stages; growing, stable and remission.<br />
* When growing, it progresses by 0.003 per day, multiplied by a random factor of 0.45 - 1.65.<br />
* When stable, it neither grows nor regresses on its own. <br />
* When in remission, it regresses by 0.002 per day, multiplied by a random factor of 0.7 - 1.5.<br />
<br />
Good treatment can slow progression by 0.0027 per day, meaning that the carcinoma will:<br />
* grow more slowly when in growing stage<br />
:* some slow-growing carcinomas (something less than half)<!-- RE "something less than half" - it's .003 x a random factor from .45-1.65, so anything {< (.003 x .9) < .0027} - BUT can't state that's = 40% (10/25) because we don't know if that random "x .45-1.65" is a straight-line %, or a bell curve, or something else. --> may stop or actually regress (very slowly) during their "growing" stage with good treatment<br />
* slowly regress when stable<br />
* regress quickly when in remission<br />
{| class="wikitable"<br />
|-<br />
! Stage !! Begins at !! Symptoms<br />
|-<br />
| '''Carcinoma (minor)''' || ≥0% severity ||<br />
* Little pain (+10%)<br />
* -10% part efficiency<br />
|-<br />
| '''Carcinoma (minor)''' || ≥15% severity ||<br />
* Moderate pain (+20%)<br />
* -25% part efficiency<br />
|-<br />
| '''Carcinoma (major)''' || ≥40% severity ||<br />
* Moderate pain (+35%)<br />
* -50% part efficiency<br />
|-<br />
| '''Carcinoma (major)''' || ≥60% severity ||<br />
* Acute pain (+50%)<br />
* -80% part efficiency<br />
|-<br />
| '''Carcinoma (extreme)''' || ≥80% severity ||<br />
* Acute pain (+60%)<br />
* -90% part efficiency<br />
|-<br />
| '''Carcinoma (extreme)''' || 100% severity ||<br />
* Affected part is destroyed<br />
|}<br />
<br />
Treatment:<br />
* Treated every {{ticks|240000}}<br />
* The carcinoma will disappear if severity reaches 0.<br />
* "Excise carcinoma" surgery; this needs 4 medicine of [[medicine|industrial quality]] or above, {{ticks|4500}} of work, and a doctor with a [[medical]] skill of 10 or above. The surgery only has a 70% base chance to succeed.{{Check Tag|Fact Check|Not in .xml}} Also note that if the surgery fails, there is a 25% chance that the patient [[Death|dies]]. Thus, as the maximum [[Doctoring#Success chance|success chance]] of any surgery is capped at 98%, there is always at least a 0.5% chance of death per attempt.<br />
<br />
A human pawn can first get a carcinoma from normal aging at age 23. Carcinomas from other sources, including [[toxic buildup]] and [[nuclear stomach]]s{{RoyaltyIcon}}, can happen at any age. Installed nuclear stomachs create a carcinoma on the torso with an MTB of 120 days.<br />
{| class="wikitable"<br />
|-<br />
! Carcinoma chance<br />
|-<br />
| {{GraphChart<br />
|width=400<br />
|height=100<br />
|type=line<br />
|x=0, 22.4, 80, 120<br />
|y=0, 0, 0.11, 0.15<br />
|xAxisTitle = Pawn age (years)<br />
|yAxisTitle = Chance/Birthday (%)<br />
}}<br />
|}<br />
<br />
=== Dementia ===<br />
Dementia is simply the functionality of the brain declining, and affects all cognitive functions.<br />
<br />
It can only be healed with [[luciferium]] or a [[healer mech serum]].<br />
{| class="wikitable"<br />
|-<br />
! Ailment !! Symptoms<br />
|-<br />
| '''Dementia''' ||<br />
* Impaired brain function (-15% part efficiency)<br />
** Effectively -15% [[Consciousness]]<br />
* Impaired [[Talking]] (-25%)<br />
** Net loss of 40% [[Talking]] including brain function loss<br />
* Impaired [[Hearing]] (-25%)<br />
** Net loss of 40% [[Hearing]] including brain function loss<br />
* Confused wandering (''MTB of 5 days'')<br />
* Slightly accelerated skill loss<br />
**5% at day 4<br />
**15% at day 12<br />
**25% at day 20<br />
|}<br />
<br />
A human pawn can first get dementia from aging at age 69. Dementia from other sources including [[toxic buildup]] can happen at any age.<br />
{| class="wikitable"<br />
|-<br />
! Dementia chance<br />
|-<br />
| {{GraphChart<br />
|width=400<br />
|height=100<br />
|type=line<br />
|x=0, 68, 76, 92, 120<br />
|y=0, 0, 0.93, 9.3, 9.3<br />
|xAxisTitle = Pawn age (years)<br />
|yAxisTitle = Chance/Birthday (%)<br />
}}<br />
|}<br />
<br />
=== Frail ===<br />
Generalized loss of muscle and bone density. Note that frail ''can'' stack with bad back.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Ailment !! Symptoms<br />
|-<br />
| '''Frail''' || <br />
* -30% [[Moving]]<br />
* -30% [[Manipulation]]<br />
|}<br />
<br />
Can only be cured with [[luciferium]], a [[healer mech serum]], or with the use of [[biosculpter pod]]'s bioregeneration cycle{{IdeologyIcon}}.<br />
<br />
A human pawn can first get frail at age 51.<br />
{| class="wikitable"<br />
|-<br />
! Frail chance<br />
|-<br />
| {{GraphChart<br />
|width=400<br />
|height=100<br />
|type=line<br />
|x=0, 50, 60, 70, 120 <br />
|y=0, 0, 1.395, 2.604, 2.604<br />
|xAxisTitle = Pawn age (years)<br />
|yAxisTitle = Chance/Birthday (%)<br />
}}<br />
|}<br />
<br />
=== Artery blockage ===<br />
A blockage in one of the critical arteries in the [[heart]]. Heart artery blockages randomly induce [[#Heart attack|heart attacks]]. Artery blockages can be treated by replacing the heart with a [[heart|natural]], [[prosthetic heart|prosthetic]] or [[bionic heart|bionic]] replacement, with a [[healer mech serum]], with [[luciferium]], or with the use of [[biosculpter pod]]'s bioregeneration cycle{{IdeologyIcon}}.<br />
<br />
Artery blockages progress by a base of 0.0007 per day, multiplied by a random factor between 0.5 - 3.<br />
This means that artery blockages can take anywhere from 7.9 to 47.6 in-game years from onset to become fatal on its own.<br />
<br />
Artery blockages can be treated by replacing the heart.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Stage !! Begins at !! Symptoms<br />
|-<br />
| '''Artery blockage (minor)''' || ≥0% severity ||<br />
* -5% part efficiency<br />
* [[#Heart attack|Heart attack]] (''MTB of 600 days'')<br />
|-<br />
| '''Artery blockage (minor)''' || ≥20% severity ||<br />
* -10% part efficiency<br />
* [[#Heart attack|Heart attack]] (''MTB of 500 days'')<br />
|-<br />
| '''Artery blockage (major)''' || ≥40% severity ||<br />
* -15% part efficiency<br />
* [[#Heart attack|Heart attack]] (''MTB of 300 days'')<br />
|-<br />
| '''Artery blockage (major)''' || ≥60% severity ||<br />
* -35% part efficiency<br />
* [[#Heart attack|Heart attack]] (''MTB of 200 days'')<br />
|-<br />
| '''Artery blockage (extreme)''' || ≥90% severity ||<br />
* -60% part efficiency<br />
* [[#Heart attack|Heart attack]] (''MTB of 120 days'')<br />
|-<br />
| '''Artery blockage (extreme)''' || 100% severity ||<br />
* [[Death]]<br />
|}<br />
<br />
A human pawn can first get an artery blockage at age 21.<br />
{| class="wikitable"<br />
|-<br />
! Artery blockage chance<br />
|-<br />
| {{GraphChart<br />
|width=400<br />
|height=100<br />
|type=line<br />
|x=0, 20, 24, 40, 80, 120 <br />
|y=0, 0, 0.1, 0.145, 0.16, 0.17<br />
|xAxisTitle = Pawn age (years)<br />
|yAxisTitle = Chance/Birthday (%)<br />
}}<br />
|}<br />
<br />
=== Hearing loss ===<br />
Inability to hear quiet sounds due to degradation of hair cells in the cochlea.<br />
{| class="wikitable"<br />
|-<br />
! Ailment !! Symptoms<br />
|-<br />
| '''Hearing loss''' || <br />
* -50% part efficiency (results in 50% [[hearing]] if both ears are affected)<br />
|}<br />
<br />
Can be partially mitigated with one or two [[cochlear implant]]s<br />
Can be completely mitigated with a single [[bionic ear]], even if the other ear remains affected.<br />
A [[Biosculpter_pod|bioregeneration cycle]]{{IdeologyIcon}} can completely cure hearing loss in both ears.<br />
<br />
A human pawn can first get hearing loss at age 49.<br />
{| class="wikitable"<br />
|-<br />
! Hearing loss chance<br />
|-<br />
| {{GraphChart<br />
|width=400<br />
|height=100<br />
|type=line<br />
|x=0, 48, 60, 70, 120<br />
|y=0, 0, 0.53, 1.11045, 1.11045<br />
|xAxisTitle = Pawn age (years)<br />
|yAxisTitle = Chance/Birthday (%)<br />
}}<br />
|}<br />
<br />
== Acute ==<br />
Some ailments arise as a result of an acute lack of food or exposure to extreme temperatures. These ailments can only be treated by addressing the underlying cause (e.g. providing food or moving to more comfortable temperatures).<br />
<br />
=== Malnutrition ===<br />
When a pawn's [[Eating|food]] meter reaches 0%, they will begin to suffer from [[malnutrition]], shown on the health tab. When a colonist is starving they will prioritize eating over other activities, including firefighting and doctoring.<br />
{| class="wikitable"<br />
|-<br />
! Stage !! Begins at !! Symptoms<br />
|-<br />
| '''Malnutrition (trivial)''' || 0.0 days since hunger hit zero ||<br />
* -5% [[consciousness]]<br />
* +50% hunger rate<br />
* 1.5x more likely to start a social fight<br />
|-<br />
| '''Malnutrition (minor)''' || 1.2 days since hunger hit zero ||<br />
* -10% [[consciousness]]<br />
* +60% hunger rate<br />
* 2x more likely to start a social fight<br />
|-<br />
| '''Malnutrition (moderate)''' || 2.4 days since hunger hit zero ||<br />
* -20% [[consciousness]]<br />
* +60% hunger rate<br />
* 2.5x more likely to start a social fight<br />
|-<br />
| '''Malnutrition (severe)''' || 3.5 days since hunger hit zero ||<br />
* -30% [[consciousness]]<br />
* +60% hunger rate<br />
* 3x more likely to start a social fight<br />
|-<br />
| '''Malnutrition (extreme)''' || 4.7 days since hunger hit zero ||<br />
* Unconscious ([[consciousness]] max. 10%)<br />
|-<br />
| '''Malnutrition (extreme)''' || 5.9 days since hunger hit zero ||<br />
* [[Death]]<br />
|}<br />
<!-- The duration of the different symptoms are approximate --><br />
<!-- The exact limits are 0, 0.2, 0.4, 0.6, and 0.8 severity, with severity increasing by 0.17 per day --><br />
<br />
=== Blood loss ===<br />
A reduction in the normal blood volume. Minor blood loss has relatively mild effects, but when blood loss becomes severe, oxygen transport becomes badly impaired and the victim loses consciousness. Extreme blood loss leads to [[Death|death]].<br />
<br />
Blood loss can occur when a pawn has untreated [[Injury#Bleeding|bleeding injuries]], has had blood harvested for [[hemogen pack]]s, or has been fed on by a [[Genes#Bloodfeeder|Bloodfeeder]]. <br />
<br />
All pawns recover 33.3% of their blood per day when not bleeding regardless of traits, genes, drugs, or artificial body parts. Pawns can also recover through a blood transfusion operation, using 1 [[hemogen pack]] to recover 35%.<br />
<br />
<br />
{| class="wikitable"<br />
|-<br />
! Stage !! Begins at !! Symptoms<br />
|-<br />
| '''Blood loss (minor)''' || ≥15% blood loss || <br />
*-10% [[Consciousness]]<br />
|-<br />
| '''Blood loss (moderate)''' || ≥30% blood loss || <br />
*-20% [[Consciousness]]<br />
|-<br />
| '''Blood loss (severe)''' || ≥45% blood loss || <br />
*-40% [[Consciousness]]<br />
|-<br />
| '''Blood loss (extreme)''' || ≥60% blood loss || <br />
*-40% [[Consciousness]]<br />
* [[Consciousness]] 10% max.<br />
|-<br />
| '''Blood loss (extreme)''' || 100% blood loss || <br />
* [[Death|Death]]<br />
|}<br />
<br />
=== Heatstroke ===<br />
Heat stroke occurs when a pawn has prolonged exposure to [[temperature]]s 10°C (18°F) above their [[maximum comfortable temperature]], and recovery occurs in temperatures less than the maximum comfortable temperature.<br />
Note that it is possible for a pawn to have both heatstroke and hypothermia at the same time if time is spent in both extreme heat and cold - their severities are unrelated.<br />
<br />
Pawns additionally take periodic burn damage in temperatures more than 150°C (270°F) above their maximum comfortable temperature.<br />
====Severity Increase====<br />
<!-- Data from Verse/HediffGiver_Heat.cs !--><br />
The procedure for determining severity growth every 60-tick interval is given by:<br />
# Take the amount by which the ambient temperature exceeds the pawn's maximum safe temperature (which is the maximum comfortable temperature +10°C).<br />
# Pass the amount through the curve shown below to obtain the effective temperature excess. Note that for amounts from 0 to 25 °C, this doesn't result in a change.<br />
# Multiply the excess by <code>6.45e-5</code> to obtain the severity growth this interval (60 ticks, 1 second).<br />
# If the growth is less than <code>0.000375</code>, set it to that number. This sets a minimum amount the severity increases by for temperatures in the range of 10 to 15.814°C above the maximum comfortable temperature.<br />
:<code>Increase in heatstroke severity every 60 ticks = max(0.000375, 0.0000645×effective_temperature_curve(<i>ambient_temperature</i> - (<i>maximum_comfortable_temperature</i> + 10°C)))</code><br />
::<code><i>where </i>effective_temperature_curve()<i> is a post-processing curve with points</i>: (0, 0), (25, 25), (50, 40), (100, 60), (200, 80), (400, 100), (4000, 1000).</code><br />
{| class="wikitable"<br />
|-<br />
! Effective temperature curve<br />
|-<br />
| {{GraphChart<br />
|width=600<br />
|height=150<br />
|type=line<br />
|showSymbols=1<br />
|x=0, 25, 50, 100, 200, 400, 4000<br />
|y=0, 25, 40, 60, 80, 100, 1000<br />
|xAxisMax = 1000<br />
|yAxisMax = 250<br />
|xAxisTitle = Temperature excess (°C)<br />
|yAxisTitle = Effective temperature excess<br />
}}<br />
|}<br />
<br />
<div style="display:inline-table; vertical-align:top;"><br />
<br />
{| class="wikitable"<br />
|-class=static-row-header style=vertical-align:bottom<br />
! Graph<br />
! style=max-width:20em | Ambient Temperature - Maximum Comfortable Temperature (°C)<br />
! style=max-width:15em | Growth per 60 ticks<br />
! style=max-width:15em | Time to 100% severity (ticks)<br />
! style=max-width:15em | Time to 100% severity (in-game time)<br />
|-<br />
| rowspan='9'|{{GraphChart<br />
|width=200<br />
|height=200<br />
|type=line<br />
|x=10, 12, 14, 16, 18, 20, 22, 24, 26, 28, 30, 32, 34, 36, 38, 40, 42, 44, 46, 48, 50, 52, 54, 56, 58, 60, 62, 64, 66, 68, 70, 72, 74, 76, 78, 80, 82, 84, 86, 88, 90, 92, 94, 96, 98, 100<br />
|y=64.0, 64.0, 64.0, 62.0, 46.5, 37.2, 31.0, 26.6, 23.3, 20.7, 18.6, 16.9, 15.5, 14.5, 13.9, 13.3, 12.7, 12.2, 11.8, 11.3, 10.9, 10.6, 10.2, 9.9, 9.6, 9.3, 9.1, 8.9, 8.8, 8.6, 8.5, 8.3, 8.2, 8.0, 7.9, 7.8, 7.6, 7.5, 7.4, 7.3, 7.2, 7.0, 6.9, 6.8, 6.7, 6.6<br />
|xAxisTitle = Ambient Temperature - Maximum Comfortable Temperature (°C)<br />
|yAxisTitle = Time to 100% Severity (hours)<br />
}} <br />
|0 || 0 || - || -<br />
|-<br />
| 5 || 0 || - || - <br />
|-<br />
| 10 || 0.000375 || 160000 || 2.7 days<br />
|-<br />
| 15 || 0.000375 || 160000 || 2.7 days<br />
|-<br />
| 20 || 0.000645 || 93023 || 1.6 days<br />
|-<br />
| 25 || 0.000967 || 62016 || 1 day<br />
|-<br />
| 100 || 0.003612 || 16611 || 6.6 hours<br />
|-<br />
| 300 || 0.005386 || 11141 || 4.5 hours<br />
|-<br />
| 4000 || 0.064339 || 933 || 0.4 hours<br />
|}<br />
</div><br />
<br />
====Severity Decrease====<br />
If the ambient temperature is less than the maximum comfortable temperature, the amount the severity will decrease every 60-tick interval is given by:<br />
:<code>Decrease in heatstroke severity every 60 ticks = max(0.0015, min(0.015, 0.027×heatstroke_severity))</code><br />
This means that as long as the ambient temperature is less than the maximum comfortable temperature, heatstroke recovery is independent of temperature, but severity decreases at its fastest when it is above 50%, and at its slowest below 5.6%. Full recovery from near-100% severity occurs after 151 real-time seconds, or 3.6 in-game hours.<br />
{{GraphChart<br />
|width=200<br />
|height=200<br />
|type=line<br />
|x= 0, 0.024, 0.048, 0.072, 0.096, 0.12, 0.144, 0.168, 0.192, 0.216, 0.24, 0.264, 0.288, 0.312, 0.336, 0.36, 0.384, 0.408, 0.432, 0.456, 0.48, 0.504, 0.528, 0.552, 0.576, 0.6, 0.624, 0.648, 0.672, 0.696, 0.72, 0.744, 0.768, 0.792, 0.816, 0.84, 0.864, 0.888, 0.912, 0.936, 0.96, 0.984, 1.008, 1.032, 1.056, 1.08, 1.104, 1.128, 1.152, 1.176, 1.2, 1.224, 1.248, 1.272, 1.296, 1.32, 1.344, 1.368, 1.392, 1.416, 1.44, 1.464, 1.488, 1.512, 1.536, 1.56, 1.584, 1.608, 1.632, 1.656, 1.68, 1.704, 1.728, 1.752, 1.776, 1.8, 1.824, 1.848, 1.872, 1.896, 1.92, 1.944, 1.968, 1.992, 2.016, 2.04, 2.064, 2.088, 2.112, 2.136, 2.16, 2.184, 2.208, 2.232, 2.256, 2.28, 2.304, 2.328, 2.352, 2.376, 2.4, 2.424, 2.448, 2.472, 2.496, 2.52, 2.544, 2.568, 2.592, 2.616, 2.64, 2.664, 2.688, 2.712, 2.736, 2.76, 2.784, 2.808, 2.832, 2.856, 2.88, 2.904, 2.928, 2.952, 2.976, 3.0, 3.024, 3.048, 3.072, 3.096, 3.12, 3.144, 3.168, 3.192, 3.216, 3.24, 3.264, 3.288, 3.312, 3.336, 3.36, 3.384, 3.408, 3.432, 3.456, 3.48, 3.504, 3.528, 3.552, 3.576, 3.6, 3.624<br />
|y= 1, 0.985, 0.97, 0.955, 0.94, 0.925, 0.91, 0.895, 0.88, 0.865, 0.85, 0.835, 0.82, 0.805, 0.79, 0.775, 0.76, 0.745, 0.73, 0.715, 0.7, 0.685, 0.67, 0.655, 0.64, 0.625, 0.61, 0.595, 0.58, 0.565, 0.55, 0.53515, 0.5207, 0.50664, 0.49296, 0.47965, 0.4667, 0.4541, 0.44184, 0.42991, 0.4183, 0.40701, 0.39602, 0.38533, 0.37492, 0.3648, 0.35495, 0.34537, 0.33604, 0.32697, 0.31814, 0.30955, 0.30119, 0.29306, 0.28515, 0.27745, 0.26996, 0.26267, 0.25558, 0.24868, 0.24196, 0.23543, 0.22907, 0.22289, 0.21687, 0.21101, 0.20532, 0.19977, 0.19438, 0.18913, 0.18402, 0.17906, 0.17422, 0.16952, 0.16494, 0.16049, 0.15615, 0.15194, 0.14784, 0.14384, 0.13996, 0.13618, 0.1325, 0.12893, 0.12545, 0.12206, 0.11876, 0.11556, 0.11244, 0.1094, 0.10645, 0.10357, 0.10078, 0.09806, 0.09541, 0.09283, 0.09033, 0.08789, 0.08551, 0.0832, 0.08096, 0.07877, 0.07665, 0.07458, 0.07256, 0.0706, 0.0687, 0.06684, 0.06504, 0.06328, 0.06157, 0.05991, 0.05829, 0.05672, 0.05519, 0.05369, 0.05219, 0.05069, 0.04919, 0.04769, 0.04619, 0.04469, 0.04319, 0.04169, 0.04019, 0.03869, 0.03719, 0.03569, 0.03419, 0.03269, 0.03119, 0.02969, 0.02819, 0.02669, 0.02519, 0.02369, 0.02219, 0.02069, 0.01919, 0.01769, 0.01619, 0.01469, 0.01319, 0.01169, 0.01019, 0.00869, 0.00719, 0.00569, 0.00419, 0.00269, 0.00119, 0<br />
|xAxisTitle = Time (hours)<br />
|yAxisTitle = Heatstroke severity<br />
}}<br />
====Symptoms====<br />
{| class="wikitable"<br />
|-<br />
! Stage !! Begins at !! Symptoms<br />
|-<br />
| '''Heatstroke (initial)''' || >0.04 Severity || <br />
* [[Consciousness]] -5%<br />
|-<br />
| '''Heatstroke (minor)''' || >0.20 Severity || <br />
* [[Consciousness]] -10%<br />
* [[Moving]] -10%<br />
|-<br />
| '''Heatstroke (serious)''' || >0.35 Severity || <br />
* [[Consciousness]] -20% <br />
* [[Moving]] -30%<br />
* [[Pain]] +15%<br />
|-<br />
| '''Heatstroke (extreme)''' || >0.62 Severity || <br />
* [[Consciousness]] max. 10%<br />
* [[Pain]] +30%<br />
|-<br />
| '''Heatstroke (100%)''' || =1.00 Severity || <br />
* [[Death]]<br />
|}<br />
<br />
=== Hypothermia ===<br />
Hypothermia occurs when a pawn has prolonged exposure to [[temperature]]s 10°C (18°F) below their [[minimum comfortable temperature]]. [[Insectoids]] don't experience hypothermia, but instead get [[hypothermic slowdown]].<br />
<br />
Note that it is possible for a pawn to have both heatstroke and hypothermia at the same time if time is spent in both extreme heat and cold - their severities are unrelated.<br />
<br />
<!-- Data from Verse/HediffGiver_Hypothermia.cs !--><br />
The rate of severity growth depends on the difference below the pawn's minimum safe temperature and the ambient temperature. The specific algorithm is:<br />
# Take the amount by which the pawn's minimum safe temperature (which is the [[minimum comfortable temperature]] -10°C) exceeds the ambient temperature.<br />
# Multiply the excess by <code>6.45e-5</code> to obtain the severity growth this interval. Note that unlike hyperthermia, hypothermia calculations don't use a postprocessing curve.<br />
# If the growth is less than <code>0.00075</code>, set it to that number. As a result, temperatures between 10°C and 21.63°C less than the minimum comfortable temperature all have the same severity growth.<br />
Expressed as a formula, this is:<br />
:<code>Increase in hypothermia severity every 60 ticks = max(0.00075, (<i>degrees_below_comfortable</i> - 10)*0.0000645)</code><br />
<br />
<div style="display:inline-table; vertical-align:top;"><br />
{| class="wikitable"<br />
|-class=static-row-header style=vertical-align:bottom<br />
! Graph<br />
! style=max-width:20em | Minimum Comfortable Temperature - Ambient Temperature(°C)<br />
! style=max-width:15em | Growth per 60 ticks<br />
! style=max-width:15em | Time to 100% severity (ticks)<br />
! style=max-width:15em | Time to 100% severity (in-game hours)<br />
|-<br />
| rowspan='8'|{{GraphChart<br />
|width=200<br />
|height=200<br />
|type=line<br />
|x = 10, 12, 14, 16, 18, 20, 22, 24, 26, 28, 30, 32, 34, 36, 38, 40, 42, 44, 46, 48, 50, 52, 54, 56, 58, 60, 62, 64, 66, 68, 70, 72, 74, 76, 78, 80, 82, 84, 86, 88, 90, 92, 94, 96, 98, 100<br />
|y = 32.0, 32.0, 32.0, 32.0, 32.0, 32.0, 31.0, 26.6, 23.3, 20.7, 18.6, 16.9, 15.5, 14.3, 13.3, 12.4, 11.6, 10.9, 10.3, 9.8, 9.3, 8.9, 8.5, 8.1, 7.8, 7.4, 7.2, 6.9, 6.6, 6.4, 6.2, 6.0, 5.8, 5.6, 5.5, 5.3, 5.2, 5.0, 4.9, 4.8, 4.7, 4.5, 4.4, 4.3, 4.2, 4.1<br />
|xAxisTitle = Minimum Comfortable Temperature - Ambient Temperature(°C)<br />
|yAxisTitle = Time to 100% Severity (hours)<br />
|yAxisMin = 0<br />
}}<br />
| 0 || 0 || - || -<br />
|-<br />
| 5 || 0 || - || - <br />
|-<br />
| 10 || 0.00075 || 80000 || 32.0<br />
|-<br />
| 20 || 0.00075 || 80000 || 32.0<br />
|-<br />
| 25 || 0.000967 || 62016 || 24.8<br />
|-<br />
| 50 || 0.00258 || 23256 || 9.3<br />
|-<br />
| 100 || 0.005805 || 10336 || 4.1<br />
|-<br />
| 300 || 0.018705 || 3208 || 1.3<br />
|}<br />
</div><br />
Recovery from hypothermia uses the same process as recovery from heastroke, which results in complete recovery within 3.6 in-game hours:<br />
:<code>Decrease in hypothermia severity every 60 ticks = max(0.0015, min(0.015, 0.027×hypothermia_severity))</code><br />
{| class="wikitable"<br />
|-<br />
! Stage !! Begins at !! Symptoms<br />
|-<br />
| '''Hypothermia (shivering)''' || >0.04 Severity || <br />
* [[Consciousness]] -5%<br />
* [[Manipulation]] -8%<br />
|-<br />
| '''Hypothermia (minor)''' || >0.20 Severity || <br />
* [[Consciousness]] -10%<br />
* [[Manipulation]] -20%<br />
* [[Moving]] -10%<br />
|-<br />
| '''Hypothermia (serious)''' || >0.35 Severity || <br />
* [[Consciousness]] -20% <br />
* [[Manipulation]] -50%<br />
* [[Moving]] -30%<br />
* [[Pain]] +15%<br />
|-<br />
| '''Hypothermia (extreme)''' || >0.62 Severity || <br />
* [[Consciousness]] max. 10%<br />
* [[Pain]] +30%<br />
|-<br />
| '''Hypothermia (100%)''' || =1.00 Severity || <br />
* [[Death]]<br />
|}<br />
<br />
=== Hypothermic slowdown ===<br />
{{quote|A special biological state used by some creatures to survive extreme cold. Instead of trying to stay warm, the creature's body chemistry adapts to prevent internal freezing despite very low temperature. Bodily functions are slowed and capacities are reduced, but the cold does no permanent damage. Some biologists call it a wakeful form of hibernation.}}<br />
<br />
[[Insectoids]] avoid hypothermia and experience hypothermic slowdown instead with similar penalties but avoiding death at 100% and no [[frostbite]].<br />
<br />
Slowdown value increases many times above 100% with apparently no upper limit. When defrosting insects this total value is used so defrost time is proportional to total time frozen.<br />
<br />
<!-- Data from Verse/HediffGiver_Hypothermia.cs !--><br />
The rate of severity growth depends on the difference below the pawn's minimum safe temperature and the ambient temperature. The specific algorithm is:<br />
# Take the amount by which the pawn's minimum safe temperature (which is the [[minimum comfortable temperature]] -10°C) exceeds the ambient temperature.<br />
# Multiply the excess by <code>6.45e-5</code> to obtain the severity growth this interval. Note that unlike hyperthermia, hypothermia calculations don't use a postprocessing curve.<br />
# If the growth is less than <code>0.00075</code>, set it to that number. As a result, temperatures between 10°C and 21.63°C less than the minimum comfortable temperature all have the same severity growth.<br />
Expressed as a formula, this is:<br />
:<code>Increase in hypothermia severity every 60 ticks = max(0.00075, (<i>degrees_below_comfortable</i> - 10)*0.0000645)</code><br />
{{GraphChart<br />
|width=200<br />
|height=200<br />
|type=line<br />
|x = 10, 12, 14, 16, 18, 20, 22, 24, 26, 28, 30, 32, 34, 36, 38, 40, 42, 44, 46, 48, 50, 52, 54, 56, 58, 60, 62, 64, 66, 68, 70, 72, 74, 76, 78, 80, 82, 84, 86, 88, 90, 92, 94, 96, 98, 100<br />
|y = 32.0, 32.0, 32.0, 32.0, 32.0, 32.0, 31.0, 26.6, 23.3, 20.7, 18.6, 16.9, 15.5, 14.3, 13.3, 12.4, 11.6, 10.9, 10.3, 9.8, 9.3, 8.9, 8.5, 8.1, 7.8, 7.4, 7.2, 6.9, 6.6, 6.4, 6.2, 6.0, 5.8, 5.6, 5.5, 5.3, 5.2, 5.0, 4.9, 4.8, 4.7, 4.5, 4.4, 4.3, 4.2, 4.1<br />
|xAxisTitle = Minimum Comfortable Temperature - Ambient Temperature(°C)<br />
|yAxisTitle = Time to 100% Severity (hours)<br />
|yAxisMin = 0<br />
}}<br />
<div style="display:inline-table; vertical-align:top;"><br />
{| class="wikitable"<br />
|-class=static-row-header style=vertical-align:bottom<br />
! style=max-width:20em | Minimum Comfortable Temperature - Ambient Temperature(°C)<br />
! style=max-width:15em | Growth per<br>{{ticks|60}}<br />
! style=max-width:15em | Real Time<br>to 63% severity<br />
! style=max-width:15em | In-Game Time<br>to 63% severity<br />
! style=max-width:15em | Real Time<br>to 100% severity<br />
! style=max-width:15em | In-Game Time<br>to 100% severity<br />
|-<br />
| 0 || 0 || - || - || - || -<br />
|-<br />
| 5 || 0 || - || - || - || -<br />
|-<br />
| 10 <br />
| 0.075% <br />
| {{ticks|{{#expr: (0.63/(0.00075)) * 60}} }}<br />
| {{#expr: (0.63/(0.00075)) * 60/2500 round 1}} hrs<br />
| {{ticks|{{#expr: (1/(0.00075)) * 60}} }} <br />
| {{#expr: (1/(0.00075)) * 60/2500 round 1}} hrs<br />
|-<br />
| 20 <br />
| 0.075% <br />
| {{ticks|{{#expr: (0.63/(0.00075)) * 60}} }} <br />
| {{#expr: (0.63/(0.00075)) * 60/2500 round 1}} hrs <br />
| {{ticks|{{#expr: (1/(0.00075)) * 60}} }} <br />
| {{#expr: (1/(0.00075)) * 60/2500 round 1}} hrs<br />
|-<br />
| 25 <br />
| {{#expr: (25-10)*0.0000645 * 100}}%<br />
| {{ticks|{{#expr: (0.63/(( 25-10)*0.0000645)) * 60 round 0}} }} <br />
| {{#expr: (0.63/(( 25-10)*0.0000645)) * 60/2500 round 1}} hrs <br />
| {{ticks|{{#expr: (1/(( 25-10)*0.0000645)) * 60 round 0}} }} <br />
| {{#expr: (1/(( 25-10)*0.0000645)) * 60/2500 round 1}} hrs<br />
|-<br />
| 50 <br />
| {{#expr: (50-10)*0.0000645 * 100}}%<br />
| {{ticks|{{#expr: (0.63/(( 50-10)*0.0000645)) * 60 round 0}} }} <br />
| {{#expr: (0.63/(( 50-10)*0.0000645)) * 60/2500 round 1}} hrs<br />
| {{ticks|{{#expr: (1/(( 50-10)*0.0000645)) * 60 round 0}} }} <br />
| {{#expr: (1/(( 50-10)*0.0000645)) * 60/2500 round 1}} hrs<br />
|-<br />
| 100 <br />
| {{#expr: (100-10)*0.0000645 * 100}}%<br />
| {{ticks|{{#expr: (0.63/((100-10)*0.0000645)) * 60 round 0}} }} <br />
| {{#expr: (0.63/((100-10)*0.0000645)) * 60/2500 round 1}} hrs<br />
| {{ticks|{{#expr: (1/((100-10)*0.0000645)) * 60 round 0}} }} <br />
| {{#expr: (1/((100-10)*0.0000645)) * 60/2500 round 1}} hrs<br />
|-<br />
| 300 <br />
| {{#expr: (300-10)*0.0000645 * 100}}%<br />
| {{ticks|{{#expr: (0.63/((300-10)*0.0000645)) * 60 round 0}} }} <br />
| {{#expr: (0.63/((300-10)*0.0000645)) * 60/2500 round 1}} hrs<br />
| {{ticks|{{#expr: (1/((300-10)*0.0000645)) * 60 round 0}} }} <br />
| {{#expr: (1/((300-10)*0.0000645)) * 60/2500 round 1}} hrs<br />
|}<br />
</div><br />
Recovery from hypothermia uses the same process as recovery from heastroke, which results in complete recovery within 3.6 in-game hours:<br />
:<code>Decrease in hypothermia severity every 60 ticks = max(0.0015, min(0.015, 0.027×hypothermia_severity))</code><br />
{| class="wikitable"<br />
|-<br />
! Stage !! Begins at !! Symptoms<br />
|-<br />
| '''Hypothermic slowdown (minor)''' || >0.04 Severity || <br />
* [[Consciousness]] -5%<br />
* [[Moving]] -8%<br />
|-<br />
| '''Hypothermic slowdown (moderate)''' || >0.20 Severity || <br />
* [[Consciousness]] -20%<br />
* [[Moving]] -20%<br />
* [[Manipulation]] -20%<br />
* Hunger rate -10%<br />
|-<br />
| '''Hypothermic slowdown (serious)''' || >0.35 Severity || <br />
* [[Consciousness]] -40% <br />
* [[Moving]] -40%<br />
* [[Manipulation]] -50%<br />
* Hunger rate -40%<br />
|-<br />
| '''Hypothermic slowdown (extreme)''' || >0.62 Severity || <br />
* [[Consciousness]] max. 10%<br />
* Hunger rate -95%<br />
|}<br />
<br />
== Pregnancy ==<br />
{{See also|Children and reproduction{{!}}Human pregnancy|Animals#Mating{{!}}Mating|Animals#Breeding{{!}}Breeding}}<br />
{{quote|This creature is gestating offspring. It will give birth if the pregnancy comes to term. If starved or injured, there may be a miscarriage.|Description}}<br />
<br />
Tamed, non-[[human]], non-[[insectoid]], non-[[egg]]laying, female [[animals]] have a 50% chance to get pregnant from [[Animals#Mating|mating]]. While this is not an ailment in the traditional sense, it does have mechanical effects. For the first {{ticks|600}} this condition will be invisible, after which point a message will come up mentioning the pregnancy.<br />
<br />
Humans can be pregnant only if the [[Biotech DLC]]{{BiotechIcon}} or a mod is installed. See [[Children and reproduction]] for details.<br />
<br />
A pregnant animal suffering [[malnutrition]] or that is injured may miscarry. Miscarriages are noted by an in-game message. <br />
<br />
Some animals will give birth to multiple young. The probability of this is determined by a curve, and is different for each animal. <br />
<br />
The duration, and thus the severity gain per day, depends on the gestation time of the animal in question.<br />
{| class="wikitable"<br />
|-<br />
! Stage !! Begins at !! Symptoms<br />
|-<br />
| '''Early-stage''' || >0 Severity ||<br />
* Vomiting (''MTB of 2.5 days'')<br />
|-<br />
| '''Middle-stage''' || >0.333 Severity ||<br />
* -15% [[Moving]]<br />
|-<br />
| '''Late-stage''' || >0.666 Severity||<br />
* Vomiting (''MTB of 5 days'')<br />
* -30% [[Moving]]<br />
|-<br />
| '''''Birth''''' || 1.0 Severity||<br />
* Symptoms end<br />
* Offspring is born<br />
|}<br />
<br />
=== Sterilized ===<br />
{{Stub|section=1}}<br />
{{Quote|This creature's reproductive system has been permanently shut down.|Description}}<br />
[[Animals]] can be sterilized by use of the "Sterilize" [[operation]] to prevent them from being able to reproduce, and the sterilized animal won't attempt to mate with others nor will others attempt to mate with it. [[Egg]] laying animals will stop laying eggs when sterilized. The animal acts as normal in all other ways, including [[milk]] production. <br />
<br />
The sterilization operation requires [[Medical]] skill of 3 and {{ticks|500}} of work.<br />
<br />
It is unknown if it can be cured.<br />
<br />
== Drug damage ==<br />
These ailments are caused by excess drug use.<br />
<br />
=== Cirrhosis ===<br />
A degenerative liver disease caused by excessive alcohol consumption.<br />
An otherwise healthy pawn with cirrhosis will have an [[immunity gain speed]] of 70%, making them extremely vulnerable to disease.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Ailment !! Symptoms<br />
|-<br />
| '''Cirrhosis''' || <br />
* -60% part efficiency (liver)<br />
* Slight [[pain]] (+15%)<br />
* -10% [[Moving]]<br />
|}<br />
<br />
=== Chemical damage ===<br />
Permanent damage that occurs as a result of drug overdose or tolerance. There are two variants.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Ailment !! Symptoms<br />
|-<br />
| '''Chemical damage (moderate)''' || <br />
* -50% part efficiency<br />
* Always applied to the brain<br />
|-<br />
| '''Chemical damage (severe)''' || <br />
* -80% part efficiency<br />
* Always applied to the kidneys<br />
|}<br />
<br />
Treatment:<br />
* Kidney chemical damage can be cured by replacing with a non-damaged kidney<br />
* Brain chemical damage can only be cured with a [[healer mech serum]]{{Check Tag|Fact Check|Needs to be verified that this is the only way to cure it.}}<br />
<br />
== General ==<br />
These ailments appear in gameplay, and usually wear off on their own (except death-causing ones).<br />
<br />
=== Cryptosleep sickness ===<br />
After-effects of using a cryptosleep pod. Cryptosleep suspends and replaces many bodily functions in order to prevent aging and death. Upon exiting cryptosleep, the body takes time to restart and rebalance its natural metabolic processes. While this is ongoing, the patient suffers from nausea, dizziness, and a sense of fuzziness in the mind.<br />
<br />
Occurs after having been in a [[ship cryptosleep casket]] or a [[cryptosleep casket]] for any amount of time. The colonists in the "[[Scenario system#Crashlanded|Crashlanded]]" scenario have a chance of starting with cryptosleep sickness, as they were in cryptosleep before crashing on the planet.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Ailment !! Symptoms<br />
|-<br />
| '''Cryptosleep sickness''' || <br />
* Frequent vomiting (''MTB of 3 hours'')<br />
* Impaired [[consciousness]] (×80%)<br />
* Impaired [[moving]] (×90%)<br />
* Impaired [[manipulation]] (×90%)<br />
|}<br />
Treatment:<br />
* Wears off after {{ticks|10000}}<br />
<br />
=== Food poisoning ===<br />
Occurs after eating a contaminated meal or occasionally from raw food. The chance of contamination for cooked meals is determined by the [[Room stats#Cleanliness|cleanliness of the room]] where it was prepared and cook's [[food poison chance]] stat. <br />
<br />
Raw food has a flat 2% chance of giving food poisoning, while [[corpse]]s have a flat 5% chance. Cooked meals roll two separate probabilities to determine if the food is poisoned. The first checks the [[cleanliness]] of the kitchen used. See the accompanying graph for specifics. Note that cleanliness above -2 prevents this roll from producing poisoned meals. If the cooking station is outdoors, the default chance is 2%. <br />
<br />
If the first roll fails to poison the meal, then a second roll is performed, this time based on the [[food poison chance]] of the pawn, controlled entirely by their [[Skills#Cooking|cooking skill]].<br />
<br />
The % for food poisoning is determined when the meal is created, and is then tied to that specific meal.<br />
:{| class = "wikitable" width="180"<br />
! Cooking Skill&nbsp;Level<br />
! Chance from Skill&nbsp;Level<br />
! Chance from Room Cleanliness<br />
|- <br />
| style="background-color:#F00000" align="center" | 0 || style="background-color:#F00000" align="center" | 5.00% || rowspan="10"| {{GraphChart|width=400|height=100|type=line|x=-5, -3.5, -2, 0|y=5, 2.5, 0, 0|xAxisTitle=Room Cleanliness|yAxisTitle=Food Poisoning Chance (%)}}<br />
|- style="background-color:#FF5500"<br />
| align="center" | 1 || align="center" | 4.00%<br />
|- style="background-color:#FBA933"<br />
| align="center" | 2 || align="center" | 3.00%<br />
<br />
|- style="background-color:#E3C933"<br />
| align="center" | 3 || align="center" | 2.00%<br />
|- style="background-color:#E3E933"<br />
| align="center" | 4 || align="center" | 1.50%<br />
|- style="background-color:#C3FF33"<br />
| align="center" | 5 || align="center" | 1.00%<br />
<br />
|- style="background-color:#B6FF00"<br />
| align="center" | 6 || align="center" | 0.50%<br />
|- style="background-color:#86FF00"<br />
| align="center" | 7 || align="center" | 0.25%<br />
|- style="background-color:#66FF00"<br />
| align="center" | 8 || align="center" | 0.15%<br />
<br />
|- style="background-color:#00FF00"<br />
| align="center" | 9-20 || align="center" | 0.10%<br />
|}<br />
<br />
; Symptoms and progress:<br />
Food poisoning lasts 24 hours with no after-effects. It has 3 stages: the first unpleasant 4 hours, followed by a crippling 16 hours, and finally an unpleasant 4 hours largely similar to the first stage, as described in the table below.<br />
:{| class="wikitable"<br />
|-<br />
! Stage !! Begins at !! Symptoms<br />
|-<br />
| '''Food poisoning (initial)''' || 0–4 hours from onset ||<br />
* Vomiting (''MTB of 0.3 days'')<br />
* Some [[pain]] (+20%)<br />
* Impaired [[consciousness]] (×60%)<br />
* Impaired [[moving]] (×80%)<br />
* Impaired [[manipulation]] (×90%)<br />
* Reduced [[blood filtration]] (×95%)<br />
* Much slower [[Eating speed|eating]] (×50%)<br />
|-<br />
| '''Food poisoning (major)''' || 4–20 hours from onset ||<br />
* Vomiting (''MTB of 0.2 days'')<br />
* Significant [[pain]] (+40%)<br />
* Impaired [[consciousness]] (×50%)<br />
* Impaired [[moving]] (×50%)<br />
* Impaired [[manipulation]] (×80%)<br />
* Reduced [[blood filtration]] (×85%)<br />
* Slower [[Eating speed|eating]] (×30%)<br />
|-<br />
| '''Food poisoning (recovering)''' || 20–24 hours from onset ||<br />
* Vomiting (''MTB of 0.4 days'')<br />
* Some [[pain]] (+20%)<br />
* Impaired [[consciousness]] (×60%)<br />
* Impaired [[moving]] (×80%)<br />
* Impaired [[manipulation]] (×90%)<br />
* Reduced [[blood filtration]] (×95%)<br />
* Slower [[Eating speed|eating]] (×50%)<br />
|}<br />
; Treatment and Prevention<br />
Food poisoning can only minimized by using manipulating the factors in its causation mentioned above. Prevention can only be guaranteed by exclusively consuming meals from traders as they will never cause food poisoning, by only eating [[nutrient paste meal]]s which will never cause food poisoning, or by installing a [[sterilizing stomach|sterilizing]] {{RoyaltyIcon}} or [[nuclear stomach]] {{RoyaltyIcon}} in the pawn which renders them immune. <br />
<br />
There is no treatment for food poisoning, you simply have to let it run its course.{{Check Tag|Verify|Verify that healer mech serums, and to a less extent Luci and biosculpter pods don't have any effect. Add findings to Template:Heal Option Table}} This effectively cripples the pawn for almost the full 24 hour cycle.<br />
<br />
Because of the high chance of vomiting at any moment, putting the patient on a temporary diet of [[pemmican]] may be an useful. Vomiting interrupts the process of eating, resetting it to the start, but a colonist can more quickly consume several pieces of pemmican between "attacks" that they can eat an entire [[meal]]. This allows the poisoned pawn to more easily avoid malnutrition without feeding them [[raw food]]s that could cause further poisoning.<br />
<br />
Because of the penalty to [[blood filtration]] and [[consciousness]], food poisoning in combination with other ailments such as an [[infection]] can be a cause for concern.<br />
<br />
=== Toxic buildup ===<br />
Primarily occurs with exposure to [[Events#Toxic fallout|toxic fallout]]. A colonist under a roof is protected from exposure. Prolonged exposure gradually increases the buildup level. Once a colonist returns to a roofed area their buildup severity will gradually decrease. The buildup severity occurs in stages. The later stages cause permanent [[#Dementia|dementia]] which does not wear off even after toxic buildup subsides. When a pawn affected by toxic buildup [[Death|dies]], there is a chance that its corpse will instantly rot - this chance is equal to the severity.<br />
<br />
Buildup is proportional to the [[toxic sensitivity]] [[stat]] - thus, [[human]]s buildup at the full rate, [[animal]]s at half, and [[insects]] and [[mechanoids]] are immune. <br />
<br />
Alternatively, some attacks also cause toxic buildup, such as [[cobra]] bites, the [[venom talon]] {{RoyaltyIcon}} or [[venom fangs]] {{RoyaltyIcon}}.<br />
<br />
Once no longer exposed, severity reduces by 0.08 per day, meaning that it will take up to 12.5 days to eliminate all toxins accumulated in the body. However, colonists that reach high stages of toxic buildup are likely to develop further complications.<br />
{| class="wikitable"<br />
|-<br />
! Stage !! Begins at !! Symptoms<br />
|-<br />
| '''Toxic buildup (initial)''' || ≥4% severity ||<br />
* -5% [[Consciousness]]<br />
|-<br />
| '''Toxic buildup (minor)''' || ≥20% severity ||<br />
* -10% [[Consciousness]]<br />
|-<br />
| '''Toxic buildup (moderate)''' || ≥40% severity ||<br />
* -15% [[Consciousness]]<br />
* Vomiting (''MTB of 5 days'')<br />
* [[Dementia]] ('''permanent''', ''MTB of 146 days to develop'')<br />
* [[Carcinoma]] (''MTB of 438 days to develop'')<br />
|-<br />
| '''Toxic buildup (serious)''' || ≥60% severity ||<br />
* -25% [[Consciousness]]<br />
* Vomiting (''MTB of 1 day'')<br />
* [[Dementia]] ('''permanent''', ''MTB of 37 days to develop'')<br />
* [[Carcinoma]] (''MTB of 111 days to develop'')<br />
|-<br />
| '''Toxic buildup (extreme)''' || ≥80% severity ||<br />
* Unconsciousness (Max. [[consciousness]] 10%)<br />
* Vomiting (''MTB of 0.5 day'')<br />
* [[Dementia]] ('''permanent''', ''MTB of 13 days to develop'')<br />
* [[Carcinoma]] (''MTB of 39 days to develop'')<br />
|-<br />
| '''Toxic buildup (extreme)''' || 100% severity ||<br />
* [[Death]]<br />
|}<br />
<br />
=== Brain shock ===<br />
{{quote|"After-effects of an electrical shock to the brain. This is generally cause by feedback from brain implants hit by EMP pulses." - '''In-game description'''}}<br />
Occurs when an [[EMP]] effect hits a pawn with the following brain implants:<br />
* [[Learning assistant]] {{RoyaltyIcon}}<br />
* [[Neurocalculator]] {{RoyaltyIcon}}<br />
* [[Circadian assistant]] {{RoyaltyIcon}}<br />
* [[Circadian half-cycler]] {{RoyaltyIcon}}<br />
It lasts between {{ticks|2500}} and {{ticks|3500}}.<br />
<br />
Despite only occuring with implants from the [[Royalty DLC]], it is defined in the core code.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Stage !! Symptoms<br />
|-<br />
| '''Brain shock''' ||<br />
* Unconscious ([[Consciousness]] max. 10%)<br />
|}<br />
<br />
=== Psychic shock ===<br />
{{quote|A state of psychic chaos in the brain and mind. Caused by psychic attacks or critical level of neural heat, this effect is debilitating until it wears off.|In-game description}}<br />
Occurs when a pawn is hit by the effect of a [[psychic shock lance]] or when exceeding a pawn's [[Psycasts#Psycasts#Neural heat limit|neural heat limits]] when psycasting {{RoyaltyIcon}}.<br />
<br />
It lasts {{ticks|7500}}.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Stage !! Symptoms<br />
|-<br />
| '''Psychic shock''' ||<br />
* Unconscious ([[Consciousness]] max. 10%)<br />
|}<br />
<br />
=== Psychic breakdown ===<br />
{{Royalty|No category}}<br />
{{Stub|section=1|reason=Unknown whether should remain on [[Psycasts]], whether it should be moved here, or whether a transclusion or template should be used to duplicate it in both places}}<br />
{{Main|Psycasts#Psychic_breakdown{{!}}Psychic breakdown}}<br />
<br />
=== Biosculpting sickness ===<br />
{{Ideology|No category}}<br />
{{quote|"The after-effects of an incomplete biosculpting cycle. It causes nausea, dizziness, and fuzzy thinking."|In-game description}}<br />
Occurs when a pawn is ejected from a [[biosculpter pod]] after 24 hours without power. <br />
<br />
It lasts between {{ticks|8000}} and {{ticks|12000}}<br />
<br />
{| class="wikitable"<br />
|-<br />
! Stage !! Symptoms<br />
|-<br />
| '''Biosculpting sickness''' ||<br />
* [[Consciousness]] ×80%<br />
* [[Moving]] ×90%<br />
* [[Manipulation]] ×90%<br />
* Vomitting (Mtb 0.125 days)<br />
|}<br />
<br />
== Surgical ==<br />
These ailments happen with medical operations.<br />
<br />
=== Anesthetic ===<br />
Used in surgery to make sure that a pawn is unconscious. It can also be administered outside of operations using a medical bill, consuming medicine.<br />
<br />
A pawn under anesthesia is unconscious for the first 6 hours, and the worst effects of anesthetic wear off after 12 hours, so arranging operations to be performed some time just before a pawn needs to sleep is recommended if you want them functioning the next work day.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Stage !! Begins at !! Symptoms<br />
|-<br />
| '''Anesthetic (sedated)''' || 0–6 hours from onset ||<br />
* Unconscious ([[Consciousness]] max. 1%)<br />
|-<br />
| '''Anesthetic (woozy)''' || 6–12 hours from onset ||<br />
* Reduced [[pain]] (×80%)<br />
* Impaired [[consciousness]] (70% max)<br />
* Impaired [[moving]] (-20%)<br />
* Impaired [[manipulation]] (-20%)<br />
* Impaired [[metabolism]] (-20%<br />
* Impaired [[sight]] (-15%)<br />
* Vomiting (''MTB of 0.25 days'')<br />
* Confused wandering (''MTB of 5 days'')<br />
* Forget memory thought (''MTB of 5 days'')<br />
* Improved [[mood]] (+10)<br />
|-<br />
| '''Anesthetic (wearing off)''' || 12+ hours from onset ||<br />
* Reduced [[pain]] (×95%)<br />
* Impaired [[consciousness]] (90% max)<br />
* Impaired [[moving]] (-5%)<br />
* Impaired [[manipulation]] (-10%)<br />
* Vomiting (''MTB of 4 days'')<br />
* Confused wandering (''MTB of 50 days'')<br />
|}<br />
<br />
Treatment:<br />
* Wears off on its own between {{ticks|45000}} to {{ticks|75000}} even if severity has not reached 0%<br />
** Surgery is unaffected even if it wears off before finished<br />
<br />
==== Version history ====<br />
Prior to 1.1 it lasted only {{ticks|15000}} and did not have any other stages afterwards.<br />
<br />
== Resurrection ==<br />
These may occur after a dose of [[resurrector mech serum]] is applied on a [[Death|dead]] pawn.<br />
<br />
=== Resurrection sickness ===<br />
After-effects of being resurrected by mechanite injection. Artificially-kickstarted body processes take time to rebalance themselves.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Ailment !! Symptoms<br />
|-<br />
| '''Resurrection sickness''' || <br />
* Loss of [[moving]] (×10%)<br />
* Loss of [[manipulation]] (×10%)<br />
* Vomiting (mtb. 0.5 days)<br />
|}<br />
<br />
'''Treatment:'''<br />
* Wears off anywhere from {{ticks|90000}} to {{ticks|150000}}<br />
<br />
'''Probability:'''<br />
* 100% chance of being applied<br />
<br />
=== Blindness ===<br />
Mechanites fail to properly repair the eyes, instead causing more damage to it, resulting in blindness.<br />
<br />
Blindness from [[resurrector mech serum]] applies to both eyes, resulting in total blindness<br />
<br />
{| class="wikitable"<br />
|-<br />
! Ailment !! Symptoms<br />
|-<br />
| '''Blindness''' || <br />
* Complete loss of function (-100% part efficiency)<br />
|}<br />
<br />
'''Treatment:'''<br />
* Replace eyes with [[bionic eye]]s or [[archotech eye]]s<br />
<br />
'''Probability:'''<br />
* 2% chance when used at 0.1 days or less of decay<br />
* Linearly increases to 80% after 5 days decayed<br />
<br />
=== Resurrection psychosis ===<br />
Chaotic thought patterns caused by the decoherence of resurrection mechanites. Resurrection psychosis progresses and eventually causes total psychosis and [[Death|death]].<br />
<br />
The severity of the psychosis increases by 0.01 per day, meaning that it will kill in 100 days. Hopefully this gives you enough time to find a [[healer mech serum]], the only treatment for the disease.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Stage !! Begins at !! Symptoms<br />
|-<br />
| '''Resurrection psychosis (hidden)''' || ≥0% severity ||<br />
* No visible symptoms, doesn't show up in health tab<br />
* Can still be cured with [[healer mech serum]] at this stage even if it is not visible.<br />
|-<br />
| '''Resurrection psychosis (early)''' || ≥10% severity ||<br />
* Frequent mental breaks (''MTB of 9 days'')<br />
|-<br />
| '''Resurrection psychosis (moderate)''' || ≥25% severity ||<br />
* [[Consciousness]] -10%<br />
* Frequent mental breaks (''MTB of 6 days'')<br />
|-<br />
| '''Resurrection psychosis (advanced)''' || ≥40% severity ||<br />
* [[Consciousness]] -20%<br />
* Frequent mental breaks (''MTB of 3 days'')<br />
|-<br />
| '''Resurrection psychosis (severe)''' || ≥55% severity ||<br />
* [[Consciousness]] -30%<br />
* Extremely frequent mental breaks (''MTB of 0.5 days'')<br />
|-<br />
| '''Resurrection psychosis (total)''' || ≥70% severity ||<br />
* [[Consciousness]] -40%<br />
* Extremely frequent mental breaks (''MTB of 0.25 days'')<br />
|-<br />
| '''Resurrection psychosis (catatonic)''' || ≥85% severity ||<br />
* Pawn becomes unconscious ([[Consciousness]] max. 10%)<br />
|-<br />
| '''Resurrection psychosis (catatonic)''' || 100% severity ||<br />
* [[Death]]<br />
|}<br />
<br />
'''Treatments:'''<br />
* Healer mech serum<br />
* Allowing the pawn to [[Death|die]] again, then resurrecting once more (rerolls the disease)<br />
<br />
'''Probability of contracting:'''<br />
* 2% chance when used at 0.1 days or less of decay<br />
* Linearly increases to 80% after 5 days decayed<br />
<br />
'''Prevention:'''<br />
* Freeze corpses immediately after death. Corpses placed in a [[sarcophagus]] are still affected by the temperature of the room they are in, and can be removed later.<br />
<br />
== Heart attack ==<br />
Heart attacks can randomly occur on any pawn/animal at any time, but they become more frequent as they pass half of their life expectancy (e.g. 40 years in humans), triggered by the [[Events#Birthday|birthday event]]. There must be more than 2 colonists on your colony for this to occur.<br />
<br />
The average interval between heart attacks is curved as follows (in days):<br />
* 0-50% of life expectancy: 99,999,999 - 99,999,999<br />
* 50-60% of life expectancy: 99,999,999 - 2,500<br />
* 60-100% of life expectancy: 2,500 - 300<br />
<br />
Examples of intervals and chances:<br />
* 55% of life expectancy (i.e. 44 in humans): 50,001,249.5 days (approx. 0.00000002% per day)<br />
* 80% of life expectancy (i.e. 64 in humans): 1,400 days (approx. 0.000714% per day)<br />
<br />
=== Stages ===<br />
{| class="wikitable"<br />
|-<br />
! Stage !! Begins at !! Symptoms<br />
|-<br />
|'''Painful''' || 0% Severity || <br />
* [[Consciousness]] ×50%<br />
* [[Pain]] +40%<br />
|-<br />
|'''Debilitating''' || 60% Severity || <br />
* [[Consciousness]] max. 10% (Unconciousness)<br />
* [[Pain]] +60%<br />
|-<br />
|'''Fatal''' || 100% Severity || <br />
* [[Death]]<br />
|}<br />
<br />
==== Progression ====<br />
Heart attacks always start at 40% severity. Every {{ticks|5000}} the heart attack severity will randomly change by a value between -40% to +60%. This means that it is possible for a heart attack to treat itself on its own, but usually the heart attack progresses to fatal severity.<br />
<br />
==== Treatment ====<br />
Like injuries, medicine can be used to treat a heart attack. <br />
<br />
Doctors treating heart attacks will administer treatments rapidly, consuming medicine in the process. Each treatment has a chance to succeed, reducing the heart attack severity by 30%. Successfully reducing severity below 0 will completely treat the heart attack. <br />
<br />
The maximum chance a particular treatment can succeed is 65%.<br />
<br />
==== Prevention ====<br />
Replacing a pawn's heart with either a [[prosthetic heart|prosthetic]] or [[bionic heart]] will completely prevent heart attacks. Note however that while the bionic heart improves the [[blood pumping]] capacity, the prosthetic heart decreases it, and thus all of the stats and capacities it affects.<br />
<br />
== Version history ==<br />
* [[Version/0.7.581|0.7.581]] Added with cataracts and bad back<br />
* [[Version/0.8.657|0.8.657]] - Added hypothermia, frostbite, heatstroke, and burns from being in areas with extreme temperatures.<br />
* [[Version/0.9.722|0.9.722]] - Food poisoning and cryptosleep sickness added. Some ailments can now cause vomiting.<br />
* [[Version/0.10.785|0.10.785]] - Starvation and blood loss are now staged and affect consciousness as they worsen.<br />
* [[Version/0.12.906|0.12.906]] - All organisms including animals have life expectancies and will develop chronic conditions like frailty or cataracts in old age. Heart attacks added.<br />
* [[Version/0.13.1135|0.13.1135]] - Carcinoma, asthma, and hearing loss added.<br />
* [[Version/1.1.0|1.1.0]] - Pregnant animal is no longer viewed as sick because pregnancy affects its capacities. and thus now sells for the same as one with no health conditions.<br />
* [[Version/1.3.3117|1.3.3117]] - Extreme blood loss now reduces consciousness by 40% in addition to setting the capacity's max to 10%. Prior to this, pawns could nonsensically [[Death|die]] by healing from extreme to severe bloodloss if their consciousness was below 40% from other symptoms - extreme would simply max it at 10% but healing to severe would reduce it by 40% to 0% and kill the pawn. <br />
* [[Version/1.4.3523|1.4.3523]] - Sterilized animals no longer lay eggs.<br />
<br />
[[Category:Health]]</div>ShySkreamhttps://rimworldwiki.com/index.php?title=Injury&diff=117829Injury2022-11-10T22:09:36Z<p>ShySkream: Added section about bleeding. (split from "blood loss" on the "ailments" page)</p>
<hr />
<div><!--Top Nav Box--><br />
{| align=center<br />
| {{Health_Nav}}<br />
|}<br />
----<br />
<!-- End Nav --><br />
{{rewrite|reason=Content is good, but difficult to read. Headings, formatting, etc. needed to improve readability}}<br />
{{About|physical damage|chronic health conditions|Ailments|treatable illnesses|Disease}}<br />
{{imagemargin|[[File:injury_preview_anim.gif|right]]|10px}}'''Injuries''' are physical damage to a living being. [[Human]]oids, [[animal]]s, and [[mechanoid]]s can sustain injuries from multiple sources. This includes melee weapons, ranged weapons, explosions, ceiling collapses, and [[fire]]. Each source of damage comes with a specific [[Damage Types|Damage Type]]. [[Colonist]]s, [[Visitor | visitors]], and [[prisoner]]s can be operated upon and may suffer an injury from a surgical mistake. Each kind of injury has a value of pain, a description for its scar, and flavor text for being mended by [[Health|medicine]].<br />
A colonist in shock from extreme pain or incapacitated due to loss of movement becomes '[[downed]]'. [[Work#Doctor|Doctors]] will automatically rescue downed colonists. <br />
{{TOCright}}<br />
==Injury types==<br />
{{main|Health Difficulties}}<br />
Different weapons cause different types of injuries. For example, a [[mace]] will crush, a [[longsword]] will cut, and fire will burn. The type of injury impacts the amount of [[pain]] it causes, the rate of bleeding, and the chance it gets infected.<br />
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==Pain==<br />
{{main|Pain}}<br />
Injuries cause pain to a pawn, and excessive pain can cause a pawn to be downed from pain shock. Enemies have a chance to [[Death|die]] instantly after being downed from pain, which can be adjusted in the difficulty settings. This can be particularly annoying when trying to capture a specific pawn for recruitment. Downing from other sources such as [[hypothermia]], [[heatstroke]], or [[toxic buildup]] do not kill instantly.<br />
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Most pawns go into pain shock once their pain exceeds 80% except for [[Traits|wimps]] who are downed at 20% pain. Certain drugs such as [[go-juice]] and [[smokeleaf]] inhibit pain, and the [[painstopper]] implant removes it altogether. This does not come without a downside, however. Pain has a purpose. It tells the body when it is injured, and without pain or player intervention, pawns will continue to fight until they either win, die or, less likely, receive a crippling injury to the legs, pelvis or spine.<br />
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== Bleeding ==<br />
Bleeding is a common side effect of certain types of injuries which leads to [[Ailments#Blood_loss|blood loss]]. Bleeding wounds are identified on the health tab by a blood icon next to an injury, and a tooltip shows the bleeding rate. Total blood loss is listed under whole body with a tooltip showing the percent. Overall bleeding rate is shown at the bottom.<br />
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Injuries do not immediately lose any quantity of blood, instead only draining over time from open wounds. Pawns are unable to recover from [[Ailments#Blood_loss|blood loss]] until all wounds are sealed. Bleeding always stops immediately with tending, regardless of the tend quality or medicine used. However, higher quality medicine can cover more wounds at once, which can stop a pawn from bleeding out faster.<br />
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Smaller cuts are able to seal thelselves over time, however larger injuries such as missing limbs will never stop bleeding without tending.<br />
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There are genes that can assist in stopping a pawn from bleeding. the [[Genes#Superclotting|Superclotting]] gene rapidly stops bleeding, while the [[Genes#Coagulate|Coagulate]] gene is a [[Genes#Hemogenic|Hemogenic]] ability that can tend all wounds on other pawns immediately.<br />
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==Recovering from injuries==<br />
Injured colonists will recover from their wounds over time.<br />
Every couple of minutes in game, a random injury will be healed by a small amount.<br />
This healing reduces the severity of the injury, and when the severity of the injury reaches zero the injury is fully healed.<br />
<br />
Every {{ticks|600}}, <font color="#390">'''''heal rate'' &times; 0.01'''</font> points of damage are healed from a randomly selected (non-permanent) wound. This is equivalent to healing ''heal rate'' points of damage per in-game day ([[Time|60,000 ticks]]), or healing an average of 1 point of damage every <font color="#390">'''60,000 / heal rate'''</font> ticks.<br />
The exact heal rate is determined by adding up three factors:<br />
<br />
* '''Default healing rate''': All pawns have a base heal rate of <font color="#390">'''8'''</font><br />
* '''Is the pawn lying down or in a bed?''': <font color="#390">'''+4'''</font> for resting on a [[sleeping spot]] or the ground, <font color="#390">'''+8'''</font> for resting on a [[bed]] / [[bedroll]], and <font color="#390">'''+14'''</font> for resting on a [[hospital bed]]<br />
* '''Is the wound tended?''': <font color="#390">'''+4'''</font> for a 0% quality tend and <font color="#390">'''+0.08'''</font> per point of tend quality, up to <font color="#390">'''+12'''</font> at 100% tend quality<br />
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To put this in perspective, consider a colonist who has taken 20hp of damage to various body parts, given different recovery scenarios:<br />
* '''Do nothing''': With no tending or rest, they get the base heal rate of <font color="#390">'''8'''</font>, so it will take <font color="#390">(20 &times; 60,000) / 8 = 150,000</font> ticks (2.5 in-game days) to fully heal.<br />
* '''Basic tend and resting''': With a 40% tend quality (<font color="#390">'''+7.2'''</font>) and rest in a non-hospital bed (<font color="#390">'''+8'''</font>), they'll have a heal rate of <font color="#390">8 + 7.2 + 8 = '''23.2'''</font>, so it will take 51,724 ticks to heal (approximately 21 in-game hours)<br />
* '''Best quality care''': With 100% tend quality (<font color="#390">'''+12'''</font>) and rest in a hospital bed (<font color="#390">'''+14'''</font>), they'll have a heal rate of <font color="#390">8 + 12 + 14 = '''34'''</font>, so it will take 35,294 ticks to heal (approximately 14 hours in game)<br />
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Note that [[Immunity Gain Speed | immunity gain speed]] has no influence on the recovery rate from injuries -- it only affects recovery from [[disease]] (and vice-versa, the bonuses applied by beds and hospital beds to healing are different from the bonuses they apply to immunity gain speed).<br />
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=== Medicine ===<br />
Medicine does not ''directly'' cause healing. Instead, it affects the average [[Doctoring|tend quality]], which is also affected by the bed (or surface) the pawn is resting in and the skill and physical capacities of the doctor. Each type of medicine ([[Herbal medicine|herbal]], [[Medicine|industrial]], and [[Glitterworld medicine|glitterworld]]) has a medical potency value, which is a direct multiplier on the average treatment quality, ranging from 0.3 for no medicine at all to 1.6 for Glitterworld Medicine. As the treatment quality is one element of the healing equation, it ''does'' impact the healing process, but only partially. For example, a colonist resting in a hospital bed with one wound tended at 0% and another at 100% will have a heal rate for the first wound of 26 and for the second wound of 34, which results in only a 24% reduction in the amount of time needed to heal any given amount of damage.<br />
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However, medicine is also highly useful during tending, in that a doctor using medicine can often treat multiple small wounds in a single "batch" of tending, but must treat each individually if not using medicine. For patients with a high bleed rate, the difference can easily be life or death. As medicine is a valuable commodity in the early to mid game, this generally means you should conserve it and be careful about what you use it on. Large, bleeding cuts should be prioritized, while burns, frostbite, and bites should be tended with medicine next because of the high infection chance (unless the wounded person is almost dead from [[blood loss]], in that case the smaller cuts should be tended with medicine). Bruises and cracks have no infection chance and should be tended with medicine last. However, note that you cannot select which wound(s) a doctor treats with each tend, so if a colonists has both bleeding or high-infection-risk wounds and bruises, it may still be worth using medicine on the colonist's wounds to ensure the important ones are tended properly.<br />
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Disease tending is also very important. Most diseases have a certain amount of severity gained per day, and then a certain amount of severity ''lost'' per day when tended. If severity reaches 100%, the colonist (or animal) dies from the disease. The severity lost per day when tended is directly multiplied against the tend quality. Since immunity gain speed is fixed for each specific disease, high tend quality versus low can mean the difference between living and dying to the disease in some cases, especially with older or impaired patients (who have lower immunity case rates). Other diseases (ex. Muscle Parasites) do not gain severity at all (nor immunity), and instead require a certain ''sum'' of treatment quality across all tends to the illness before they disappear. Using better-quality medicine gives a substantially higher average tend quality, which can make the diseases disappear substantially quicker.<br />
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Also note that surgery is impossible without medicine, and has a much lower base success chance than the equivalent base treatment quality at most levels of the Medicine skill. As such, using the best available medicine, as well as the cleanest surgical environment and highest quality surgical bed possible, is very important, often more so than the skill of the surgeon. For example, the difference between a level 10 surgeon (93% base surgery success chance) and a level 20 surgeon (99%) is only a 6.5% gain in surgical success rate. The difference between Herbal Medicine (60% potency) and Glitterworld Medicine (160% potency) is a ''167% increase'' in surgical success rate.<br />
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However, note that '''surgery success rate cannot exceed 98%'''. All doctors, regardless of skill, medicine, and surgical environment, always have at least a 2% chance of failing the surgery. This means that any combination of doctor skill and capabilities, medicine, and surgical environment that results in a 98% or higher surgical success rate is equivalent, and all additional bonuses are wasted.<br />
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* '''Examples''': A legendary hospital bed applies a 1.43 surgery success chance factor, which is a direct multiplier on the surgical success chance. Assuming a level 10 doctor (93% base success chance) and a neutrally clean room (Cleanliness 0, though you'll generally want to use [[sterile tile]]s in your hospital to improve this), and a normal success chance surgery, the [[Doctoring#Surgery|surgical success chance]] with Herbal Medicine would be 83.78%, with Medicine 139.64%, and Glitterworld Medicine 223.42%. However, since success chance cannot exceed 98%, both regular Medicine and Glitterworld Medicine are identical, and using the latter is a waste.<br />
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: The same surgery performed by the same doctor in a normal bed (1.0 surgical success chance factor) in dirty room (Cleanliness -0.55, resulting in a 1.0 cleanliness surgical success chance factor) would have a 55.8% chance, 93.0% chance, and 148.8% chance of success, using Herbal Medicine, regular Medicine, and Glitterworld Medicine, respectively. In this case, using Glitterworld Medicine instead of regular Medicine reduces the failure chance of the surgery by 71%!<br />
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All surgeries in the base game have a 1.0 or higher multiplier to surgical success rate, though certain surgeries have differing rates of death on failure (ex. removing a Carcinoma has a 25% chance of death on failure). Even aside from the direct death on failure rate, the damage dealt by a surgical failure can completely destroy a body part or organ, which may also result in the colonist's death. Certain mods add surgeries with lower chance of success, which may justify using stronger medicine than would otherwise be required.<br />
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The net result is that using higher-end medicine for surgeries is mostly only worthwhile in lower-quality surgical environments (less cleanliness, lower quality hospital beds, lower skilled doctors). Beyond that point, higher-end medicine is more useful for its improved tend quality than its surgical success benefits.<br />
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==Scarring==<br />
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Scars are permanent markers of [[#Injury|injuries]]. They permanently lower the health of the scarred body part, making it easier to damage the affected body part in the future, in addition to reducing the efficiency of that body part proportionally. Body part efficiency is a factor in pawn [[Capacity|Capacities]]. For example, a scarred neck impairs [[Breathing]], which then reduces the pawn's [[Consciousness]], [[Moving]], and [[Rest Rate Multiplier]]. The reduction in Consciousness further reduces the pawn's Moving, as well as [[Manipulation]], [[Eating]], and [[Talking]] capabilities.<br />
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Scars also cause a character a small amount of pain, even if the relevant body part is fully healed. Pain from scars results in a permanent mood penalty for non-masochistic characters. For a colonist with the [[Traits#Masochist|Masochist trait]], scar pain will provide a continual mood bonus instead of penalty.<br />
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Sometimes colonists are generated with minor scars and old gunshots already in place. Some body parts (eyes and brain) also scar instantly upon injury.<br />
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It is possible to remove the pain from some scars by surgically implanting [[Health#Limb Replacement|artificial replacement]]s. Artificial body parts will never scar.<br />
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Scars can be treated by [[luciferium]], however the cost of using it usually outweighs the benefit, unless used on numerous scars, or a permanent brain injury.<br />
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Another way to work around scar pain is to implement a [[Painstopper]], preventing all ongoing pain. The downside to this, however, is that should the pawn with an installed Painstopper take serious damage - they won't go down until they either lose a leg (or have it heavily injured), or die. Therefore, you should be extra watchful of their health as to decide whether to withdraw them from a controllable scenario (i.e. combat), as to prevent them from losing their life.<br />
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== Disfigured == <br />
{{Stub}}[[File:Disfigured.jpg|400px|thumb|right|Damage to the nose caused Hairy to become disfigured]]<br />
Disfigurement is caused by damage or destruction to the nose, eyes, ears, or jaw. It adds the "Disfigured {{--|15}}" opinion modifier.<br />
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While disfigurement does nothing to directly affect the [[Beauty (Pawn)|beauty]] of a pawn it does however disable the positive opinion added by positive beauty while stacking with negative beauty, possibly netting a -55 opinion for the affected pawn.<br />
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Similarly to beauty modifiers, [[Traits#ascetic|ascetic]], [[Traits#kind|kind]], and blind pawns do not gain nor lose any opinion based on disfigurement. Nor will pawns with the [[Blindsight]] ideoligion{{IdeologyIcon}}, with regards to damage/removal of the eyes.{{Check Tag|Verify??| Removal of the eyes has a positive opinion effect on blindsight pawns but damage to the eyes, without destruction, is unknown to cause the disfigured status}}<br />
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Disfigurement can be treated by healing/replacing the injured/destroyed body part.<br />
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==Trauma Savant==<br />
{{Move|destination=Ailments}}<br />
{{Stub|reason=Treatable by other methods now - details and analysis changes needed.}}<br />
[[File:Trauma savant.png|400px|thumb|right|Being shot in the brain can cause the trauma savant condition.]]<br />
A pawn may become a trauma savant upon taking and surviving an injury to the Brain. Certain capabilities will rise and some will fall. <br />
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Trauma Savant removes all ability to socialise, trade, or recruit by capping the pawn's capacity of Talking and Hearing at 0%; In exchange, the pawn's Manipulation is increased by 50%, and they regain full brain function (meaning Consciousness and other functions will be normal) - this is great for doctors, crafters, general workers, and melee combat pawns (all of which rely on Manipulation and are not capped on its usage), but it'll make affected wardens or traders completely useless at that aspect.<br />
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There is a 12% chance of any pawn becoming a trauma savant upon receiving brain damage. It does not have to be a humanlike, and can sometimes be seen applied on animals.<br />
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While Trauma Savant can be cured, it is difficult and expensive; it is usually better to take advantage of the increased manipulation.<br />
To cure Trauma Savant, you will need a [[Healer mech serum]]; however this will heal the brain scarring first, so you have to either use multiple Healer mech serums or first apply Luciferium which will eventually heal all the scarring, at which point you can apply the Healer mech serum when Trauma Savant is the only health negative left.<br />
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==Trivia==<br />
Brain injuries in Rimworld cause large amounts of pain (20% or higher for a 5 hp wound), which can render a pawn permanently comatose in certain cases. This is a result of the reduction in Consciousness from the pain being added on top of the direct reduction in Consciousness from the brain injury itself due to the reduced part efficiency. However, in real life the human brain has no pain receptors. Despite their perceived location, headaches are usually caused by receptors triggering elsewhere in the head or neck, not by receptors in the brain. Certain types of headaches are due to irritation or swelling in the meninges, which is the membrane enveloping the brain and which ''does'' have pain receptors.<br />
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[[Category:Health]]</div>ShySkreamhttps://rimworldwiki.com/index.php?title=Artificial_body_parts&diff=110994Artificial body parts2022-10-15T17:03:52Z<p>ShySkream: Added "comparison to flesh" and "installation and removal" sections, changed tables layout, fixed data and standardized weapon attacks</p>
<hr />
<div>{{imagemargin|[[File:artificial_preview.png|right]]|30px}}'''Artificial body parts''' are - as the name would imply - non-organic body parts that exist with the purpose of replacing a missing or damaged body part. There are a variety of different body parts that can be prosthetically replaced in/on pawns. Some replace damaged natural body parts, others are improvements for the original organ. Some offer implanted weaponry or additional capabilities. <br />
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Most prostheses fall loosely under one of several categories based on tech-level and [[research]]:<br />
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* Neolithic/Medieval: Crude wooden replacements but (a little) better than nothing<br />
* [[Prosthetics]]: "Modern" replacements that are still inferior to the original, natural human limb/organ, or specialized parts that come with some drawback.<br />
* [[Bionics]]: futuristic replacements, better than the original or providing benefits without downsides.<br />
* [[Archotech]]: ultimate, futuristic replacements which cannot be crafted.<br />
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In many cases, there is not an equivalent part for every tech level - there is not always a primitive, prosthetic, bionic, and archotech version of a given part. In the case of implants, they are usually available in one form only.<br />
== Comparison to Flesh ==<br />
artificial parts offer some benefits over regular flesh counterparts:<br />
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* damaged parts cannot become [[Infection|infected]] or scarred<br />
* Injuries to artificial body parts do not cause [[pain]].<br />
* Certain parts can prevent health conditions like [[cataract]]s, [[bad back]]s, and [[heart attack]]s.<br />
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Like flesh, artificial parts heal naturally over time, and will be destroyed if the part reaches 0 health.<br />
== Installation and Removal ==<br />
There are two types of artificial parts: implants and prosthetics. Implants are attached to the natural flesh body part, while prosthetics are replacements that require the original to be removed.<br />
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Installing artificial body parts requires medical skill, with a minimum of 3 for wooden parts up to a minimum of 5 for implants. Parts can be installed regardless of if they have been researched, as the research is only required to manufacture the parts.<br />
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Most prosthetics and implants can be uninstalled freely to retrieve the item back, with the exception of [[joywire]]s, [[mindscrew]]s and [[death acidifier]]s. Artificial parts cannot be uninstalled from corpses.<br />
=== Part Compatibility ===<br />
Most implants are compatible with all other implants with the exception of skin glands. However, prosthetic parts cannot have other prosthetic parts or implants installed on them; a [[bionic arm]] cannot have a [[field hand]] prosthetic or [[elbow blade]] implant attached.<br />
== Head ==<br />
=== brain ===<br />
All brain implants are compatible and can be installed at once, even if their effects cancel each other out.<br />
<br />
{| class="wikitable sortable"<br />
|-<br />
! Name !! Type !! Effects<br />
|-<br />
| [[Joywire]] || Implant || <br />
* +30 mood buff<br />
* -20% Consciousness<br />
* Cannot be removed<br />
|-<br />
| [[Painstopper]] || Implant ||<br />
* Pain x0%<br />
|-<br />
| {{RoyaltyIcon}} [[Circadian assistant]] || Implant || <br />
* -20% Rest fall rate (awake longer)<br />
* susceptible to [[Ailments#Brain_shock|brain shock]]<br />
|-<br />
| {{RoyaltyIcon}} [[Circadian half-cycler]] || Implant || <br />
* Never sleep<br />
* -15% Consciousness<br />
* susceptible to [[Ailments#Brain_shock|brain shock]]<br />
|-<br />
| {{RoyaltyIcon}} [[Learning assistant]] || Implant || <br />
* Global Learning Factor +20% <br />
* susceptible to [[Ailments#Brain_shock|brain shock]]<br />
|-<br />
| {{RoyaltyIcon}} [[Mindscrew]] || Implant || <br />
* +20% pain <br />
* Cannot be removed<br />
|-<br />
| {{RoyaltyIcon}} [[Neurocalculator]] || Implant || <br />
* Research Speed + 20% <br />
* susceptible to [[Ailments#Brain_shock|brain shock]]<br />
|-<br />
| {{RoyaltyIcon}} [[Psychic harmonizer]] || Implant || <br />
* This pawn's mood affects others nearby <br />
|-<br />
| {{RoyaltyIcon}} [[Psychic reader]] || Implant || <br />
* Negotiation Ability +50% <br />
|-<br />
| {{RoyaltyIcon}} [[Psychic sensitizer]] || Implant || <br />
* Psychic Sensitivity +25% <br />
|}<br />
<br />
=== Eyes ===<br />
{| class="wikitable sortable"<br />
|-<br />
! Name !! Type !! Effects<br />
|-<br />
| [[Archotech eye]] || Prosthetic ||<br />
* 150% efficiency<br />
|-<br />
| [[Bionic eye]] || Prosthetic ||<br />
* 125% efficiency<br />
|}<br />
<br />
=== Ears ===<br />
{| class="wikitable sortable"<br />
|-<br />
! Name !! Type !! Effects<br />
|-<br />
| [[Bionic ear]] || Prosthetic ||<br />
* 125% efficiency<br />
|-<br />
| [[Cochlear implant]] || Prosthetic ||<br />
* 65% efficiency<br />
|}<br />
<br />
=== Nose ===<br />
{| class="wikitable sortable"<br />
|-<br />
! Name !! Type !! Effects<br />
|-<br />
| {{RoyaltyIcon}} [[Aesthetic nose]] || Prosthetic{{ref label|Nose|1}} || <br />
* Beauty +1 <br />
|-<br />
| {{RoyaltyIcon}} [[Gastro-analyzer]] || Implant || <br />
* Cooking speed +5.0<br />
|}<br />
{{note|Nose|1}} The aesthetic nose can be installed when a nose is missing, but has a remove option similar to implants. This allows it to leave behind a fully healed nose when uninstalled, even if the nose was missing before it was installed.<br />
=== Mouth ===<br />
{| class="wikitable sortable"<br />
|-<br />
! Name !! Type !! Effects<br />
|-<br />
| [[Denture]] || Prosthetic ||<br />
* 80% efficiency<br />
* cannot have a tongue<br />
|-<br />
| [[Bionic tongue]] || Prosthetic{{ref label|Tongue|1}} || <br />
* 100% efficiency<br />
|-<br />
| {{RoyaltyIcon}} [[Venom fangs]] || Implant || <br />
* toxic bite attack:<br />
:- 15 damage<br />
:- 2 second attack<br />
:- 22% Armor Penetration<br />
:- Toxic buildup in enemy<br />
|}<br />
{{note|Tongue|1}} The bionic tongue cannot be installed without a jaw, despite being able to have a natural tongue without a jaw.<br />
== Limbs ==<br />
=== Arms ===<br />
All arms except for the drill arm replace everything from the shoulder down. The drill arm requires a functional shoulder to attach to.<br />
{| class="wikitable sortable"<br />
|-<br />
! Name !! Type !! Effects<br />
|-<br />
| [[Archotech arm]] || Prosthetic || <br />
* 150% Part efficiency<br />
* 14 damage punch<br />
:- 2 second attack<br />
* 21% Armor Penetration<br />
|-<br />
| [[Bionic arm]] || Prosthetic || <br />
* 125% Part efficiency<br />
* 12 damage punch<br />
:- 2 second attack<br />
|-<br />
| [[Prosthetic arm]] || Prosthetic ||<br />
* 50% efficiency<br />
* 8.2 damage punch (same as default)<br />
:- 2 second attack<br />
|-<br />
| {{RoyaltyIcon}} [[Drill arm]] || Prosthetic || <br />
* +70% Deep Drilling Speed<br />
* +160% Mining Speed<br />
* -8% Movement speed<br />
* stabbing attack:<br />
:- 13 damage<br />
:- 2 second attack<br />
:- 20% Armor Penetration<br />
|-<br />
| {{RoyaltyIcon}} [[Elbow blade]] || Implant || <br />
* cut attack:<br />
:- 18 damage<br />
:- 2 second attack<br />
:- 27% Armor Penetration<br />
|}<br />
=== Hands ===<br />
{| class="wikitable sortable"<br />
|-<br />
! Name !! Type !! Effects<br />
|-<br />
| [[Wooden hand]] || Prosthetic || <br />
* 60% Part efficiency<br />
* cannot punch <br />
|-<br />
| [[Power claw]] || Prosthetic ||<br />
* -8% Movement speed<br />
* Scratch attack:<br />
:- 22 damage<br />
:- 2 second attack<br />
:- 33% Armor Penetration<br />
|-<br />
| {{RoyaltyIcon}} [[Field hand]] || Prosthetic || <br />
* Plant work speed + 160%<br />
* -8% Movement speed<br />
* 9 damage punch<br />
:- 2 second attack<br />
* 13% Armor Penetration<br />
|-<br />
| {{RoyaltyIcon}} [[Hand talon]] || Implant || <br />
* Scratch attack:<br />
: 15 damage<br />
:- 1.5 second attack<br />
:- 15% Armor Penetration <br />
|-<br />
| {{RoyaltyIcon}} [[Venom talon]] || Implant || <br />
* toxic scratch attack:<br />
:- 11 damage<br />
:- 1.5 second attack<br />
:- 15% Armor Penetration<br />
:- Toxic buildup in enemy<br />
|}<br />
=== Legs ===<br />
{| class="wikitable sortable"<br />
|-<br />
! Name !! Type !! Effects<br />
|-<br />
| [[Archotech leg]] || Prosthetic ||<br />
* 150% efficiency<br />
|-<br />
| [[Bionic leg]] || Prosthetic ||<br />
* 125% efficiency<br />
|-<br />
| [[Prosthetic leg]] || Prosthetic ||<br />
* 85% efficiency<br />
|-<br />
| [[Peg leg]] || Prosthetic ||<br />
* 60% efficiency<br />
|-<br />
| [[Wooden foot]] || Prosthetic ||<br />
* 80% efficiency<br />
|-<br />
| {{RoyaltyIcon}} [[Knee spike]] || Implant || <br />
* stab attack:<br />
:- 22 damage<br />
:- 2.6 second attack<br />
:- 38% Armor penetration<br />
|}<br />
== Body ==<br />
=== Stomach ===<br />
{| class="wikitable sortable"<br />
|-<br />
! Name !! Type !! Effects<br />
|-<br />
| [[Bionic stomach]] || Prosthetic ||<br />
* 125% efficiency<br />
|-<br />
| {{RoyaltyIcon}} [[Detoxifier stomach]] || Prosthetic || <br />
* 125% efficiency<br />
* Food Poisoning chance x0% <br />
|-<br />
| {{RoyaltyIcon}} [[Nuclear stomach]] || Prosthetic || <br />
* 125% efficiency<br />
* Hunger Rate x 25%<br />
* Food Poisoning chance x0%<br />
|-<br />
| {{RoyaltyIcon}} [[Reprocessor stomach]] || Prosthetic || <br />
* 125% efficiency<br />
* Hunger Rate x 75%<br />
|}<br />
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=== Organs ===<br />
Pawns require their heart and liver, and at least 1 kidney and 1 lung to survive.<br />
{| class="wikitable sortable"<br />
|-<br />
! Name !! Type !! Effects<br />
|-<br />
| [[Heart]] || Natural Organ || <br />
* Pumps blood through the body<br />
|-<br />
| [[Kidney]] || Natural Organ || <br />
* Filters toxins and pathogens from blood<br />
|-<br />
| [[Liver]] || Natural Organ || <br />
* Filters toxins from the blood<br />
|-<br />
| [[Lung]] || Natural Organ || <br />
* Transfers gasses from the air to the blood<br />
|-<br />
| [[Bionic heart]] || Prosthetic || <br />
* 125% Efficiency<br />
* Prevents [[artery blockage]]s and [[heart attack]]s<br />
|-<br />
| [[Prosthetic heart]] || Prosthetic ||<br />
* 80% efficiency<br />
* Prevents [[artery blockage]]s and [[heart attack]]s<br />
|-<br />
| {{RoyaltyIcon}} [[Immunoenhancer]] || Implant || <br />
* +8% [[immunity gain speed]]<br />
* can be installed on both kidneys<br />
|}<br />
<br />
=== Skin ===<br />
all skin implants are mutually exclusive and cannot be installed together.<br />
{| class="wikitable sortable"<br />
|-<br />
! Name !! Type !! Effects<br />
|-<br />
| {{RoyaltyIcon}} [[Toughskin gland]] || Implant ||<br />
* Armor - Blunt +10%<br />
* Armor - Heat +30%<br />
* Armor - Sharp +35%<br />
* Movement x 95%<br />
|-<br />
| {{RoyaltyIcon}} [[Armorskin gland]] || Implant ||<br />
* Armor - Blunt +20%<br />
* Armor - Heat +40%<br />
* Armor - Sharp +52%<br />
* Beauty -1.0<br />
* Moving x 90%<br />
|-<br />
| {{RoyaltyIcon}} [[Stoneskin gland]] || Implant || <br />
* Armor - Blunt +30%<br />
* Armor - Heat +50%<br />
* Armor - Sharp + 70%<br />
* Beauty -2.00<br />
* Movement x 85%<br />
|}<br />
=== torso ===<br />
{| class="wikitable sortable"<br />
|-<br />
! Name !! Type !! Effects<br />
|-<br />
| [[Death acidifier]] || Implant ||<br />
* Destroys all carried gear upon death<br />
* Cannot be removed<br />
|-<br />
| [[Bionic spine]] || Prosthetic ||<br />
* 100% efficiency<br />
* Prevents [[Bad back]]<br />
|-<br />
| {{RoyaltyIcon}} [[Healing enhancer]] || Implant || <br />
* Natural Healing Factor x 150%<br />
|-<br />
| {{RoyaltyIcon}} [[Aesthetic shaper]] || Implant || <br />
* +1 Beauty <br />
|-<br />
| {{RoyaltyIcon}} [[Coagulator]] || Implant || <br />
* Total bleed factor 50%<br />
|-<br />
| {{RoyaltyIcon}} [[Love enhancer]] || Implant || <br />
* Provide more joy to romantic partners <br />
|}<br />
== Version history ==<br />
* [[Version/0.7.581|0.7.581]] - Artificial body part system added.<br />
<br />
{{nav|body parts|wide}}<br />
[[Category:Body Part|#Artificial body parts]]</div>ShySkreamhttps://rimworldwiki.com/index.php?title=Templates&diff=110987Templates2022-10-15T12:53:30Z<p>ShySkream: </p>
<hr />
<div>''not to be confused with [[Special:Templates|Templates]]''<br />
<br />
== Colors ==<br />
<!-- ##### TABLE #####<br />
=== table ===<br />
--><br />
<div style="float:left"><br />
{| class="wikitable" style="text-align:center"<br />
|+ Table<br />
! width="75px" | Text<br />
! width="75px" | Color<br />
! width="75px" | HEX<br />
|-<br />
| <tt>c_01</tt><br />
| <font color="#72C1D9">&#9608;&#9608;&#9608;&#9608;&#9608;</font><br />
| <tt>#72C1D9</tt><br />
|-<br />
| <tt>c_02</tt><br />
| <font color="#FFD166">&#9608;&#9608;&#9608;&#9608;&#9608;</font><br />
| <tt>#FFD166</tt><br />
|-<br />
| <tt>c_03</tt><br />
| <font color="#D09C59">&#9608;&#9608;&#9608;&#9608;&#9608;</font><br />
| <tt>#D09C59</tt><br />
|-<br />
| <tt>c_04</tt><br />
| <font color="#8edf44">&#9608;&#9608;&#9608;&#9608;&#9608;</font><br />
| <tt>#8edf44</tt><br />
|-<br />
| <tt>c_05</tt><br />
| <font color="#c08f95">&#9608;&#9608;&#9608;&#9608;&#9608;</font><br />
| <tt>#c08f95</tt><br />
|-<br />
| <tt>c_06</tt><br />
| <font color="#f68a87">&#9608;&#9608;&#9608;&#9608;&#9608;</font><br />
| <tt>#f68a87</tt><br />
|-<br />
| <tt>c_07</tt><br />
| <font color="#b679d5">&#9608;&#9608;&#9608;&#9608;&#9608;</font><br />
| <tt>#b679d5</tt><br />
|-<br />
| <tt>c_08</tt><br />
| <font color="#52a76f">&#9608;&#9608;&#9608;&#9608;&#9608;</font><br />
| <tt>#52a76f</tt><br />
|-<br />
| <tt>c_09</tt><br />
| <font color="#a27bf1">&#9608;&#9608;&#9608;&#9608;&#9608;</font><br />
| <tt>#a27bf1</tt><br />
|-<br />
| <tt>c_10</tt><br />
| <font color="#fe7887">&#9608;&#9608;&#9608;&#9608;&#9608;</font><br />
| <tt>#fe7887</tt><br />
|-<br />
| <tt>c_11</tt><br />
| <font color="#ffe566">&#9608;&#9608;&#9608;&#9608;&#9608;</font><br />
| <tt>#ffe566</tt><br />
|-<br />
| <tt>c_12</tt><br />
| <font color="#75baff">&#9608;&#9608;&#9608;&#9608;&#9608;</font><br />
| <tt>#75baff</tt><br />
|-<br />
| <tt>c_13</tt><br />
| <font color="#61e665">&#9608;&#9608;&#9608;&#9608;&#9608;</font><br />
| <tt>#61e665</tt><br />
|-<br />
| <tt>c_14</tt><br />
| <font color="#6c3">&#9608;&#9608;&#9608;&#9608;&#9608;</font><br />
| <tt>#6c3</tt><br />
|-<br />
| <tt>c_15</tt><br />
| <font color="#fc6">&#9608;&#9608;&#9608;&#9608;&#9608;</font><br />
| <tt>#fc6</tt><br />
|-<br />
| <tt>c_16</tt><br />
| <font color="#f96">&#9608;&#9608;&#9608;&#9608;&#9608;</font><br />
| <tt>#f96</tt><br />
|-<br />
| <tt>c_17</tt><br />
| <font color="#69c">&#9608;&#9608;&#9608;&#9608;&#9608;</font><br />
| <tt>#69c</tt><br />
|-<br />
| <tt>c_18</tt><br />
| <font color="#3cc">&#9608;&#9608;&#9608;&#9608;&#9608;</font><br />
| <tt>#3cc</tt><br />
|-<br />
| <tt>c_19</tt><br />
| <font color="#c6c">&#9608;&#9608;&#9608;&#9608;&#9608;</font><br />
| <tt>#c6c</tt><br />
|-<br />
| <tt>c_20</tt><br />
| <font color="#96c">&#9608;&#9608;&#9608;&#9608;&#9608;</font><br />
| <tt>#96c</tt><br />
|-<br />
| <tt>c_21</tt><br />
| <font color="#9c3">&#9608;&#9608;&#9608;&#9608;&#9608;</font><br />
| <tt>#9c3</tt><br />
|-<br />
| <tt>c_22</tt><br />
| <font color="#c96">&#9608;&#9608;&#9608;&#9608;&#9608;</font><br />
| <tt>#c96</tt><br />
|-<br />
| <tt>c_23</tt><br />
| <font color="#73d9d9">&#9608;&#9608;&#9608;&#9608;&#9608;</font><br />
| <tt>#73d9d9</tt><br />
|-<br />
| <tt>c_24</tt><br />
| <font color="#51a651">&#9608;&#9608;&#9608;&#9608;&#9608;</font><br />
| <tt>#51a651</tt><br />
|-<br />
| <tt>c_25</tt><br />
| <font color="#a68151">&#9608;&#9608;&#9608;&#9608;&#9608;</font><br />
| <tt>#a68151</tt><br />
|-<br />
|}</div><br />
<!-- ##### NAVBOX #####<br />
=== navbox ===<br />
--><br />
<div style="float:left"><br />
{| class="wikitable" style="text-align:center"<br />
|+ Navbox<br />
! width="75px" | Text<br />
! width="75px" | Color<br />
! width="75px" | HEX<br />
|-<br />
| <tt>c_01</tt><br />
| <font color="#39c">&#9608;&#9608;&#9608;&#9608;&#9608;</font><br />
| <tt>#39c</tt><br />
|-<br />
| <tt>c_02</tt><br />
| <font color="#c60">&#9608;&#9608;&#9608;&#9608;&#9608;</font><br />
| <tt>#c60</tt><br />
|-<br />
| <tt>c_03</tt><br />
| <font color="#963">&#9608;&#9608;&#9608;&#9608;&#9608;</font><br />
| <tt>#963</tt><br />
|-<br />
| <tt>c_04</tt><br />
| <font color="#6c3">&#9608;&#9608;&#9608;&#9608;&#9608;</font><br />
| <tt>#6c3</tt><br />
|-<br />
| <tt>c_05</tt><br />
| <font color="#c66">&#9608;&#9608;&#9608;&#9608;&#9608;</font><br />
| <tt>#c66</tt><br />
|-<br />
| <tt>c_06</tt><br />
| <font color="#c00">&#9608;&#9608;&#9608;&#9608;&#9608;</font><br />
| <tt>#c00</tt><br />
|-<br />
| <tt>c_07</tt><br />
| <font color="#939">&#9608;&#9608;&#9608;&#9608;&#9608;</font><br />
| <tt>#939</tt><br />
|-<br />
| <tt>c_08</tt><br />
| <font color="#063">&#9608;&#9608;&#9608;&#9608;&#9608;</font><br />
| <tt>#063</tt><br />
|-<br />
| <tt>c_09</tt><br />
| <font color="#96f">&#9608;&#9608;&#9608;&#9608;&#9608;</font><br />
| <tt>#96f</tt><br />
|-<br />
| <tt>c_10</tt><br />
| <font color="#900">&#9608;&#9608;&#9608;&#9608;&#9608;</font><br />
| <tt>#900</tt><br />
|-<br />
| <tt>c_11</tt><br />
| <font color="#c90">&#9608;&#9608;&#9608;&#9608;&#9608;</font><br />
| <tt>#c90</tt><br />
|-<br />
| <tt>c_12</tt><br />
| <font color="#6cf">&#9608;&#9608;&#9608;&#9608;&#9608;</font><br />
| <tt>#6cf</tt><br />
|-<br />
| <tt>c_13</tt><br />
| <font color="#3c3">&#9608;&#9608;&#9608;&#9608;&#9608;</font><br />
| <tt>#3c3</tt><br />
|-<br />
| <tt>c_14</tt><br />
| <font color="#390">&#9608;&#9608;&#9608;&#9608;&#9608;</font><br />
| <tt>#390</tt><br />
|-<br />
| <tt>c_15</tt><br />
| <font color="#fc6">&#9608;&#9608;&#9608;&#9608;&#9608;</font><br />
| <tt>#fc6</tt><br />
|-<br />
| <tt>c_16</tt><br />
| <font color="#f96">&#9608;&#9608;&#9608;&#9608;&#9608;</font><br />
| <tt>#f96</tt><br />
|-<br />
| <tt>c_17</tt><br />
| <font color="#69c">&#9608;&#9608;&#9608;&#9608;&#9608;</font><br />
| <tt>#69c</tt><br />
|-<br />
| <tt>c_18</tt><br />
| <font color="#3cc">&#9608;&#9608;&#9608;&#9608;&#9608;</font><br />
| <tt>#3cc</tt><br />
|-<br />
| <tt>c_19</tt><br />
| <font color="#c6c">&#9608;&#9608;&#9608;&#9608;&#9608;</font><br />
| <tt>#c6c</tt><br />
|-<br />
| <tt>c_20</tt><br />
| <font color="#96c">&#9608;&#9608;&#9608;&#9608;&#9608;</font><br />
| <tt>#96c</tt><br />
|-<br />
| <tt>c_21</tt><br />
| <font color="#9c3">&#9608;&#9608;&#9608;&#9608;&#9608;</font><br />
| <tt>#9c3</tt><br />
|-<br />
| <tt>c_22</tt><br />
| <font color="#c96">&#9608;&#9608;&#9608;&#9608;&#9608;</font><br />
| <tt>#c96</tt><br />
|-<br />
| <tt>c_23</tt><br />
| colspan="2" | ''doesn't exist''<br />
|-<br />
| <tt>c_24</tt><br />
| colspan="2" | ''doesn't exist''<br />
|-<br />
| <tt>c_25</tt><br />
| <font color="#533610">&#9608;&#9608;&#9608;&#9608;&#9608;</font><br />
| <tt>#533610</tt><br />
|-<br />
|}</div><br />
<!-- ##### INFOBOX #####<br />
=== infobox ===<br />
--><br />
<div style="float:left"><br />
{| class="wikitable" style="text-align:center"<br />
|+ Infobox<br />
! width="75px" | Text<br />
! width="75px" | Color<br />
! width="75px" | HEX<br />
! width="75px" | Used for<br />
|-<br />
| <tt>c_01</tt><br />
| <font color="#39c">&#9608;&#9608;&#9608;&#9608;&#9608;</font><br />
| <tt>#39c</tt><br />
| [[Furniture]]<br />
|-<br />
| <tt>c_02</tt><br />
| <font color="#c60">&#9608;&#9608;&#9608;&#9608;&#9608;</font><br />
| <tt>#c60</tt><br />
| [[Structure]]<br />
|-<br />
| <tt>c_03</tt><br />
| <font color="#630">&#9608;&#9608;&#9608;&#9608;&#9608;</font><br />
| <tt>#630</tt><br />
|<br />
|-<br />
| <tt>c_04</tt><br />
| <font color="#360">&#9608;&#9608;&#9608;&#9608;&#9608;</font><br />
| <tt>#360</tt><br />
|<br />
|-<br />
| <tt>c_05</tt><br />
| <font color="#933">&#9608;&#9608;&#9608;&#9608;&#9608;</font><br />
| <tt>#933</tt><br />
|<br />
|-<br />
| <tt>c_06</tt><br />
| <font color="#c00">&#9608;&#9608;&#9608;&#9608;&#9608;</font><br />
| <tt>#c00</tt><br />
| [[Weapons]]<br />
|-<br />
| <tt>c_07</tt><br />
| <font color="#606">&#9608;&#9608;&#9608;&#9608;&#9608;</font><br />
| <tt>#606</tt><br />
|-<br />
| <tt>c_08</tt><br />
| <font color="#063">&#9608;&#9608;&#9608;&#9608;&#9608;</font><br />
| <tt>#063</tt><br />
| [[Animals]]<br />
|-<br />
| <tt>c_09</tt><br />
| <font color="#63c">&#9608;&#9608;&#9608;&#9608;&#9608;</font><br />
| <tt>#63c</tt><br />
|<br />
|-<br />
| <tt>c_10</tt><br />
| <font color="#900">&#9608;&#9608;&#9608;&#9608;&#9608;</font><br />
| <tt>#900</tt><br />
| [[Security]]<br />
|-<br />
| <tt>c_11</tt><br />
| <font color="#c90">&#9608;&#9608;&#9608;&#9608;&#9608;</font><br />
| <tt>#c90</tt><br />
| Area<br />
|-<br />
| <tt>c_12</tt><br />
| <font color="#069">&#9608;&#9608;&#9608;&#9608;&#9608;</font><br />
| <tt>#069</tt><br />
|<br />
|-<br />
| <tt>c_13</tt><br />
| <font color="#060">&#9608;&#9608;&#9608;&#9608;&#9608;</font><br />
| <tt>#060</tt><br />
|<br />
|-<br />
| <tt>c_14</tt><br />
| <font color="#390">&#9608;&#9608;&#9608;&#9608;&#9608;</font><br />
| <tt>#390</tt><br />
| [[Plants]]<br />
|-<br />
| <tt>c_15</tt><br />
| colspan="2" | ''doesn't exist''<br />
|<br />
|-<br />
| <tt>c_16</tt><br />
| colspan="2" | ''doesn't exist''<br />
|<br />
|-<br />
| <tt>c_17</tt><br />
| colspan="2" | ''doesn't exist''<br />
|<br />
|-<br />
| <tt>c_18</tt><br />
| colspan="2" | ''doesn't exist''<br />
|<br />
|-<br />
| <tt>c_19</tt><br />
| colspan="2" | ''doesn't exist''<br />
|<br />
|-<br />
| <tt>c_20</tt><br />
| colspan="2" | ''doesn't exist''<br />
|<br />
|-<br />
| <tt>c_21</tt><br />
| colspan="2" | ''doesn't exist''<br />
|<br />
|-<br />
| <tt>c_22</tt><br />
| colspan="2" | ''doesn't exist''<br />
|<br />
|-<br />
| <tt>c_23</tt><br />
| <font color="#399">&#9608;&#9608;&#9608;&#9608;&#9608;</font><br />
| <tt>#399</tt><br />
|<br />
|-<br />
| <tt>c_24</tt><br />
| <font color="#363">&#9608;&#9608;&#9608;&#9608;&#9608;</font><br />
| <tt>#363</tt><br />
|<br />
|-<br />
| <tt>c_25</tt><br />
| <font color="#533610">&#9608;&#9608;&#9608;&#9608;&#9608;</font><br />
| <tt>#533610</tt><br />
| [[Production]]<br />
|-<br />
|}</div><br />
<br />
[[Category:Help]]</div>ShySkreamhttps://rimworldwiki.com/index.php?title=Artificial_body_parts&diff=110986Artificial body parts2022-10-15T10:55:04Z<p>ShySkream: /* Head - Brain */ Added info on brain shock</p>
<hr />
<div>{{imagemargin|[[File:artificial_preview.png|right]]|30px}}'''Artificial body parts''' are - as the name would imply - non-organic body parts that exist with the purpose of replacing a missing or damaged body part. There are a variety of different body parts that can be prosthetically replaced in/on pawns. Some replace damaged natural body parts, others are improvements for the original organ. Some offer implanted weaponry or additional capabilities. All damaged artificial body parts will heal over time, and they cannot become [[Infection|infected]] or scar. They can, however, be destroyed if they reach 0 hit points. Injuries to an artificial body part do not cause [[pain]].<br />
<br />
Most prostheses fall loosely under one of several categories based on tech-level and [[research]]:<br />
<br />
* Neolithic/Medieval: Crude wooden replacements but (a little) better than nothing<br />
* [[Prosthetics]]: "Modern" replacements that are still inferior to the original, natural human limb/organ, or specialized parts that come with some drawback.<br />
* [[Bionics]]: futuristic replacements, better than the original or providing benefits without downsides.<br />
* [[Archotech]]: ultimate, futuristic replacements<br />
<br />
Note that in many cases there is not an equivalent part for every tech levels - there is not always a primitive, prosthetic, bionic, and archotech version of a given part. In the case of implants, they are usually available in one form only.<br />
<br />
Also note that the surgery to install such an item is '''not''' dependent on research, only on acquisition (and a very minimal [[Medical]] skill level, depending on the surgery); a Tribal surgeon can perform a heart transplant with a [[bionic heart]] if one can be obtained.<br />
<br />
== Head - Brain ==<br />
{| class="wikitable sortable"<br />
|-<br />
! Name !! Type !! Effects !! Removable<br />
|-<br />
| [[Joywire]] || Implant || <br />
* +30 mood buff<br />
* -20% Consciousness<br />
|| No<br />
|-<br />
| [[Painstopper]] || Implant ||<br />
* Pain x0%<br />
|| Yes<br />
|-<br />
| {{RoyaltyIcon}} [[Circadian assistant]] || Implant || <br />
* -20% Rest fall rate (awake longer)<br />
* susceptible to [[Ailments#Brain_shock|brain shock]]<br />
|| Yes<br />
|-<br />
| {{RoyaltyIcon}} [[Circadian half-cycler]] || Implant || <br />
* Never sleep<br />
* -15% Consciousness<br />
* susceptible to [[Ailments#Brain_shock|brain shock]]<br />
|| Yes<br />
|-<br />
| {{RoyaltyIcon}} [[Learning assistant]] || Implant || <br />
* Global Learning Factor +20% <br />
* susceptible to [[Ailments#Brain_shock|brain shock]]<br />
|| Yes<br />
|-<br />
| {{RoyaltyIcon}} [[Mindscrew]] || Implant || <br />
* +20% pain <br />
|| No<br />
|-<br />
| {{RoyaltyIcon}} [[Neurocalculator]] || Implant || <br />
* Research Speed + 20% <br />
* susceptible to [[Ailments#Brain_shock|brain shock]]<br />
|| Yes<br />
|-<br />
| {{RoyaltyIcon}} [[Psychic harmonizer]] || Implant || <br />
* This pawn's mood affects others nearby <br />
|| Yes<br />
|-<br />
| {{RoyaltyIcon}} [[Psychic reader]] || Implant || <br />
* Negotiation Ability +50% <br />
|| Yes<br />
|-<br />
| {{RoyaltyIcon}} [[Psychic sensitizer]] || Implant || <br />
* Psychic Sensitivity +25% <br />
|| Yes<br />
|}<br />
<br />
== Head - Eyes ==<br />
{| class="wikitable sortable"<br />
|-<br />
! Name !! Type !! Effects !! Removable<br />
|-<br />
| [[Archotech eye]] || Prosthetic ||<br />
* 150% efficiency<br />
|| Yes<br />
|-<br />
| [[Bionic eye]] || Prosthetic ||<br />
* 125% efficiency<br />
|| Yes<br />
|}<br />
<br />
== Head - Ears ==<br />
{| class="wikitable sortable"<br />
|-<br />
! Name !! Type !! Effects !! Removable<br />
|-<br />
| [[Bionic ear]] || Prosthetic ||<br />
* 125% efficiency<br />
|| Yes<br />
|-<br />
| [[Cochlear implant]] || Prosthetic ||<br />
* 65% efficiency<br />
|| Yes<br />
|}<br />
<br />
== Headwear - Nose ==<br />
{| class="wikitable sortable"<br />
|-<br />
! Name !! Type !! Effects !! Removable<br />
|-<br />
| {{RoyaltyIcon}} [[Aesthetic nose]] || Prosthetic/Implant || <br />
* Beauty +1 <br />
|| Yes<br />
|-<br />
| {{RoyaltyIcon}} [[Gastro-analyzer]] || Implant || <br />
* Cooking speed +5.0<br />
|| Yes<br />
|}<br />
<br />
== Head - Mouth ==<br />
{| class="wikitable sortable"<br />
|-<br />
! Name !! Type !! Effects !! Removable<br />
|-<br />
| [[Denture]] || Prosthetic ||<br />
* 80% efficiency<br />
|| Yes<br />
|-<br />
| {{RoyaltyIcon}} [[Venom fangs]] || Weapon || <br />
* 22% Armor Penetration<br />
* 7.5 melee dps<br />
* Toxic buildup in enemy<br />
|| Yes<br />
|}<br />
<br />
== Body - Arms ==<br />
{| class="wikitable sortable"<br />
|-<br />
! Name !! Type !! Effects !! Removable<br />
|-<br />
| [[Archotech arm]] || Prosthetic || <br />
* 150% Part efficiency<br />
* 14 damage punch attack<br />
* 21% Armor Penetration<br />
* 7.0 melee dps<br />
|| Yes<br />
|-<br />
| [[Bionic arm]] || Prosthetic || <br />
* 125% Part efficiency<br />
* 12 damage punch attack <br />
|| Yes<br />
|-<br />
| [[Wooden hand]] || Prosthetic || <br />
* 60% Part efficiency (Of the hand, not arm)<br />
* ? damage punch attack <br />
|| Yes<br />
|-<br />
| [[Power claw]] || Prosthetic/Weapon ||<br />
* -8% Moving<br />
* 18 sharp damage<br />
* 33% Armor Penetration<br />
* 11.0 melee dps<br />
|| Yes<br />
|-<br />
| [[Prosthetic arm]] || Prosthetic ||<br />
* 50% efficiency<br />
|| Yes<br />
|-<br />
| {{RoyaltyIcon}} [[Drill arm]] || Prosthetic/Weapon || <br />
* +70% Deep Drilling Speed<br />
* +160% Mining Speed<br />
* -8% Moving speed<br />
* 20% Armor Penetration<br />
* 6.5 melee damage per second<br />
|| Yes<br />
|-<br />
| {{RoyaltyIcon}} [[Elbow blade]] || Weapon || <br />
* 27% Armor Penetration<br />
* 9.0 melee dps<br />
|| Yes<br />
|-<br />
| {{RoyaltyIcon}} [[Field hand]] || Prosthetic/Weapon || <br />
* Plant work speed + 160%<br />
* Moving -8%<br />
* 13% Armor Penetration<br />
* 4.5 melee dps<br />
|| Yes<br />
|-<br />
| {{RoyaltyIcon}} [[Hand talon]] || Weapon || <br />
* 15% Armor Penetration <br />
* 10.00 melee dps<br />
|| Yes<br />
|-<br />
| {{RoyaltyIcon}} [[Venom talon]] || Weapon || <br />
* 15% Armor Penetration<br />
* 7.33 melee dps<br />
* Toxic buildup in enemy<br />
|| No <br />
|}<br />
<br />
== Body - Legs ==<br />
{| class="wikitable sortable"<br />
|-<br />
! Name !! Type !! Effects !! Removable<br />
|-<br />
| [[Archotech leg]] || Prosthetic ||<br />
* 150% efficiency<br />
|| Yes<br />
|-<br />
| [[Bionic leg]] || Prosthetic ||<br />
* 125% efficiency<br />
|| Yes<br />
|-<br />
| [[Prosthetic leg]] || Prosthetic ||<br />
* 85% efficiency<br />
|| Yes<br />
|-<br />
| [[Peg leg]] || Prosthetic ||<br />
* 60% efficiency<br />
|| Yes<br />
|-<br />
| [[Wooden foot]] || Prosthetic ||<br />
* 80% efficiency<br />
|| Yes<br />
|-<br />
| {{RoyaltyIcon}} [[Knee spike]] || Weapon || <br />
* 38% Armor penetration<br />
* 8.46 melee dps<br />
|| Yes<br />
|}<br />
<br />
== Body - Stomach ==<br />
{| class="wikitable sortable"<br />
|-<br />
! Name !! Type !! Effects !! Removable<br />
|-<br />
| [[Bionic stomach]] || Prosthetic ||<br />
* 125% efficiency<br />
|| Yes<br />
|-<br />
| {{RoyaltyIcon}} [[Detoxifier stomach]] || Prosthetic || <br />
* 125% efficiency<br />
* Food Poisoning chance x0% <br />
|| Yes<br />
|-<br />
| {{RoyaltyIcon}} [[Nuclear stomach]] || Prosthetic || <br />
* 125% efficiency<br />
* Hunger Rate x 25%<br />
* Food Poisoning chance x0%<br />
|| Yes<br />
|-<br />
| {{RoyaltyIcon}} [[Reprocessor stomach]] || Prosthetic || <br />
* 125% efficiency<br />
* Hunger Rate x 75%<br />
|| Yes<br />
|}<br />
<br />
== Body - Organs ==<br />
{| class="wikitable sortable"<br />
|-<br />
! Name !! Type !! Effects !! Removable<br />
|-<br />
| [[Bionic heart]] || Prosthetic || <br />
* 125% Efficiency<br />
|| Yes<br />
|-<br />
| [[Heart]] || Natural Organ || <br />
* Pumps blood through the body<br />
|| Yes<br />
|-<br />
| [[Kidney]] || Natural Organ || <br />
* Filters toxins and pathogens from blood<br />
|| Yes<br />
|-<br />
| [[Liver]] || Natural Organ || <br />
* Filters toxins from the blood<br />
|| Yes<br />
|-<br />
| [[Lung]] || Natural Organ || <br />
* Transfers gasses from the air to the blood<br />
|| Yes<br />
|-<br />
| [[Prosthetic heart]] || Prosthetic ||<br />
* 80% efficiency<br />
|| Yes<br />
|-<br />
| {{RoyaltyIcon}} [[Coagulator]] || Implant || <br />
* Total bleed factor 50%<br />
|| Yes<br />
|-<br />
| {{RoyaltyIcon}} [[Immunoenhancer]] || Implant || <br />
* Improves [[immunity gain speed]] when implanted into a kidney.<br />
|| Yes<br />
|-<br />
| {{RoyaltyIcon}} [[Love enhancer]] || Implant || <br />
* Provide more joy to romantic partners <br />
|| Yes<br />
|}<br />
<br />
== Body - Skin and Body ==<br />
{| class="wikitable sortable"<br />
|-<br />
! Name !! Type !! Effects !! Removable<br />
|-<br />
| {{RoyaltyIcon}} [[Armorskin gland]] || Implant ||<br />
* Armor - Blunt +20%<br />
* Armor - Heat +40%<br />
* Armor - Sharp +52%<br />
* Beauty -1.0<br />
* Moving x 90%<br />
|| No<br />
|-<br />
| {{RoyaltyIcon}} [[Stoneskin gland]] || Implant || <br />
* Armor - Blunt +30%<br />
* Armor - Heat +50%<br />
* Armor - Sharp + 70%<br />
* Beauty -2.00<br />
* Movement x 85%<br />
|| No<br />
|-<br />
| {{RoyaltyIcon}} [[Toughskin gland]] || Implant ||<br />
* Armor - Blunt +10%<br />
* Armor - Heat +30%<br />
* Armor - Sharp +35%<br />
* Movement x 95%<br />
|| No<br />
|-<br />
| [[Death acidifier]] || Implant ||<br />
* Destroys all carried gear upon death<br />
|| No<br />
|-<br />
| [[Bionic spine]] || Prosthetic ||<br />
* 100% efficiency<br />
* Cures/prevents [[Bad back]]<br />
|| Yes<br />
|-<br />
| {{RoyaltyIcon}} [[Healing enhancer]] || Implant || <br />
* Natural Healing Factor x 150%<br />
|| Yes<br />
|-<br />
| {{RoyaltyIcon}} [[Aesthetic shaper]] || Implant || <br />
* +1 Beauty <br />
|| No<br />
|}<br />
<br />
== Version history ==<br />
* [[Version/0.7.581|0.7.581]] - Artificial body part system added.<br />
<br />
{{nav|body parts|wide}}<br />
[[Category:Body Part|#Artificial body parts]]</div>ShySkreamhttps://rimworldwiki.com/index.php?title=RimWorld_Wiki:To-do&diff=110985RimWorld Wiki:To-do2022-10-15T09:58:12Z<p>ShySkream: /* Updates and maintenance needed on the Wiki */ crossed off main page request</p>
<hr />
<div>There are many, many things to be done on this wiki to make it better. Mark incomplete pages or pages needing work with {{t|Stub}} to make our job a bit easier.<br />
<br />
If you want to suggest something that needs to be done, '''sign your post with <code><nowiki>~~~~</nowiki></code>''' - [[User:Zesty|Zesty]] ([[User talk:Zesty|talk]])<br />
<br />
==Outdated pages and pages that need updated/more images==<br />
===Outdated===<br />
''This automated list is not always up to date and is limited to 100 entries. For a more accurate and complete list, see [[:Category:Pages to be rewritten]]''<br />
{{#ask: [[Category:Pages to be rewritten]]<br />
|?Rewrite Reason<br />
|format=category<br />
|columns=3<br />
|limit = 100<br />
}}<br />
<br />
===Image(s) wanted===<br />
''This automated list is not always up to date and is limited to 100 entries. For a more accurate and complete list, see [[:Category:Pages that need images]]''<br />
{{#ask: [[Category:Pages that need images]]<br />
|format=category<br />
|columns=3<br />
|limit = 100<br />
}}<br />
<br />
===Pages wanted===<br />
''Note that this requires a user to be autoconfirmed to create a page, if you are not autoconfirmed please perfrom 10 edits to be autoconfirmed or contact someone to create the page you wish to work on. N.b. that autoconfirmation can take a little while.''<br />
* [[Rest Fall Rate]] (Exists as redirect, but should be own page and/or integrated with Rest Fall Rate factor and )<br />
* [[Granite]] (Exists as redirect, but should be own page)<br />
* [[Limestone]]<br />
* [[Marble]]<br />
* [[Sandstone]]<br />
* [[Slate]]<br />
* [[Smoothed granite]]<br />
* [[Smoothed limestone]]<br />
* [[Smoothed marble]]<br />
* [[Smoothed sandstone]]<br />
* [[Smoothed slate]]<br />
* [[Collapsed rocks]] (Exists but needs TLC and to match whatever format is chosen for the rest.)<br />
* [[Compacted steel]] (Exists as redirect, but should be own page)<br />
* [[Silver ore]] (Exists as redirect, but should be own page)<br />
* [[Gold ore]]<br />
* [[Uranium ore]]<br />
* [[Compacted plasteel]]<br />
* [[Jade]] (Ore is named the same as the page, needs suitable alternative name)<br />
* [[Compacted machinery]] (Exists as redirect, but should be own page)<br />
* [[Raised rocks]]<br />
* Ideology pawns page ala [[Mercenaries/Pawns]] et al.<br />
<br />
====Ideology pages====<br />
Remember to add the [[Template: Ideology]] banner to these pages. <br />
* [[dryad cocoon]]<br />
* [[gaumaker pod]]<br />
<br />
===Stubs===<br />
''This automated list is not always up to date and is limited to 100 entries. For a more accurate and complete list, see [[:Category:Stubs]]''<br />
{{#ask: [[Category:Stubs]]<br />
|format=category<br />
|columns=3<br />
|limit = 100<br />
}}<br />
<br />
=== Pages that need fact checking or details ===<br />
''This automated list is not always up to date and is limited to 20 entries. For a more accurate and complete list, see [[:Category:Pages that need fact checking]]''<br />
{{#ask: [[Category:Pages that need fact checking]]<br />
|format = category<br />
|columns = 3<br />
|limit = 20<br />
|default = This category is currently empty. Good work!<br />
}}<br />
<br />
===Pages to be Moved===<br />
''This automated list is not always up to date and is limited to 100 entries. For a more accurate and complete list, see [[:Category:Pages to be moved]]''<br />
{{#ask: [[Category:Pages to be moved]]<br />
|format=category<br />
|columns=3<br />
|limit = 100<br />
}}<br />
<br />
===Pages to be Recoded===<br />
''This automated list is not always up to date and is limited to 100 entries. For a more accurate and complete list, see [[:Category:Pages to be recoded]]''<br />
<br />
{{#ask: [[Category:Pages to be recoded]]<br />
|format=category<br />
|columns=3<br />
|limit = 100<br />
}}<br />
<br />
===Pages using duplicate arguments in template calls===<br />
''This automated list is not always up to date and is limited to 100 entries. For a more accurate and complete list, see [[:Category:Pages using duplicate arguments in template calls]]''<br />
<br />
{{#ask: [[Category:Pages using duplicate arguments in template calls]]<br />
|format=category<br />
|columns=3<br />
|limit = 100<br />
|default = This category is currently empty. Good work!<br />
}}<br />
<br />
===Market Value Calculated, not set ===<br />
{{#ask:[[Calculated Market Value ::>]]<br />
| limit = 10<br />
}}<br />
<br />
=== Unverified articles ===<br />
''This automated list is not always up to date. For a more accurate list, see [[:Category:Unverified articles]]''<br />
{{#ask: [[Category:Unverified_articles]] |format=ul | limit = 10}}<br />
<br />
==General To-do List==<br />
Needs to be done list: (Feel free to do these if you know how!) (''italic'' = minor, '''bold''' = major)<br />
<br />
*'''Pages''': Assign tab currently only has a brief overview on the menu page. Outfits, Food policies and Drug policies each need individual pages. [[User:Mayoculpa|Mayoculpa]] ([[User talk:Mayoculpa|talk]]) 12:19, 5 February 2020 (UTC)<br />
*'''Defs''': Def elements might be something useful to add in for technical reference/modder wannabes. This stuff is being constantly revised and constructed upon, so it's your choice whether to make it its own page or to integrate it as part of another page (e.g. [[Colonist]]). I've only covered a small amount of defs (see [[:Category:Defs]] for a list), and that was ''a year ago''. [[User:Longbyte1|Longbyte1]] ([[User talk:Longbyte1|talk]]) 05:05, 16 February 2015 (UTC)<br />
*[[Menus#Schedule]] needs a section and image for showing the addition of meditation by Royalty. [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 05:02, 29 October 2020 (UTC)<br />
*''Market values'': [[Mindscrew]], [[Flatscreen television]] & [[Ground-penetrating scanner]] have market values at odds with their calculated market value. They could be manually set or there could be a bug in the market value calculation (like there is for prestige armor) or the articles could be wrong. They need to be checked in game. [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 08:10, 29 April 2021 (UTC) <br />
<!-- Can always just consider these ideas for now, which can be thrown out --><br />
* '''Properties''': Need to have descriptions added to pages - some of the older ones have unknown purposes and some documentation, even if it appears obviousm, would be good. [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 01:07, 14 October 2021 (UTC)<br />
* ''Bed super page'': We need a super page for beds to talk about generic mechanics and have tables for comparison. Atm its mostly on the [[bed]] page, with the rest spread out elsewhere. Obviously it can't be called [[Bed]] because thats taken/would be confusing. Potentially we can put it on as a subsection on [[Rest]] and have a "This page is for the furniture item, for beds generally see <nowiki>[[Rest#Beds|Beds]]</nowiki>" on the Bed page, and links to it on each bed page like "The royal bed is a <nowiki>[[Rest#Beds|Sleeping furniture]]</nowiki>" or something. Sleeping furniture is a terrible name and should be replaced in practice but you get the point. - [[User:Harakoni|Harakoni (Wiki Moderator)]] ([[User talk:Harakoni|talk]]) 04:04, 14 March 2022 (UTC)<br />
* ''Chair super page'': As above but for "sitting furniture". - [[User:Harakoni|Harakoni (Wiki Moderator)]] ([[User talk:Harakoni|talk]]) 04:05, 14 March 2022 (UTC)<br />
* '''Animal Combat Power''': Major only because of teh scope, Combat power should be added to the infobox, and the combat power of each animal should be added so it can be called. Atm the only way to find that info is the xmls and thats not useful for a lot of non-tech savvy player. [[User:Harakoni|Harakoni (Wiki Moderator)]] ([[User talk:Harakoni|talk]]) 11:52, 15 June 2022 (UTC)<br />
<br />
== Updates and maintenance needed on the Wiki ==<br />
* <s>Freshen up the frontpage, and if nothing else, change from a table to div setup --> <code>In progress</code> by Pangaea</s> <code>DONE</code> by ShySkream<br />
* <s>Add an [[RimWorld Wiki:Admin noticeboard|Admin noticeboard]]</s> --> <code>DONE</code> by Pangaea<br />
** Not properly integrated or accessible from the rest of the wiki and thus of limited use. More work is likely needed [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 08:10, 29 April 2021 (UTC)<br />
* Add Community portal to the Sidebar (and maybe re-order it slightly? See Wikipedia's system)<br />
* Update some of the default footer pages, as they seem outdated currently --> <code>Partially done</code> by Pangaea<br />
* Given a fitting license, borrow content from other wikis and improve and expand our Help sections<br />
* Add articles for each technology and skill, with fitting templates<br />
* <s>Purge outdated SMW entities: (see [[Special:Statistics|Statistics]])</s> --> <code>DONE</code> by Hypolite<br />
* Edit or make new screenshots without (so many) UI elements, as seen for instance in the [[Events]] page<br />
* An RSS feed for [[news]] would be nice, but looks like we'd need this [https://www.mediawiki.org/wiki/Extension:RSS extension] for it. Could perhaps put it on the frontpage then. [[User:Pangaea|Pangaea]] ([[User talk:Pangaea|talk]]) 13:21, 1 August 2019 (UTC)<br />
* [[Template: STDT]] tables don't play nice with [[Template: infobox main]] and ToC as described [[Template_talk:Infobox_main#Play_Nice_with_other_tables|here]]. This issue doesn't occur with wikitable class tables, so it is likely an issue with the STDT table and not the infobox. It might be related to the definitions in [[MediaWiki:Common.css]] as thats where the "c_01" values are defined. Unfortunately I don't know enough about the wiki formatting or the .css to fix it. There is a working hack but ideally we could make a fix thats native to STDT and not have to worry about it anymore. [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 11:43, 1 January 2021 (UTC)<br />
* Finish the page [[Help:Templates#Creating_a_template]].<br />
<br />
== Suggestions ==<br />
* ''Install [https://www.mediawiki.org/wiki/Extension:MobileFrontend the MobileFrontend-extension]'' -- [[User:Crasheripot|Crasheripot]]<br />
* [https://www.mediawiki.org/wiki/Extension:LinkSuggest LinkSuggest]: Useful for new users to easier create links without knowing the ins and outs of the page names.<br />
* [https://www.mediawiki.org/wiki/Extension:RandomSelection RandomSelection]: This can be neat on the main page for various gameplay tips and such, which then get randomly selected. Not sure if there would be a good use for it with this game, but I have seen it used to good effect on other wikis, such as [https://witcher.gamepedia.com/Witcher_Wiki Witcher 3].<br />
<br />
==Large projects==<br />
The following page groups need to have a standardized format with adequate detail decided, have that standard applied over the entire group, and then brought up to quality. These are all relatively large, multi-page jobs, many including many pages that aren't just non-standard but outright stubs, but it can be done piecemeal. The important part is getting a suitable standard first.<br />
<br />
I'm not sure anyone will take this on, but I'd appreciate any help, even if its just adding suggestions to the suggested standards below [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 05:50, 3 August 2021 (UTC)<br />
<br />
: Adding contributors for volunteers to sign up with. There is no pressure to take on the entire project but if you add your name, I'll know to ask your opinions/keep you apprised, and help you in any way to get these projects moving. [[User:Harakoni|Harakoni (Wiki Moderator)]] ([[User talk:Harakoni|talk]]) 04:54, 19 March 2022 (UTC)<br />
<br />
{| class="wikitable"<br />
|-<br />
! Page type !! Suggested detail/sections !! Contributors<br />
|-<br />
| Categories/All || The grand recategorization and retyping - checking all page types and categories and reordering them in the same pattern as the stockpile/bills menu. Requires recategorisation, page moves, new categories etc|| Contributors<br />
|- <br />
| Plants || <br />
* For plantables: Growing section using [[Template: Grow Table]] <br />
* For plantables: Economy - Proper analysis on their production compared to other producers of the same type (e.g. Food or Wood plants), as well as economic concerns - profitabiltiy with and without crafting, work/product, work/silver, tiles/product/day, tiles/silver/day etc.<br />
* Production strategies, e.g. how worth each is to put in hydroponics, greenhouses, whether to wall in, esp relevant for devilstrand<br />
| <!-- Place name here with a "~~~", without quotes --><br />
|-<br />
| Animals || <br />
* Trainability, diet, habitats, combat skills and analysis (seriously lacking atm), production economy, stragegies for combat/acquisition/use<br />
| <!-- Place name here with a "~~~", without quotes --><br />
|-<br />
| Drugs ||<br />
See [[Go-juice]] for an example.<br />
* Acquistion/crafting information standardized<br />
** Include note on whether it uses [[Drug Synthesis Speed]] or [[Drug Cooking Speed]]<br />
* Summary<br />
** Instanteous effects e.g. recreation +X% is instantaneous, but the mood buff and other hediffs are long term and have a duration.<br />
** High effects <br />
** Tolerance and Severity gains <br />
** Addiction effects<br />
** Withdrawal effects<br />
** Effects for mtb to chemical damage etc.<br />
* Analysis <br />
** Effectivness for use (e.g. combat buff for Yayo and Go juice, mood buffs for social and hard drugs etc.)<br />
** Comparison of production compared to other drugs in the same class as part of above<br />
** Comparison of economies, like is currently available for [[Flake]] and [[Yayo]], but for all drugs. If you're only selling it, you don't need to assume psychoid plants are the only thing you can grow - needs analysis per pawn work (inc. sowing, harvesting, and crafting work), per unit time, and per tile of grow space.<br />
| <!-- Place name here with a "~~~", without quotes --><br />
|- <br />
|Weapons|| Largely have a functional standard following the traditional Acquistion/Summary/Analysis/Quality Table method, but pages are all out of date and in need of massive updates. Additionally, a way to display quality information for different materials is also needed. Talk to [[User: Harakoni]] for this last bit - ideas are in teh workds for updating [[Template: Weapon Quality Table]] but work is needed.<br />
|-<br />
|Production facilities || Workbenches like the smithy, tailoring becnh etc.<br />
* Acquisition - self evident<br />
* Summary - general information about it use, with the use of [[Template:Recipe List]] to what is produced there (except when theres only 1 thing produced there)<br />
* Analysis - how vital is it to get, and comparison between fueled/hand version vs electric. <br />
* [[Template:Building_Material_Table]]<br />
| <!-- Place name here with a "~~~", without quotes --><br />
|-<br />
|Diseases||<br />
| <!-- Place name here with a "~~~", without quotes --><br />
|-<br />
|Recreation|| Standardized recreation comparison - tables with time to recreate etc.<br />
|-<br />
| Traps || IEDs and spike traps. Standardisation and comparisons - see [[Security]] table for start.<br />
| <!-- Place name here with a "~~~", without quotes --><br />
|-<br />
|Sculpture || [[Sculpture]], [[Small sculpture]], [[Large sculpture]], [[Grand sculpture]], [[Terror sculpture]]<br />
| <!-- Place name here with a "~~~", without quotes --><br />
|-<br />
| [[Factions]] ||<br />
*Lore<br />
*Variants<br />
*Ideologies<br />
*Pawns (from pawn tables where needed)<br />
*Faction Bases<br />
*Raid "rewards" (raid leaders will often carry silver, drugs, jade, resources etc as a reward, this is dependent on the faction)<br />
*Caravans?<br />
*Reinforcements?<br />
*Raid types and constitution? <br />
And then add other sections and subsections as needed.<br />
| <!-- Place name here with a "~~~", without quotes --><br />
|-<br />
|[[Artificial body parts]] || Almost all of them need a dedicated summary section of their mechanics<br />
| <!-- Place name here with a "~~~", without quotes --><br />
|-<br />
|Illumination area|| Add similar images in style/quality/content to [[Standing lamp#Illumination area]] by [[User:SyntaxTerror]] to all items that put off light. Torch lamp, sun lamp, wood fired generators, mech nodes, the ancient lamps from ideology, etc.<br />
| <!-- Place name here with a "~~~", without quotes --><br />
|-<br />
| ''Maintenance'' || Not a set of pages, but for things that occasionally break down and need a component to fix. A standardized format for the Summary sections is needed as well as an entry on [[Component]]. I actually can't immediately find any mentions of this mechanic on the wiki, so either its not described or its poorly interlinked/SEO'd. <br />
| <!-- Place name here with a "~~~", without quotes --><br />
|-<br />
| Materials, resources, and Ore || Materials and crafting resources have a rough standard with Acquisition/Summary (where necessary)/Usage/Analysis however there are nonstandard mat pages, and there is a lack of standardisation in Usage beyond the use of [[Template:Ingredient List]]. There also is discussion needed on how to display stuffables on stuff pages. Its possible that another template similar to Ingredient List but for stuffables (Talk to [[User:Harakoni|Harakoni (Wiki Moderator)]] ([[User talk:Harakoni|talk]]) if interested) is needed to display all items that can be stuffed with the material in question. Materials don't just occupy one or the other e.g. some recipes require Gold and others require any metal including gold. Ore pages also need to be split off from their materials.<br />
| <!-- Place name here with a "~~~", without quotes --><br />
|}<br />
<br />
== Pawn stats ==<br />
The following [[stat]]s are the ones currently in the game as of [[Version/1.2.2753]], several aren't even on the wiki, and many of the pages are out date and/or are not properly structured to automatically link to the relevant [[capacity]] [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 05:52, 17 November 2020 (UTC)<br />
<br />
{| {{STDT|sortable c_06 text-center}}<br />
! Updated || Stat || Source<br />
<br />
|-<br />
| [[File:check.png|24px]] || [[Move Speed]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Mental Break Threshold]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Psychic Sensitivity]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Toxic Sensitivity]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Global Learning Factor]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Hunger Rate Multiplier]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Rest Rate Multiplier]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Eating Speed]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Minimum Comfortable Temperature]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Maximum Comfortable Temperature]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Immunity Gain Speed]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Carrying Capacity]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Meat Amount]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Leather Amount]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Minimum Handling Skill]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Pain Shock Threshold]] || Stats_Pawns_General.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Foraged Food Amount]] || Stats_Pawns_General.xml<br />
|-<br />
<br />
|-<br />
| [[File:check.png|24px]] || [[Smelting Speed]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:check.png|24px]] || [[General Labor Speed]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Drug Synthesis Speed]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Cooking Speed]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Food Poison Chance]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Drug Cooking Speed]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Butchery Speed]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Mechanoid Shredding Speed]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Butchery Efficiency]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Mechanoid Shredding Efficiency]] || Stats_Pawns_WorkRecipes.xml<br />
|-<br />
<br />
|-<br />
| [[File:ex.png|24px]] || [[Melee DPS]] || Stats_Pawns_Combat.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Melee Armor Penetration]] || Stats_Pawns_Combat.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Melee Hit Chance]] || Stats_Pawns_Combat.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Melee Dodge Chance]] || Stats_Pawns_Combat.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Shooting Accuracy]] || Stats_Pawns_Combat.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Aiming Time]] || Stats_Pawns_Combat.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Trap Spring Chance]] || Stats_Pawns_Combat.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Incoming Damage Multiplier]] || Stats_Pawns_Combat.xml<br />
|-<br />
<br />
|-<br />
| [[File:check.png|24px]] || [[Medical Tend Speed]] || Stats_Pawns_WorkMedical.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Medical Tend Quality]] || Stats_Pawns_WorkMedical.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Medical Operation Speed]] || Stats_Pawns_WorkMedical.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Medical Surgery Success Chance]] || Stats_Pawns_WorkMedical.xml<br />
|-<br />
<br />
|-<br />
| [[File:check.png|24px]] || [[Negotiation Ability]] || Stats_Pawns_Social.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Beauty]] - [[Pawn Beauty]] || Stats_Pawns_Social.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Arrest Success Chance]] || Stats_Pawns_Social.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Trade Price Improvement]] || Stats_Pawns_Social.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Social Impact]] || Stats_Pawns_Social.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Tame Animal Chance]] || Stats_Pawns_Social.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Train Animal Chance]] || Stats_Pawns_Social.xml<br />
|-<br />
<br />
|-<br />
| [[File:ex.png|24px]] || [[Global Work Speed]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Mining Speed]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Deep Drilling Speed]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Mining Yield]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Smoothing Speed]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Research Speed]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Animal Gather Speed]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Animal Gather Yield]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Plant Work Speed]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Plant Harvest Yield]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:ex.png|24px]] || [[Hunting Stealth]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Construction Speed]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Construct Success Chance]] || Stats_Pawns_WorkGeneral.xml<br />
|-<br />
| [[File:check.png|24px]] || [[Repair Success Chance]] || Stats_Pawns_WorkGeneral.xml<br />
|- <br />
<br />
|-<br />
| [[File:ex.png|24px]] || [[Neural Heat Limit]] {{RoyaltyIcon}} || Stats_Pawns_General.xml (Royalty)<br />
|-<br />
| [[File:ex.png|24px]] || [[Neural Heat Recovery Rate]] {{RoyaltyIcon}} || Stats_Pawns_General.xml (Royalty)<br />
|-<br />
| [[File:ex.png|24px]] || [[Neural Heat Gain]] {{RoyaltyIcon}} || Stats_Pawns_General.xml (Royalty)<br />
|-<br />
| [[File:ex.png|24px]] || [[Meditation Focus Gain]] {{RoyaltyIcon}} || Stats_Pawns_General.xml (Royalty)<br />
|}<br />
<br />
== Version/1.3.3387 ==<br />
=== Steam Deck Improvements ===<br />
* Commands now show "button A" glyph instead of "A" label on Steam Deck.<br />
* When architect search bar is focused on a Steam Deck and the on-screen keyboard is visible, move gizmos up so that they're still visible.<br />
* Added "Keyboard mode" option on Steam Deck in case someone connects a keyboard to the SteamDeck.<br />
<br />
=== Ideology Improvements ===<br />
* Drum and dance parties can be held in the "Ideology system inactive" mode. Party hard!<br />
* Relics system now works in "Ideology system inactive" mode. You can do the relic chase, quests, build the reliquaries, and so on.<br />
* Colonists no longer get upset for delaying a ritual. <br />
* Negative thoughts related to not having enough scarification scars do not apply at very low expectations or lower.<br />
* "No slaves in colony" thought does not apply at "Very low" expectations or below.<br />
* Ritual opportunity letters are skipped for most rituals for the first 10 days of play.<br />
* Adjusted inspect pane and stat readout for relics in classic mode.<br />
<br />
=== Fixes ===<br />
* Fix: Not all precepts are added to memes during fluid ideoligion development.<br />
<br />
== Version/1.3.3326 ==<br />
A lot of fixes and back end stuff, so hopefully it shouldn't be too bad to implement.....who am I kidding it'll still be here in 3 years [[User:Harakoni|Harakoni (Wiki Moderator)]] ([[User talk:Harakoni|talk]]) 01:00, 7 April 2022 (UTC)<br />
<br />
=== Ideology Improvements ===<br />
* Fix: Reforming a fluid ideo lists some precepts as "incompatible" when they actually aren’t.<br />
* Fix: Ability gizmos are still available for roles that have been removed via reformation.<br />
* Display incompatible issue and precept names instead of just precept names in reformation confirmation dialog.<br />
<br />
=== UI Improvements ===<br />
* Show accept key command hotkey on SteamDeck.<br />
* Main buttons position change (change height instead of y).<br />
* Show a special window at the top of the screen which shows the typed in text, since SteamDeck keyboard can sometimes block the text field view.<br />
* Don't show tooltips when the SteamDeck keyboard is open.<br />
* Change quests SteamDeck icon.<br />
<br />
=== Controls ===<br />
* Touch screen scrolling improvements on SteamDeck.<br />
* It's now possible to scroll through lists by dragging your finger on SteamDeck.<br />
* Holding a special "middle mouse button" button on SteamDeck, now translates left clicks into right clicks. This makes it possible to give goto orders to drafted pawns by using the touch screen.<br />
* Don't pan the camera if the middle mouse button is held and a colonist is selected on SteamDeck.<br />
* Allow more zoom on SteamDeck for better touch screen support and easier navigation.<br />
* Better time controls on SteamDeck, it's now possible to increase/decrease time speed with back buttons.<br />
* Accept key on a SteamDeck now activates the first command.<br />
<br />
=== Misc Improvements ===<br />
* Tutorial now mentions the correct button names on SteamDeck.<br />
* Added triggered modal ConceptDefs which explain SteamDeck controls.<br />
* Added controller configuration button to options on SteamDeck.<br />
* Added an option to disable tiny fonts in options.<br />
<br />
=== Technical ===<br />
* Added "Simulate using Steam Deck" debug setting.<br />
<br />
== Version/1.3.3287 ==<br />
Slowly drowning in unimplmeneted updates. Remember:<br />
# Implement the change on the page/s<br />
# Add it to the version history of the page/s<br />
# Remove the relevant line from here.<br />
If you can't find a good place to implement the change, leave it for later.<br />
[[User:Harakoni|Harakoni (Wiki Moderator)]] ([[User talk:Harakoni|talk]]) 00:29, 27 February 2022 (UTC)<br />
<br />
=== New feature ===<br />
* Added a new play option that allows playing with Ideology content active, but without the ideoligions system active. This is appropriate for someone on their first game, or who isn't trying to do something specific with ideoligions. Ideology content includes things like: Ancient complex quests, biosculpter technology, Gauranlen trees, ancient debris, etc.<br />
<br />
=== UI improvements ===<br />
* Reworked ideoligion setup UI. Classic, custom and load buttons are now selectable elements that take effect when the player hits "next".<br />
* The old "classic" mode is now called "classic-like" and is one of the "mild" presets.<br />
* Meme tooltips now list all prevented precepts instead of just saying how many there are.<br />
* Randomizing precepts no longer brings up a confirmation dialog if the user has not edited precepts.<br />
* We now draw a thin faint box around ideoligion preset selectables, precept and meme boxes. Looks better.<br />
* Ideoligion building missing alerts now specify what building it is a variant of. It also displays where you can find it in the architect menu or which buildings produce it.<br />
* A "Show all" checkbox on ideo dialog shows all hidden precepts.<br />
* Updated meat eating precept and thought labels and descriptions to better match gameplay.<br />
<br />
=== Tuning - General ===<br />
* Reduced mechanoid CenterDrop raid arrival mode weight at 1000+ points 3.5 -> 1.3. Mechanoids are now more likely to arrive by walking in to the map edge.<br />
* Reduced mechanoid RandomDrop raid arrival mode weight at 1000+ points 1.9 -> 1.3. Mechanoids are now more likely to arrive by walking in to the map edge.<br />
<br />
=== Tuning - Ideoligions ===<br />
* Meme FleshPurity no longer forces the anti-biosculpting precept. This should allow players to use biosculpting to recover limbs for their purists so they don't end up being all amputees after a while.<br />
* Bigotry precepts don't have associated memes any more, so won't appear unless specifically configured by the player. This reduces annoyances around dealing with bigoted guests and recruits.<br />
* Remove the carnivore precept requirements from the Rancher meme. Reduce Rancher meme's plant work speed factor from 0.9 to 0.70. Reduce Rancher meme's impact from 3 to 2. This reduces annoyances and fiddliness with carnivore food restrictions, and balances the meme more simply, with an upside to animal raising matched by a downside to crop raising.<br />
* Remove the 'no recent animal slaughter' negative thought from the rancher meme, along with all associated code and content. This particular thought was too limiting for players and not worth having.<br />
* Remove most meme associations from vegetarian and carnivore precepts. These shouldn't appear unless player specifically configures them. This should reduce annoyances around food requirements of specific guests or recruits.<br />
<br />
=== Misc ===<br />
* Added a debug tool for spawning meals with specific ingredients.<br />
* Improve some charity quest-related message texts.<br />
* In classic mode, ensure factions generated after initital world gen use the same classic ideoligion.<br />
<br />
=== Fixes ===<br />
* Fix: "Assign owner" tooltip for animal beds mentions humanlike owners.<br />
* Fix: Torture crown is automatically equipped by colonists.<br />
* Fix: Classic mode ideoligions don't start with some classic precepts.<br />
* Fix: Blindness from resurrector mech serum is not cured by biosculpter regen cycle.<br />
* Fix: Resurrector mech serum plays resurrection sound on item pickup, not on application.<br />
* Fix: Faction ideoligions are not reset on going back from colonist selection screen if the player first chooses classic, then another option.<br />
* Fix exploit: Player is able to claim ruined furniture on non-home maps and draw out an enemy attack on the claimed furniture. Now ruins are only claimable if there is no non-downed hostile pawn on the map.<br />
* Fix: Non-site psychic emanation and suppression ship parts don't have their gender randomized.<br />
* Fix: Shelves, chairs and stools don't have style dominance.<br />
* Fix: Ideoligion info available on ritual begin dialog in classic mode.<br />
* Fix: Loading classic mode game gives the player non-classic rituals.<br />
* Fix: Execution requires altar or ideogram in classic mode.<br />
* Fix: Inverted check when checking if a player can claim factionless buildings.<br />
* Fix: Jumping resets "Fire at will" toggle.<br />
* Fix: Research warning doesn't check for minor ideoligions.<br />
* Fix: Fluid ideoligion with proselytizer gains development points for all conversions, including conversions to other ideoligions.<br />
<br />
==Version/1.3.3200 ==<br />
<br />
=== Combat - Turrets ===<br />
* Turret ammo cost is no longer factored by difficulty.<br />
* Reduced uranium slug turret cost per shot from 3 uranium to 2.666.<br />
<br />
=== Combat - Enemies ===<br />
* Added a way to make special per-faction raid strategy probabilities.<br />
* Adjusted mechanoid raid strategy probabilities so that late game they use breachers about 33% of the time instead of 90% of the time.<br />
* Breachers no longer want to attack passable player buildings. They only target impassable buildings like walls.<br />
* Selection weight of the most recent raid faction is reduced by 60% when choosing a faction for the next raid.<br />
* Adjusted human factions' raid strategy selection weights for slightly more variation.<br />
<br />
=== Food handling ===<br />
<br />
* We now vary meal textures depending on ingredients.<br />
* Food restrictions are automatically applied to pawns from ideoligions that require a specific food type.<br />
* Meals now look differently depending on whether they were made from vegetarian, carnivore, or mixed ingredients. This will help you manage stockpiles of food for pawns with different dietary demands.<br />
* Meal inspect strings now display information regarding their ingredients and who would accept eating them.<br />
* With Ideology active, colonists will not automatically merge meals with different food kinds (i.e. meat only or veg only).<br />
* Meal-related thoughts now display which meal caused the thought.<br />
* Added food restrictions for meat or veg only meals.<br />
* Added special thing filters for meat and veg ingredient-filled meals.<br />
* Add insect meat food restriction and special things filter.<br />
* Add cannibal food restriction and special thing filter.<br />
* Don't apply ate meat thought if vegetarian eats human meat, allow strong cannibal precepts with meat eating negative precepts.<br />
<br />
=== Misc improvements ===<br />
<br />
* Reworked how tree-lovers respond to the destruction of trees to be smoother and more consistent. Tree Density ideo precept now has a mood penalty directly proportional to the number of destroyed trees, with no effect from biome.<br />
* Biosculpter inspect string now says which pawn and cycle will be run while pawn has job to enter in progress. <br />
* When you r-click on a biosculpter with a pawn selected, we now show biosculpter cycles' durations in the context menu.<br />
* Biosculpter's inspect pane readout now notes if biosculpting cycle is accelerated by precept (i.e. if the pawn is a transhumanist).<br />
* Show biosculpter cycle duration for both normal and transhumanist pawns in cycle button's tooltip.<br />
* Buildings in non-player non-hostile maps can no longer be claimed while there are members of the owner faction active.<br />
* Added a loading tip describing fixed wealth mode.<br />
* Total tend quality info is now only displayed if the hediff disappears after a certain level of tend quality (since it's fairly useless otherwise).<br />
<br />
=== Fixes ===<br />
* Fix: Caravan fails to leave map if roping pawn removed or mental break while animal still in pen.<br />
* Fix: Newborn animals from other factions don't leave with faction.<br />
* Fix: High life precept description doesn't properly display mood range.<br />
* Fix: Less-restrictive nudism precepts are inconsistent with allowed gear.<br />
* Fix: Special characters on named precepts can break UI.<br />
* Fix: Starting packaged survival meals can be made of ingredients not allowed by ingredient filters.<br />
* Fix: Work speed penalty reasons formatting issues.<br />
* Fix: Remove gestation period stat for megaspiders and spelopedes, since they do not breed.<br />
* Fix: Blood from scarification is from cutter, not cuttee.<br />
* Fix: Psyfocus ritual reward does not recharge psyfocus to max.<br />
* Fix: Trade price tooltip for selling bonus when player's negotiator has ideo leader role.<br />
* Fix: Mortar draws interaction spot when selected.<br />
* Fix: If a hosted guest is imprisoned and enslaved, the gear he is wearing remains locked.<br />
* Fix: Meals with no ingredients cause "ate non-meat" thought.<br />
* Fix: Pawns grow at incorrect rate and do not reach adulthood at the age specified in relevant race defs. - [[User:Cheldra]] does this affect your work with animal growth? Must be checked before this is removed from to-do list. [[User:Harakoni|Harakoni (Wiki Moderator)]] ([[User talk:Harakoni|talk]]) 01:15, 2 December 2021 (UTC)<br />
* Fix: Darkness pawns have a 'outdoors lit' accuracy debuff when targeting something in a cave.<br />
* Fix: Bestowing ceremony target is undraftable even after ceremony ended.<br />
* Fix: Hackables can be instantly hacked.<br />
* Fix: Raiders attacking non-aggressive roamers.<br />
* Fix: Vegetarian pawns get mad eating vegetarian-made pemmican.<br />
<br />
==Version/1.3.3159==<br />
=== Caravan improvements ===<br />
* Caravan pawns gathering items now haul items in their inventory to pack animals. This drastically speeds up caravan formation.<br />
* Allow caravan pawns to sleep in bed while packing, less dire hunger threshold before eat, and allow pawn to regain excited travel thought after draft.<br />
* Change caravan hauling behavior to cancel enroute instead of waiting for arrival if ticks after first item pickup timeout exceeded.<br />
* Added a positive thought when pawns have been preparing a caravan for a long time, to reduce pawns going insane from caravan prep.<br />
* Joy decreases more slowly when a pawn is preparing a caravan.<br />
* Colonists will now look for food in pack animal inventory if no better food sources available.<br />
* Colonists will grab food from pack animal to feed patients if no other food available.<br />
* Colonists can grab medicine from pack animals.<br />
* Colonists will take drugs (if assigned or need) from pack animal inventory if no other sources are available.<br />
* Update pen needed alert to take into account hitching post and handling skill for roping removal.<br />
<br />
=== Archonexus improvements ===<br />
<br />
* Add animal pregnancy, gender, and bonded information to archonexus settlement dialog.<br />
* Sort items players take to new archonexus settlement more in line with usefulness.<br />
* Update new archonexus settlement confirm dialog always show and warn if all items or relics not selected.<br />
* Tweak count of items players can bring to new archonexus settlement.<br />
* Change archonexus item selection such that weapons and utility belts are unequipped and must be explicitly chosen.<br />
* Remove pawn hediffs like hypothermia and malnutrition upon new archonexus settlement.<br />
* Reset pawn food and rest levels when starting new archonexus colony.<br />
* Add animation after selecting new archonexus settlement to make moment feel more significant.<br />
<br />
=== Misc improvements ===<br />
<br />
* Ideoligious buildings are no longer expected to be placed in non-home maps.<br />
* Display current and required total tend qualities in the tooltip for hediffs with HediffComp_TendDuration comp. (Muscle parasites, athsma, gut worms, etc...)<br />
* Separated "Weapon" stat category into "Weapon (melee)" and "Weapon (ranged)".<br />
* Pawn beauty stat is now visible even when the value is zero.<br />
* Precept name length is now limited.<br />
* New colony optimism thought is now given to all colonists after the player settles a tile and he had no home map elsewhere and when player abandons his last home map. This makes relocating much more feasible, especially in emergencies.<br />
* Reduced the amount of ancient junk that spawns on newly-generated maps.<br />
* Blind pawns who venerate trees can now sense nearby trees and enjoy their presence even without sight.<br />
* Update predators hunting across fences tooltip to match current functionality.<br />
* Ensure the trigger conditions for scarification/blinding are clear to the player.<br />
* Right clicking on ancient junk with drafted pawn shows option to attack.<br />
* Unforbid items in pawn inventory if taken by caravan from temporary map.<br />
* Animals with paralytic abasia can be tamed or hunted without penalty after a animal hospitatlity quest ends. Hospitality joiners and prisoners can now arrived paralyzed as well.<br />
* Added range values to darkness combat stats.<br />
* Added charity events for not helping pilgrims.<br />
* Added hacking progress stat to hackable things.<br />
* Resurrected pawns with titles that were inherited lose all permits associated with the lost titles.<br />
* Clarify age reversal precept.<br />
<br />
=== Fixes ===<br />
* Fix: Royal ascent shuttle can only take 1000kg of colonists<br />
* Fix: "Melee warmup time" is actually ranged warmup time. Melee weapons use only cooldown.<br />
* Fix: PainIsVirtue meme doesn't guarantee the presence of scarification precept.<br />
* Fix: Burned tree description states it doesn't drop wood when it does.<br />
* Fix: Plants previously designated to be grown on buildings aren't cleared when a new plant is selected.<br />
<br />
==Version/1.3.3117==<br />
Yet another update. Slowly falling behind here. [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 02:55, 10 September 2021 (UTC)<br />
<br />
=== Multi-ideo colony viability ===<br />
* Pawns of any ideo can now spectate any ritual, even if it's not of their own ideo.<br />
* Rebalanced social ideo thought opinion offsets to make multi-ideo colonies much more viable.<br />
* Allow celebrating rituals for an ideo even if there's not enough members to create an obligation.<br />
* Members of ideoligions that dislike diversity get a negative thought from participating in rituals from other ideoligions.<br />
* Ritual setup dialog now says what ideoligion the ritual comes from.<br />
<br />
=== New stuff ===<br />
* Gaining, changing, or removing a role now requires a simple ritual.<br />
* Some things, like rock chunks, are now considered beautiful when outdoors but ugly when indoors. This solves a problem where a person standing in a nice forest will think their surroundings are ugly.<br />
* While starting a game with fluid ideoligions, you can now customize and load NPC faction ideoligions.<br />
* You can now randomize fluid ideos before applying changes.<br />
* You can now randomize normal memes during fluid ideo reforming.<br />
* Added a "build door" gizmo that displays when a wall or wall blueprint is selected.<br />
<br />
=== Improvements ===<br />
* Blind pawns' stats are now unaffected by light and darkness.<br />
* Adjust the role tooltip area on the pawn's social tab.<br />
* Empire will now properly respond to player giving the bestower serious heatstroke or hypothermia or allowing it to happen.<br />
* Some situational ideo thoughts now apply to quest lodgers. Previously, they were totally disabled.<br />
* Mutilation ritual expectation alert now only shows the pawns who actually want to be scarified or blinded.<br />
* Increased chance for ancient security crates to spawn in ancient complexes.<br />
* Removed min points limit on security crate spawning in ancient complexes.<br />
* We now warn player if important plants like anima trees are marked for cutting or in grow zone.<br />
* Improved UI feedback in trade window when pawn refuses to sell another pawn into slavery due to the ideo.<br />
* Having a missing tongue now gives a negative mood thought because it's frustrating when you can't speak because your tongue was cut out.<br />
* We now warn the player if they are trying to put a pawn in a regeneration or medic cycle that would not heal any conditions.<br />
* Improve feedback when we cannot assign a pawn to ritual role by clicking their portrait in the ritual setup dialog.<br />
* Change to randomized memes for fluid ideo based on feedback.<br />
<br />
=== Fixes ===<br />
* Fix: Cancelling a caravan, then selling those animals, causes them to stay roped to the caravan gathering spot until they sleep.<br />
* Fix: Gauranlen tree miscalculates dryad count on creating seed pod.<br />
* Fix: Text of funeral ritual states bonus awards are available after randomizing name.<br />
* Fix: Totemic sculpture is pixelated.<br />
* Fix: Selling prisoners doesn't trigger negative thoughts on selling to slavers.<br />
* Fix: Research command ability icon is pixelated on non-uniform ui scales.<br />
* Fix: When caravan entering the map and already roped animals are force roped by another pawn, the first pawn potentially gets stuck waiting indefinitely.<br />
* Fix: Sunlamp does not trigger blinding light for Darkness pawns.<br />
* Fix: Wild people can be enslaved while arrested.<br />
* Fix: Started 10 jobs in 10 ticks when slaves try to visit sick pawn. Slaves can no longer visit sick pawns.<br />
* Fix: Archonexus quest line cannot be continued if map part holder faction defeated.<br />
* Fix: Mechanoids can spawn in Ancient Ruins when they are disabled in map generation, and behave oddly.<br />
* Fix: Regression * Colonists no longer automatically take yayo and a few other drugs.<br />
* Fix: When a faction is defeated the faction goodwill number and relation label overlap.<br />
* Fix: Pawns ignore food restrictions and bring nutrient paste to prisoner<br />
* Fix: You can assign a role changer of non-player ideo on the ritual config screen.<br />
* Fix: Bestower sometimes arrives malnourished.<br />
* Fix: Gaumaker pods can destroy the tree they are spawned from<br />
* Fix: Ritual timings are 1 day off.<br />
* Fix: Trader caravans have their animals leave the map on arrival when attempting to path through doors.<br />
* Fix: Gaumaker pods can destroy the tree they are spawned from.<br />
* Fix: Cannot plant flowers/bonsai trees in plant pots when there is a floor covering beneath the pot.<br />
* Fix: 'No recent raid' thoughts for raiding precepts can occur immediately after reform or archonexus restart.<br />
* Fix: Wardens stop suppressing slaves if suppression > 50%.<br />
* Fix: Beggar quest can grant fail and complete bonus simultaneously if the original timer expires after beggars have been given items<br />
* Fix: Skip abilities don't update cover grid.<br />
<br />
==Version/1.3.3101==<br />
=== New stuff ===<br />
* The game now shows the source of each piece of content on its stats card, so you know which expansion/mod something came from. It also shows which expansion/mod each research project came from.<br />
* Players can now choose a few items to bring to new archonexus settlement. This is especially helpful for things you really need like luciferium.<br />
* Add grace period where expectation levels are not increased for pawns with certain ideology roles after starting new archonexus settlement.<br />
* Add tongue body part. Tongue is removable via surgery, if you'd prefer someone not speak. The tongue won't be damaged in combat.<br />
* Add allow slave corpse toggle to various storage areas and buildings so you can separate slave corpses from colonist corpses.<br />
* Added new ancient junk - additional mech parts for more visual variation, more ancient cars, wheels, etc.<br />
* Added toggleable texture compression and atlas texture compression in the options menu.<br />
<br />
=== Improvements ===<br />
* Update royal title room requirement grace period to include the first 10 days after a new archonexus settlement.<br />
* Draw lines when placing blueprints displaying what would affect Gauranlen trees' connection strength. Display the artificial buildings connection strength loss radius when the tree is selected.<br />
* We now remove ship to stars tile from map after new archonexus settlement, confirm the player is okay with this.<br />
* On ritual config window, draw a highlight over pawns that can be assigned to a role you're currently hovering over.<br />
* Extractable trees are no longer auto-minifiable in caravan forming dialog.<br />
* We now hide quests that are ended by starting a new archonexus settlement<br />
* Re-enabled random social interactions for bestowing ceremony and fixed it breaking down when pawns start social fighting.<br />
* Starting with an ideoligion that dislikes animal bonding now causes all starting animals to be unbonded.<br />
* Tweaked the archonexus "choose items to take to new colony" dialog formatting.<br />
* The mood bonus for relics in the same room as ritual can be now increased by installing up to 3 relics. Adjusted mood impacts.<br />
* Ideoligion buildings are now only demanded for the player's faction ideoligion and secondary ideoligions that have 3 colonist members or more.<br />
* Destroying rocks with weapons now triggers a bad thought for ideoligions where mining is disapproved.<br />
* Change ritual quality check graphics to look less like togglable ones for better UI clarity.<br />
* Don't show anima linking command on every nature focus capable pawn anymore, to reduce UI spam. You can still start it via float command or from anima tree directly.<br />
* Pawns now recover from berserk trance on being downed.<br />
* Dryad healing pods now heal all negative hediffs including missing body parts. When return to healing pod is toggled on, dryads will return to healing pods if they have any missing parts.<br />
* Update descriptions of individualist and collectivist memes.<br />
* We now avoid using sun blocker as a threat if any colonist or prisoner has an ideo with darkness/tunneler, since it's kind of meaningless to them.<br />
* Add note about work to deconstruct to 'work to build' stat description.<br />
* Adjust some thought descriptions so that they still make sense for blind people.<br />
* Removed culture restrictions when choosing ideoligion<br />
* Changed extract tree hotkey to be the same as uninstalling.<br />
* Smoothed out tree cutting anger thought from the tree connection meme by adding more steps in between the stages.<br />
<br />
===Tuning===<br />
* Dryad spawn days reduced from 8 to 6.<br />
* Increase impact of 'lost role' thought from -5 to -15.<br />
* Reduce intensity of 'ate meat' opinion maluses for vegetarians.<br />
* Reduced dryad transform delay from 6 days to 5 days.<br />
* Adjust mood impact of relic-in-ritual-room thought.<br />
<br />
===Technical===<br />
* Change IsPsychicallySensitive from >= to >.<br />
* Turn psychic sensitivity checks into a property. <br />
* Reworked chemical satisfaction in CompGiveHediffSeverity to be based on satisfaction per second. <br />
* Use IsFormingCaravan extension method instead of explicitly looking at pawn's lord job <br />
* Add missing gender constants for deity, foeLeader and founder.<br />
* Added some new player-created names. Adjusted one name per request.<br />
<br />
===Fixes===<br />
* Fix: Doctors tending to patients in bed use the medicine in their inventory even if it is worse than available medicine.<br />
* Fix: If multiple types of medicine are in a doctor's inventory, they will select the medicine with the lowest medical potency.<br />
* Fix: Colonists receive the 'colonist lost' thought when a slave is kidnapped.<br />
* Fix: Tree lovers don't care about harvesting / chopping down cocoa trees.<br />
* Fix: If a slave rebels while carrying a person, they can kidnap the carried pawn with no feedback to player.<br />
* Fix: Psychically deaf pawns get anima linking alert and can start the ceremony.<br />
* Fix: Worshipped terminal quest is failed if you deconstruct the terminal after hacking it.<br />
* Fix: Ancient beds not showing sleeping pawn body.<br />
* Fix: Wild person can be used in gladiator duels, causes manhunter revenge. Wild man prisoners are no longer allowed to be used as duelists.<br />
* Fix: There are some duplicate ideoligion icons.<br />
* Fix: Animal pen marker animal consumption assumes animals are always hungry, halving reported consumption.<br />
* Fix regression: Bestower doesn't care about roof collapsing on top of him.<br />
* Fix: Duelists can pick up weapons during the duel even if they have no manipulation capacity.<br />
* Fix: Skeletons don't draw apparel.<br />
* Fix: If bestower enters a social fight the bestowing ceremony does not recover gracefully. <br />
* Fix: It is possible to sell animals while forming a caravan.<br />
* Fix: Players can bring more than 1 relic to new archonexus settlement if its an equipped weapon<br />
* Fix: Mech breach raids can completely break down sometimes and just stop doing anything.<br />
* Fix: Players can take items from passing trade ship inventory to next archonexus settlement<br />
* Fix: Dryads with replaced parts don't have the "missing" part added back.<br />
* Fix: Beggars quest sending 'charity fulfilled' history event even when quest failed.<br />
* Fix: Scarification ritual now accepts prisoner targets again and doesn't break when target is a prisoner. <br />
* Fix: You can start conversion ritual with a moral guide that can't speak.<br />
* Fix: Human pawns in mental states sometimes bring up a disabled float menu option for roping.<br />
* Fix: Cannibal ideo pawns do not prefer human leather apparel.<br />
* Fix: Non-colonist can be chosen as scarification target.<br />
* Fix: Wild dryads can wander in, only to leave right away.<br />
<br />
==Version/1.3.3087==<br />
<br />
=== New stuff ===<br />
<br />
* Added tree replanting. You can extract a tree and move it around as an item. You can then replant it where you like. It'll die after 7 days if not replanted. Anyone can use this, but it should be especially useful for colonies who believe it's immoral to kill trees since now they can move trees out of the way of building sites.<br />
* Added a command for dryads that tells them to return to a healing pod. They will stay inside for three days, and emerge with their wounds healed.<br />
* Player can now do drafted tending (with and without medicine) on downed hostile or neutral pawns.<br />
* There is now a warning while setting up a caravan if most of your food does not suit one of your caravaneers diet.<br />
<br />
=== Improvements ===<br />
* Classic ideo preset can now generate relics.<br />
* Quest lodgers and pawns of non-player ideos are no longer upset if their ideo building is not present.<br />
* Persona weapons are no longer included in "allow biocoded" thing filters.<br />
* Upon new archonexus settlement, player now retains research up to classic start.<br />
* We now reset incident grace periods when starting a new archonexus settlement to make for a smoother start.<br />
* Colonists now get initial optimism thought after resettling in archonexus quest line<br />
* Ensure clicking on social tab ideoligion opens ideoligion tab to correct ideoligion<br />
* We no longer randomize classic ideo styles. Just use whatever is in the culture.<br />
* Dryads now rest near their connected tree, not in beds or sleeping spots.<br />
* Clicking on ideoligion certainty in social card now opens ideoligion tab<br />
* Renounce title confirmation dialog explains that the pawn will lose all faction permits and permit points. Mention that psylinks and psycasts will stay with the pawn.<br />
* Give starting survival meals some veggie ingredients for non-carnivore colonies instead of having no ingredients at all.<br />
* We now reset prevent various events from happening too early after new archonexus settlement.<br />
* Ancient tank trap and ancient macro-engine block are now non-deconstructible to match similar ancient junk.<br />
* Removed redundant message regarding manhunter chance on tame for insects. Warn player than insects will be hostile during taming attempts.<br />
* Add a "drag to reorder" label on colonist creation screen for clarity.<br />
* Colorize the Tree Connection ritual icon to match the Gauranlen color.<br />
<br />
=== Technical ===<br />
<br />
* PawnRenderer weapon drawing now supports Graphic_Random.<br />
* Limit awaking on clamor to ancient complex insects and mechs.<br />
<br />
=== Fixes ===<br />
* Fix: Classic ideo preset can have tattoos for tribal player.<br />
* Fix: Ideology loads before royalty when resetting mods config.<br />
* Fix: Ideology about.xml file is missing <loadAfter> to be loaded after core mod.<br />
* Fix: Minified trees left behind on caravans do not count as died.<br />
* Fix: Caravan auto-supply ignores negative thoughts from food when calculating the score.<br />
* Fix: Dryads listed on bed assign dialog.<br />
* Fix: Enabling disabled core mod after enabling a dlc orders the core mod to be loaded before the DLC.<br />
* Fix: When enabling mods, they are just added to the list, not taking forceLoadXXX into account<br />
* Fix: Stacks of Gauranlen seeds can only designate a single planting cell.<br />
* Fix: Techprints retained on archonexus resettlement.<br />
* Fix: Bloody dominators description typo<br />
* Fix: Pruning hours per day readout doesn't take into account nearby player buildings.<br />
* Fix: Ancient complex insects that heard a clamor are not fully awoken.<br />
* Fix: Hunters finishing off their prey counts as slaughtering an animal.<br />
* Fix: You can bypass ability cooldown by using queue cast after casting it the first time.<br />
* Fix: Gauranlen spawn cycle not correct after new archonexus settlement<br />
* Fix: Savage Tribe shows what it will buy.<br />
* Fix: Item style overrides information is not shown on ideo preset screen.<br />
* Fix: Nutrient paste does not produce ate meat or ate non meat thoughts.<br />
* Fix: Animal products are considered when generating ate meat or ate non-meat history events and thoughts.<br />
* Fix: Blood from animal sacrifice automatically cleans itself before ritual even completes.<br />
* Fix: Players can load a caravan and bring disallowed items to new archonexus settlement.<br />
* Fix: Relic destroyed notification sent when player starts new archonexus settlement if they can't bring it.<br />
* Fix: Positive goodwill reward given when labourers miss shuttle<br />
* Fix: Mentally broken pawn appears as participant for anima linking ritual.<br />
* Fix: Tribal members do not become hostile when arrested in terminal hack quest.<br />
* Fix: Passive cave insects block bestowing ceremony.<br />
* Fix: Badly formatted relic name in relic hunt quest description.<br />
<br />
==Version/1.3.3080==<br />
=== Improvements ===<br />
* Increased plant harvest yield stats' max values. (''Note: that this needs more integration than just a update to the [[Plant Harvest Yield]] page, as it has rammifications to other aspects of the game and wiki inc. guides, strategies, and analyses. - [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]))<br />
<br />
=== Fixes ===<br />
* Fix: Pawns who prefer indoors do outdoor joy activities<br />
* Fix: Dryads can bond with pawns other than the connected one.<br />
* Fix: Deserter quest doesn't count as raiding.<br />
* Fix: Rusted car only appears in north orientation.<br />
* Fix: Bestowing ceremony lands in shuttle without the bestower exiting, making all the escort pawns just leave the map<br />
* Fix: Dryad and Gaumaker pods can spawn over graves.<br />
<br />
==Version/1.3.3076==<br />
=== Improvements ===<br />
* Clarified spacedrone self-destruct delay info in quest description.<br />
* Archonexus quest now warns players beforehand that research will reset<br />
* Tuned down apostate memory thoughts and adjusted labels.<br />
* Rebalance tree connector thoughts.<br />
<br />
=== Fixes ===<br />
* Fix: In desert areas, Gaumaker dryads never form a gaumaker pod.<br />
* Fix: Gauranlen seeds can be assigned to plant under a roof.<br />
* Fix: TreeDensityReduced thought stages are incorrectly calculated.<br />
* Fix: Prisoners lost during farskip.<br />
* Fix: Tree connection meme doesn't require Gauranlen connection: Strong.<br />
* Fix: Gauranlen moss can spawn over anima grass and Gauranlen pods.<br />
* Fix: High life meme ideos generate with a warning about conflicting apparel.<br />
<br />
==Version/1.3.3074==<br />
* Allowed saving all ideos and allowed saving ideos in-game.<br />
* Allow non-ideo members to participate in leader speech.<br />
* Change animal products and processed food to not generate negative thoughts related to meat-eating precepts. Vegetarians and carnivores alike can now eat these without being bothered.<br />
* Beggars can now be given items when they are traveling to their wait destination.<br />
* Ideo UI Role apparel requirements float menu now lists the incompatibility reason.<br />
* Dryads of not the correct caste will return to the tree first when connection strength drops enough to be unable to support the current number of dryads.<br />
* Integrate art for rough living issue and set it to medium importance.<br />
* Ensure Tunneler meme always has the MiningYield_High precept.<br />
<br />
=== Fixes: ===<br />
* Fix: ProblemCauser quest can fire with mech cluster even if mechanoids disabled.<br />
* Fix: Diversity of thought calculates the percentage of pawns with another ideo by dividing against all spawned pawns of the faction including animals, slaves and prisoners.<br />
* Fix: Lovers/Spouses sharing a bed in barracks get "sleeping alone" thought.<br />
* Fix: Initial player ideo can be set multiple times on different ideos if the user revisits the configure ideo page before starting a game.<br />
* Fix: Pawns under 18 can use age reversal.<br />
* Fix: Starting leader speech from a ritual focus bypasses some checks, like being able to speak.<br />
* Fix: Farskip with Relic gives debuff from losing the relic.<br />
* Fix: Hermetic crate missing opening completed sound. Applied the same sound as security crate.<br />
* Fix 5234: Pawns can build turrets when prohibited by precepts.<br />
* Fix: Bestower pawns can engage in social fighting, breaking the ceremony.<br />
<br />
==Version/1.3.3072==<br />
<br />
* Having 1 or 2 colonists of a player's original [[ideoligion]] boosts conversion chance for that ideoligion and reduces it for conversions against that ideoligion. This is configurable in difficulty settings. This makes it easier to expand an ideoligion starting from just one person.<br />
* When a pawn is connected to multiple [[gauranlen tree]]s, they prioritize pruning the tree with the biggest difference between desired connection strength and current.<br />
* Auto-slaughter config allows you to control bonded animal slaughter specifically.<br />
* Suspend [[dryads]] currently in cocoons.<br />
* Fix: Women constantly using the styling station to get a beard that they are not allowed to have.<br />
* Fix: Dryads prioritize rest over drafted follow.<br />
* Fix: Royal titles wanting personal bedrooms don't like love clusters. Bed room owners are now calculated by love cluster rather than pawn relationship pair.<br />
* Fix: Checking all beds instead of just humanlike ones for room owner.<br />
* Fix: Members of a love cluster that have a single bed get "slept alone" thoughts.<br />
<br />
==Version/1.3.3067==<br />
=== Improvements ===<br />
* Blind people no longet get the darkness mood debuff.<br />
* Reduced min colony wealth to 150k for firing archonexus endgame quest.<br />
* Make arrested pawn a prisoner as soon as we start carrying them to bed instead of waiting to arrive.<br />
* Allow starting the bestowing ceremony via right click.<br />
* Pregnant animals are slaughtered after other animals in order from most recent to least recent pregnancy.<br />
* Building damage factors are drawn for projectile weapons in their info card.<br />
* Metallic fence and walls now use stuff-specific ui and blueprint graphics.<br />
* Mechanoid breach raids spawn with one breacher.<br />
* Breach raids never have 'drop-in' arrival mode.<br />
* Prisoners now produce a mood malus if they escape.<br />
* Shuttle and spacedrone can now overlap zones and adjusted other impassable buildings so they cannot overlap zones.<br />
<br />
=== Fixes ===<br />
* Fix: After a gladiator duel, the downed prisoner will be carried back to their bed but they won't actually be put in the bed, they will remain downed on top of the bed instead<br />
* Fix: Pawns can end up with overlapping apparel requirements.<br />
* Fix: Desired apparel was generated as apparel requirement but not available when manually selecting it<br />
* Fix: If you design an ideoligion which has two words in its pawn "noun" you will not be able to bring people to trial.<br />
* Fix: Dromedary description mentions it is not rideable, but it is.<br />
* Fix: Pawns walking over structures causes construction to halt.<br />
* Fix: Trees adjacent to no-cut growing zones are cut down.<br />
* Fix: Essential roles can be removed.<br />
* Fix: Stacking building damage factors don't display if they have the same value.<br />
* Fix: Typo on anima tree linking ritual.<br />
* Fix: Ability.Activate only starts cooldown if there are any ability components.<br />
* Fix: Deep drills produce chunks over themselves and their interaction cells.<br />
* Fix: Enter closes form caravan UI.<br />
* Fix: Musical instruments don't give recreation.<br />
* Fixes to anima tree linking feedback for spectator role.<br />
<br />
==1.3.3066==<br />
=== Pens and animals ===<br />
* Pen system: Create pens for your farm animals to keep them organized and safe.<br />
* Pen marker: Build a pen by placing a pen marker in an enclosed room or fenced off area. Once placed, you can assign a certain set of animals to the pen and handlers will bring the correct animals over. Pen markers have an “auto cut” option which will periodically designate inedible plants in the pen to be cut.<br />
* Build fences to enclose pens and prevent your animals from escaping. Animals that are assigned to pens cannot pass through fences or barricades.<br />
* Handlers will use ropes to lead animals from one location to another, or out of a pen.<br />
* Some animals will now roam if they are not contained within a pen.<br />
* Animals that are assigned to a pen are non-aggressive to raiders and vice-versa.<br />
* animal filth has been reworked<br />
* Added auto slaughter system. The player can select species of animals to keep and the rest will be automatically slaughtered.<br />
* Added animal sterilization. Colony animals can be sterilized to prevent them from breeding.<br />
* Tame animals can now be released to the wild.<br />
<br />
=== Miscellaneous ===<br />
* Added facial hair for pawns. The style of hair is based on the pawn’s background.<br />
* Added visual wound and prosthetic overlays on pawns.<br />
* When multiple pawns are drafted and selected, the player can space them out by dragging the right mouse button.<br />
<br />
=== Improvements and adjustments: Base game ===<br />
=== Goodwill ===<br />
* All goodwill changes are now multiplied by 1.25x when moving towards natural goodwill.<br />
* Goodwill with factions gradually shifts towards the faction’s natural goodwill.<br />
* Goodwill with factions is influenced by recent events. These goodwill factors will decay over time.<br />
* Guest status with a faction is reset upon gifting a pawn to that faction.<br />
=== Animals and plants ===<br />
* Raiders no longer actively attack passive colony animals.<br />
* Animals tab life stage tooltip now also shows the animal's exact age.<br />
* Wild plants spawned during gameplay start at 15% growth instead of 5%.<br />
* Plants newly sown by players start at 0.01% growth.<br />
* Improved "Non-ideal temperature" plant inspect string and prevented it from saying "Not growing" if it is in fact growing very slowly.<br />
* Animals are unwilling to eat plants under 10% growth.<br />
* Herbivores rebalance:<br />
** Hunger rate reduced by 50%.<br />
** Adult age is reduced by 33%.<br />
** Gestation days reduced by 33%. (This does not include unfertilized egg layers.)<br />
** Reduced toxic fallout buildup by 50%.<br />
* Animal filth rate is no longer a virtual stat calculated from body size and petness. Animal filth rate is now a stat defined on animals and humanlikes: FilthMultiplier.<br />
* Increased meat yields by 30%.<br />
* Damaged corpses give 33% less meat and leather amounts.<br />
* Animals can be assigned to animal beds. These beds can be designated as medical.<br />
* Releasing a bonded animal has a negative effect on mood, similar to slaughtering.<br />
* Added a new category to pawn stats: Animal productivity. This category contains information pertaining to animal goods.<br />
* Traders that sell animals try to generate with at least one pair of core farming animals.<br />
<br />
=== Combat, weapons, gear ===<br />
* Grenade throws are rendered in an arc.<br />
* Grenade users are more aware of grenades they’ve thrown and do not run forward into them.<br />
* When a pawn is drafted while eating from inventory they will return the food to their inventory.<br />
* Pawns can take medicine into their inventory.<br />
* Drafted pawns can tend to others in the field. They will use medicine if they are carrying any.<br />
* Reduced building killed leavings from 50% to 25%. Reduce deconstruct leavings from 75% to 50%. This doesn't affect various special buildings like mech cluster condition causers.<br />
<br />
=== Pawns ===<br />
* Drafted pawns can be ordered to repair buildings. This is separate from the "prioritize" order.<br />
* On the health tab, hovering over a specific hediff (or group of similar hediffs) provides two tooltips. One for the body part and one for the hediff.<br />
* Hediff tooltips of grouped hediffs are now separated from each other.<br />
* Hediff stages can now override hediff labels.<br />
* Hediff tooltips of grouped hediffs are now separated from each other.<br />
* Pawn growth is proportional to body resource growth speed. For example, underfed pawns grow more slowly.<br />
* Rooms are no longer considered barracks if all of the pawns living in the room are in the same “love cluster”, meaning they share a spouse or lover with another pawn in the bedroom.<br />
* Pawn passion generation now applies a random (gaussian) offset to how many passions are generated. The number of passion types for every pawn is totally randomized, and then these passions are applied to the pawn’s existing highest skills. Older pawns no longer have far more passions than young pawns.<br />
* Changed the "Want to sleep with x" thought to "Sleeping alone". Sharing a bed with any lover or spouse will prevent this thought.<br />
* Pawns now try a lot harder to avoid wearing tattered apparel.<br />
* On a pawn’s gear tab, equipped utility items (shock lance, jump pack, etc.) are listed under “other equipment”.<br />
* Assigning pawns to beds updates the room role, if possible.<br />
* Drafted pawns can be ordered to carry another downed pawn. The pawn can be dropped on command.<br />
* Guests with "AllWork" disabled will no longer opportunistically haul.<br />
* Recruit difficulty and resistance refactor. Removed concept of “resistance chance” for recruitment attempts. Added initial resistance range to pawnKindDef.<br />
* Pawns with the “Cannibal’ trait no longer dislike killing prisoners or harvesting their organs. They also get a mood buff from wearing human leather apparel, and an opinion boost from other cannibals while wearing human leather apparel.<br />
* Non-cannibals dislike those that wear human leather apparel.<br />
* When a colonist with Bloodlust harvests an organ, they receive a “Bloodlust organ harvest +4” mood boost lasting 4 days.<br />
* Pawns in an aggro mental state no longer just start panic fleeing when their group is dying off in combat.<br />
* Undergrounders have a new Need_Indoors, which is increased by spending time indoors, especially inside mountains.<br />
* Smoothed out addiction chances based on the pawn’s tolerance.<br />
<br />
=== Caravans ===<br />
* Optimized caravan automatic food selection.<br />
* Caravan speed: Caravan speed solely depends on carried mass, ridden animals, and terrain movement difficulty. Pawn speed no longer impacts caravan speed. Some animals (horses, donkeys, dromedaries) can be ridden by caravan members which boosts caravan speed. Downed pawns do not slow caravans down, but you still need at least one non-downed non-slave to operate the caravan.<br />
<br />
=== Miscellaneous ===<br />
* Refactored incident selection. The system first selects whether or not to increase colony population, then finds an incident matching the selection.<br />
* Quests on the historical tab now have a tint to indicate if they were completed, expired, or failed.<br />
* Room fog reveal occurs when a door is approximately 50% open, rather than when a door is approached.<br />
* Improved feedback on the work table. The tooltip explains why a pawn is unwilling to do a specific type of work.<br />
* Added text to describe the resulting links when placing linkable buildings (such as beds, dressers, end-tables).<br />
* Buildings that are not standable and do not have a surface type have items and pawns moved off their blueprints before construction.<br />
* Build designators no longer default to def-defined default if there is none of that type of resource on the map.<br />
* Prevented important ingredient dilution when stacking/merging meals. Stacking is prohibited between meals with and without human meat.<br />
* Saving is temporarily disabled while selecting a world tile at the beginning of the game.<br />
* Added debug setting: Never force normal speed.<br />
* Added a Thing category for wool.<br />
* maintenanceCostFactor has a minimum of 1%.<br />
* Wildlife tab refinements.<br />
* Balanced distant fight points adjustment and pawn combat points.<br />
<br />
=== Improvements and adjustments: Royalty ===<br />
* The bestowing ceremony is now a gathering that everyone can attend.<br />
* Throne speeches have been re-tooled into rituals.<br />
* NPC shuttle pads now always use concrete or paved tiles as flooring.<br />
* Pawns lent to another faction have their wounds tended more competently.<br />
<br />
===Bugfixes===<br />
<br />
* Fix: Smoke doesn’t persist on the map on save load. <br />
* Fix: Wimpy noble quest sometimes spawns with 2 manhunting animals.<br />
* Fix: Food binging pawns try to eat recreational drugs.<br />
* Fix: Caravan auto-food selector chooses psychoid leaves as plant matter for animals.<br />
* Fix: Trade Caravans will approach the colony Anima tree and shrines as a gathering point for trade, rather than the colony itself if they enter the colony map closer to anima tree.<br />
* Fix: Monument quests aren’t failed after the map is removed.<br />
* Fix: If an animal hauls a corpse to a sarcophagus, it becomes the author of the inscribed artwork. <br />
* Fix: Calling a shuttle is blocked when an item blocks its interaction spot.<br />
* Fix: Setting prisoners’ food restriction to "Nothing" will make colonists feed them ambrosia and beer.<br />
* Fix: Using the “change material” button on weapon info cards does not update stat readout.<br />
* Fix: In peaceful mode, refugee quests can have the refugees betray and attack you.<br />
* Fix: Brawler guards can still arrive with ranged weapons. <br />
* Fix: If a pawn has no weapon, the hotkey for a melee attack is H. When the pawn is given a melee weapon, the hotkey changes to B.<br />
* Fix: During food binges, sometimes pawns will use recreational drugs.<br />
* Fix: Forbidden items loaded onto the shuttle are automatically unforbidden on unload.<br />
* Fix: Psychoid leaves, ambrosia, smokeleaf leaves and raw hops can be selected as food for caravans.<br />
* Fix: Stun psycast does not interrupt minigun salvo.<br />
* Fix: Typos in backstories.<br />
* Fix: Requested aid would not join in fights (or it would take a long time for them to join) if there were no awake hostiles when the aid spawned.<br />
* Fix: Animals that are assigned to follow during field work wait until the end of their current job to do so.<br />
* Fix: Hospitality refugee quest can fail if the player attempts to arrest a refugee in an aggro mental state.<br />
* Fix: Trade caravans will approach the colony anima tree and shrines as a gathering point for trade, rather than the colony proper if they enter the colony map closer to an anima tree.<br />
* Fix: Anima trees can display negative meditation values.<br />
* Fix: Bestowing quest doesn’t give the correct information if the pawn doesn’t have an assigned throne.<br />
* Fix: Word of Joy counts as a hostile act.<br />
* Fix: Pawn having a mental break on entering a hostile map is drafted.<br />
* Fix: Firefoam IED radius is larger than drawn.<br />
* Fix: Some monument buildings have enclosed floored areas.<br />
* Fix: Changing temperature display mode (C to F) doesn’t update temperature readout immediately.<br />
* Fix: Lent pawns tended to horribly by the host faction.<br />
* Fix: Anima trees can display negative meditation values.<br />
* Fix: Too much honor for Yeoman ceremony : ceremony failed - impossible to gain the yeoman psylevel.<br />
* Fix: Bestower can social fight and die while waiting for ceremony. Don't make the bestower faction hostile if he was guilty.<br />
* Fix: Pawn having a mental break on caravan is drafted upon entering a map.<br />
* Fix: Bleed rate total does not accurately represent bleed rates on pawns with health scales other than 1.<br />
* Fix: No feedback on anima tree right click if pawn cannot use natural focus or already is max level.<br />
* Fix: Rescue shuttle lands on crashed shuttle and wipes it.<br />
<br />
== Update 1.2.2753 ==<br />
[[Version/1.2.2753|1.2.2753]]<br />
<br />
Not as major as the main ones, but there are important some changes. Have started implementing some. Need help to do them all though [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 07:13, 12 September 2020 (UTC)<br />
* <s>When forming a caravan, animals now instantly go to the caravan packing spot instead of waiting for a colonist to take them. This speeds up the caravan formation process significantly.</s> DONE. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 18:54, 2 April 2021 (UTC)<br />
* You can now place blueprints separately for different types of buildings in a monument, so you can make them of different materials.<br />
* If you have a menu with a very large number of commands, as in a powerful psycaster, some of them will be displayed smaller.<br />
* Use drug commands are now condensed onto a single command if a pawn carries more than one drug type.<br />
* <s>Allow projectiles to be rendered with a visual arc and ground shadow. Activated this behavior for: Phoenix and Grenadier armor, frag grenades, molotovs, emp/smoke/incendiary launchers.</s> No need to document. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 22:05, 17 March 2021 (UTC)<br />
* Allow right clicking on the shuttle with multiple pawns selected to load all allowed ones.<br />
* We now automatically add appropriate bedrolls to caravan.<br />
* Added a warning confirmation for calling for resources that would cause the caravan to be immobile.<br />
* Allow quick loading via permit shuttle from non-home maps with no hostiles.<br />
<br />
===Adjustments===<br />
* Changed psychic droner to start off with medium bad strength as baseline and when spawned on sites its determined by points now, same as the 'raw' gamecondition.<br />
* Make pawns count as guilty while in aggro mental state.<br />
* Food and medicine renamed to travel supplies<br />
* Apparel with utility now has a score offset to make AI more likely to automatically wear it.<br />
* Farskip now affects colony animals if not on the home map.<br />
* Colonists and pack animals unload inventory automatically once farskipped to a player home map.<br />
* Added quest look target when bestowing ceremony cannot be accepted due to threat.<br />
* Ensure auto-selected travel supplies doesn't exceed caravan mass capacity.<br />
* Removed full-map light up effect of all strikes except orbital beam.<br />
* Icons of spacer armor now display as off-white instead of dark gray.<br />
* Adjust eltex gear colors to be darker.<br />
* <s>Don't autoselect [[beer]], [[ambrosia]], flowers or [[insect jelly]] in the form caravan dialog.</s> Detail not needed. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 19:14, 2 April 2021 (UTC)<br />
* Member stripped goodwill penalty increased from 10 to 40.<br />
* Royal apparel production costs rebalanced.<br />
* Improve meditation and medical rest priorities to allow meditation for pawns with healing injuries if they're on meditation schedule.<br />
<br />
===Fixes===<br />
* Fix: Colonist with a sick thought won't meditate at all.<br />
* Fix: Becoming neutral/allied with imperials after taking the deserter quest then entering their site allows you to take the neuroformers without a fight.<br />
* Fix: Auto mortars are always active.<br />
* Fix: Colonist pods returning from a 'pawn lend' quest can roof punch.<br />
* Fix: Psylink neuroformers that are in a storage area do not appear on a resource readout.<br />
* Fix: Auto Charge Turret fires when stunned<br />
* Fix: Rescuing downed noble ends shuttle rescue [[quest]].<br />
* Fix: Its possible to arrest non-violent/downed pawns and not have their faction notified of member captured.<br />
* Fix: Gloomlight would prevent a [[Sun lamp]] from producing "brightly lit" cells within the radius of the Gloomlight. Due to: the glowColor of the Gloomlight not having an explicit alpha of zero. We now correctly ignore the alpha from the xml.<br />
* Fix: Meditation preventing pawn from attending a gathering or giving speech.<br />
* Fix: Condition causer can be spawned ontop of power conduits (wiping them).<br />
* Fix: Finding throne room spot for bestowing ceremony does not work if throne is blocked in front and back.<br />
* Fix: If the "Insect spawning rate" custom difficulty setting was set to zero, it caused insect/mech hives to spawn every tick once they reached their next spawn time.<br />
* Fix: Bestowing ceremony escorte can be used as a fighting force. There will now be negative effects if they are killed.<br />
* Fix: Bestower goes to wrong room for ceremony (added fallbacks when no spot in thronerome can be found).<br />
* Fix: Animals refusing to eat reachable food when restricted to an area.<br />
* Fix: Can't rescue invisible colonists.<br />
* Fix: Sick pawns falling out of bed because of trying to do meditation for joy<br />
<br />
== 1.2.2719 and 1.1.2654 Update ==<br />
[[Version/1.2.2719|1.2.2719]] and [[Version/1.1.2654|1.1.2654]] Update<br />
<br />
As always. This time around, no need to strikeout completed items- just delete them right away. '''[[User:PigeonGuru|PigeonGuru]]''' ( [[User_talk:PigeonGuru|talk]] | [[Special:Contributions/PigeonGuru|contribs]] | [[Guides|assist]] ) 04:51, 20 August 2020 (UTC)<br />
<br />
The 1.2 release of RimWorld adds a variety of new content and a few new systems.<br />
<br />
There are a few major parts to this update.<br />
<br />
===New stuff: Base game===<br />
* Raid loot generation: Previously raids would just drop whatever rewards were associated with the characters in that raid. Now, each raid generates a single core reward like a stack of drugs, medicine, jade, or plasteel. The reward is chosen semi-randomly according to the raider faction, and placed in the inventory of a few of the raiders. This allows us and users to accurately tune raid rewards, and solves issues where higher difficulties got bigger rewards.<br />
<br />
* Automatic caravan setup: The caravan setup screen now automatically loads enough food and medicine for the journey. This can be overridden if desired. This interface was also restructured to ask for the route first, and to clean up placement of some UI elements. Overall, caravan forming takes less effort and fewer clicks.<br />
<br />
* New system for handling time limits on caravan encounter maps. Previously on encounter maps, the player caravan was just automatically reformed after a certain amount of time. Now, the colonists will be detected by enemies after some time. Later, enemy reinforcements will begin arriving to attack. The player can choose when to leave, and this scenario can play out even on maps where other enemies remain (e.g. If player is executing a siege).<br />
<br />
* Direct button to use drugs from inventory: This makes combat drugs more usable.<br />
<br />
* New visual effects:<br />
** Improvements to orbital bombardments. You can see and hear incoming projectiles and other details are improved.<br />
<br />
===New stuff: Royalty expansion===<br />
* Bandits set up problem causer incident: This is a new way hostiles can threaten you besides raiding you. Now, sometimes they will set up a camp near your colony from which they will harass you using some kind of problem causer device, like a weather controller or smoke spewer. You have to attack the camp and eliminate it.<br />
* Abasia disease incident: This random incident makes someone in the colony get paralytic abasia, which paralyzes them for a while.<br />
* Blood rot disease incident: This random incident makes someone in the colony get blood rot, which requires regular medical treatment for a while.<br />
* Abasia joiner incident: In this random incident, someone joins you, but they have paralytic abasia, so they must recover from that before they can work. It's your choice whether you want to heal them and let them join, or handle them another way.<br />
<br />
===Improvements and adjustments===<br />
* Underground resources readout now shows what resource is in each underground cell and how many there are.<br />
* Monument placing feedback is improved. When you try to place a monument, now the specific reason it can't be placed is highlighted on the map and noted in a message.<br />
* Map generator doesn't generate little inaccessible islands any more (since they break various aspects of gameplay).<br />
* On the research tab, we now draw icons for techprint faction and research bench requirements (the latter as hyperlinks).<br />
* Quest helpers no longer spawn with the greedy trait.<br />
* Sort transporter contents list so humans are unloaded first, followed by animals, then by items.<br />
* Pawns of the same home faction (i.e. quest lodgers) will no longer arrest each other.<br />
<br />
===Technical===<br />
* Added temporary factions system. These are used in the refugee quest, but can be used in other places as well.<br />
<br />
===Bugfixes===<br />
* Fix: [[Anima tree]] doesn't heal properly.<br />
* Fix: Joy meditation can cause pawns to fall out of bed.<br />
* Fix: [[Condition causer]] destroyed message sent whenever it was despawned instead of just when it was actually destroyed.<br />
* Fix: Haircuts don't display their partly-transparent sections. This mostly made the shaved haircut invisible.<br />
* Fix: Many neural heat gizmos shown if many psycasters are selected.<br />
* Fix: Pawns interrupting their throne meditation for other jobs.<br />
* Fix: Insect [[glowpod]]s affect anima meditation.<br />
* Fix: LOS calcs for purpose of royal aid don't match LOS for guns.<br />
* Fix: Humans with 0% [[hearing]] get thoughts from listening to instruments.<br />
* Fix: Pawn can get random [[inspiration]] while not capable of being conscious.<br />
* Fix: Peace talks can generate for factions with goodwill rewards disabled.<br />
* Fix: Thoughts about not being master of a bonded animal appear even if pawn is too low-skilled to be master of their bonded animal.<br />
* Fix: Banishing quest lodgers causes "banished" thoughts.<br />
* Fix: Manhunter animal [[quest]] and [[event|incedent]] don't cap out at 100 animals.<br />
* Fix: Psylink counts as an artificial part for a [[traits#transhumanist|transhumanist]].<br />
* Fix: Pawns not gaining comfort from throne while meditating.<br />
* Fix: Colonists can lose their psylink entirely when being [[Resurrector mech serum|resurrected]].<br />
* Fix: While paused, musical instruments constantly loop, this also occurs while in the trade menu.<br />
* Fix: Pawn in cryptosleep requires bedroom.<br />
* Fix: Some [[raid]] pawn kind defs allow Brawler trait while having ranged weapons.<br />
* Fix: It's possible to use doors as electricity-less coolers.<br />
* Fix: Just claimed artificial structures don't affect nature focus objects.<br />
* Fix: Pawns meditate in bed without being sick. They should go for a better meditation spot.<br />
* Fix: [[Mechanoids]] not waking up if you [[Psycasts#skip|skip]] them.<br />
* Fix: Non-royal colonists will not wear royal apparel even if outfit requires it.<br />
* Fix: [[Empire]] is hostile to neutral [[ancients]] by default.<br />
* Fix: Incorrect calculation for [[packaged survival meal]] bulk recipe.<br />
* Fix: Wild men who are incapable of violence can hunt animals for food.<br />
* Fix: [[Shuttle|Shuttles]] sometimes land on natural roofs.<br />
* Fix: Some enemies spawn with [[smoke launcher]]s who shouldn't.<br />
<br />
===Improvements===<br />
* Reworked how destroyed buildings generate slag so small buildings don't generate giant slag blooms; they'll leave steel behind instead.<br />
* Implemented toggle for anima trees that toggles whether building ghosts are showing connections to meditation foci or not.<br />
<br />
===Tuning===<br />
* Increase rewards per points for quests game-wide.<br />
* Reduce the threat points for fights generated off the home map, and increase bandit camp quest rewards.<br />
* <s>Double the rate of nuzzling by animals to buff mood-oriented pets.</s> Already done. [[User:Ickputzdirwech|Ickputzdirwech]] ([[User talk:Ickputzdirwech|talk]]) 08:13, 22 September 2021 (UTC)<br />
* Extend the thought for when you buried someone in a sarcophagus.<br />
* Reduce monument sizes about 15%.<br />
* Increase toxic fallout earliestDay from 20 to 60. Reduce base chance from 0.14 to 0.12. Increase volcanic winter earliest day from 30 to 60.<br />
* Reduce [[anima tree]] regrowth check cycle from 40 days to 30 days.<br />
* Reduce chance for diseases in caravans by 4x.<br />
* Min market value for neuroformer quest rewards reduced from 720 to 600. <br />
* Reduced the selection weight of hostile factions as quest askers to 15%.<br />
* Disabled paralysis in hospitality quests.<br />
<br />
===Fixes===<br />
* Fix: Wake-up meditation focus gain is overtuned, should be 20% not 40%. Also it needs to be expressed in the right format of % per day.<br />
* Fix: Lodgers with blood rot and abasia spawn with equipment that immediately gets dropped.<br />
<br />
== 1.1 Update ==<br />
<br />
Here we go again. '''[[User:PigeonGuru|PigeonGuru]]''', Strategist ( [[User_talk:PigeonGuru|talk]] | [[Special:Contributions/PigeonGuru|contribs]] | [[Guides|assist]] ) 06:24, 17 February 2020 (UTC)<br />
<br />
=== New features ===<br />
*<s>Added room stats gizmo, which displays the stats of the room containing a selected building, at a glance.</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 16:30, 5 April 2021 (UTC)<br />
*<s>Added smoke grenadier enemy.</s> Added by User:Harakoni . [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 14:25, 2 April 2021 (UTC)<br />
*<s>Added a planet population slider to the planet generation parameters.</s> DONE. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 02:03, 2 April 2021 (UTC)<br />
*Added heatstroke alert for colonists and tame animals.<br />
*Added fertility overlay, which shows terrain fertility in an easy-to-see way.<br />
*Added terrain affordance overlay, which shows where you can build what in an easy-to-see way.<br />
*Added an option to choose which kinds of letters pause the game.<br />
*Added recipes to burn entire stacks of drugs at once.<br />
*Added a letter to the player when a colonist is kidnapped, noting that there will be chances to get them back.<br />
<br />
===Adjustments===<br />
*<s>[[Faction]] icons are now differentiated by shape as well as color, to help out colorblind players.</s> Already done, page has image with updated graphics. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 16:32, 5 April 2021 (UTC)<br />
*Prisoner tab now shows slave price, recruitment chance, potential faction relation gain upon release, and information about the last recruiter and their impacting.<br />
*Added ‘pawn lost’ thought that happens when a pawn is kidnapped or abandoned by their caravan.<br />
*<s>Downed pawns can now be loaded into transport pods like prisoners.</s> DONE. --[[User:Ickputzdirwech|Ickputzdirwech]] ([[User talk:Ickputzdirwech|talk]]) 10:12, 10 April 2022 (UTC)<br />
*<s>Added confirmation dialog before attacking friendly factions.</s> Minor detail, no documentation needed. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 16:49, 5 April 2021 (UTC)<br />
*Added scar pain feedback and reworked how scar pain works. Scars are now assigned an easy-to-understand pain category instead of an obscure number.<br />
*Trade interface now shows the next restock time for settlements.<br />
*Open caskets now look different from closed ones.<br />
*Colonists attending a party gain recreation value.<br />
*Player can now inspect the contents of cryptosleep caskets on a new tab.<br />
*<s>Interface now reports the chance of a successful arrest before you try to make it.</s> DONE. --[[User:Ickputzdirwech|Ickputzdirwech]] ([[User talk:Ickputzdirwech|talk]]) 10:12, 10 April 2022 (UTC)<br />
*<s>Changed caravan reform to be allowed with sleeping hostiles on site.</s> DONE. --[[User:Ickputzdirwech|Ickputzdirwech]] ([[User talk:Ickputzdirwech|talk]]) 10:12, 10 April 2022 (UTC)<br />
*Changed sites to stop and reset forced exit timer when enemies start a battle (for awakening mechanoids and hidden ambushes).<br />
*Rebalanced mechanoid bodypart coverages<br />
*Tattered apparel and unhappy nudity alerts now shows how many are affected.<br />
*Smelting, burning and destruction review. Can destroy apparels now same as with weapons. Neolithic ranged weapons can now be burnt.<br />
*Placing turrets now shows min and max range, not just max range.<br />
*<s>Pawns no longer engage in recreational acitivites when injured, unless the activity can be done in bed.</s> DONE. --[[User:Ickputzdirwech|Ickputzdirwech]] ([[User talk:Ickputzdirwech|talk]]) 10:12, 10 April 2022 (UTC)<br />
*<s>Credits now list the memory of colonists who died.</s> DONE. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 16:49, 5 April 2021 (UTC)<br />
<br />
=== Fixes ===<br />
*Fix: Explosions from missed projectiles landing in wall cells could hit things on the other side of the wall.<br />
*Fix: Manhunting animals could attack doors without seeing anyone going through them.<br />
*Fix: Corpses wouldn’t create corpse bile.<br />
*Fix: Colonists could play horseshoes from a different room.<br />
*Fix: Can’t give a rescued addict their drug without angering their faction.<br />
*Fix: Prisoner gets mood debuff when colonist euthanized.<br />
*Fix: Wind turbines register no wind during windy storm.<br />
*Fix: No mood penalty for giving bonded animal as a gift if sent by transport pod.<br />
*Fix: Pawns with one-arm and alcohol withdrawal are unable to manipulate anything at all.<br />
*Fix: Pawn with alcohol-induced brain damage are doomed to die.<br />
*Fix: Uninstalling a trap does not properly roll the chance to trigger the trap.<br />
*Fix: Crashed ship parts that land on bridges are instantly destroyed<br />
*Fix: If your only colony is on an island, the endgame quest to journey to the ship never occurs.<br />
*Fix: Insects can be tamed and hunted after their hives are destroyed.<br />
*Fix: Power conduit graphic does not display properly on top of grave.<br />
*Fix: Manhunter pack incident not working on high wealth or difficulty.<br />
*Fix: Military commissar backstory missing Social bonus.<br />
*Fix: Allies can sometimes push player pawns out of cover during combat.<br />
*Fix: Player can start with pets his pawns can’t keep tame.<br />
<br />
== Beta 19/ 1.0 Update ==<br />
<br />
Like before, a list of changes that need to be added. '''[[User:PigeonGuru|PigeonGuru]]''', Strategist ( [[User_talk:PigeonGuru|talk]] | [[Special:Contributions/PigeonGuru|contribs]] | [[Guides|assist]] ) 14:36, 28 August 2018 (UTC)<br />
<br />
=== New features ===<br />
*Improved caravaning:<br />
**Added Caravan tab with caravan loading progress<br />
**Redesigned "Form caravan" window: stats like carried mass, caravan speed, days worth of food, and visibility are now explained better<br />
**Added "Remove from caravan" command: remove people or animals from the caravan even if it hasn't left the map yet<br />
**Added "Load into caravan" right-click option: designate extra items to be picked up by the caravan before leaving<br />
*New designators: Mass-forbid and unforbid<br />
*<s>New main tab: Wildlife. Allows easy counting, finding, and designating of wild animals</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 17:05, 23 March 2021 (UTC)<br />
*New type of attack: Kick sand/water in eyes<br />
*You can now smooth natural rough rock walls into high-quality walls<br />
*Workbench bills can now be assigned to specific colonists<br />
*Added "Show what will buy" window which shows all items a trader will buy<br />
*Added toggleable auto-rebuild functionality: automatically place blueprints whenever a building is destroyed<br />
*Checkboxes are now "paintable": you can mass-select all checkboxes by clicking and dragging the mouse over them<br />
*Workbench bills can now be copied and pasted<br />
*Colonists now opportunistically haul things while working if their current target is roughly in the same direction<br />
*It's now possible to mass-cancel all designations with a designator's right-click menu<br />
*It's now possible to forbid/unforbid all items and rearm all traps with a designator's right-click menu<br />
*You can now drag and reorder colonists in the colonist bar<br />
*Social interaction log now has flavorful randomized text instead of the same repeated interaction text every time.<br />
<br />
=== Adjustments ===<br />
*<s>Changed deep moving water to chest-deep moving water: walkable but slower than shallow water.</s> Confirmed speed modifier correct on Environment#Terrain [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 01:46, 1 April 2021 (UTC)<br />
*Doctors can draw medicine from the same stack at the same time<br />
*Downed colonists in hostile maps are now automatically kidnapped by the enemy (if there are no more healthy colonists nearby)<br />
*Insects will no longer attack the colony when harmed by raiders<br />
*Hives will no longer spawn close to enemy bases<br />
*Item deterioration rate now takes into account several factors, including being outdoors, being unroofed, and being in water<br />
*No more random deaths from meteorites falling on colonists<br />
*Caravan members now slowly gain social recreation when the caravan is not moving<br />
*It's no longer possible to build roof over trees<br />
*Plant cut/harvest time now depends on the plant's growth<br />
*Mechanoids now always die on downed<br />
*Doing passionate work now affects mood instead of recreation<br />
*Exotic goods outlander traders will no longer trade furniture<br />
*Some traders will now buy only some types of animals, not all<br />
*Adjusted doctors and patients work priorities a bit so they do urgent work first<br />
*Most crafting benches are now uninstallable and reinstallable<br />
*Colonists will now take pemmican to inventory (like meals)<br />
*Ores mined by non-colonists (e.g. insects) now spawn forbidden<br />
*Animals' melee damage now scales with life stage<br />
*Added medical care column to the Assign tab<br />
*Wearing new apparel now takes time. Colonists now take off the colliding apparel first (which takes time) before wearing the new one<br />
*Minor starvation (below 25% severity) no longer causes miscarriages<br />
*Pets and bonded animals no longer disturb sleep<br />
*When reforming a caravan, we now list colonists' inventory separately so the player can choose what to take and what to leave<br />
*Enemies no longer use single use rocket launchers during caravan ambushes<br />
*Various floors now require research. <br />
*Projectile impacts now wake up nearby people and animals<br />
*Explosive weapons now explode when set on fire<br />
*Improved following behavior so animals following their master will now try to stay close to him<br />
*Traders will no longer accept typical short-life meals (paste, simple, fine, lavish)<br />
<br />
=== Balance ===<br />
*Reduced threat points for incidents by about 15%. Also reshaped the threat points curve to be easier in the early game, and tougher in the mid-late game.<br />
*World quest destinations appear 10% closer to the player bases.<br />
*Table search radius 25 -> 32<br />
*The “expectations” thoughts progress more rapidly.<br />
*Doubled initial blight size, increase spread rate by 30%.<br />
*For all cases where a world quest has a time limit, increase the time limit by 50%<br />
*Poison ship part plant-killing circle stops expanding at radius 50.<br />
*Wounds are 50% less likely to become permanent scars.<br />
*Increased delay before auto-undraft by 20%.<br />
*<s>Shallow water movement cost 12 -> 22</s>Confirmed speed modifier correct on Environment#Terrain. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 00:01, 1 April 2021 (UTC)<br />
*<s>Equalized [[mood]] penalties for being too hot and too cold.</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 22:21, 6 April 2021 (UTC)<br />
*Refactored how [[apparel]] insulation is calculated to be simpler, and rebalanced all apparel and stuff insulation stats.<br />
*Removed the impact of item hit points on various stats: Apparel armor rating, apparel insulation, shield belt max energy, melee weapon damage, ranged weapon accuracy.<br />
*Overhauled [[mental break]] probabilities. Aside from some exceptional cases, all mental breaks are more or less equally probable.<br />
*World quests now appear about 2.5x more often and start from 6 days instead of 15 days.<br />
*Small adjustments to some [[biome]] [[disease]] frequencies and animal densities<br />
*Adjusted balance of learning rates for various skills. Easier: Melee, shooting, social. Harder: Intellectual, growing, mining.<br />
*Allies will come to help more often during fights, and come with enough force to make a difference - but only if they’re actually allied in the new diplomacy system.<br />
*Increased base infection chances.<br />
Quest rewards generation totally reworked to more consistently generate valuable, unique, -and interesting rewards.<br />
*Trade requests will give more time and much richer rewards, especially for poor colonies.<br />
<br />
====Plants====<br />
**<s>All non-tree sowable crops yield 20% less when harvested and take 10% longer to sow.</s> Confirmed currently documented values. [[User:Ickputzdirwech|Ickputzdirwech]] ([[User talk:Ickputzdirwech|talk]]) 11:13, 23 September 2021 (UTC)<br />
**Newly-seeded trees and other such plants are now faster to cut down than mature ones. -----The cut/harvest time lerps from 30% of normal just after sowing, up to 100% when the plant is mature.<br />
**<s>[[Healroot]] grow days 6.5 -> 12, sow and harvest work increased significantly.</s> Confirmed currently documented values. [[User:Ickputzdirwech|Ickputzdirwech]] ([[User talk:Ickputzdirwech|talk]]) 11:13, 23 September 2021 (UTC)<br />
**<s>Reduced [[daylily]] and [[rose]] lifespans.</s> Confirmed correct values as of current game version. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 23:47, 31 March 2021 (UTC)<br />
**<s>[[Rice]], [[Strawberry plant|strawberries]], [[healroot]], [[Corn plant|corn]], [[Cotton plant|cotton]] min fertility 50% -> 100%.</s> Confirmed currently documented values. [[User:Ickputzdirwech|Ickputzdirwech]] ([[User talk:Ickputzdirwech|talk]]) 11:13, 23 September 2021 (UTC)<br />
<br />
====Buildings====<br />
**<s>Reduced all costs to build the ship components by 30%</s> Already done. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 02:48, 15 March 2021 (UTC)<br />
**Slowed constructing buildings with all stone types by 20%<br />
<br />
====Animal====<br />
**Adjusted chances of various animals going manhunter on failed taming attempts and on being harmed.<br />
**Adjusted many animal market values and movement speeds.<br />
**Animals leather amount increased 50% across the board<br />
**Animal train chance reduced 25%.<br />
**Animal train chance wildness factor range: 0.05~2.00 -> 0.50~1.50.<br />
**<s>Obedience training steps 1 -> 3.</s> Nothing to update. Number of steps is tiny detail and not documented. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 14:34, 29 March 2021 (UTC)<br />
**<s>All insects main attack cooldowns 2.5 -> 2.9</s> Outdated already, but the wiki has the right value of 2. [[User:Ickputzdirwech|Ickputzdirwech]] ([[User talk:Ickputzdirwech|talk]]) 09:14, 22 September 2021 (UTC)<br />
**<s>Nuzzle target search distance 15 -> 40</s> Tiny detail. No need to document this. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 23:42, 31 March 2021 (UTC)<br />
**<s>Nuzzled memory duration 0.5 days->1 day, stacked effect multipler 0.95->0.5, stack limit 10->3</s> Already done. [[User:Ickputzdirwech|Ickputzdirwech]] ([[User talk:Ickputzdirwech|talk]]) 09:14, 22 September 2021 (UTC)<br />
<br />
====Ranged weapons====<br />
**<s>Pawns hit by ranged attacks now stagger the same way as pawns hit by melee attacks. This effect only happens if the weapon's stopping power stat is equal or greater than the target's body size.</s> [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 20:45, 12 March 2021 (UTC)<br />
**<s>Missed shots now have a 50% extra chance of hitting nothing; this will make missed shots less likely to hit random things (but doesn’t change the chance of missing).</s> [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 20:44, 12 March 2021 (UTC)<br />
<br />
====Melee====<br />
**<s>Debuffed ranged weapon melee attacks to be in line with fists in terms of DPS</s><br />
**<s>Serious melee weapons ([[knife]] on upward) across the board 5%-10% DPS buff</s><br />
:: ^ These appear to be done already. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 20:13, 12 March 2021 (UTC)<br />
<br />
== Updates needed before 1.0 ==<br />
<br />
=== Modding ===<br />
Since the contents of this section are a bit harder to document and not as relevant to the majority of people visiting the wiki, I will put a collapse here for the time being.<br />
{{Collapse|<br />
*Modders can now add “def modifiers” which, instead of replacing a whole def, change specific fields of that def. This allows multiple mods to change the same def without wiping each others’ changes (unless they change the same field, of course).<br />
*Information on how to use def modifiers is in this forum thread: [[https://ludeon.com/forums/index.php?topic=32735.0 https://ludeon.com/forums/index.php?topic=32735.0]]<br />
*Various enums are now defs so modders can add new ones (TrainableIntelligence , DamageArmorCategory, ImpactSoundType, ReservationLayer, BillRepeatMode, PrisonerInteractionMode, FleshType).<br />
*GUI tables (like most of the main tabs along the bottom of the screen) are now defined by data, making it easier to add, rearrange, sort, and change columns on the UI.<br />
*Increasing skill relevance<br />
*Mining skill reworked: Steeper speed penalty for low skill. Mining yield is now slightly dependent on mining skill.<br />
*Work tab boxes are easier to identify skill level for visually.<br />
}}<br />
<br />
<br />
[[Category:Wiki maintenance]]</div>ShySkreamhttps://rimworldwiki.com/index.php?title=Talk:Main_Page&diff=110984Talk:Main Page2022-10-15T09:48:08Z<p>ShySkream: Collapsed requests that have been fulfilled, added note about the edit copy and contact info.</p>
<hr />
<div>== Main Page Edit Copy ==<br />
The main page is protected to stop vandalism. There is an edit copy that you can make changes to:<br />
<br />
[[Main Page/editcopy]]<br />
<br />
If you need adjustments to the templates or format, contact me on the [https://discord.gg/PFbB9vN wiki editor Discord].<br />
<br />
[[User:ShySkream|ShySkream]] ([[User talk:ShySkream|talk]]) 09:48, 15 October 2022 (UTC)<br />
<br />
== <s>Outdated Main Page Sublists</s> ==<br />
<div class="mw-collapsible mw-collapsed"><br />
Recommending the following changes<br />
* Menu sublist - Change [[Menus#Restrict|Restrict]] to [[Menus#Schedule|Schedule]]<br />
* Gameplay sublist - Add [[Quality]] after Firefighting, [[Quests]] before Research, [[Room stats|Rooms]] after Research<br />
[[User:Deadgye|Deadgye]] ([[User talk:Deadgye|talk]]) 18:23, 31 August 2021 (UTC)<br />
<br />
:Hows that? [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 22:47, 31 August 2021 (UTC)<br />
:Looks good to me. It could be cleaned up in the future by combining Combat, Cover, Defense, and Drafting; Caravan and Trade; and Environment and Rooms. But major changes to those pages to support that would have to happen first. If I get another bad bout of insomnia maybe I'll attempt that. [[User:Deadgye|Deadgye]] ([[User talk:Deadgye|talk]]) 15:36, 1 September 2021 (UTC)<br />
</div><br />
== <s>Discord</s> ==<br />
<div class="mw-collapsible mw-collapsed"><br />
It would be nice to have discord link as well as IRC one next to it. [[User:Saphire|Saphire]] ([[User_talk:Saphire|talk]] | [[Special:Contributions/Saphire|contribs]])<br />
<br />
:I agree. Although if it was up to me I'd re-jiggle the Sidebar quite a bit, to make it more in line with the system Wikipedia and most other wikis use. So we'd have Main page, Community Portal, Admin noticeboard, Recent changes and Random page up top. Then other "tabs" underneath, such as an Official sites (or something) which also includes the Discord. Below that we could have the most important pages, whatever we deem that to be. Makes it easier to navigate for users when they're not on the main page. Here is an example of what it might look like: [https://i.imgur.com/NMGTrwO.png Image].<br />
<br />
:The main page could also be changed quite drastically. There are almost as many ways to do it as there are wikis, but [https://ark.gamepedia.com/ARK_Survival_Evolved_Wiki here] and [https://terraria.gamepedia.com/Terraria_Wiki here] are two examples. [[User:Pangaea|Pangaea]] ([[User talk:Pangaea|talk]]) 20:05, 25 July 2019 (UTC)<br />
</div><br />
== <s>The Text Wall that is the Main Page</s> ==<br />
<div class="mw-collapsible mw-collapsed"><br />
The main page is completely filled with text, hard to read, and in my opinion, aesthetically unpleasing. Maybe each topic should be in <big>big font</big> to be easier to see, and each specific page could be under a dropdown menu? Having a big font would also allow for us to add a small icon to the left of each of the major topics, the ones at the bottom of the screen in Rimworld when there are too many menus, which would look better than plain Arial text.<br />
[[User:ItsNotReallyEditing|ItsNotReallyEditing]] ([[User talk:ItsNotReallyEditing|talk]]) 22:23, 27 November 2021 (UTC)<br />
: You're welcome to try out different formatting or content on [[Main Page/editcopy]] and if you find something you like we can look at implementing it [[User:Harakoni|Harakoni (Wiki Moderator)]] ([[User talk:Harakoni|talk]]) 00:01, 28 November 2021 (UTC)><br />
</div></div>ShySkreamhttps://rimworldwiki.com/index.php?title=Main_Page/editcopy&diff=110798Main Page/editcopy2022-10-11T00:36:49Z<p>ShySkream: capitals (again)</p>
<hr />
<div>{{:Main Page/editcopy message}}<br />
<!--Main Page content below this--><br />
__NOTITLE__<br />
__NOEDITSECTION__<br />
{{Rwbox<br />
| name = biotech<br />
| type = manual<br />
| color = #6bb6bb<br />
| small = {{{small|no}}}<br />
| image = [[File:BiotechIcon.png|40px|link=Biotech DLC|Biotech DLC]]<br />
| text = <big>The [[Biotech DLC]] and Version 1.4 have been announced and are coming this October!</big><br>For further information, see the [https://store.steampowered.com/news/app/294100/view/3294970071159733465 announcement] and the [https://store.steampowered.com/app/1826140/RimWorld__Biotech/ steam page]!<br />
| nocat = true<br />
}}<br />
<br />
<div style="width:90%;background:#EEEEEE;"><br />
<center> [[Image:rimworldlogo.png|link=Main Page|600px]]</center><br />
<center> <big>'''[https://rimworldgame.com RimWorld]''' is an indie space colony management game developed by '''[https://ludeon.com/blog/studio/ Ludeon&nbsp;Studios]''', a Montreal-based game studio founded by '''[https://tynansylvester.com/ Tynan&nbsp;Sylvester]'''.<br> Read more about the game at [[About RimWorld]].</big></center><br />
<div style="display:flex; flex-wrap:wrap;margin-left:9px;"><br />
<div style="flex-grow:3;"><br />
<br />
The current stable versions are {{PCIcon}} '''{{Current Version|link=1}}''' and {{ConsoleIcon}} '''{{Current Version|link=1|console=1}}''', and a complete version history can be found via the [[Version history]] page.<br />
<br />
For info on releases, see the [[File:LudeonLogoSquare.png|16px|link=https://ludeon.com]] [https://ludeon.com Ludeon development blog] and [[File:Double Eleven Logo Only.png|16px|link=https://rimworld.double11.com/patch-notes]] [https://rimworld.double11.com/patch-notes Double Eleven Patch Feed] respectively.<br />
<br />
<br />
You can help update the wiki by [[Special:CreateAccount|signing up]].<br />
It is recommended to read about [[Help:Wiki markup cheatsheet|Wiki basics]] and our [[RimWorld_Wiki:Style_guide|Style guide]].<br />
<br />
You can find current wiki projects in the [[RimWorld Wiki:Community portal|Community Portal]], our [https://discord.gg/PFbB9vN wiki editor Discord], and the [[RimWorld Wiki:To-do|To&nbsp;do&nbsp;list]].<br />
<br />
If you spot something that may require administrator attention, please report it to the [[RimWorld_Wiki:Admin_noticeboard|Admin Noticeboard]].<br />
We are currently maintaining [[Special:Statistics|{{NUMBEROFARTICLES}} articles]].<br><br />
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<div style="flex-grow:2; display:flex; flex-wrap:wrap; justify-content:flex-start; margin-top:16px; align-content:center;"><br />
<div style="flex-shrink:1;"><br />
:&#9642;&nbsp;[[File:Steam2.png|16px|link=https://store.steampowered.com/app/294100/RimWorld/|Steam]] [https://store.steampowered.com/app/294100/RimWorld/ Steam Page]<br />
:&#9642;&nbsp;[[File:LudeonLogoSquare.png|16px|link=https://ludeon.com/forums/|Ludeon Forums]] [https://ludeon.com/forums/ Ludeon Forums]<br />
:&#9642;&nbsp;[[File:Twitter2.png|16px|link=https://twitter.com/tynansylvester|Twitter]] [https://twitter.com/tynansylvester Tynan Sylvester on Twitter]<br />
:&#9642;&nbsp;[[File:Reddit2.png|16px|link=https://www.reddit.com/r/RimWorld/|Reddit]] [https://www.reddit.com/r/RimWorld/ RimWorld on Reddit]<br />
</div><br />
<div style="flex-shrink:1;"><br />
:&#9642;&nbsp;[[File:Double Eleven Logo Only.png|16px|link=https://rimworld.double11.com/]] [https://rimworld.double11.com/ Double Eleven RimWorld Page]<br />
:&#9642;&nbsp;[[File:irc_icon.png|16px|link=https://webchat.quakenet.org/?channels=rimworld|IRC]] [https://webchat.quakenet.org/?channels=rimworld RimWorld IRC Channel]<br />
:&#9642;&nbsp;[[File:bay12_icon.png|16px|link=http://www.bay12forums.com/smf/index.php?topic=131168.0|Bay12 Forums]] [http://www.bay12forums.com/smf/index.php?topic=131168.0 RimWorld on Dwarf Fortress forums]<br />
:&#9642;&nbsp;[[File:Discord.png|16px|link=https://discordapp.com/invite/UTaMDWc|Discord]] [https://discordapp.com/invite/UTaMDWc Unofficial RimWorld Discord]<br />
</div><br />
</div><br />
</div><br />
<br />
<div><br />
<center><b><big>Need some help? Check out the [[guides]] for information!</b></big></center><br />
</div><br />
<br />
<div style="background:#FFFFFF;display:flex; flex-wrap:wrap; column-gap:24px; justify-content:center;"><br />
<div style="flex:0 0 47%"><br />
<div style="min-width:305px;margin-top:12px;"><br />
<center style="font-size:16px;"> Concepts </center><br />
<div style="flex-shrink:1; display:flex; flex-wrap:wrap; align-content:space-between; justify-content:center; gap:16px 16px; border-top:1px solid #A8A8AC; padding-top:6px;"><br />
<div style="flex:1;max-width:600px;">{{MainPageNav<br />
|Link=https://rimworldwiki.com/wiki/Basics<br />
|Label=Basics<br />
|Image=Modal Info Icon.png<br />
|Col1=<br />
&#9642; [[Controls]]<br><br />
&#9642; [[User interface]]<br><br />
&#9642; [[Learning helper]]<br><br />
&#9642; [[Lore]]<br><br />
&#9642;&nbsp;[https://docs.google.com/document/d/1fUO3KKbAbTxMP1lqphnnodY0NPoOVblCUkDw-54MDUc/pub Fiction primer]<br><br />
|Col2=<br />
&#9642; [[Guides]]<br><br />
&#9642; [[Colony Building Guide|Colony building]]<br><br />
&#9642; [[Quickstart Guides|Quickstart guides]]<br><br />
}}</div><br />
<div style="flex:1;max-width:600px;">{{MainPageNav<br />
|Link=https://rimworldwiki.com/wiki/Gameplay<br />
|Label=Gameplay<br />
|Image=RimWorldLogo.png<br />
|Col1=<br />
&#9642; [[Caravan]]<br><br />
&#9642; [[Environment]]<br><br />
&#9642; [[Events]]<br><br />
&#9642; [[Research]]<br><br />
|Col2=<br />
&#9642; [[Quests]]<br><br />
&#9642; [[Time]]<br><br />
&#9642; [[Trade]]<br><br />
&#9642; [[Orders]]<br><br />
}}</div><br />
<div style="flex:1;max-width:600px;">{{MainPageNav<br />
|Link=https://rimworldwiki.com/wiki/About_RimWorld<br />
|Label=Extras<br />
|Image=LudeonLogoSquare.png<br />
|Col1=<br />
&#9642; [[Version|Version history]]<br><br />
&#9642; [[Save file]]<br><br />
&#9642; [[Development mode]]<br><br />
&#9642; [[Mods]]<br><br />
&#9642;&nbsp;[[Modding Tutorials|Modding tutorials]]<br><br />
|Col2=<br />
}}</div><br />
<div style="flex:1;max-width:600px;">{{MainPageNav<br />
|Link=https://rimworldwiki.com/wiki/Combat<br />
|Label=Combat<br />
|Image=Assault rifle.png<br />
|Col1=<br />
&#9642; [[Cover]]<br><br />
&#9642; [[Defense]]<br><br />
&#9642; [[Drafting]]<br><br />
&#9642; [[Defense_structures|Structures]]<br><br />
&#9642; [[Defense_tactics|Tactics]]<br><br />
|Col2=<br />
}}</div><br />
<div style="flex:1;max-width:600px;">{{MainPageNav<br />
|Link=https://rimworldwiki.com/wiki/Game_Creation<br />
|Label=World<br />
|Image=World gen preview.png<br />
|Col1=<br />
&#9642; [[Scenario system]]<br><br />
&#9642; [[AI Storytellers|AI storytellers]]<br><br />
&#9642; [[World generation]]<br><br />
&#9642; [[Biomes]]<br><br />
&#9642; [[Factions]]<br><br />
|Col2=<br />
}}</div><br />
</div><br />
</div><br />
<div style="min-width:305px;margin-top:12px;"><br />
<center style="font-size:16px;"> DLC </center><br />
<div style="flex-shrink:1; display:flex; flex-wrap:wrap; align-content:space-between; justify-content:center; gap:16px 16px; border-top:1px solid #A8A8AC; padding-top:6px;"><br />
<div style="flex:1;max-width:600px;">{{MainPageNav<br />
|Link=https://rimworldwiki.com/wiki/Royalty<br />
|Label=Royalty<br />
|Image=RoyaltyIcon.png<br />
|Col1=<br />
&#9642; [[Titles]]<br><br />
&#9642; [[Psycasts]]<br><br />
&#9642; [[Techprint]]s<br><br />
&#9642; [[Persona weapon]]s<br><br />
&#9642; [[Slavery]]<br><br />
|Col2=<br />
}}</div><br />
<div style="flex:1;max-width:600px;">{{MainPageNav<br />
|Link=https://rimworldwiki.com/wiki/Ideology<br />
|Label=Ideology<br />
|Image=IdeologyIcon.png<br />
|Col1=<br />
&#9642; [[Ideoligion]]s<br><br />
&#9642; [[Roles]]<br><br />
&#9642; [[Rituals]]<br><br />
&#9642; [[Gauranlen tree]]<br><br />
&#9642; [[Biosculpter pod]]<br><br />
|Col2=<br />
}}</div><br />
<div style="flex:1;max-width:600px;">{{MainPageNav<br />
|Link=https://rimworldwiki.com/wiki/Biotech<br />
|Label=Biotech<br />
|Image=BiotechIcon.png<br />
|Col1=<br />
Coming soon:<br><br />
&#9642; Children<br><br />
&#9642; Gene modification<br><br />
&#9642; Controlled mechanoids<br><br />
&#9642; Pollution<br><br />
|Col2=<br />
}}</div><br />
</div><br />
</div><br />
</div><br />
<div style="flex:0 0 47%"><br />
<div style="min-width:305px;margin-top:12px;"><br />
<center style="font-size:16px;"> Items </center><br />
<div style="flex-shrink:1; display:flex; flex-wrap:wrap; align-content:space-between; justify-content:center; gap:16px 16px; border-top:1px solid #A8A8AC; padding-top:6px;"><br />
<div style="flex:1;max-width:600px;">{{MainPageNav<br />
|Link=https://rimworldwiki.com/wiki/Gear<br />
|Label=Gear<br />
|Image=CowboyHat.png<br />
|Col1=<br />
&#9642; [[Weapons]]<br><br />
&#9642; [[Apparel]]<br><br />
&#9642;&nbsp;[[Armor]]<br><br />
&#9642;&nbsp;[[Clothing]]<br><br />
&#9642;&nbsp;[[Utility]]<br><br />
|Col2=<br />
}}</div><br />
<div style="flex:1;max-width:600px;">{{MainPageNav<br />
|Link=https://rimworldwiki.com/wiki/Resources<br />
|Label=Resources<br />
|Image=Woodlog_c.png<br />
|Col1=<br />
&#9642; [[Materials]]<br><br />
&#9642; [[Textiles]]<br><br />
&#9642; [[Drugs]]<br><br />
&#9642; [[Food]]<br><br />
&#9642; [[Doctoring#Medicines|Medicine]]<br><br />
|Col2=<br />
}}</div><br />
<div style="flex:1;max-width:600px;">{{MainPageNav<br />
|Link=https://rimworldwiki.com/wiki/Plants<br />
|Label=Plants<br />
|Image=Alocasia.png<br />
|Col1=<br />
&#9642; [[Decorative plants|Decorative]]<br><br />
&#9642;&nbsp;[[Domesticated plants|Domesticated]]<br><br />
&#9642; [[Trees]]<br><br />
&#9642; [[Wild plants|Wild]]<br><br />
|Col2=<br />
}}</div><br />
<div style="flex:1;max-width:600px;">{{MainPageNav<br />
|Link=https://rimworldwiki.com/wiki/Research<br />
|Label=Technology<br />
|Image=LongRangeMineralScanner.png<br />
|Col1=<br />
&#9642; [[Power|Electricity]]<br><br />
&#9642; [[Deep drill]]ing<br><br />
&#9642; [[Moisture pump]]s<br><br />
&#9642; [[Long-range mineral scanner|Mineral scanning]]<br><br />
&#9642; [[Bionics]]<br><br />
|Col2=<br />
}}</div><br />
<div style="flex:1;max-width:600px;">{{MainPageNav<br />
|Link=https://rimworldwiki.com/wiki/Architect<br />
|Label=Building<br />
|Image=Granite blocks.png<br />
|Col1=<br />
&#9642; [[Zone]]s<br><br />
&#9642; [[Structure]]s<br><br />
&#9642; [[Production]]<br><br />
&#9642; [[Furniture]]<br><br />
&#9642; [[Power]]<br><br />
|Col2=<br />
&#9642; [[Security]]<br><br />
&#9642; [[Misc]]<br><br />
&#9642; [[Floors]]<br><br />
&#9642; [[Recreation]]<br><br />
&#9642; [[Temperature]]<br><br />
}}</div><br />
</div><br />
</div><br />
<div style="min-width:305px;margin-top:12px;"><br />
<center style="font-size:16px;"> Life </center><br />
<div style="flex-shrink:1; display:flex; flex-wrap:wrap; align-content:space-between; justify-content:center; gap:16px 16px; border-top:1px solid #A8A8AC; padding-top:6px;"><br />
<div style="flex:1;max-width:600px;">{{MainPageNav<br />
|Link=https://rimworldwiki.com/wiki/Characters<br />
|Label=Character<br />
|Image=Colonist.png<br />
|Col1=<br />
&#9642; [[Backstories]]<br><br />
&#9642; [[Health]]<br><br />
&#9642; [[Bionics]]<br><br />
&#9642; [[Mood]]<br><br />
&#9642; [[Needs]]<br><br />
|Col2=<br />
&#9642; [[Skills]]<br><br />
&#9642; [[Social]]<br><br />
&#9642; [[Thoughts]]<br><br />
&#9642; [[Traits]]<br />
}}</div><br />
<div style="flex:1;max-width:600px;">{{MainPageNav<br />
|Link=https://rimworldwiki.com/wiki/Character_Types<br />
|Label=Local Life<br />
|Image=Turkey.png<br />
|Col1=<br />
&#9642; [[Colonist]]s<br><br />
&#9642; [[Prisoners]]<br><br />
&#9642; [[Raider]]s<br><br />
&#9642; [[Character Types#Visitors|Visitors]]<br><br />
|Col2=<br />
&#9642; [[Animals]]<br><br />
&#9642; [[Mechanoid]]s}}</div><br />
</div><br />
</div><br />
</div><br />
</div></div>ShySkreamhttps://rimworldwiki.com/index.php?title=Main_Page/editcopy&diff=110796Main Page/editcopy2022-10-11T00:34:53Z<p>ShySkream: capitals</p>
<hr />
<div>{{:Main Page/editcopy message}}<br />
<!--Main Page content below this--><br />
__NOTITLE__<br />
__NOEDITSECTION__<br />
{{Rwbox<br />
| name = biotech<br />
| type = manual<br />
| color = #6bb6bb<br />
| small = {{{small|no}}}<br />
| image = [[File:BiotechIcon.png|40px|link=Biotech DLC|Biotech DLC]]<br />
| text = <big>The [[Biotech DLC]] and Version 1.4 have been announced and are coming this October!</big><br>For further information, see the [https://store.steampowered.com/news/app/294100/view/3294970071159733465 announcement] and the [https://store.steampowered.com/app/1826140/RimWorld__Biotech/ steam page]!<br />
| nocat = true<br />
}}<br />
<br />
<div style="width:90%;background:#EEEEEE;"><br />
<center> [[Image:rimworldlogo.png|link=Main Page|600px]]</center><br />
<center> <big>'''[https://rimworldgame.com RimWorld]''' is an indie space colony management game developed by '''[https://ludeon.com/blog/studio/ Ludeon&nbsp;Studios]''', a Montreal-based game studio founded by '''[https://tynansylvester.com/ Tynan&nbsp;Sylvester]'''.<br> Read more about the game at [[About RimWorld]].</big></center><br />
<div style="display:flex; flex-wrap:wrap;margin-left:9px;"><br />
<div style="flex-grow:3;"><br />
<br />
The current stable versions are {{PCIcon}} '''{{Current Version|link=1}}''' and {{ConsoleIcon}} '''{{Current Version|link=1|console=1}}''', and a complete version history can be found via the [[Version history]] page.<br />
<br />
For info on releases, see the [[File:LudeonLogoSquare.png|16px|link=https://ludeon.com]] [https://ludeon.com Ludeon development blog] and [[File:Double Eleven Logo Only.png|16px|link=https://rimworld.double11.com/patch-notes]] [https://rimworld.double11.com/patch-notes Double Eleven Patch Feed] respectively.<br />
<br />
<br />
You can help update the wiki by [[Special:CreateAccount|signing up]].<br />
It is recommended to read about [[Help:Wiki markup cheatsheet|Wiki basics]] and our [[RimWorld_Wiki:Style_guide|Style guide]].<br />
<br />
You can find current wiki projects in the [[RimWorld Wiki:Community portal|Community Portal]], our [https://discord.gg/PFbB9vN wiki editor Discord], and the [[RimWorld Wiki:To-do|To&nbsp;do&nbsp;list]].<br />
<br />
If you spot something that may require administrator attention, please report it to the [[RimWorld_Wiki:Admin_noticeboard|Admin Noticeboard]].<br />
We are currently maintaining [[Special:Statistics|{{NUMBEROFARTICLES}} articles]].<br><br />
</div><br />
<div style="flex-grow:2; display:flex; flex-wrap:wrap; justify-content:flex-start; margin-top:16px; align-content:center;"><br />
<div style="flex-shrink:1;"><br />
:&#9642;&nbsp;[[File:Steam2.png|16px|link=https://store.steampowered.com/app/294100/RimWorld/|Steam]] [https://store.steampowered.com/app/294100/RimWorld/ Steam Page]<br />
:&#9642;&nbsp;[[File:LudeonLogoSquare.png|16px|link=https://ludeon.com/forums/|Ludeon Forums]] [https://ludeon.com/forums/ Ludeon Forums]<br />
:&#9642;&nbsp;[[File:Twitter2.png|16px|link=https://twitter.com/tynansylvester|Twitter]] [https://twitter.com/tynansylvester Tynan Sylvester on Twitter]<br />
:&#9642;&nbsp;[[File:Reddit2.png|16px|link=https://www.reddit.com/r/RimWorld/|Reddit]] [https://www.reddit.com/r/RimWorld/ RimWorld on Reddit]<br />
</div><br />
<div style="flex-shrink:1;"><br />
:&#9642;&nbsp;[[File:Double Eleven Logo Only.png|16px|link=https://rimworld.double11.com/]] [https://rimworld.double11.com/ Double Eleven RimWorld Page]<br />
:&#9642;&nbsp;[[File:irc_icon.png|16px|link=https://webchat.quakenet.org/?channels=rimworld|IRC]] [https://webchat.quakenet.org/?channels=rimworld RimWorld IRC Channel]<br />
:&#9642;&nbsp;[[File:bay12_icon.png|16px|link=http://www.bay12forums.com/smf/index.php?topic=131168.0|Bay12 Forums]] [http://www.bay12forums.com/smf/index.php?topic=131168.0 RimWorld on Dwarf Fortress forums]<br />
:&#9642;&nbsp;[[File:Discord.png|16px|link=https://discordapp.com/invite/UTaMDWc|Discord]] [https://discordapp.com/invite/UTaMDWc Unofficial RimWorld Discord]<br />
</div><br />
</div><br />
</div><br />
<br />
<div><br />
<center><b><big>Need some help? Check out the [[guides]] for information!</b></big></center><br />
</div><br />
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<div style="min-width:305px;margin-top:12px;"><br />
<center style="font-size:16px;"> Concepts </center><br />
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|Col1=<br />
&#9642; [[Controls]]<br><br />
&#9642; [[User interface]]<br><br />
&#9642; [[Learning helper]]<br><br />
&#9642; [[Lore]]<br><br />
&#9642;&nbsp;[https://docs.google.com/document/d/1fUO3KKbAbTxMP1lqphnnodY0NPoOVblCUkDw-54MDUc/pub Fiction primer]<br><br />
|Col2=<br />
&#9642; [[Guides]]<br><br />
&#9642; [[Colony Building Guide|Colony building]]<br><br />
&#9642; [[Quickstart Guides|Quickstart guides]]<br><br />
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&#9642; [[Caravan]]<br><br />
&#9642; [[Environment]]<br><br />
&#9642; [[Events]]<br><br />
&#9642; [[Research]]<br><br />
|Col2=<br />
&#9642; [[Quests]]<br><br />
&#9642; [[Time]]<br><br />
&#9642; [[Trade]]<br><br />
&#9642; [[Orders]]<br><br />
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|Link=https://rimworldwiki.com/wiki/About_RimWorld<br />
|Label=Extras<br />
|Image=LudeonLogoSquare.png<br />
|Col1=<br />
&#9642; [[Version|Version&nbsp;History]]<br><br />
&#9642; [[Save file]]<br><br />
&#9642; [[Development mode]]<br><br />
&#9642; [[Mods]]<br><br />
&#9642;&nbsp;[[Modding Tutorials|Modding tutorials]]<br><br />
|Col2=<br />
}}</div><br />
<div style="flex:1;max-width:600px;">{{MainPageNav<br />
|Link=https://rimworldwiki.com/wiki/Combat<br />
|Label=Combat<br />
|Image=Assault rifle.png<br />
|Col1=<br />
&#9642; [[Cover]]<br><br />
&#9642; [[Defense]]<br><br />
&#9642; [[Drafting]]<br><br />
&#9642; [[Defense_structures|Structures]]<br><br />
&#9642; [[Defense_tactics|Tactics]]<br><br />
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<div style="flex:1;max-width:600px;">{{MainPageNav<br />
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&#9642; [[Scenario system]]<br><br />
&#9642; [[AI Storytellers|AI storytellers]]<br><br />
&#9642; [[World generation]]<br><br />
&#9642; [[Biomes]]<br><br />
&#9642; [[Factions]]<br><br />
|Col2=<br />
}}</div><br />
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<div style="min-width:305px;margin-top:12px;"><br />
<center style="font-size:16px;"> DLC </center><br />
<div style="flex-shrink:1; display:flex; flex-wrap:wrap; align-content:space-between; justify-content:center; gap:16px 16px; border-top:1px solid #A8A8AC; padding-top:6px;"><br />
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|Image=RoyaltyIcon.png<br />
|Col1=<br />
&#9642; [[Titles]]<br><br />
&#9642; [[Psycasts]]<br><br />
&#9642; [[Techprint]]s<br><br />
&#9642; [[Persona weapon]]s<br><br />
&#9642; [[Slavery]]<br><br />
|Col2=<br />
}}</div><br />
<div style="flex:1;max-width:600px;">{{MainPageNav<br />
|Link=https://rimworldwiki.com/wiki/Ideology<br />
|Label=Ideology<br />
|Image=IdeologyIcon.png<br />
|Col1=<br />
&#9642; [[Ideoligion]]s<br><br />
&#9642; [[Roles]]<br><br />
&#9642; [[Rituals]]<br><br />
&#9642; [[Gauranlen tree]]<br><br />
&#9642; [[Biosculpter pod]]<br><br />
|Col2=<br />
}}</div><br />
<div style="flex:1;max-width:600px;">{{MainPageNav<br />
|Link=https://rimworldwiki.com/wiki/Biotech<br />
|Label=Biotech<br />
|Image=BiotechIcon.png<br />
|Col1=<br />
Coming soon:<br><br />
&#9642; Children<br><br />
&#9642; Gene modification<br><br />
&#9642; Controlled mechanoids<br><br />
&#9642; Pollution<br><br />
|Col2=<br />
}}</div><br />
</div><br />
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<div style="min-width:305px;margin-top:12px;"><br />
<center style="font-size:16px;"> Items </center><br />
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<div style="flex:1;max-width:600px;">{{MainPageNav<br />
|Link=https://rimworldwiki.com/wiki/Gear<br />
|Label=Gear<br />
|Image=CowboyHat.png<br />
|Col1=<br />
&#9642; [[Weapons]]<br><br />
&#9642; [[Apparel]]<br><br />
&#9642;&nbsp;[[Armor]]<br><br />
&#9642;&nbsp;[[Clothing]]<br><br />
&#9642;&nbsp;[[Utility]]<br><br />
|Col2=<br />
}}</div><br />
<div style="flex:1;max-width:600px;">{{MainPageNav<br />
|Link=https://rimworldwiki.com/wiki/Resources<br />
|Label=Resources<br />
|Image=Woodlog_c.png<br />
|Col1=<br />
&#9642; [[Materials]]<br><br />
&#9642; [[Textiles]]<br><br />
&#9642; [[Drugs]]<br><br />
&#9642; [[Food]]<br><br />
&#9642; [[Doctoring#Medicines|Medicine]]<br><br />
|Col2=<br />
}}</div><br />
<div style="flex:1;max-width:600px;">{{MainPageNav<br />
|Link=https://rimworldwiki.com/wiki/Plants<br />
|Label=Plants<br />
|Image=Alocasia.png<br />
|Col1=<br />
&#9642; [[Decorative plants|Decorative]]<br><br />
&#9642;&nbsp;[[Domesticated plants|Domesticated]]<br><br />
&#9642; [[Trees]]<br><br />
&#9642; [[Wild plants|Wild]]<br><br />
|Col2=<br />
}}</div><br />
<div style="flex:1;max-width:600px;">{{MainPageNav<br />
|Link=https://rimworldwiki.com/wiki/Research<br />
|Label=Technology<br />
|Image=LongRangeMineralScanner.png<br />
|Col1=<br />
&#9642; [[Power|Electricity]]<br><br />
&#9642; [[Deep drill]]ing<br><br />
&#9642; [[Moisture pump]]s<br><br />
&#9642; [[Long-range mineral scanner|Mineral scanning]]<br><br />
&#9642; [[Bionics]]<br><br />
|Col2=<br />
}}</div><br />
<div style="flex:1;max-width:600px;">{{MainPageNav<br />
|Link=https://rimworldwiki.com/wiki/Architect<br />
|Label=Building<br />
|Image=Granite blocks.png<br />
|Col1=<br />
&#9642; [[Zone]]s<br><br />
&#9642; [[Structure]]s<br><br />
&#9642; [[Production]]<br><br />
&#9642; [[Furniture]]<br><br />
&#9642; [[Power]]<br><br />
|Col2=<br />
&#9642; [[Security]]<br><br />
&#9642; [[Misc]]<br><br />
&#9642; [[Floors]]<br><br />
&#9642; [[Recreation]]<br><br />
&#9642; [[Temperature]]<br><br />
}}</div><br />
</div><br />
</div><br />
<div style="min-width:305px;margin-top:12px;"><br />
<center style="font-size:16px;"> Life </center><br />
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|Label=Character<br />
|Image=Colonist.png<br />
|Col1=<br />
&#9642; [[Backstories]]<br><br />
&#9642; [[Health]]<br><br />
&#9642; [[Bionics]]<br><br />
&#9642; [[Mood]]<br><br />
&#9642; [[Needs]]<br><br />
|Col2=<br />
&#9642; [[Skills]]<br><br />
&#9642; [[Social]]<br><br />
&#9642; [[Thoughts]]<br><br />
&#9642; [[Traits]]<br />
}}</div><br />
<div style="flex:1;max-width:600px;">{{MainPageNav<br />
|Link=https://rimworldwiki.com/wiki/Character_Types<br />
|Label=Local Life<br />
|Image=Turkey.png<br />
|Col1=<br />
&#9642; [[Colonist]]s<br><br />
&#9642; [[Prisoners]]<br><br />
&#9642; [[Raider]]s<br><br />
&#9642; [[Character Types#Visitors|Visitors]]<br><br />
|Col2=<br />
&#9642; [[Animals]]<br><br />
&#9642; [[Mechanoid]]s}}</div><br />
</div><br />
</div><br />
</div><br />
</div></div>ShySkreamhttps://rimworldwiki.com/index.php?title=Main_Page/editcopy&diff=110794Main Page/editcopy2022-10-11T00:32:43Z<p>ShySkream: Fixed section headers (oops), moved "orders" link, fixed capitalization</p>
<hr />
<div>{{:Main Page/editcopy message}}<br />
<!--Main Page content below this--><br />
__NOTITLE__<br />
__NOEDITSECTION__<br />
{{Rwbox<br />
| name = biotech<br />
| type = manual<br />
| color = #6bb6bb<br />
| small = {{{small|no}}}<br />
| image = [[File:BiotechIcon.png|40px|link=Biotech DLC|Biotech DLC]]<br />
| text = <big>The [[Biotech DLC]] and Version 1.4 have been announced and are coming this October!</big><br>For further information, see the [https://store.steampowered.com/news/app/294100/view/3294970071159733465 announcement] and the [https://store.steampowered.com/app/1826140/RimWorld__Biotech/ steam page]!<br />
| nocat = true<br />
}}<br />
<br />
<div style="width:90%;background:#EEEEEE;"><br />
<center> [[Image:rimworldlogo.png|link=Main Page|600px]]</center><br />
<center> <big>'''[https://rimworldgame.com RimWorld]''' is an indie space colony management game developed by '''[https://ludeon.com/blog/studio/ Ludeon&nbsp;Studios]''', a Montreal-based game studio founded by '''[https://tynansylvester.com/ Tynan&nbsp;Sylvester]'''.<br> Read more about the game at [[About RimWorld]].</big></center><br />
<div style="display:flex; flex-wrap:wrap;margin-left:9px;"><br />
<div style="flex-grow:3;"><br />
<br />
The current stable versions are {{PCIcon}} '''{{Current Version|link=1}}''' and {{ConsoleIcon}} '''{{Current Version|link=1|console=1}}''', and a complete version history can be found via the [[Version history]] page.<br />
<br />
For info on releases, see the [[File:LudeonLogoSquare.png|16px|link=https://ludeon.com]] [https://ludeon.com Ludeon development blog] and [[File:Double Eleven Logo Only.png|16px|link=https://rimworld.double11.com/patch-notes]] [https://rimworld.double11.com/patch-notes Double Eleven Patch Feed] respectively.<br />
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You can help update the wiki by [[Special:CreateAccount|signing up]].<br />
It is recommended to read about [[Help:Wiki markup cheatsheet|Wiki basics]] and our [[RimWorld_Wiki:Style_guide|Style guide]].<br />
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You can find current wiki projects in the [[RimWorld Wiki:Community portal|Community Portal]], our [https://discord.gg/PFbB9vN wiki editor Discord], and the [[RimWorld Wiki:To-do|To&nbsp;do&nbsp;list]].<br />
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We are currently maintaining [[Special:Statistics|{{NUMBEROFARTICLES}} articles]].<br><br />
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<div style="flex-grow:2; display:flex; flex-wrap:wrap; justify-content:flex-start; margin-top:16px; align-content:center;"><br />
<div style="flex-shrink:1;"><br />
:&#9642;&nbsp;[[File:Steam2.png|16px|link=https://store.steampowered.com/app/294100/RimWorld/|Steam]] [https://store.steampowered.com/app/294100/RimWorld/ Steam Page]<br />
:&#9642;&nbsp;[[File:LudeonLogoSquare.png|16px|link=https://ludeon.com/forums/|Ludeon Forums]] [https://ludeon.com/forums/ Ludeon Forums]<br />
:&#9642;&nbsp;[[File:Twitter2.png|16px|link=https://twitter.com/tynansylvester|Twitter]] [https://twitter.com/tynansylvester Tynan Sylvester on Twitter]<br />
:&#9642;&nbsp;[[File:Reddit2.png|16px|link=https://www.reddit.com/r/RimWorld/|Reddit]] [https://www.reddit.com/r/RimWorld/ RimWorld on Reddit]<br />
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<div style="flex-shrink:1;"><br />
:&#9642;&nbsp;[[File:Double Eleven Logo Only.png|16px|link=https://rimworld.double11.com/]] [https://rimworld.double11.com/ Double Eleven RimWorld Page]<br />
:&#9642;&nbsp;[[File:irc_icon.png|16px|link=https://webchat.quakenet.org/?channels=rimworld|IRC]] [https://webchat.quakenet.org/?channels=rimworld RimWorld IRC Channel]<br />
:&#9642;&nbsp;[[File:bay12_icon.png|16px|link=http://www.bay12forums.com/smf/index.php?topic=131168.0|Bay12 Forums]] [http://www.bay12forums.com/smf/index.php?topic=131168.0 RimWorld on Dwarf Fortress forums]<br />
:&#9642;&nbsp;[[File:Discord.png|16px|link=https://discordapp.com/invite/UTaMDWc|Discord]] [https://discordapp.com/invite/UTaMDWc Unofficial RimWorld Discord]<br />
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<center><b><big>Need some help? Check out the [[guides]] for information!</b></big></center><br />
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<br />
<div style="background:#FFFFFF;display:flex; flex-wrap:wrap; column-gap:24px; justify-content:center;"><br />
<div style="flex:0 0 47%"><br />
<div style="min-width:305px;margin-top:12px;"><br />
<center style="font-size:16px;"> Concepts </center><br />
<div style="flex-shrink:1; display:flex; flex-wrap:wrap; align-content:space-between; justify-content:center; gap:16px 16px; border-top:1px solid #A8A8AC; padding-top:6px;"><br />
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|Label=Basics<br />
|Image=Modal Info Icon.png<br />
|Col1=<br />
&#9642; [[Controls]]<br><br />
&#9642; [[User interface]]<br><br />
&#9642; [[Learning helper]]<br><br />
&#9642; [[Lore]]<br><br />
&#9642;&nbsp;[https://docs.google.com/document/d/1fUO3KKbAbTxMP1lqphnnodY0NPoOVblCUkDw-54MDUc/pub Fiction Primer]<br><br />
|Col2=<br />
&#9642; [[Guides]]<br><br />
&#9642; [[Colony Building Guide|Colony Building]]<br><br />
&#9642; [[Quickstart Guides]]<br><br />
}}</div><br />
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|Label=Gameplay<br />
|Image=RimWorldLogo.png<br />
|Col1=<br />
&#9642; [[Caravan]]<br><br />
&#9642; [[Environment]]<br><br />
&#9642; [[Events]]<br><br />
&#9642; [[Research]]<br><br />
|Col2=<br />
&#9642; [[Quests]]<br><br />
&#9642; [[Time]]<br><br />
&#9642; [[Trade]]<br><br />
&#9642; [[Orders]]<br><br />
}}</div><br />
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|Link=https://rimworldwiki.com/wiki/About_RimWorld<br />
|Label=Extras<br />
|Image=LudeonLogoSquare.png<br />
|Col1=<br />
&#9642; [[Version|Version&nbsp;History]]<br><br />
&#9642; [[Save file]]<br><br />
&#9642; [[Development mode]]<br><br />
&#9642; [[Mods]]<br><br />
&#9642;&nbsp;[[Modding Tutorials|Modding tutorials]]<br><br />
|Col2=<br />
}}</div><br />
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|Link=https://rimworldwiki.com/wiki/Combat<br />
|Label=Combat<br />
|Image=Assault rifle.png<br />
|Col1=<br />
&#9642; [[Cover]]<br><br />
&#9642; [[Defense]]<br><br />
&#9642; [[Drafting]]<br><br />
&#9642; [[Defense_structures|Structures]]<br><br />
&#9642; [[Defense_tactics|Tactics]]<br><br />
|Col2=<br />
}}</div><br />
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|Image=World gen preview.png<br />
|Col1=<br />
&#9642; [[Scenario system]]<br><br />
&#9642; [[AI Storytellers|AI storytellers]]<br><br />
&#9642; [[World generation]]<br><br />
&#9642; [[Biomes]]<br><br />
&#9642; [[Factions]]<br><br />
|Col2=<br />
}}</div><br />
</div><br />
</div><br />
<div style="min-width:305px;margin-top:12px;"><br />
<center style="font-size:16px;"> DLC </center><br />
<div style="flex-shrink:1; display:flex; flex-wrap:wrap; align-content:space-between; justify-content:center; gap:16px 16px; border-top:1px solid #A8A8AC; padding-top:6px;"><br />
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|Link=https://rimworldwiki.com/wiki/Royalty<br />
|Label=Royalty<br />
|Image=RoyaltyIcon.png<br />
|Col1=<br />
&#9642; [[Titles]]<br><br />
&#9642; [[Psycasts]]<br><br />
&#9642; [[Techprint]]s<br><br />
&#9642; [[Persona weapon]]s<br><br />
&#9642; [[Slavery]]<br><br />
|Col2=<br />
}}</div><br />
<div style="flex:1;max-width:600px;">{{MainPageNav<br />
|Link=https://rimworldwiki.com/wiki/Ideology<br />
|Label=Ideology<br />
|Image=IdeologyIcon.png<br />
|Col1=<br />
&#9642; [[Ideoligion]]s<br><br />
&#9642; [[Roles]]<br><br />
&#9642; [[Rituals]]<br><br />
&#9642; [[Gauranlen tree]]<br><br />
&#9642; [[Biosculpter pod]]<br><br />
|Col2=<br />
}}</div><br />
<div style="flex:1;max-width:600px;">{{MainPageNav<br />
|Link=https://rimworldwiki.com/wiki/Biotech<br />
|Label=Biotech<br />
|Image=BiotechIcon.png<br />
|Col1=<br />
Coming soon:<br><br />
&#9642; Children<br><br />
&#9642; Gene modification<br><br />
&#9642; Controlled mechanoids<br><br />
&#9642; Pollution<br><br />
|Col2=<br />
}}</div><br />
</div><br />
</div><br />
</div><br />
<div style="flex:0 0 47%"><br />
<div style="min-width:305px;margin-top:12px;"><br />
<center style="font-size:16px;"> Items </center><br />
<div style="flex-shrink:1; display:flex; flex-wrap:wrap; align-content:space-between; justify-content:center; gap:16px 16px; border-top:1px solid #A8A8AC; padding-top:6px;"><br />
<div style="flex:1;max-width:600px;">{{MainPageNav<br />
|Link=https://rimworldwiki.com/wiki/Gear<br />
|Label=Gear<br />
|Image=CowboyHat.png<br />
|Col1=<br />
&#9642; [[Weapons]]<br><br />
&#9642; [[Apparel]]<br><br />
&#9642;&nbsp;[[Armor]]<br><br />
&#9642;&nbsp;[[Clothing]]<br><br />
&#9642;&nbsp;[[Utility]]<br><br />
|Col2=<br />
}}</div><br />
<div style="flex:1;max-width:600px;">{{MainPageNav<br />
|Link=https://rimworldwiki.com/wiki/Resources<br />
|Label=Resources<br />
|Image=Woodlog_c.png<br />
|Col1=<br />
&#9642; [[Materials]]<br><br />
&#9642; [[Textiles]]<br><br />
&#9642; [[Drugs]]<br><br />
&#9642; [[Food]]<br><br />
&#9642; [[Doctoring#Medicines|Medicine]]<br><br />
|Col2=<br />
}}</div><br />
<div style="flex:1;max-width:600px;">{{MainPageNav<br />
|Link=https://rimworldwiki.com/wiki/Plants<br />
|Label=Plants<br />
|Image=Alocasia.png<br />
|Col1=<br />
&#9642; [[Decorative plants|Decorative]]<br><br />
&#9642;&nbsp;[[Domesticated plants|Domesticated]]<br><br />
&#9642; [[Trees]]<br><br />
&#9642; [[Wild plants|Wild]]<br><br />
|Col2=<br />
}}</div><br />
<div style="flex:1;max-width:600px;">{{MainPageNav<br />
|Link=https://rimworldwiki.com/wiki/Research<br />
|Label=Technology<br />
|Image=LongRangeMineralScanner.png<br />
|Col1=<br />
&#9642; [[Power|Electricity]]<br><br />
&#9642; [[Deep drill]]ing<br><br />
&#9642; [[Moisture pump]]s<br><br />
&#9642; [[Long-range mineral scanner|Mineral scanning]]<br><br />
&#9642; [[Bionics]]<br><br />
|Col2=<br />
}}</div><br />
<div style="flex:1;max-width:600px;">{{MainPageNav<br />
|Link=https://rimworldwiki.com/wiki/Architect<br />
|Label=Building<br />
|Image=Granite blocks.png<br />
|Col1=<br />
&#9642; [[Zone]]s<br><br />
&#9642; [[Structure]]s<br><br />
&#9642; [[Production]]<br><br />
&#9642; [[Furniture]]<br><br />
&#9642; [[Power]]<br><br />
|Col2=<br />
&#9642; [[Security]]<br><br />
&#9642; [[Misc]]<br><br />
&#9642; [[Floors]]<br><br />
&#9642; [[Recreation]]<br><br />
&#9642; [[Temperature]]<br><br />
}}</div><br />
</div><br />
</div><br />
<div style="min-width:305px;margin-top:12px;"><br />
<center style="font-size:16px;"> Life </center><br />
<div style="flex-shrink:1; display:flex; flex-wrap:wrap; align-content:space-between; justify-content:center; gap:16px 16px; border-top:1px solid #A8A8AC; padding-top:6px;"><br />
<div style="flex:1;max-width:600px;">{{MainPageNav<br />
|Link=https://rimworldwiki.com/wiki/Characters<br />
|Label=Character<br />
|Image=Colonist.png<br />
|Col1=<br />
&#9642; [[Backstories]]<br><br />
&#9642; [[Health]]<br><br />
&#9642; [[Bionics]]<br><br />
&#9642; [[Mood]]<br><br />
&#9642; [[Needs]]<br><br />
|Col2=<br />
&#9642; [[Skills]]<br><br />
&#9642; [[Social]]<br><br />
&#9642; [[Thoughts]]<br><br />
&#9642; [[Traits]]<br />
}}</div><br />
<div style="flex:1;max-width:600px;">{{MainPageNav<br />
|Link=https://rimworldwiki.com/wiki/Character_Types<br />
|Label=Local Life<br />
|Image=Turkey.png<br />
|Col1=<br />
&#9642; [[Colonist]]s<br><br />
&#9642; [[Prisoners]]<br><br />
&#9642; [[Raider]]s<br><br />
&#9642; [[Character Types#Visitors|Visitors]]<br><br />
|Col2=<br />
&#9642; [[Animals]]<br><br />
&#9642; [[Mechanoid]]s}}</div><br />
</div><br />
</div><br />
</div><br />
</div></div>ShySkreamhttps://rimworldwiki.com/index.php?title=Main_Page/editcopy&diff=110792Main Page/editcopy2022-10-10T23:54:41Z<p>ShySkream: Fixed flex containers to make 1/2 of 1080p look nice. Added Biotech banner. Changed "Friendly Mechanoids" to "Controlled mechanoids" (ominous)</p>
<hr />
<div>{{:Main Page/editcopy message}}<br />
<!--Main Page content below this--><br />
__NOTITLE__<br />
__NOEDITSECTION__<br />
{{Rwbox<br />
| name = biotech<br />
| type = manual<br />
| color = #6bb6bb<br />
| small = {{{small|no}}}<br />
| image = [[File:BiotechIcon.png|40px|link=Biotech DLC|Biotech DLC]]<br />
| text = <big>The [[Biotech DLC]] and Version 1.4 have been announced and are coming this October!</big><br>For further information, see the [https://store.steampowered.com/news/app/294100/view/3294970071159733465 announcement] and the [https://store.steampowered.com/app/1826140/RimWorld__Biotech/ steam page]!<br />
| nocat = true<br />
}}<br />
<br />
<div style="width:90%;background:#EEEEEE;"><br />
<center> [[Image:rimworldlogo.png|link=Main Page|600px]]</center><br />
<center> <big>'''[https://rimworldgame.com RimWorld]''' is an indie space colony management game developed by '''[https://ludeon.com/blog/studio/ Ludeon&nbsp;Studios]''', a Montreal-based game studio founded by '''[https://tynansylvester.com/ Tynan&nbsp;Sylvester]'''.<br> Read more about the game at [[About RimWorld]].</big></center><br />
<div style="display:flex; flex-wrap:wrap;margin-left:9px;"><br />
<div style="flex-grow:3;"><br />
<br />
The current stable versions are {{PCIcon}} '''{{Current Version|link=1}}''' and {{ConsoleIcon}} '''{{Current Version|link=1|console=1}}''', and a complete version history can be found via the [[Version history]] page.<br />
<br />
For info on releases, see the [[File:LudeonLogoSquare.png|16px|link=https://ludeon.com]] [https://ludeon.com Ludeon development blog] and [[File:Double Eleven Logo Only.png|16px|link=https://rimworld.double11.com/patch-notes]] [https://rimworld.double11.com/patch-notes Double Eleven Patch Feed] respectively.<br />
<br />
<br />
You can help update the wiki by [[Special:CreateAccount|signing up]].<br />
It is recommended to read about [[Help:Wiki markup cheatsheet|Wiki basics]] and our [[RimWorld_Wiki:Style_guide|Style guide]].<br />
<br />
You can find current wiki projects in the [[RimWorld Wiki:Community portal|Community Portal]], our [https://discord.gg/PFbB9vN wiki editor Discord], and the [[RimWorld Wiki:To-do|To&nbsp;do&nbsp;list]].<br />
<br />
If you spot something that may require administrator attention, please report it to the [[RimWorld_Wiki:Admin_noticeboard|Admin Noticeboard]].<br />
We are currently maintaining [[Special:Statistics|{{NUMBEROFARTICLES}} articles]].<br><br />
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<div style="flex-grow:2; display:flex; flex-wrap:wrap; justify-content:flex-start; margin-top:16px; align-content:center;"><br />
<div style="flex-shrink:1;"><br />
:&#9642;&nbsp;[[File:Steam2.png|16px|link=https://store.steampowered.com/app/294100/RimWorld/|Steam]] [https://store.steampowered.com/app/294100/RimWorld/ Steam Page]<br />
:&#9642;&nbsp;[[File:LudeonLogoSquare.png|16px|link=https://ludeon.com/forums/|Ludeon Forums]] [https://ludeon.com/forums/ Ludeon Forums]<br />
:&#9642;&nbsp;[[File:Twitter2.png|16px|link=https://twitter.com/tynansylvester|Twitter]] [https://twitter.com/tynansylvester Tynan Sylvester on Twitter]<br />
:&#9642;&nbsp;[[File:Reddit2.png|16px|link=https://www.reddit.com/r/RimWorld/|Reddit]] [https://www.reddit.com/r/RimWorld/ RimWorld on Reddit]<br />
</div><br />
<div style="flex-shrink:1;"><br />
:&#9642;&nbsp;[[File:Double Eleven Logo Only.png|16px|link=https://rimworld.double11.com/]] [https://rimworld.double11.com/ Double Eleven RimWorld Page]<br />
:&#9642;&nbsp;[[File:irc_icon.png|16px|link=https://webchat.quakenet.org/?channels=rimworld|IRC]] [https://webchat.quakenet.org/?channels=rimworld RimWorld IRC Channel]<br />
:&#9642;&nbsp;[[File:bay12_icon.png|16px|link=http://www.bay12forums.com/smf/index.php?topic=131168.0|Bay12 Forums]] [http://www.bay12forums.com/smf/index.php?topic=131168.0 RimWorld on Dwarf Fortress forums]<br />
:&#9642;&nbsp;[[File:Discord.png|16px|link=https://discordapp.com/invite/UTaMDWc|Discord]] [https://discordapp.com/invite/UTaMDWc Unofficial RimWorld Discord]<br />
</div><br />
</div><br />
</div><br />
<br />
<div><br />
<center><b><big>Need some help? Check out the [[guides]] for information!</b></big></center><br />
</div><br />
<br />
<div style="background:#FFFFFF;display:flex; flex-wrap:wrap; column-gap:24px; justify-content:center;"><br />
<div style="flex:0 0 47%"><br />
<div style="min-width:305px;margin-top:12px;"> Concepts </center><br />
<div style="flex-shrink:1; display:flex; flex-wrap:wrap; align-content:space-between; justify-content:center; gap:16px 16px; border-top:1px solid #A8A8AC; padding-top:6px;"><br />
<div style="flex:1;max-width:600px;">{{MainPageNav<br />
|Link=https://rimworldwiki.com/wiki/Basics<br />
|Label=Basics<br />
|Image=Modal Info Icon.png<br />
|Col1=<br />
&#9642; [[Controls]]<br><br />
&#9642; [[User interface]]<br><br />
&#9642; [[Learning helper]]<br><br />
&#9642; [[Lore]]<br><br />
&#9642;&nbsp;[https://docs.google.com/document/d/1fUO3KKbAbTxMP1lqphnnodY0NPoOVblCUkDw-54MDUc/pub Fiction Primer]<br><br />
|Col2=<br />
&#9642; [[Guides]]<br><br />
&#9642; [[Colony Building Guide|Colony Building]]<br><br />
&#9642; [[Quickstart Guides]]<br><br />
&#9642; [[Orders]]<br><br />
}}</div><br />
<div style="flex:1;max-width:600px;">{{MainPageNav<br />
|Link=https://rimworldwiki.com/wiki/Gameplay<br />
|Label=Gameplay<br />
|Image=RimWorldLogo.png<br />
|Col1=<br />
&#9642; [[Caravan]]<br><br />
&#9642; [[Environment]]<br><br />
&#9642; [[Events]]<br><br />
&#9642; [[Research]]<br><br />
|Col2=<br />
&#9642; [[Quests]]<br><br />
&#9642; [[Time]]<br><br />
&#9642; [[Trade]]<br><br />
}}</div><br />
<div style="flex:1;max-width:600px;">{{MainPageNav<br />
|Link=https://rimworldwiki.com/wiki/About_RimWorld<br />
|Label=Extras<br />
|Image=LudeonLogoSquare.png<br />
|Col1=<br />
&#9642; [[Version|Version&nbsp;History]]<br><br />
&#9642; [[Save file]]<br><br />
&#9642; [[Development mode]]<br><br />
&#9642; [[Mods]]<br><br />
&#9642;&nbsp;[[Modding&nbsp;Tutorials]]<br><br />
|Col2=<br />
}}</div><br />
<div style="flex:1;max-width:600px;">{{MainPageNav<br />
|Link=https://rimworldwiki.com/wiki/Combat<br />
|Label=Combat<br />
|Image=Assault rifle.png<br />
|Col1=<br />
&#9642; [[Cover]]<br><br />
&#9642; [[Defense]]<br><br />
&#9642; [[Drafting]]<br><br />
&#9642; [[Defense_structures|Structures]]<br><br />
&#9642; [[Defense_tactics|Tactics]]<br><br />
|Col2=<br />
}}</div><br />
<div style="flex:1;max-width:600px;">{{MainPageNav<br />
|Link=https://rimworldwiki.com/wiki/Game_Creation<br />
|Label=World<br />
|Image=World gen preview.png<br />
|Col1=<br />
&#9642; [[Scenario system]]<br><br />
&#9642; [[AI Storytellers]]<br><br />
&#9642; [[World generation]]<br><br />
&#9642; [[Biomes]]<br><br />
&#9642; [[Factions]]<br><br />
|Col2=<br />
}}</div><br />
</div><br />
</div><br />
<div style="min-width:305px;margin-top:12px;"> DLC </center><br />
<div style="flex-shrink:1; display:flex; flex-wrap:wrap; align-content:space-between; justify-content:center; gap:16px 16px; border-top:1px solid #A8A8AC; padding-top:6px;"><br />
<div style="flex:1;max-width:600px;">{{MainPageNav<br />
|Link=https://rimworldwiki.com/wiki/Royalty<br />
|Label=Royalty<br />
|Image=RoyaltyIcon.png<br />
|Col1=<br />
&#9642; [[Titles]]<br><br />
&#9642; [[Psycasts]]<br><br />
&#9642; [[Techprint]]s<br><br />
&#9642; [[Persona weapon]]s<br><br />
&#9642; [[Slavery]]<br><br />
|Col2=<br />
}}</div><br />
<div style="flex:1;max-width:600px;">{{MainPageNav<br />
|Link=https://rimworldwiki.com/wiki/Ideology<br />
|Label=Ideology<br />
|Image=IdeologyIcon.png<br />
|Col1=<br />
&#9642; [[Ideoligion]]s<br><br />
&#9642; [[Roles]]<br><br />
&#9642; [[Rituals]]<br><br />
&#9642; [[Gauranlen tree]]<br><br />
&#9642; [[Biosculpter pod]]<br><br />
|Col2=<br />
}}</div><br />
<div style="flex:1;max-width:600px;">{{MainPageNav<br />
|Link=https://rimworldwiki.com/wiki/Biotech<br />
|Label=Biotech<br />
|Image=BiotechIcon.png<br />
|Col1=<br />
Coming soon:<br><br />
&#9642; Children<br><br />
&#9642; Gene Modification<br><br />
&#9642; Controlled Mechanoids<br><br />
&#9642; Pollution<br><br />
|Col2=<br />
}}</div><br />
</div><br />
</div><br />
</div><br />
<div style="flex:0 0 47%"><br />
<div style="min-width:305px;margin-top:12px;"> Items </center><br />
<div style="flex-shrink:1; display:flex; flex-wrap:wrap; align-content:space-between; justify-content:center; gap:16px 16px; border-top:1px solid #A8A8AC; padding-top:6px;"><br />
<div style="flex:1;max-width:600px;">{{MainPageNav<br />
|Link=https://rimworldwiki.com/wiki/Gear<br />
|Label=Gear<br />
|Image=CowboyHat.png<br />
|Col1=<br />
&#9642; [[Weapons]]<br><br />
&#9642; [[Apparel]]<br><br />
&#9642;&nbsp;[[Armor]]<br><br />
&#9642;&nbsp;[[Clothing]]<br><br />
&#9642;&nbsp;[[Utility]]<br><br />
|Col2=<br />
}}</div><br />
<div style="flex:1;max-width:600px;">{{MainPageNav<br />
|Link=https://rimworldwiki.com/wiki/Resources<br />
|Label=Resources<br />
|Image=Woodlog_c.png<br />
|Col1=<br />
&#9642; [[Materials]]<br><br />
&#9642; [[Textiles]]<br><br />
&#9642; [[Drugs]]<br><br />
&#9642; [[Food]]<br><br />
&#9642; [[Doctoring#Medicines|Medicine]]<br><br />
|Col2=<br />
}}</div><br />
<div style="flex:1;max-width:600px;">{{MainPageNav<br />
|Link=https://rimworldwiki.com/wiki/Plants<br />
|Label=Plants<br />
|Image=Alocasia.png<br />
|Col1=<br />
&#9642; [[Decorative plants|Decorative]]<br><br />
&#9642;&nbsp;[[Domesticated plants|Domesticated]]<br><br />
&#9642; [[Trees]]<br><br />
&#9642; [[Wild plants|Wild]]<br><br />
|Col2=<br />
}}</div><br />
<div style="flex:1;max-width:600px;">{{MainPageNav<br />
|Link=https://rimworldwiki.com/wiki/Research<br />
|Label=Technology<br />
|Image=LongRangeMineralScanner.png<br />
|Col1=<br />
&#9642; [[Power|Electricity]]<br><br />
&#9642; [[Deep drill]]ing<br><br />
&#9642; [[Moisture pump]]s<br><br />
&#9642; [[Long-range mineral scanner|Mineral scanning]]<br><br />
&#9642; [[Bionics]]<br><br />
|Col2=<br />
}}</div><br />
<div style="flex:1;max-width:600px;">{{MainPageNav<br />
|Link=https://rimworldwiki.com/wiki/Architect<br />
|Label=Building<br />
|Image=Granite blocks.png<br />
|Col1=<br />
&#9642; [[Zone]]s<br><br />
&#9642; [[Structure]]s<br><br />
&#9642; [[Production]]<br><br />
&#9642; [[Furniture]]<br><br />
&#9642; [[Power]]<br><br />
|Col2=<br />
&#9642; [[Security]]<br><br />
&#9642; [[Misc]]<br><br />
&#9642; [[Floors]]<br><br />
&#9642; [[Recreation]]<br><br />
&#9642; [[Temperature]]<br><br />
}}</div><br />
</div><br />
</div><br />
<div style="min-width:305px;margin-top:12px;"> Life </center><br />
<div style="flex-shrink:1; display:flex; flex-wrap:wrap; align-content:space-between; justify-content:center; gap:16px 16px; border-top:1px solid #A8A8AC; padding-top:6px;"><br />
<div style="flex:1;max-width:600px;">{{MainPageNav<br />
|Link=https://rimworldwiki.com/wiki/Characters<br />
|Label=Character<br />
|Image=Colonist.png<br />
|Col1=<br />
&#9642; [[Backstories]]<br><br />
&#9642; [[Health]]<br><br />
&#9642; [[Bionics]]<br><br />
&#9642; [[Mood]]<br><br />
&#9642; [[Needs]]<br><br />
|Col2=<br />
&#9642; [[Skills]]<br><br />
&#9642; [[Social]]<br><br />
&#9642; [[Thoughts]]<br><br />
&#9642; [[Traits]]<br />
}}</div><br />
<div style="flex:1;max-width:600px;">{{MainPageNav<br />
|Link=https://rimworldwiki.com/wiki/Character_Types<br />
|Label=Local Life<br />
|Image=Turkey.png<br />
|Col1=<br />
&#9642; [[Colonist]]s<br><br />
&#9642; [[Prisoners]]<br><br />
&#9642; [[Raider]]s<br><br />
&#9642; [[Character Types#Visitors|Visitors]]<br><br />
|Col2=<br />
&#9642; [[Animals]]<br><br />
&#9642; [[Mechanoid]]s}}</div><br />
</div><br />
</div><br />
</div><br />
</div></div>ShySkreamhttps://rimworldwiki.com/index.php?title=Main_Page/editcopy&diff=110472Main Page/editcopy2022-10-08T19:25:13Z<p>ShySkream: Finished converting to flex containers. Page can be viewed fully vertically! Added "technology".</p>
<hr />
<div>{{:Main Page/editcopy message}}<br />
<!--Main Page content below this--><br />
__NOTITLE__<br />
__NOEDITSECTION__<br />
<div style="width:90%;background:#EEEEEE;"><br />
<center> [[Image:rimworldlogo.png|link=Main Page|600px]]</center><br />
<center> <big>'''[https://rimworldgame.com RimWorld]''' is an indie space colony management game developed by '''[https://ludeon.com/blog/studio/ Ludeon&nbsp;Studios]''', a Montreal-based game studio founded by '''[https://tynansylvester.com/ Tynan&nbsp;Sylvester]'''.<br> Read more about the game at [[About RimWorld]].</big></center><br />
<div style="display:flex; flex-wrap:wrap;margin-left:9px;"><br />
<div style="flex-grow:3;"><br />
<br />
The current stable versions are {{PCIcon}} '''{{Current Version|link=1}}''' and {{ConsoleIcon}} '''{{Current Version|link=1|console=1}}''', and a complete version history can be found via the [[Version history]] page.<br />
<br />
For info on releases, see the [[File:LudeonLogoSquare.png|16px|link=https://ludeon.com]] [https://ludeon.com Ludeon development blog] and [[File:Double Eleven Logo Only.png|16px|link=https://rimworld.double11.com/patch-notes]] [https://rimworld.double11.com/patch-notes Double Eleven Patch Feed] respectively.<br />
<br />
<br />
You can help update the wiki by [[Special:CreateAccount|signing up]].<br />
It is recommended to read about [[Help:Wiki markup cheatsheet|Wiki basics]] and our [[RimWorld_Wiki:Style_guide|Style guide]].<br />
<br />
You can find current wiki projects in the [[RimWorld Wiki:Community portal|Community Portal]], our [https://discord.gg/PFbB9vN wiki editor Discord], and the [[RimWorld Wiki:To-do|To&nbsp;do&nbsp;list]].<br />
<br />
If you spot something that may require administrator attention, please report it to the [[RimWorld_Wiki:Admin_noticeboard|Admin Noticeboard]].<br />
We are currently maintaining [[Special:Statistics|{{NUMBEROFARTICLES}} articles]].<br><br />
</div><br />
<div style="flex-grow:2; display:flex; flex-wrap:wrap; justify-content:flex-start; margin-top:16px; align-content:center;"><br />
<div style="flex-shrink:1;"><br />
:&#9642;&nbsp;[[File:Steam2.png|16px|link=https://store.steampowered.com/app/294100/RimWorld/|Steam]] [https://store.steampowered.com/app/294100/RimWorld/ Steam Page]<br />
:&#9642;&nbsp;[[File:LudeonLogoSquare.png|16px|link=https://ludeon.com/forums/|Ludeon Forums]] [https://ludeon.com/forums/ Ludeon Forums]<br />
:&#9642;&nbsp;[[File:Twitter2.png|16px|link=https://twitter.com/tynansylvester|Twitter]] [https://twitter.com/tynansylvester Tynan Sylvester on Twitter]<br />
:&#9642;&nbsp;[[File:Reddit2.png|16px|link=https://www.reddit.com/r/RimWorld/|Reddit]] [https://www.reddit.com/r/RimWorld/ RimWorld on Reddit]<br />
</div><br />
<div style="flex-shrink:1;"><br />
:&#9642;&nbsp;[[File:Double Eleven Logo Only.png|16px|link=https://rimworld.double11.com/]] [https://rimworld.double11.com/ Double Eleven RimWorld Page]<br />
:&#9642;&nbsp;[[File:irc_icon.png|16px|link=https://webchat.quakenet.org/?channels=rimworld|IRC]] [https://webchat.quakenet.org/?channels=rimworld RimWorld IRC Channel]<br />
:&#9642;&nbsp;[[File:bay12_icon.png|16px|link=http://www.bay12forums.com/smf/index.php?topic=131168.0|Bay12 Forums]] [http://www.bay12forums.com/smf/index.php?topic=131168.0 RimWorld on Dwarf Fortress forums]<br />
:&#9642;&nbsp;[[File:Discord.png|16px|link=https://discordapp.com/invite/UTaMDWc|Discord]] [https://discordapp.com/invite/UTaMDWc Unofficial RimWorld Discord]<br />
</div><br />
</div><br />
</div><br />
<br />
<div><br />
<center><b><big>Need some help? Check out the [[guides]] for information!</b></big></center><br />
</div><br />
<br />
<div style="background:#FFFFFF;display:flex; flex-wrap:wrap; column-gap:24px; justify-content:center;"><br />
<div style="flex:0 0 47%"><br />
<div style="min-width:350px;margin-top:12px;"><br />
<center style="font-size:16px;"> Concepts </center><br />
<div style="flex-shrink:1; display:flex; flex-wrap:wrap; align-content:space-between; justify-content:center; gap:16px 16px; border-top:1px solid #A8A8AC; padding-top:6px;"><br />
<div style="flex:1;max-width:600px;">{{MainPageNav<br />
|Link=https://rimworldwiki.com/wiki/Basics<br />
|Label=Basics<br />
|Image=Modal Info Icon.png<br />
|Col1=<br />
&#9642; [[Controls]]<br><br />
&#9642; [[User interface]]<br><br />
&#9642; [[Learning helper]]<br><br />
&#9642; [[Lore]]<br><br />
&#9642;&nbsp;[https://docs.google.com/document/d/1fUO3KKbAbTxMP1lqphnnodY0NPoOVblCUkDw-54MDUc/pub Fiction Primer]<br><br />
|Col2=<br />
&#9642; [[Guides]]<br><br />
&#9642; [[Colony Building Guide|Colony Building]]<br><br />
&#9642; [[Quickstart Guides]]<br><br />
&#9642; [[Orders]]<br><br />
}}</div><br />
<div style="flex:1;max-width:600px;">{{MainPageNav<br />
|Link=https://rimworldwiki.com/wiki/Gameplay<br />
|Label=Gameplay<br />
|Image=RimWorldLogo.png<br />
|Col1=<br />
&#9642; [[Caravan]]<br><br />
&#9642; [[Environment]]<br><br />
&#9642; [[Events]]<br><br />
&#9642; [[Research]]<br><br />
|Col2=<br />
&#9642; [[Quests]]<br><br />
&#9642; [[Time]]<br><br />
&#9642; [[Trade]]<br><br />
}}</div><br />
<div style="flex:1;max-width:600px;">{{MainPageNav<br />
|Link=https://rimworldwiki.com/wiki/About_RimWorld<br />
|Label=Extras<br />
|Image=LudeonLogoSquare.png<br />
|Col1=<br />
&#9642; [[Version|Version&nbsp;History]]<br><br />
&#9642; [[Save file]]<br><br />
&#9642; [[Development mode]]<br><br />
&#9642; [[Mods]]<br><br />
&#9642;&nbsp;[[Modding&nbsp;Tutorials]]<br><br />
|Col2=<br />
}}</div><br />
<div style="flex:1;max-width:600px;">{{MainPageNav<br />
|Link=https://rimworldwiki.com/wiki/Combat<br />
|Label=Combat<br />
|Image=Assault rifle.png<br />
|Col1=<br />
&#9642; [[Cover]]<br><br />
&#9642; [[Defense]]<br><br />
&#9642; [[Drafting]]<br><br />
&#9642; [[Defense_structures|Structures]]<br><br />
&#9642; [[Defense_tactics|Tactics]]<br><br />
|Col2=<br />
}}</div><br />
<div style="flex:1;max-width:600px;">{{MainPageNav<br />
|Link=https://rimworldwiki.com/wiki/Game_Creation<br />
|Label=World<br />
|Image=World gen preview.png<br />
|Col1=<br />
&#9642; [[Scenario system]]<br><br />
&#9642; [[AI Storytellers]]<br><br />
&#9642; [[World generation]]<br><br />
&#9642; [[Biomes]]<br><br />
&#9642; [[Factions]]<br><br />
|Col2=<br />
}}</div><br />
</div><br />
</div><br />
<div style="min-width:350px;margin-top:12px;"><br />
<center style="font-size:16px;"> DLC </center><br />
<div style="flex-shrink:1; display:flex; flex-wrap:wrap; align-content:space-between; justify-content:center; gap:16px 16px; border-top:1px solid #A8A8AC; padding-top:6px;"><br />
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&#9642; [[Titles]]<br><br />
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&#9642; [[Ideoligion]]s<br><br />
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&#9642; [[Weapons]]<br><br />
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&#9642; [[Zone]]s<br><br />
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&#9642; [[Security]]<br><br />
&#9642; [[Misc]]<br><br />
&#9642; [[Floors]]<br><br />
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&#9642; [[Temperature]]<br><br />
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<center style="font-size:16px;"> Life </center><br />
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</includeonly><noinclude>{{documentation}}</noinclude></div>ShySkreamhttps://rimworldwiki.com/index.php?title=Main_Page/editcopy&diff=110448Main Page/editcopy2022-10-08T15:44:58Z<p>ShySkream: Fixed broken templates, started work on using flex containers for them</p>
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<center> [[Image:rimworldlogo.png|link=Main Page|600px]]</center><br />
<center> <big>'''[https://rimworldgame.com RimWorld]''' is an indie space colony management game developed by '''[https://ludeon.com/blog/studio/ Ludeon&nbsp;Studios]''', a Montreal-based game studio founded by '''[https://tynansylvester.com/ Tynan&nbsp;Sylvester]'''.<br> Read more about the game at [[About RimWorld]].</big></center><br />
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The current stable versions are {{PCIcon}} '''{{Current Version|link=1}}''' and {{ConsoleIcon}} '''{{Current Version|link=1|console=1}}''', and a complete version history can be found via the [[Version history]] page.<br />
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For info on releases, see the [[File:LudeonLogoSquare.png|16px|link=https://ludeon.com]] [https://ludeon.com Ludeon development blog] and [[File:Double Eleven Logo Only.png|16px|link=https://rimworld.double11.com/patch-notes]] [https://rimworld.double11.com/patch-notes Double Eleven Patch Feed] respectively.<br />
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:&#9642;&nbsp;[[File:Steam2.png|16px|link=https://store.steampowered.com/app/294100/RimWorld/|Steam]] [https://store.steampowered.com/app/294100/RimWorld/ Steam Page]<br />
:&#9642;&nbsp;[[File:LudeonLogoSquare.png|16px|link=https://ludeon.com/forums/|Ludeon Forums]] [https://ludeon.com/forums/ Ludeon Forums]<br />
:&#9642;&nbsp;[[File:Twitter2.png|16px|link=https://twitter.com/tynansylvester|Twitter]] [https://twitter.com/tynansylvester Tynan Sylvester on Twitter]<br />
:&#9642;&nbsp;[[File:Reddit2.png|16px|link=https://www.reddit.com/r/RimWorld/|Reddit]] [https://www.reddit.com/r/RimWorld/ RimWorld on Reddit]<br />
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:&#9642;&nbsp;[[File:Double Eleven Logo Only.png|16px|link=https://rimworld.double11.com/]] [https://rimworld.double11.com/ Double Eleven RimWorld Page]<br />
:&#9642;&nbsp;[[File:irc_icon.png|16px|link=https://webchat.quakenet.org/?channels=rimworld|IRC]] [https://webchat.quakenet.org/?channels=rimworld RimWorld IRC Channel]<br />
:&#9642;&nbsp;[[File:bay12_icon.png|16px|link=http://www.bay12forums.com/smf/index.php?topic=131168.0|Bay12 Forums]] [http://www.bay12forums.com/smf/index.php?topic=131168.0 RimWorld on Dwarf Fortress forums]<br />
:&#9642;&nbsp;[[File:Discord.png|16px|link=https://discordapp.com/invite/UTaMDWc|Discord]] [https://discordapp.com/invite/UTaMDWc Unofficial RimWorld Discord]<br />
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<center><b><big>Need some help? Check out the [[guides]] for information!</b></big></center><br />
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&#9642;&nbsp;[https://docs.google.com/document/d/1fUO3KKbAbTxMP1lqphnnodY0NPoOVblCUkDw-54MDUc/pub Fiction Primer]<br><br />
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&#9642; [[Guides]]<br><br />
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&#9642; [[Environment]]<br><br />
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&#9642; [[Research]]<br><br />
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&#9642; [[Quests]]<br><br />
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&#9642; [[Controls]]<br><br />
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&#9642; [[Lore]]<br><br />
&#9642;&nbsp;[https://docs.google.com/document/d/1fUO3KKbAbTxMP1lqphnnodY0NPoOVblCUkDw-54MDUc/pub Fiction Primer]<br><br />
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&#9642; [[Guides]]<br><br />
&#9642; [[Colony Building Guide]]<br><br />
&#9642; [[Quickstart Guides]]<br><br />
&#9642; [[Orders]]<br><br />
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&#9642; [[Quests]]<br><br />
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&#9642; [[Version|Version&nbsp;History]]<br><br />
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&#9642; [[Cover]]<br><br />
&#9642; [[Defense]]<br><br />
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&#9642; [[Scenario system]]<br><br />
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&#9642; [[World generation]]<br><br />
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&#9642; [[Apparel]]<br><br />
&#9642;&nbsp;[[Armor]]<br><br />
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&#9642; [[Titles]]<br><br />
&#9642; [[Psycasts]]<br><br />
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&#9642; [[Roles]]<br><br />
&#9642; [[Rituals]]<br><br />
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&#9642; [[Ending the game#Awaking the Archonexus|The Archonexus]]<br><br />
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<div style="font-size:16px; background:#D9DBE2; color:#000;padding: 4px; margin-top: -4px; margin-bottom: -4px; overflow: hidden; white-space: nowrap;"><br />
<center><b>[{{{Link|https://ludeon.com/forums/}}} {{{Label|Category Text}}}]</b></center><br />
</div><div style="padding: 6px; background:#EAECF2;"><br />
<center>[[File:{{{Image|LudeonLogoSquare.png}}}|72px|link={{{Link|https://ludeon.com/forums/}}}|{{{Label|Category Text}}}]]</center><br />
</div></div><div style="width:50%; float:left; padding-left: 5px; padding-right: 3px; overflow: visible; white-space: nowrap;"><br />
{{{Col1|&#9642; Example<br><br />
&#9642; Example<br><br />
&#9642; Example<br>}}}<br />
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{{{Col2|}}}<br />
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</includeonly><noinclude>{{documentation}}</noinclude></div>ShySkreamhttps://rimworldwiki.com/index.php?title=Template:MainPageNav&diff=110441Template:MainPageNav2022-10-08T15:26:13Z<p>ShySkream: Changed flex properties</p>
<hr />
<div><includeonly><br />
<div style="height: 112px; border:1px solid #A8A8AC; background:#EAECF2; color:#000; overflow: auto; display: flex; flex:flex-grow:9999"><br />
<div style="float:left; border-right:1px solid #ACA8A8;" ><br />
<div style="font-size:16px; background:#D9DBE2; color:#000;padding: 4px; margin-top: -4px; margin-bottom: -4px; overflow: hidden; white-space: nowrap;"><br />
<center><b>[{{{Link|https://ludeon.com/forums/}}} {{{Label|Category Text}}}]</b></center><br />
</div><div style="padding: 6px; background:#EAECF2;"><br />
<center>[[File:{{{Image|LudeonLogoSquare.png}}}|72px|link={{{Link|https://ludeon.com/forums/}}}|{{{Label|Category Text}}}]]</center><br />
</div></div><div style="width:50%; float:left; padding-left: 5px; padding-right: 3px; overflow: visible; white-space: nowrap;"><br />
{{{Col1|&#9642; Example<br><br />
&#9642; Example<br><br />
&#9642; Example<br>}}}<br />
</div><div style="width:50%; float:left; padding-left: 5px; padding-right: 3px; white-space: nowrap;"><br />
{{{Col2|}}}<br />
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</includeonly><noinclude>{{documentation}}</noinclude></div>ShySkreamhttps://rimworldwiki.com/index.php?title=Template:MainPageNav&diff=110433Template:MainPageNav2022-10-08T15:06:59Z<p>ShySkream: Removed extra /div (oops) and forced square picture box</p>
<hr />
<div><includeonly><br />
<div style="height: 112px; border:1px solid #A8A8AC; background:#EAECF2; color:#000; overflow: auto; display: flex;"><br />
<div style="float:left; border-right:1px solid #ACA8A8;" ><br />
<div style="font-size:16px; background:#D9DBE2; color:#000;padding: 4px; margin-top: -4px; margin-bottom: -4px; overflow: hidden; white-space: nowrap;"><br />
<center><b>[{{{Link|https://ludeon.com/forums/}}} {{{Label|Category Text}}}]</b></center><br />
</div><div style="padding: 6px; background:#EAECF2;"><br />
<center>[[File:{{{Image|LudeonLogoSquare.png}}}|72px|link={{{Link|https://ludeon.com/forums/}}}|{{{Label|Category Text}}}]]</center><br />
</div></div><div style="width:50%; float:left; padding-left: 5px; padding-right: 3px; overflow: visible; white-space: nowrap;"><br />
{{{Col1|&#9642; Example<br><br />
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</includeonly><noinclude>{{documentation}}</noinclude></div>ShySkreamhttps://rimworldwiki.com/index.php?title=Main_Page/editcopy&diff=110430Main Page/editcopy2022-10-08T14:22:06Z<p>ShySkream: Replaced header layout with flex containers, allowing it to be mobile friendly. (MainPageNavs are still hacked together tho)</p>
<hr />
<div>{{:Main Page/editcopy message}}<br />
<!--Main Page content below this--><br />
__NOTITLE__<br />
__NOEDITSECTION__<br />
<div style="width:90%;"><br />
<center> [[Image:rimworldlogo.png|link=Main Page|600px]]</center><br />
<center> <big>'''[https://rimworldgame.com RimWorld]''' is an indie space colony management game developed by '''[https://ludeon.com/blog/studio/ Ludeon&nbsp;Studios]''', a Montreal-based game studio founded by '''[https://tynansylvester.com/ Tynan&nbsp;Sylvester]'''.<br> Read more about the game at [[About RimWorld]].</big></center><br />
<div style="display:flex; flex-wrap:wrap;"><br />
<div style="flex-grow:3;"><br />
<br />
The current stable versions are {{PCIcon}} '''{{Current Version|link=1}}''' and {{ConsoleIcon}} '''{{Current Version|link=1|console=1}}''', and a complete version history can be found via the [[Version history]] page.<br />
<br />
For info on releases, see the [[File:LudeonLogoSquare.png|16px|link=https://ludeon.com]] [https://ludeon.com Ludeon development blog] and [[File:Double Eleven Logo Only.png|16px|link=https://rimworld.double11.com/patch-notes]] [https://rimworld.double11.com/patch-notes Double Eleven Patch Feed] respectively.<br />
<br />
<br />
You can help update the wiki by [[Special:CreateAccount|signing up]].<br />
It is recommended to read about [[Help:Wiki markup cheatsheet|Wiki basics]] and our [[RimWorld_Wiki:Style_guide|Style guide]].<br />
<br />
You can find current wiki projects in the [[RimWorld Wiki:Community portal|Community Portal]], our [https://discord.gg/PFbB9vN wiki editor Discord], and the [[RimWorld Wiki:To-do|To&nbsp;do&nbsp;list]].<br />
<br />
If you spot something that may require administrator attention, please report it to the [[RimWorld_Wiki:Admin_noticeboard|Admin Noticeboard]].<br />
We are currently maintaining [[Special:Statistics|{{NUMBEROFARTICLES}} articles]].<br><br />
</div><br />
<div style="flex-grow:2; display:flex; flex-wrap:wrap; margin-top:24px;"><br />
<div style="flex-grow:1;"><br />
:&#9642;&nbsp;[[File:Steam2.png|16px|link=https://store.steampowered.com/app/294100/RimWorld/|Steam]] [https://store.steampowered.com/app/294100/RimWorld/ Steam Page]<br />
:&#9642;&nbsp;[[File:LudeonLogoSquare.png|16px|link=https://ludeon.com/forums/|Ludeon Forums]] [https://ludeon.com/forums/ Ludeon Forums]<br />
:&#9642;&nbsp;[[File:Twitter2.png|16px|link=https://twitter.com/tynansylvester|Twitter]] [https://twitter.com/tynansylvester Tynan Sylvester on Twitter]<br />
:&#9642;&nbsp;[[File:Reddit2.png|16px|link=https://www.reddit.com/r/RimWorld/|Reddit]] [https://www.reddit.com/r/RimWorld/ RimWorld on Reddit]<br />
</div><br />
<div style="flex-grow:1; vertical-align: middle;"><br />
:&#9642;&nbsp;[[File:Double Eleven Logo Only.png|16px|link=https://rimworld.double11.com/]] [https://rimworld.double11.com/ Double Eleven RimWorld Page]<br />
:&#9642;&nbsp;[[File:irc_icon.png|16px|link=https://webchat.quakenet.org/?channels=rimworld|IRC]] [https://webchat.quakenet.org/?channels=rimworld RimWorld IRC Channel]<br />
:&#9642;&nbsp;[[File:bay12_icon.png|16px|link=http://www.bay12forums.com/smf/index.php?topic=131168.0|Bay12 Forums]] [http://www.bay12forums.com/smf/index.php?topic=131168.0 RimWorld on Dwarf Fortress forums]<br />
:&#9642;&nbsp;[[File:Discord.png|16px|link=https://discordapp.com/invite/UTaMDWc|Discord]] [https://discordapp.com/invite/UTaMDWc Unofficial RimWorld Discord]<br />
</div><br />
</div><br />
</div><br />
<br />
<div><br />
<center><b><big>Need some help? Check out the [[guides]] for information!</b></big></center><br />
</div><br />
</div><br />
<br />
<div style="width: 42.5%; margin-right:2.5%; float:left; margin-bottom:5px; border-bottom: 1px solid #ACA8A8; font-size:16px; "><center> Concepts </center></div><br />
<div style="width: 42.5%; margin-right:2.5%; float:left; margin-bottom:5px; border-bottom: 1px solid #ACA8A8; font-size:16px; "><center> Items </center></div><br />
<div style="width: 100%; float:left; margin-bottom:4px;"></div><br />
<br />
<div style="width: 20%; margin-right:2.5%; float:left; margin-bottom:30px;">{{MainPageNav<br />
|Link=https://rimworldwiki.com/wiki/Basics<br />
|Label=Basics<br />
|Image=Modal Info Icon.png<br />
|Col1=<br />
&#9642; [[Controls]]<br><br />
&#9642; [[User interface]]<br><br />
&#9642; [[Learning helper]]<br><br />
&#9642; [[Lore]]<br><br />
&#9642;&nbsp;[https://docs.google.com/document/d/1fUO3KKbAbTxMP1lqphnnodY0NPoOVblCUkDw-54MDUc/pub Fiction Primer]<br><br />
|Col2=<br />
&#9642; [[Guides]]<br><br />
&#9642; [[Colony Building Guide]]<br><br />
&#9642; [[Quickstart Guides]]<br><br />
&#9642; [[Orders]]<br><br />
}}<br />
<div style="width: 20%; margin-right:2.5%; float:left; margin-bottom:30px;">{{MainPageNav<br />
|Link=https://rimworldwiki.com/wiki/Gameplay<br />
|Label=Gameplay<br />
|Image=RimWorldLogo.png<br />
|Col1=<br />
&#9642; [[Caravan]]<br><br />
&#9642; [[Environment]]<br><br />
&#9642; [[Events]]<br><br />
&#9642; [[Research]]<br><br />
|Col2=<br />
&#9642; [[Quests]]<br><br />
&#9642; [[Time]]<br><br />
&#9642; [[Trade]]<br><br />
}}<br />
<div style="width: 20%; margin-right:2.5%; float:left; margin-bottom:30px;">{{MainPageNav<br />
|Link=https://rimworldwiki.com/wiki/Architect<br />
|Label=Building<br />
|Image=Granite blocks.png<br />
|Col1=<br />
&#9642; [[Zone]]s<br><br />
&#9642; [[Structure]]s<br><br />
&#9642; [[Production]]<br><br />
&#9642; [[Furniture]]<br><br />
&#9642; [[Power]]<br><br />
|Col2=<br />
&#9642; [[Security]]<br><br />
&#9642; [[Misc]]<br><br />
&#9642; [[Floors]]<br><br />
&#9642; [[Recreation]]<br><br />
&#9642;&nbsp;[[Temperature]]<br><br />
}}<br />
<div style="width: 20%; margin-right:2.5%; float:left; margin-bottom:30px;">{{MainPageNav<br />
|Link=https://rimworldwiki.com/wiki/Resources<br />
|Label=Resources<br />
|Image=Woodlog_c.png<br />
|Col1=<br />
&#9642; [[Materials]]<br><br />
&#9642; [[Textiles]]<br><br />
&#9642; [[Drugs]]<br><br />
&#9642; [[Food]]<br><br />
&#9642; [[Doctoring#Medicines|Medicine]]<br><br />
|Col2=<br />
}}<br />
<div style="width: 100%; float:left; margin-bottom:30px;"><br />
<div style="width: 13.5%; margin-right:1.5%; float:left; margin-bottom:30px;">{{MainPageNav<br />
|Link=https://rimworldwiki.com/wiki/About_RimWorld<br />
|Label=Extras<br />
|Image=LudeonLogoSquare.png<br />
|Col1=<br />
&#9642; [[Version|Version&nbsp;History]]<br><br />
&#9642; [[Save file]]<br><br />
&#9642; [[Development mode]]<br><br />
&#9642; [[Mods]]<br><br />
&#9642;&nbsp;[[Modding&nbsp;Tutorials]]<br><br />
|Col2=<br />
}}<br />
<div style="width: 12.5%; margin-right:1.5%; float:left; margin-bottom:30px;">{{MainPageNav<br />
|Link=https://rimworldwiki.com/wiki/Combat<br />
|Label=Combat<br />
|Image=Assault rifle.png<br />
|Col1=<br />
&#9642; [[Cover]]<br><br />
&#9642; [[Defense]]<br><br />
&#9642; [[Drafting]]<br><br />
&#9642; [[Defense_structures|Structures]]<br><br />
&#9642; [[Defense_tactics|Tactics]]<br><br />
|Col2=<br />
}}<br />
<div style="width: 13.5%; margin-right:2.5%; float:left; margin-bottom:30px;">{{MainPageNav<br />
|Link=https://rimworldwiki.com/wiki/Game_Creation<br />
|Label=World<br />
|Image=World gen preview.png<br />
|Col1=<br />
&#9642; [[Scenario system]]<br><br />
&#9642; [[AI Storytellers]]<br><br />
&#9642; [[World generation]]<br><br />
&#9642; [[Biomes]]<br><br />
&#9642; [[Factions]]<br><br />
|Col2=<br />
}}<br />
<div style="width: 20%; margin-right:2.5%; float:left; margin-bottom:30px;">{{MainPageNav<br />
|Link=https://rimworldwiki.com/wiki/Gear<br />
|Label=Gear<br />
|Image=CowboyHat.png<br />
|Col1=<br />
&#9642; [[Weapons]]<br><br />
&#9642; [[Apparel]]<br><br />
&#9642;&nbsp;[[Armor]]<br><br />
&#9642;&nbsp;[[Clothing]]<br><br />
&#9642;&nbsp;[[Utility]]<br><br />
|Col2=<br />
}}<br />
<div style="width: 20%; margin-right:2.5%; float:left; margin-bottom:30px;">{{MainPageNav<br />
|Link=https://rimworldwiki.com/wiki/Plants<br />
|Label=Plants<br />
|Image=Alocasia.png<br />
|Col1=<br />
&#9642; [[Decorative plants|Decorative]]<br><br />
&#9642;&nbsp;[[Domesticated plants|Domesticated]]<br><br />
&#9642; [[Trees]]<br><br />
&#9642; [[Wild plants|Wild]]<br><br />
|Col2=<br />
}}<br />
<div style="width: 100%; float:left; margin-bottom:30px;"><br />
<div style="width: 42.5%; margin-right:2.5%; float:left; margin-bottom:5px; border-bottom: 1px solid #ACA8A8; font-size:16px; "><center> DLC </center></div><br />
<div style="width: 42.5%; margin-right:2.5%; float:left; margin-bottom:5px; border-bottom: 1px solid #ACA8A8; font-size:16px; "><center> Life </center></div><br />
<div style="width: 100%; float:left; margin-bottom:4px;"></div><br />
<div style="width: 13.5%; margin-right:1.5%; float:left;">{{MainPageNav<br />
|Link=https://rimworldwiki.com/wiki/Royalty<br />
|Label=Royalty<br />
|Image=RoyaltyIcon.png<br />
|Col1=<br />
&#9642; [[Titles]]<br><br />
&#9642; [[Psycasts]]<br><br />
&#9642; [[Techprint]]s<br><br />
&#9642; [[Persona weapon]]s<br><br />
&#9642; [[Slavery]]<br><br />
|Col2=<br />
}}<br />
<div style="width: 12.5%; margin-right:1.5%; float:left;">{{MainPageNav<br />
|Link=https://rimworldwiki.com/wiki/Ideology<br />
|Label=Ideology<br />
|Image=IdeologyIcon.png<br />
|Col1=<br />
&#9642; [[Ideoligion]]s<br><br />
&#9642; [[Roles]]<br><br />
&#9642; [[Rituals]]<br><br />
&#9642; [[Gauranlen tree]]<br><br />
&#9642; [[Ending the game#Awaking the Archonexus|The Archonexus]]<br><br />
|Col2=<br />
}}<br />
<div style="width: 13.5%; margin-right:2.5%; float:left;">{{MainPageNav<br />
|Link=https://rimworldwiki.com/wiki/Biotech<br />
|Label=Biotech<br />
|Image=BiotechIcon.png<br />
|Col1=<br />
&#9642; Children<br><br />
&#9642; Gene Modification<br><br />
&#9642; Friendly Mechanoids<br><br />
&#9642; Pollution<br><br />
|Col2=<br />
}}<br />
<div style="width: 20%; margin-right:2.5%; float:left;">{{MainPageNav<br />
|Link=https://rimworldwiki.com/wiki/Characters<br />
|Label=Character<br />
|Image=Colonist.png<br />
|Col1=<br />
&#9642; [[Backstories]]<br><br />
&#9642; [[Health]]<br><br />
&#9642; [[Bionics]]<br><br />
&#9642; [[Mood]]<br><br />
&#9642; [[Needs]]<br><br />
|Col2=<br />
&#9642; [[Skills]]<br><br />
&#9642; [[Social]]<br><br />
&#9642; [[Thoughts]]<br><br />
&#9642; [[Traits]]<br />
}}<br />
<div style="width: 20%; margin-right:2.5%; float:left;">{{MainPageNav<br />
|Link=https://rimworldwiki.com/wiki/Character_Types<br />
|Label=Local Life<br />
|Image=Turkey.png<br />
|Col1=<br />
&#9642; [[Colonist]]s<br><br />
&#9642; [[Prisoners]]<br><br />
&#9642; [[Raider]]s<br><br />
&#9642; [[Character Types#Visitors|Visitors]]<br><br />
|Col2=<br />
&#9642; [[Animals]]<br><br />
&#9642; [[Mechanoid]]s}}</div>ShySkreamhttps://rimworldwiki.com/index.php?title=Main_Page/editcopy&diff=110427Main Page/editcopy2022-10-08T12:22:52Z<p>ShySkream: small tweaks and removed empty space at bottom</p>
<hr />
<div>{{:Main Page/editcopy message}}<br />
<!--Main Page content below this--><br />
__NOTITLE__<br />
__NOEDITSECTION__<br />
{| width="100%" <!-- border="1px" <!--for Testing --><br />
! style="width:90%;" colspan="3" align="center" | <center> [[Image:rimworldlogo.png|link=Main Page|600px]]</center><br />
! style="width:10%;" rowspan="2" | <!--buffer, do not remove --><br />
|-<br />
| colspan="3" align="center" | <center> <big>'''[https://rimworldgame.com RimWorld]''' is an indie space colony management game developed by '''[https://ludeon.com/blog/studio/ Ludeon&nbsp;Studios]''', a Montreal-based game studio founded by '''[https://tynansylvester.com/ Tynan&nbsp;Sylvester]'''.<br> Read more about the game at [[About RimWorld]].</big></center><br />
|-<br />
|style="width:52%;"|<br />
<br />
The current stable versions are {{PCIcon}} '''{{Current Version|link=1}}''' and {{ConsoleIcon}} '''{{Current Version|link=1|console=1}}''', and a complete version history can be found via the [[Version history]] page.<br />
<br />
For info on releases, see the [[File:LudeonLogoSquare.png|16px|link=https://ludeon.com]] [https://ludeon.com Ludeon development blog] and [[File:Double Eleven Logo Only.png|16px|link=https://rimworld.double11.com/patch-notes]] [https://rimworld.double11.com/patch-notes Double Eleven Patch Feed] respectively.<br />
<br />
<br />
You can help update the wiki by [[Special:CreateAccount|signing up]].<br />
It is recommended to read about [[Help:Wiki markup cheatsheet|Wiki basics]] and our [[RimWorld_Wiki:Style_guide|Style guide]].<br />
<br />
You can find current wiki projects in the [[RimWorld Wiki:Community portal|Community Portal]], our [https://discord.gg/PFbB9vN wiki editor Discord], and the [[RimWorld Wiki:To-do|To&nbsp;do&nbsp;list]].<br />
<br />
If you spot something that may require administrator attention, please report it to the [[RimWorld_Wiki:Admin_noticeboard|Admin Noticeboard]].<br />
We are currently maintaining [[Special:Statistics|{{NUMBEROFARTICLES}} articles]].<br><br />
<br />
|style="width:14%;"|<br />
:&#9642;&nbsp;[[File:Steam2.png|16px|link=https://store.steampowered.com/app/294100/RimWorld/|Steam]] [https://store.steampowered.com/app/294100/RimWorld/ Steam Page]<br />
:&#9642;&nbsp;[[File:LudeonLogoSquare.png|16px|link=https://ludeon.com/forums/|Ludeon Forums]] [https://ludeon.com/forums/ Ludeon Forums]<br />
:&#9642;&nbsp;[[File:Twitter2.png|16px|link=https://twitter.com/tynansylvester|Twitter]] [https://twitter.com/tynansylvester Tynan Sylvester on Twitter]<br />
:&#9642;&nbsp;[[File:Reddit2.png|16px|link=https://www.reddit.com/r/RimWorld/|Reddit]] [https://www.reddit.com/r/RimWorld/ RimWorld on Reddit]<br />
|style="width:14%;"|<br />
:&#9642;&nbsp;[[File:Double Eleven Logo Only.png|16px|link=https://rimworld.double11.com/]] [https://rimworld.double11.com/ Double Eleven RimWorld Page]<br />
:&#9642;&nbsp;[[File:irc_icon.png|16px|link=https://webchat.quakenet.org/?channels=rimworld|IRC]] [https://webchat.quakenet.org/?channels=rimworld RimWorld IRC Channel]<br />
:&#9642;&nbsp;[[File:bay12_icon.png|16px|link=http://www.bay12forums.com/smf/index.php?topic=131168.0|Bay12 Forums]] [http://www.bay12forums.com/smf/index.php?topic=131168.0 RimWorld on Dwarf Fortress forums]<br />
:&#9642;&nbsp;[[File:Discord.png|16px|link=https://discordapp.com/invite/UTaMDWc|Discord]] [https://discordapp.com/invite/UTaMDWc Unofficial RimWorld Discord]<br />
|style="width:10%;"|<br />
|-<br />
! style="width:90%;" colspan="3" align="center" | <center><b><big>Need some help? Check out the [[guides]] for information!</b></big></br></center><br />
! style="width:10%;" rowspan="2" | <!--buffer, do not remove --><br />
|}<br />
<br />
<div style="width: 42.5%; margin-right:2.5%; float:left; margin-bottom:5px; border-bottom: 1px solid #ACA8A8; font-size:16px; "><center> Concepts </center></div><br />
<div style="width: 42.5%; margin-right:2.5%; float:left; margin-bottom:5px; border-bottom: 1px solid #ACA8A8; font-size:16px; "><center> Items </center></div><br />
<div style="width: 100%; float:left; margin-bottom:4px;"></div><br />
<br />
<div style="width: 20%; margin-right:2.5%; float:left; margin-bottom:30px;">{{MainPageNav<br />
|Link=https://rimworldwiki.com/wiki/Basics<br />
|Label=Basics<br />
|Image=Modal Info Icon.png<br />
|Col1=<br />
&#9642; [[Controls]]<br><br />
&#9642; [[User interface]]<br><br />
&#9642; [[Learning helper]]<br><br />
&#9642; [[Lore]]<br><br />
&#9642;&nbsp;[https://docs.google.com/document/d/1fUO3KKbAbTxMP1lqphnnodY0NPoOVblCUkDw-54MDUc/pub Fiction Primer]<br><br />
|Col2=<br />
&#9642; [[Guides]]<br><br />
&#9642; [[Colony Building Guide]]<br><br />
&#9642; [[Quickstart Guides]]<br><br />
&#9642; [[Orders]]<br><br />
}}<br />
<div style="width: 20%; margin-right:2.5%; float:left; margin-bottom:30px;">{{MainPageNav<br />
|Link=https://rimworldwiki.com/wiki/Gameplay<br />
|Label=Gameplay<br />
|Image=RimWorldLogo.png<br />
|Col1=<br />
&#9642; [[Caravan]]<br><br />
&#9642; [[Environment]]<br><br />
&#9642; [[Events]]<br><br />
&#9642; [[Research]]<br><br />
|Col2=<br />
&#9642; [[Quests]]<br><br />
&#9642; [[Time]]<br><br />
&#9642; [[Trade]]<br><br />
}}<br />
<div style="width: 20%; margin-right:2.5%; float:left; margin-bottom:30px;">{{MainPageNav<br />
|Link=https://rimworldwiki.com/wiki/Architect<br />
|Label=Building<br />
|Image=Granite blocks.png<br />
|Col1=<br />
&#9642; [[Zone]]s<br><br />
&#9642; [[Structure]]s<br><br />
&#9642; [[Production]]<br><br />
&#9642; [[Furniture]]<br><br />
&#9642; [[Power]]<br><br />
|Col2=<br />
&#9642; [[Security]]<br><br />
&#9642; [[Misc]]<br><br />
&#9642; [[Floors]]<br><br />
&#9642; [[Recreation]]<br><br />
&#9642;&nbsp;[[Temperature]]<br><br />
}}<br />
<div style="width: 20%; margin-right:2.5%; float:left; margin-bottom:30px;">{{MainPageNav<br />
|Link=https://rimworldwiki.com/wiki/Resources<br />
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|Image=Woodlog_c.png<br />
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&#9642; [[Materials]]<br><br />
&#9642; [[Textiles]]<br><br />
&#9642; [[Drugs]]<br><br />
&#9642; [[Food]]<br><br />
&#9642; [[Doctoring#Medicines|Medicine]]<br><br />
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<div style="width: 100%; float:left; margin-bottom:30px;"><br />
<div style="width: 13.5%; margin-right:1.5%; float:left; margin-bottom:30px;">{{MainPageNav<br />
|Link=https://rimworldwiki.com/wiki/About_RimWorld<br />
|Label=Extras<br />
|Image=LudeonLogoSquare.png<br />
|Col1=<br />
&#9642; [[Version|Version&nbsp;History]]<br><br />
&#9642; [[Save file]]<br><br />
&#9642; [[Development mode]]<br><br />
&#9642; [[Mods]]<br><br />
&#9642;&nbsp;[[Modding&nbsp;Tutorials]]<br><br />
|Col2=<br />
}}<br />
<div style="width: 12.5%; margin-right:1.5%; float:left; margin-bottom:30px;">{{MainPageNav<br />
|Link=https://rimworldwiki.com/wiki/Combat<br />
|Label=Combat<br />
|Image=Assault rifle.png<br />
|Col1=<br />
&#9642; [[Cover]]<br><br />
&#9642; [[Defense]]<br><br />
&#9642; [[Drafting]]<br><br />
&#9642; [[Defense_structures|Structures]]<br><br />
&#9642; [[Defense_tactics|Tactics]]<br><br />
|Col2=<br />
}}<br />
<div style="width: 13.5%; margin-right:2.5%; float:left; margin-bottom:30px;">{{MainPageNav<br />
|Link=https://rimworldwiki.com/wiki/Game_Creation<br />
|Label=World<br />
|Image=World gen preview.png<br />
|Col1=<br />
&#9642; [[Scenario system]]<br><br />
&#9642; [[AI Storytellers]]<br><br />
&#9642; [[World generation]]<br><br />
&#9642; [[Biomes]]<br><br />
&#9642; [[Factions]]<br><br />
|Col2=<br />
}}<br />
<div style="width: 20%; margin-right:2.5%; float:left; margin-bottom:30px;">{{MainPageNav<br />
|Link=https://rimworldwiki.com/wiki/Gear<br />
|Label=Gear<br />
|Image=CowboyHat.png<br />
|Col1=<br />
&#9642; [[Weapons]]<br><br />
&#9642; [[Apparel]]<br><br />
&#9642;&nbsp;[[Armor]]<br><br />
&#9642;&nbsp;[[Clothing]]<br><br />
&#9642;&nbsp;[[Utility]]<br><br />
|Col2=<br />
}}<br />
<div style="width: 20%; margin-right:2.5%; float:left; margin-bottom:30px;">{{MainPageNav<br />
|Link=https://rimworldwiki.com/wiki/Plants<br />
|Label=Plants<br />
|Image=Alocasia.png<br />
|Col1=<br />
&#9642; [[Decorative plants|Decorative]]<br><br />
&#9642;&nbsp;[[Domesticated plants|Domesticated]]<br><br />
&#9642; [[Trees]]<br><br />
&#9642; [[Wild plants|Wild]]<br><br />
|Col2=<br />
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<div style="width: 100%; float:left; margin-bottom:30px;"><br />
<div style="width: 42.5%; margin-right:2.5%; float:left; margin-bottom:5px; border-bottom: 1px solid #ACA8A8; font-size:16px; "><center> DLC </center></div><br />
<div style="width: 42.5%; margin-right:2.5%; float:left; margin-bottom:5px; border-bottom: 1px solid #ACA8A8; font-size:16px; "><center> Life </center></div><br />
<div style="width: 100%; float:left; margin-bottom:4px;"></div><br />
<div style="width: 13.5%; margin-right:1.5%; float:left;">{{MainPageNav<br />
|Link=https://rimworldwiki.com/wiki/Royalty<br />
|Label=Royalty<br />
|Image=RoyaltyIcon.png<br />
|Col1=<br />
&#9642; [[Titles]]<br><br />
&#9642; [[Psycasts]]<br><br />
&#9642; [[Techprint]]s<br><br />
&#9642; [[Persona weapon]]s<br><br />
&#9642; [[Slavery]]<br><br />
|Col2=<br />
}}<br />
<div style="width: 12.5%; margin-right:1.5%; float:left;">{{MainPageNav<br />
|Link=https://rimworldwiki.com/wiki/Ideology<br />
|Label=Ideology<br />
|Image=IdeologyIcon.png<br />
|Col1=<br />
&#9642; [[Ideoligion]]s<br><br />
&#9642; [[Roles]]<br><br />
&#9642; [[Rituals]]<br><br />
&#9642; [[Gauranlen tree]]<br><br />
&#9642; [[Ending the game#Awaking the Archonexus|The Archonexus]]<br><br />
|Col2=<br />
}}<br />
<div style="width: 13.5%; margin-right:2.5%; float:left;">{{MainPageNav<br />
|Link=https://rimworldwiki.com/wiki/Biotech<br />
|Label=Biotech<br />
|Image=BiotechIcon.png<br />
|Col1=<br />
&#9642; Children<br><br />
&#9642; Gene Modification<br><br />
&#9642; Friendly Mechanoids<br><br />
&#9642; Pollution<br><br />
|Col2=<br />
}}<br />
<div style="width: 20%; margin-right:2.5%; float:left;">{{MainPageNav<br />
|Link=https://rimworldwiki.com/wiki/Characters<br />
|Label=Character<br />
|Image=Colonist.png<br />
|Col1=<br />
&#9642; [[Backstories]]<br><br />
&#9642; [[Health]]<br><br />
&#9642; [[Bionics]]<br><br />
&#9642; [[Mood]]<br><br />
&#9642; [[Needs]]<br><br />
|Col2=<br />
&#9642; [[Skills]]<br><br />
&#9642; [[Social]]<br><br />
&#9642; [[Thoughts]]<br><br />
&#9642; [[Traits]]<br />
}}<br />
<div style="width: 20%; margin-right:2.5%; float:left;">{{MainPageNav<br />
|Link=https://rimworldwiki.com/wiki/Character_Types<br />
|Label=Local Life<br />
|Image=Turkey.png<br />
|Col1=<br />
&#9642; [[Colonist]]s<br><br />
&#9642; [[Prisoners]]<br><br />
&#9642; [[Raider]]s<br><br />
&#9642; [[Character Types#Visitors|Visitors]]<br><br />
|Col2=<br />
&#9642; [[Animals]]<br><br />
&#9642; [[Mechanoid]]s}}</div>ShySkreamhttps://rimworldwiki.com/index.php?title=File:Colonist.png&diff=110426File:Colonist.png2022-10-08T12:17:15Z<p>ShySkream: ShySkream uploaded a new version of File:Colonist.png</p>
<hr />
<div>== Summary ==<br />
For templates ect.<br />
<br />
== License ==<br />
{{Copyright game}}<br />
<br />
[[Category:Images - Screenshots]]</div>ShySkreamhttps://rimworldwiki.com/index.php?title=Main_Page/editcopy&diff=110421Main Page/editcopy2022-10-08T11:44:17Z<p>ShySkream: Finished formatting, ready for review and merging.</p>
<hr />
<div>{{:Main Page/editcopy message}}<br />
<!--Main Page content below this--><br />
__NOTITLE__<br />
__NOEDITSECTION__<br />
{| width="100%" <!-- border="1px" <!--for Testing --><br />
! style="width:90%;" colspan="3" align="center" | <center> [[Image:rimworldlogo.png|link=Main Page|600px]]</center><br />
! style="width:10%;" rowspan="2" | <!--buffer, do not remove --><br />
|-<br />
| colspan="3" align="center" | <center> <big>'''[https://rimworldgame.com RimWorld]''' is an indie space colony management game developed by '''[https://ludeon.com/blog/studio/ Ludeon&nbsp;Studios]''', a Montreal-based game studio founded by '''[https://tynansylvester.com/ Tynan&nbsp;Sylvester]'''.<br> Read more about the game at [[About RimWorld]].</big></center><br />
|-<br />
|style="width:52%;"|<br />
<br />
The current stable versions are {{PCIcon}} '''{{Current Version|link=1}}''' and {{ConsoleIcon}} '''{{Current Version|link=1|console=1}}''', and a complete version history can be found via the [[Version history]] page.<br />
<br />
For info on releases, see the [[File:LudeonLogoSquare.png|16px|link=https://ludeon.com]] [https://ludeon.com Ludeon development blog] and [[File:Double Eleven Logo Only.png|16px|link=https://rimworld.double11.com/patch-notes]] [https://rimworld.double11.com/patch-notes Double Eleven Patch Feed] respectively.<br />
<br />
<br />
You can help update the wiki by [[Special:CreateAccount|signing up]].<br />
It is recommended to read about [[Help:Wiki markup cheatsheet|Wiki basics]] and our [[RimWorld_Wiki:Style_guide|Style guide]].<br />
<br />
You can find current wiki projects in the [[RimWorld Wiki:Community portal|Community Portal]], our [https://discord.gg/PFbB9vN wiki editor Discord], and the [[RimWorld Wiki:To-do|To&nbsp;do&nbsp;list]].<br />
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If you spot something that may require administrator attention, please report it to the [[RimWorld_Wiki:Admin_noticeboard|Admin Noticeboard]].<br />
We are currently maintaining [[Special:Statistics|{{NUMBEROFARTICLES}} articles]].<br><br />
<br />
|style="width:14%;"|<br />
:&#9642;&nbsp;[[File:Steam2.png|16px|link=https://store.steampowered.com/app/294100/RimWorld/|Steam]] [https://store.steampowered.com/app/294100/RimWorld/ Steam Page]<br />
:&#9642;&nbsp;[[File:LudeonLogoSquare.png|16px|link=https://ludeon.com/forums/|Ludeon Forums]] [https://ludeon.com/forums/ Ludeon Forums]<br />
:&#9642;&nbsp;[[File:Twitter2.png|16px|link=https://twitter.com/tynansylvester|Twitter]] [https://twitter.com/tynansylvester Tynan Sylvester on Twitter]<br />
:&#9642;&nbsp;[[File:Reddit2.png|16px|link=https://www.reddit.com/r/RimWorld/|Reddit]] [https://www.reddit.com/r/RimWorld/ RimWorld on Reddit]<br />
|style="width:14%;"|<br />
:&#9642;&nbsp;[[File:Double Eleven Logo Only.png|16px|link=https://rimworld.double11.com/]] [https://rimworld.double11.com/ Double Eleven RimWorld Page]<br />
:&#9642;&nbsp;[[File:irc_icon.png|16px|link=https://webchat.quakenet.org/?channels=rimworld|IRC]] [https://webchat.quakenet.org/?channels=rimworld RimWorld IRC Channel]<br />
:&#9642;&nbsp;[[File:bay12_icon.png|16px|link=http://www.bay12forums.com/smf/index.php?topic=131168.0|Bay12 Forums]] [http://www.bay12forums.com/smf/index.php?topic=131168.0 RimWorld on Dwarf Fortress forums]<br />
:&#9642;&nbsp;[[File:Discord.png|16px|link=https://discordapp.com/invite/UTaMDWc|Discord]] [https://discordapp.com/invite/UTaMDWc Unofficial RimWorld Discord]<br />
|style="width:10%;"|<br />
|-<br />
! style="width:90%;" colspan="3" align="center" | <center><b><big>Need some help? Check out the [[guides]] for information!</b></big></br></center><br />
! style="width:10%;" rowspan="2" | <!--buffer, do not remove --><br />
|}<br />
<br />
<div style="width: 42.5%; margin-right:2.5%; float:left; margin-bottom:5px; border-bottom: 1px solid #ACA8A8; font-size:16px; "><center> Concepts </center></div><br />
<div style="width: 42.5%; margin-right:2.5%; float:left; margin-bottom:5px; border-bottom: 1px solid #ACA8A8; font-size:16px; "><center> Items </center></div><br />
<div style="width: 100%; float:left; margin-bottom:4px;"></div><br />
<br />
<div style="width: 20%; margin-right:2.5%; float:left; margin-bottom:30px;">{{MainPageNav<br />
|Link=https://rimworldwiki.com/wiki/Basics<br />
|Label=Basics<br />
|Image=Modal Info Icon.png<br />
|Col1=<br />
&#9642; [[Controls]]<br><br />
&#9642; [[User interface]]<br><br />
&#9642; [[Learning helper]]<br><br />
&#9642; [[Lore]]<br><br />
&#9642;&nbsp;[https://docs.google.com/document/d/1fUO3KKbAbTxMP1lqphnnodY0NPoOVblCUkDw-54MDUc/pub Fiction Primer]<br><br />
|Col2=<br />
&#9642; [[Guides]]<br><br />
&#9642; [[Colony Building Guide]]<br><br />
&#9642; [[Quickstart Guides]]<br><br />
&#9642; [[Orders]]<br><br />
}}<br />
<div style="width: 20%; margin-right:2.5%; float:left; margin-bottom:30px;">{{MainPageNav<br />
|Link=https://rimworldwiki.com/wiki/Gameplay<br />
|Label=Gameplay<br />
|Image=RimWorldLogo.png<br />
|Col1=<br />
&#9642; [[Caravan]]<br><br />
&#9642; [[Environment]]<br><br />
&#9642; [[Events]]<br><br />
&#9642; [[Research]]<br><br />
|Col2=<br />
&#9642; [[Quests]]<br><br />
&#9642; [[Time]]<br><br />
&#9642; [[Trade]]<br><br />
}}<br />
<div style="width: 20%; margin-right:2.5%; float:left; margin-bottom:30px;">{{MainPageNav<br />
|Link=https://rimworldwiki.com/wiki/Architect<br />
|Label=Building<br />
|Image=Granite blocks.png<br />
|Col1=<br />
&#9642; [[Zone]]s<br><br />
&#9642; [[Structure]]s<br><br />
&#9642; [[Production]]<br><br />
&#9642; [[Furniture]]<br><br />
&#9642; [[Power]]<br><br />
|Col2=<br />
&#9642; [[Security]]<br><br />
&#9642; [[Misc]]<br><br />
&#9642; [[Floors]]<br><br />
&#9642; [[Recreation]]<br><br />
&#9642;&nbsp;[[Temperature]]<br><br />
}}<br />
<div style="width: 20%; margin-right:2.5%; float:left; margin-bottom:30px;">{{MainPageNav<br />
|Link=https://rimworldwiki.com/wiki/Resources<br />
|Label=Resources<br />
|Image=Woodlog_c.png<br />
|Col1=<br />
&#9642; [[Materials]]<br><br />
&#9642; [[Textiles]]<br><br />
&#9642; [[Drugs]]<br><br />
&#9642; [[Food]]<br><br />
&#9642; [[Doctoring#Medicines|Medicine]]<br><br />
|Col2=<br />
}}<br />
<div style="width: 100%; float:left; margin-bottom:30px;"><br />
<div style="width: 13.5%; margin-right:1.5%; float:left; margin-bottom:30px;">{{MainPageNav<br />
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|Label=Extras<br />
|Image=LudeonLogoSquare.png<br />
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&#9642; [[Version|Version&nbsp;History]]<br><br />
&#9642; [[Save file]]<br><br />
&#9642; [[Development mode]]<br><br />
&#9642; [[Modding]]<br><br />
&#9642;&nbsp;[[Modding&nbsp;Tutorials]]<br><br />
|Col2=<br />
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|Link=https://rimworldwiki.com/wiki/Combat<br />
|Label=Combat<br />
|Image=Assault rifle.png<br />
|Col1=<br />
&#9642; [[Cover]]<br><br />
&#9642; [[Defense]]<br><br />
&#9642; [[Drafting]]<br><br />
&#9642; [[Defense_structures|Structures]]<br><br />
&#9642; [[Defense_tactics|Tactics]]<br><br />
|Col2=<br />
}}<br />
<div style="width: 13.5%; margin-right:2.5%; float:left; margin-bottom:30px;">{{MainPageNav<br />
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|Image=World gen preview.png<br />
|Col1=<br />
&#9642; [[Scenario system]]<br><br />
&#9642; [[AI Storytellers]]<br><br />
&#9642; [[World generation]]<br><br />
&#9642; [[Biomes]]<br><br />
&#9642; [[Factions]]<br><br />
|Col2=<br />
}}<br />
<div style="width: 20%; margin-right:2.5%; float:left; margin-bottom:30px;">{{MainPageNav<br />
|Link=https://rimworldwiki.com/wiki/Gear<br />
|Label=Gear<br />
|Image=CowboyHat.png<br />
|Col1=<br />
&#9642; [[Weapons]]<br><br />
&#9642; [[Apparel]]<br><br />
&#9642;&nbsp;[[Armor]]<br><br />
&#9642;&nbsp;[[Clothing]]<br><br />
&#9642;&nbsp;[[Utility]]<br><br />
|Col2=<br />
}}<br />
<div style="width: 20%; margin-right:2.5%; float:left; margin-bottom:30px;">{{MainPageNav<br />
|Link=https://rimworldwiki.com/wiki/Plants<br />
|Label=Plants<br />
|Image=Alocasia.png<br />
|Col1=<br />
&#9642; [[Decorative plants|Decorative]]<br><br />
&#9642;&nbsp;[[Domesticated plants|Domesticated]]<br><br />
&#9642; [[Trees]]<br><br />
&#9642; [[Wild plants|Wild]]<br><br />
|Col2=<br />
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<div style="width: 100%; float:left; margin-bottom:30px;"><br />
<div style="width: 42.5%; margin-right:2.5%; float:left; margin-bottom:5px; border-bottom: 1px solid #ACA8A8; font-size:16px; "><center> DLC </center></div><br />
<div style="width: 42.5%; margin-right:2.5%; float:left; margin-bottom:5px; border-bottom: 1px solid #ACA8A8; font-size:16px; "><center> Life </center></div><br />
<div style="width: 100%; float:left; margin-bottom:4px;"></div><br />
<div style="width: 13.5%; margin-right:1.5%; float:left; margin-bottom:30px;">{{MainPageNav<br />
|Link=https://rimworldwiki.com/wiki/Royalty<br />
|Label=Royalty<br />
|Image=RoyaltyIcon.png<br />
|Col1=<br />
&#9642; [[Titles]]<br><br />
&#9642; [[Psycasts]]<br><br />
&#9642; [[Techprint]]s<br><br />
&#9642; [[Persona weapon]]s<br><br />
&#9642; [[Slavery]]<br><br />
|Col2=<br />
}}<br />
<div style="width: 12.5%; margin-right:1.5%; float:left; margin-bottom:30px;">{{MainPageNav<br />
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|Label=Ideology<br />
|Image=IdeologyIcon.png<br />
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&#9642; [[Ideoligion]]s<br><br />
&#9642; [[Roles]]<br><br />
&#9642; [[Rituals]]<br><br />
&#9642; [[Gauranlen tree]]<br><br />
&#9642; [[Ending the game#Awaking the Archonexus|The Archonexus]]<br><br />
|Col2=<br />
}}<br />
<div style="width: 13.5%; margin-right:2.5%; float:left; margin-bottom:30px;">{{MainPageNav<br />
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&#9642; Children<br><br />
&#9642; Gene Modification<br><br />
&#9642; Friendly Mechanoids<br><br />
&#9642; Pollution<br><br />
|Col2=<br />
}}<br />
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|Link=https://rimworldwiki.com/wiki/Characters<br />
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|Image=Colonist.png<br />
|Col1=<br />
&#9642; [[Backstories]]<br><br />
&#9642; [[Health]]<br><br />
&#9642; [[Bionics]]<br><br />
&#9642; [[Mood]]<br><br />
&#9642; [[Needs]]<br><br />
|Col2=<br />
&#9642; [[Skills]]<br><br />
&#9642; [[Social]]<br><br />
&#9642; [[Thoughts]]<br><br />
&#9642; [[Traits]]<br />
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&#9642; [[Colonist]]s<br><br />
&#9642; [[Prisoners]]<br><br />
&#9642; [[Raider]]s<br><br />
&#9642; [[Character Types#Visitors|Visitors]]<br><br />
|Col2=<br />
&#9642; [[Animals]]<br><br />
&#9642; [[Mechanoid]]s<br><br />
}}<br />
</div></div>ShySkreamhttps://rimworldwiki.com/index.php?title=Template:MainPageNav&diff=110409Template:MainPageNav2022-10-08T11:13:52Z<p>ShySkream: </p>
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</includeonly><noinclude>{{documentation}}</noinclude></div>ShySkreamhttps://rimworldwiki.com/index.php?title=Template:MainPageNav&diff=110397Template:MainPageNav2022-10-08T10:25:04Z<p>ShySkream: Height adjustment</p>
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<div style="font-size:16px; background:#D9DBE2; color:#000;padding: 4px; margin-top: -4px; margin-bottom: -4px; overflow: hidden; white-space: nowrap;"><br />
<center><b>[{{{Link|https://ludeon.com/forums/}}} {{{Label|Category Text}}}]</b></center><br />
</div><div style="padding: 3px; background:#EAECF2;"><br />
<center>[[File:{{{Image|LudeonLogoSquare.png}}}|72px|link={{{Link|https://ludeon.com/forums/}}}|{{{Label|Category Text}}}]]</center><br />
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{{{Col1|&#9642; Example<br><br />
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</includeonly><noinclude>{{documentation}}</noinclude></div>ShySkreamhttps://rimworldwiki.com/index.php?title=Template:MainPageNav&diff=110396Template:MainPageNav2022-10-08T10:23:35Z<p>ShySkream: Updated formatting, set constant height</p>
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<div><includeonly><br />
<div style="height: 110px; border:1px solid #A8A8AC; background:#EAECF2; color:#000; overflow: auto; display: flex;"><br />
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<div style="font-size:16px; background:#D9DBE2; color:#000;padding: 4px; margin-top: -4px; margin-bottom: -4px; overflow: hidden; white-space: nowrap;"><br />
<center><b>[{{{Link|https://ludeon.com/forums/}}} {{{Label|Category Text}}}]</b></center><br />
</div><div style="padding: 3px; background:#EAECF2;"><br />
<center>[[File:{{{Image|LudeonLogoSquare.png}}}|72px|link={{{Link|https://ludeon.com/forums/}}}|{{{Label|Category Text}}}]]</center><br />
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{{{Col1|&#9642; Example<br><br />
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</includeonly><noinclude>{{documentation}}</noinclude></div>ShySkreamhttps://rimworldwiki.com/index.php?title=Main_Page/editcopy&diff=110393Main Page/editcopy2022-10-08T10:16:25Z<p>ShySkream: Finished adding text to templates.</p>
<hr />
<div>{{:Main Page/editcopy message}}<br />
<!--Main Page content below this--><br />
__NOTITLE__<br />
__NOEDITSECTION__<br />
{| width="100%" <!-- border="1px" <!--for Testing --><br />
! style="width:90%;" colspan="3" align="center" | <center> [[Image:rimworldlogo.png|link=Main Page|600px]]</center><br />
! style="width:10%;" rowspan="2" | <!--buffer, do not remove --><br />
|-<br />
| colspan="3" align="center" | <center> <big>'''[https://rimworldgame.com RimWorld]''' is an indie space colony management game developed by '''[https://ludeon.com/blog/studio/ Ludeon&nbsp;Studios]''', a Montreal-based game studio founded by '''[https://tynansylvester.com/ Tynan&nbsp;Sylvester]'''.<br> Read more about the game at [[About RimWorld]].</big></center><br />
|-<br />
|style="width:52%;"|<br />
<br />
The current stable versions are {{PCIcon}} '''{{Current Version|link=1}}''' and {{ConsoleIcon}} '''{{Current Version|link=1|console=1}}''', and a complete version history can be found via the [[Version history]] page.<br />
<br />
For info on releases, see the [[File:LudeonLogoSquare.png|16px|link=https://ludeon.com]] [https://ludeon.com Ludeon development blog] and [[File:Double Eleven Logo Only.png|16px|link=https://rimworld.double11.com/patch-notes]] [https://rimworld.double11.com/patch-notes Double Eleven Patch Feed] respectively.<br />
<br />
<br />
You can help update the wiki by [[Special:CreateAccount|signing up]].<br />
It is recommended to read about [[Help:Wiki markup cheatsheet|Wiki basics]] and our [[RimWorld_Wiki:Style_guide|Style guide]].<br />
<br />
You can find current wiki projects in the [[RimWorld Wiki:Community portal|Community Portal]], our [https://discord.gg/PFbB9vN wiki editor Discord], and the [[RimWorld Wiki:To-do|To&nbsp;do&nbsp;list]].<br />
<br />
If you spot something that may require administrator attention, please report it to the [[RimWorld_Wiki:Admin_noticeboard|Admin Noticeboard]].<br />
We are currently maintaining [[Special:Statistics|{{NUMBEROFARTICLES}} articles]].<br><br />
<br />
|style="width:14%;"|<br />
:&#9642;&nbsp;[[File:Steam2.png|16px|link=https://store.steampowered.com/app/294100/RimWorld/|Steam]] [https://store.steampowered.com/app/294100/RimWorld/ Steam Page]<br />
:&#9642;&nbsp;[[File:LudeonLogoSquare.png|16px|link=https://ludeon.com/forums/|Ludeon Forums]] [https://ludeon.com/forums/ Ludeon Forums]<br />
:&#9642;&nbsp;[[File:Twitter2.png|16px|link=https://twitter.com/tynansylvester|Twitter]] [https://twitter.com/tynansylvester Tynan Sylvester on Twitter]<br />
:&#9642;&nbsp;[[File:Reddit2.png|16px|link=https://www.reddit.com/r/RimWorld/|Reddit]] [https://www.reddit.com/r/RimWorld/ RimWorld on Reddit]<br />
|style="width:14%;"|<br />
:&#9642;&nbsp;[[File:Double Eleven Logo Only.png|16px|link=https://rimworld.double11.com/]] [https://rimworld.double11.com/ Double Eleven RimWorld Page]<br />
:&#9642;&nbsp;[[File:irc_icon.png|16px|link=https://webchat.quakenet.org/?channels=rimworld|IRC]] [https://webchat.quakenet.org/?channels=rimworld RimWorld IRC Channel]<br />
:&#9642;&nbsp;[[File:bay12_icon.png|16px|link=http://www.bay12forums.com/smf/index.php?topic=131168.0|Bay12 Forums]] [http://www.bay12forums.com/smf/index.php?topic=131168.0 RimWorld on Dwarf Fortress forums]<br />
:&#9642;&nbsp;[[File:Discord.png|16px|link=https://discordapp.com/invite/UTaMDWc|Discord]] [https://discordapp.com/invite/UTaMDWc Unofficial RimWorld Discord]<br />
|style="width:10%;"|<br />
|-<br />
! style="width:90%;" colspan="3" align="center" | <center><b><big>Need some help? Check out the [[guides]] for information!</b></big></br></center><br />
! style="width:10%;" rowspan="2" | <!--buffer, do not remove --><br />
|}<br />
{| width="100%" <!-- border="1px" <--for Testing --><br />
! class="text-center" colspan="2" width="45%" | <br />
== Basics and Concepts ==<br />
! class="text-center" colspan="2" width="45%" |<br />
== Game Objects ==<br />
! class="text-center" rowspan="2" width="10%" | <!--buffer, do not remove --><br />
|- <br />
| class="text-top" width="23%"| <br />
<div class="text-left"><br />
{{MainPageNav<br />
|Link=https://rimworldwiki.com/wiki/Basics<br />
|Label=Basics<br />
|Image=Modal Info Icon.png<br />
|Col1=<br />
&#9642; [[Controls]]<br><br />
&#9642; [[User interface]]<br><br />
&#9642; [[Learning helper]]<br><br />
&#9642; [[Lore]]<br><br />
&#9642;&nbsp;[https://docs.google.com/document/d/1fUO3KKbAbTxMP1lqphnnodY0NPoOVblCUkDw-54MDUc/pub Fiction Primer]<br><br />
|Col2=<br />
&#9642; [[Guides]]<br><br />
&#9642; [[Colony Building Guide]]<br><br />
&#9642; [[Quickstart Guides]]<br><br />
&#9642; [[Orders]]<br><br />
}}<br />
<br />
{{MainPageNav<br />
|Link=https://rimworldwiki.com/wiki/Characters<br />
|Label=Character<br />
|Image=Colonist.png<br />
|Col1=<br />
&#9642; [[Backstories]]<br><br />
&#9642; [[Health]]<br><br />
&#9642; [[Bionics]]<br><br />
&#9642; [[Mood]]<br><br />
&#9642; [[Needs]]<br><br />
|Col2=<br />
&#9642; [[Skills]]<br><br />
&#9642; [[Social]]<br><br />
&#9642; [[Thoughts]]<br><br />
&#9642; [[Traits]]<br />
}}<br />
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{{MainPageNav<br />
|Link=https://rimworldwiki.com/wiki/Royalty<br />
|Label=Royalty<br />
|Image=RoyaltyIcon.png<br />
|Col1=<br />
&#9642; [[Titles]]<br><br />
&#9642; [[Psycasts]]<br><br />
&#9642; [[Techprint]]s<br><br />
&#9642; [[Persona weapon]]s<br><br />
&#9642; [[Slavery]]<br><br />
|Col2=<br />
}}<br />
<br />
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| class="text-top mpbr" width="22%"|<br />
<div class="text-left margin-lr"><br />
{{MainPageNav<br />
|Link=https://rimworldwiki.com/wiki/Gameplay<br />
|Label=Gameplay<br />
|Image=RimWorldLogo.png<br />
|Col1=<br />
&#9642; [[Caravan]]<br><br />
&#9642; [[Combat]]<br><br />
&#9642; [[Cover]]<br><br />
&#9642; [[Defense]]<br><br />
&#9642; [[Environment]]<br><br />
|Col2=<br />
&#9642; [[Events]]<br><br />
&#9642; [[Research]]<br><br />
&#9642; [[Time]]<br><br />
&#9642; [[Trade]]<br><br />
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<br />
{{MainPageNav<br />
|Link=https://rimworldwiki.com/wiki/Biotech<br />
|Label=Biotech<br />
|Image=BiotechIcon.png<br />
|Col1=<br />
&#9642; Children<br><br />
&#9642; Gene Modification<br><br />
&#9642; Friendly Mechanoids<br><br />
&#9642; Pollution<br><br />
|Col2=<br />
}}<br />
<br />
{{MainPageNav<br />
|Link=https://rimworldwiki.com/wiki/Ideology<br />
|Label=Ideology<br />
|Image=IdeologyIcon.png<br />
|Col1=<br />
&#9642; [[Ideoligion]]s<br><br />
&#9642; [[Roles]]<br><br />
&#9642; [[Rituals]]<br><br />
&#9642; [[Gauranlen tree]]<br><br />
&#9642; [[Ending the game#Awaking the Archonexus|The Archonexus]]<br><br />
|Col2=<br />
}}<br />
<br />
</div><br />
| class="text-top" width="23%"|<br />
<div class="text-left margin-lr"><br />
{{MainPageNav<br />
|Link=https://rimworldwiki.com/wiki/Architect<br />
|Label=Building<br />
|Image=Granite blocks.png<br />
|Col1=<br />
&#9642; [[Zone]]s<br><br />
&#9642; [[Structure]]s<br><br />
&#9642; [[Production]]<br><br />
&#9642; [[Furniture]]<br><br />
&#9642; [[Power]]<br><br />
|Col2=<br />
&#9642; [[Security]]<br><br />
&#9642; [[Misc]]<br><br />
&#9642; [[Floors]]<br><br />
&#9642; [[Recreation]]<br><br />
&#9642;&nbsp;[[Temperature]]<br><br />
}}<br />
<br />
{{MainPageNav<br />
|Link=https://rimworldwiki.com/wiki/Plants<br />
|Label=Plants<br />
|Image=Alocasia.png<br />
|Col1=<br />
&#9642; [[Decorative plants|Decorative]]<br><br />
&#9642;&nbsp;[[Domesticated plants|Domesticated]]<br><br />
&#9642; [[Trees]]<br><br />
&#9642; [[Wild plants|Wild]]<br><br />
|Col2=<br />
}}<br />
<br />
{{MainPageNav<br />
|Link=https://rimworldwiki.com/wiki/Version_history<br />
|Label=Extras<br />
|Image=LudeonLogoSquare.png<br />
|Col1=<br />
&#9642; [[Version|Version&nbsp;History]]<br><br />
&#9642; [[Save file]]<br><br />
&#9642; [[Development mode]]<br><br />
|Col2=<br />
&#9642; [[Modding]]<br><br />
&#9642;&nbsp;[[Modding&nbsp;Tutorials]]<br><br />
}}<br />
<br />
</div><br />
<br />
| class="text-top" width="22%"|<br />
<div class="text-left margin-lr"><br />
{{MainPageNav<br />
|Link=https://rimworldwiki.com/wiki/Character_Types<br />
|Label=Life<br />
|Image=Turkey.png<br />
|Col1=<br />
&#9642; [[Colonist]]s<br><br />
&#9642; [[Prisoners]]<br><br />
&#9642; [[Raider]]s<br><br />
&#9642; [[Character Types#Visitors|Visitors]]<br><br />
|Col2=<br />
&#9642; [[Animals]]<br><br />
&#9642; [[Mechanoid]]s<br><br />
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{{MainPageNav<br />
|Link=https://rimworldwiki.com/wiki/Resources<br />
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|Image=Woodlog_c.png<br />
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&#9642; [[Materials]]<br><br />
&#9642; [[Textiles]]<br><br />
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&#9642; [[Doctoring#Medicines|Medicine]]<br><br />
|Col2=<br />
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&#9642; [[Weapons]]<br><br />
&#9642;&nbsp;[[Neolithic Weapons|Neolithic]] <br><br />
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&#9642; [[Apparel]]<br><br />
&#9642;&nbsp;[[Armor]]<br><br />
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&#9642; [[Scenario system]]<br><br />
&#9642; [[AI Storytellers]]<br><br />
&#9642; [[World generation]]<br><br />
&#9642; [[Biomes]]<br><br />
&#9642; [[Factions]]<br><br />
|Col2=<br />
}}<br />
</div><br />
<br />
|}</div>ShySkreamhttps://rimworldwiki.com/index.php?title=Main_Page/editcopy&diff=110381Main Page/editcopy2022-10-08T09:19:09Z<p>ShySkream: Started implementing new MainPageNav templates. Images used are placeholders.</p>
<hr />
<div>{{:Main Page/editcopy message}}<br />
<!--Main Page content below this--><br />
__NOTITLE__<br />
__NOEDITSECTION__<br />
{| width="100%" <!-- border="1px" <!--for Testing --><br />
! style="width:90%;" colspan="3" align="center" | <center> [[Image:rimworldlogo.png|link=Main Page|600px]]</center><br />
! style="width:10%;" rowspan="2" | <!--buffer, do not remove --><br />
|-<br />
| colspan="3" align="center" | <center> <big>'''[https://rimworldgame.com RimWorld]''' is an indie space colony management game developed by '''[https://ludeon.com/blog/studio/ Ludeon&nbsp;Studios]''', a Montreal-based game studio founded by '''[https://tynansylvester.com/ Tynan&nbsp;Sylvester]'''.<br> Read more about the game at [[About RimWorld]].</big></center><br />
|-<br />
|style="width:52%;"|<br />
<br />
The current stable versions are {{PCIcon}} '''{{Current Version|link=1}}''' and {{ConsoleIcon}} '''{{Current Version|link=1|console=1}}''', and a complete version history can be found via the [[Version history]] page.<br />
<br />
For info on releases, see the [[File:LudeonLogoSquare.png|16px|link=https://ludeon.com]] [https://ludeon.com Ludeon development blog] and [[File:Double Eleven Logo Only.png|16px|link=https://rimworld.double11.com/patch-notes]] [https://rimworld.double11.com/patch-notes Double Eleven Patch Feed] respectively.<br />
<br />
<br />
You can help update the wiki by [[Special:CreateAccount|signing up]].<br />
It is recommended to read about [[Help:Wiki markup cheatsheet|Wiki basics]] and our [[RimWorld_Wiki:Style_guide|Style guide]].<br />
<br />
You can find current wiki projects in the [[RimWorld Wiki:Community portal|Community Portal]], our [https://discord.gg/PFbB9vN wiki editor Discord], and the [[RimWorld Wiki:To-do|To&nbsp;do&nbsp;list]].<br />
<br />
If you spot something that may require administrator attention, please report it to the [[RimWorld_Wiki:Admin_noticeboard|Admin Noticeboard]].<br />
We are currently maintaining [[Special:Statistics|{{NUMBEROFARTICLES}} articles]].<br><br />
<br />
|style="width:14%;"|<br />
:&#9642;&nbsp;[[File:Steam2.png|16px|link=https://store.steampowered.com/app/294100/RimWorld/|Steam]] [https://store.steampowered.com/app/294100/RimWorld/ Steam Page]<br />
:&#9642;&nbsp;[[File:LudeonLogoSquare.png|16px|link=https://ludeon.com/forums/|Ludeon Forums]] [https://ludeon.com/forums/ Ludeon Forums]<br />
:&#9642;&nbsp;[[File:Twitter2.png|16px|link=https://twitter.com/tynansylvester|Twitter]] [https://twitter.com/tynansylvester Tynan Sylvester on Twitter]<br />
:&#9642;&nbsp;[[File:Reddit2.png|16px|link=https://www.reddit.com/r/RimWorld/|Reddit]] [https://www.reddit.com/r/RimWorld/ RimWorld on Reddit]<br />
|style="width:14%;"|<br />
:&#9642;&nbsp;[[File:Double Eleven Logo Only.png|16px|link=https://rimworld.double11.com/]] [https://rimworld.double11.com/ Double Eleven RimWorld Page]<br />
:&#9642;&nbsp;[[File:irc_icon.png|16px|link=https://webchat.quakenet.org/?channels=rimworld|IRC]] [https://webchat.quakenet.org/?channels=rimworld RimWorld IRC Channel]<br />
:&#9642;&nbsp;[[File:bay12_icon.png|16px|link=http://www.bay12forums.com/smf/index.php?topic=131168.0|Bay12 Forums]] [http://www.bay12forums.com/smf/index.php?topic=131168.0 RimWorld on Dwarf Fortress forums]<br />
:&#9642;&nbsp;[[File:Discord.png|16px|link=https://discordapp.com/invite/UTaMDWc|Discord]] [https://discordapp.com/invite/UTaMDWc Unofficial RimWorld Discord]<br />
|style="width:10%;"|<br />
|-<br />
! style="width:90%;" colspan="3" align="center" | <center><b><big>Need some help? Check out the [[guides]] for information!</b></big></br></center><br />
! style="width:10%;" rowspan="2" | <!--buffer, do not remove --><br />
|}<br />
{| width="100%" <!-- border="1px" <--for Testing --><br />
! class="text-center" colspan="2" width="45%" | <br />
== Basics and Concepts ==<br />
! class="text-center" colspan="2" width="45%" |<br />
== Game Objects ==<br />
! class="text-center" rowspan="2" width="10%" | <!--buffer, do not remove --><br />
|- <br />
| class="text-top" width="23%"| <br />
<div class="text-left"><br />
{{MainPageNav<br />
|Link=https://rimworldwiki.com/wiki/Basics<br />
|Label=Basics<br />
|Image=Emblem-question-yellow.png<br />
|Col1=<br />
&#9642; [[Controls]]<br><br />
&#9642; [[User interface]]<br><br />
&#9642; [[Learning helper]]<br><br />
&#9642; [[Lore]]<br><br />
&#9642;&nbsp;[https://docs.google.com/document/d/1fUO3KKbAbTxMP1lqphnnodY0NPoOVblCUkDw-54MDUc/pub Fiction Primer]<br><br />
|Col2=<br />
&#9642; [[Guides]]<br><br />
&#9642; [[Colony Building Guide]]<br><br />
&#9642; [[Quickstart Guides]]<br />
}}<br />
<br />
{{MainPageNav<br />
|Link=https://rimworldwiki.com/wiki/Characters<br />
|Label=Character<br />
|Image=Colonist.png<br />
|Col1=<br />
&#9642; [[Backstories]]<br><br />
&#9642; [[Health]]<br><br />
&#9642; [[Bionics]]<br><br />
&#9642; [[Mood]]<br><br />
&#9642; [[Needs]]<br><br />
|Col2=<br />
&#9642; [[Skills]]<br><br />
&#9642; [[Social]]<br><br />
&#9642; [[Thoughts]]<br><br />
&#9642; [[Traits]]<br />
}}<br />
<br />
{{MainPageNav<br />
|Link=https://rimworldwiki.com/wiki/Version_history<br />
|Label=Extras<br />
|Image=RimWorldLogo.png<br />
|Col1=<br />
&#9642; [[Version|Version&nbsp;History]]<br><br />
&#9642; [[Save file]]<br><br />
&#9642; [[Development mode]]<br><br />
|Col2=<br />
&#9642; [[Modding]]<br><br />
&#9642;&nbsp;[[Modding&nbsp;Tutorials]]<br><br />
}}<br />
<br />
<br />
</div><br />
| class="text-top mpbr" width="22%"|<br />
<div class="text-left margin-lr"><br />
<br />
'''[[Gameplay]]'''<br />
:&#9642; [[Caravan]]<br />
:&#9642; [[Combat]]<br />
::&#9642; [[Cover]]<br />
::&#9642; [[Defense]]<br />
::&#9642; [[Drafting]]<br />
:&#9642; [[Environment]]<br />
:&#9642; [[Events]]<br />
:&#9642; [[Factions]]<br />
:&#9642; [[Firefighting]]<br />
:&#9642; [[Research]]<br />
:&#9642; [[Time]]<br />
:&#9642; [[Trade]]<br />
<br />
[[Game Creation|'''Game&nbsp;Creation''']]<br />
:&#9642; [[Scenario system]] <br />
:&#9642; [[AI Storytellers]]<br />
:&#9642; [[World generation]] <br />
:&#9642; [[Biomes]]<br />
<br />
'''{{BiotechIcon}}[[Biotech (DLC)|Biotech]]'''<br />
:&#9642; Children<br />
:&#9642; Gene Modification<br />
:&#9642; Friendly Mechanoids<br />
:&#9642; Pollution<br />
<br />
</div><br />
| class="text-top" width="23%"|<br />
<div class="text-left margin-lr"><br />
'''[[Architect]]'''<br />
:&#9642; [[Orders]]<br />
:&#9642; [[Zone]]s<br />
:&#9642; [[Structure]]s<br />
:&#9642; [[Production]]<br />
:&#9642; [[Furniture]]<br />
:&#9642; [[Power]]<br />
:&#9642; [[Security]]<br />
:&#9642; [[Misc]]<br />
:&#9642; [[Floors]]<br />
:&#9642; [[Recreation]]<br />
:&#9642; [[Ship]]<br />
:&#9642;&nbsp;[[Temperature]]<br />
<br />
'''[[Plants]]'''<br />
:&#9642; [[Decorative plants|Decorative]]<br />
:&#9642;&nbsp;[[Domesticated plants|Domesticated]]<br />
:&#9642; [[Trees]]<br />
:&#9642; [[Wild plants|Wild]]<br />
<br />
'''{{RoyaltyIcon}}[[Royalty (DLC)|Royalty]]'''<br />
:&#9642; [[Titles]]<br />
:&#9642; [[Psycasts]]<br />
:&#9642; [[Techprint]]s<br />
:&#9642; [[Persona weapon]]s<br />
<br />
'''{{IdeologyIcon}}[[Ideology (DLC)|Ideology]]'''<br />
:&#9642; [[Memes]]<br />
:&#9642; [[Precepts]]<br />
:&#9642; [[Roles]]<br />
:&#9642; [[Rituals]]<br />
:&#9642; [[Gauranlen tree]]<br />
:&#9642; [[Ending the game#Awaking the Archonexus|The Archonexus]]<br />
<br />
</div><br />
<br />
| class="text-top" width="22%"|<br />
<div class="text-left margin-lr"><br />
'''[[Character Types|Character&nbsp;Types]]'''<br />
:&#9642; [[Animals]]<br />
:&#9642; [[Colonist]]s<br />
:&#9642; [[Mechanoid]]s<br />
:&#9642; [[Prisoners]]<br />
:&#9642; [[Raider]]s<br />
:&#9642; [[Character Types#Visitors|Visitors]]<br />
<br />
'''[[Resources]]'''<br />
:&#9642; [[Drugs]]<br />
:&#9642; [[Food]]<br />
:&#9642; [[Doctoring#Medicines|Medicine]]<br />
:&#9642; [[Materials]]<br />
:&#9642; [[Textiles]]<br />
<br />
'''[[Gear]]'''<br />
:&#9642; [[Apparel]]<br />
::&#9642;&nbsp;[[Armor]]<br />
::&#9642;&nbsp;[[Clothing]]<br />
::&#9642;&nbsp;[[Utility]]<br />
:&#9642; [[Weapons]]<br />
::&#9642;&nbsp;[[Neolithic Weapons|Neolithic]] <br />
::&#9642;&nbsp;[[Modern Weapons|Modern]] <br />
::&#9642;&nbsp;[[Spacer Weapons|Spacer]] <br />
::&#9642;&nbsp;[[Mechanoid Weapons|Mechanoid]]<br />
<br />
</div><br />
<br />
|}</div>ShySkreamhttps://rimworldwiki.com/index.php?title=Template:MainPageNav/doc&diff=110376Template:MainPageNav/doc2022-10-08T09:02:20Z<p>ShySkream: Updated documentation</p>
<hr />
<div>This is a template for special navigation boxes on the main page.<br />
<br />
== Usage ==<br />
<pre>{{MainPageNav<br />
|Link=https://rimworldwiki.com/wiki/Animals<br />
|Label=Cute Animals<br />
|Image=Chinchilla.png<br />
|Col1=<br />
&#9642; [[Husky]]<br><br />
&#9642; [[Labrador retriever]]<br><br />
&#9642; [[Yorkshire terrier]]<br><br />
&#9642; [[Snowhare]]<br><br />
|Col2=<br />
&#9642; [[Guinea pig]]<br><br />
&#9642; [[Chinchilla]]<br><br />
&#9642; [[Cat]]<br />
}}</pre><br />
<br />
produces:<br />
{{MainPageNav<br />
|Link=https://rimworldwiki.com/wiki/Animals<br />
|Label=Cute Animals<br />
|Image=Chinchilla.png<br />
|Col1=<br />
&#9642; [[Husky]]<br><br />
&#9642; [[Labrador retriever]]<br><br />
&#9642; [[Yorkshire terrier]]<br><br />
&#9642; [[Snowhare]]<br><br />
|Col2=<br />
&#9642; [[Guinea pig]]<br><br />
&#9642; [[Chinchilla]]<br><br />
&#9642; [[Cat]]<br />
}}<br />
<br />
<includeonly>[[Category:Notice templates]]</includeonly><br />
<noinclude>[[Category:Template documentation]]</noinclude></div>ShySkreamhttps://rimworldwiki.com/index.php?title=Template:MainPageNav&diff=110370Template:MainPageNav2022-10-08T08:52:46Z<p>ShySkream: Added parameters</p>
<hr />
<div><includeonly><br />
<div style="border:1px solid #A8A8AC; background:#EAECF2; color:#000; overflow: auto; display: flex;"><br />
<div style="float:left; border-right:1px solid #ACA8A8;" ><br />
<div style="font-size:16px; background:#D9DBE2; color:#000;padding: 4px; margin-top: -10px; margin-bottom: -10px; overflow: hidden;"><br />
<b>[{{{Link|https://ludeon.com/forums/}}} {{{Label|Category Text}}}]</b><br />
</div><div style="padding: 3px; background:#EAECF2;"><br />
<center>[[File:{{{Image|LudeonLogoSquare.png}}}|72px|link={{{Link|https://ludeon.com/forums/}}}|{{{Label|Category Text}}}]]</center><br />
</div></div><div style="width:auto; float:left; padding-left: 3px; padding-right: 3px;"><br />
{{{Col1|&#9642; Example<br><br />
&#9642; Example<br><br />
&#9642; Example<br>}}}<br />
</div><div style="width:auto; float:left; padding-left: 3px; padding-right: 3px;"><br />
{{{Col2|}}}<br />
</div></div></div><br />
</includeonly><noinclude>{{documentation}}</noinclude></div>ShySkreamhttps://rimworldwiki.com/index.php?title=Template:MainPageNav/doc&diff=110364Template:MainPageNav/doc2022-10-08T08:34:30Z<p>ShySkream: Documentation for MainPageNav</p>
<hr />
<div>This is a template for special navigation boxes on the main page.<br />
<br />
== Usage ==<br />
<pre>{{MainPageNav}}</pre><br />
<br />
produces:<br />
{{MainPageNav}}<br />
<br />
<includeonly>[[Category:Notice templates]]</includeonly><br />
<noinclude>[[Category:Template documentation]]</noinclude></div>ShySkreamhttps://rimworldwiki.com/index.php?title=Template:MainPageNav&diff=110363Template:MainPageNav2022-10-08T08:30:34Z<p>ShySkream: New form of navigation box planned for use on the main page. Currently uses static fields as a placeholder.</p>
<hr />
<div><includeonly><br />
<div style="border:1px solid #A8A8AC; background:#EAECF2; color:#000; overflow: auto; display: flex;"><br />
<div style="float:left; border-right:1px solid #ACA8A8;" ><br />
<div style="font-size:16px; background:#D9DBE2; color:#000;padding: 4px; margin-top: -10px; margin-bottom: -10px; overflow: hidden;"><br />
<b>Category text</b><br />
</div><div style="padding: 3px; background:#EAECF2;"><br />
<center>[[File:LudeonLogoSquare.png|72px|link=https://ludeon.com/forums/|Ludeon Forums]]</center><br />
</div></div><div style="width:auto; float:left; padding-left: 3px; padding-right: 3px;"><br />
&#9642; Example<br><br />
&#9642; Example<br><br />
&#9642; Example<br><br />
&#9642; Example<br><br />
&#9642; Example<br />
</div><div style="width:auto; float:left; padding-left: 3px; padding-right: 3px;"><br />
&#9642; Example<br><br />
&#9642; Example<br><br />
&#9642; Example<br><br />
&#9642; Example<br><br />
&#9642; Example<br />
</div></div></div><br />
</includeonly><noinclude>{{documentation}}</noinclude></div>ShySkreamhttps://rimworldwiki.com/index.php?title=Main_Page/editcopy&diff=110308Main Page/editcopy2022-10-08T01:03:03Z<p>ShySkream: more changes to linked pages. This breaks the "concepts/objects" divide, which I plan to replace in the future.</p>
<hr />
<div>{{:Main Page/editcopy message}}<br />
<!--Main Page content below this--><br />
__NOTITLE__<br />
__NOEDITSECTION__<br />
{| width="100%" <!-- border="1px" <!--for Testing --><br />
! style="width:90%;" colspan="3" align="center" | <center> [[Image:rimworldlogo.png|link=Main Page|600px]]</center><br />
! style="width:10%;" rowspan="2" | <!--buffer, do not remove --><br />
|-<br />
| colspan="3" align="center" | <center> <big>'''[https://rimworldgame.com RimWorld]''' is an indie space colony management game developed by '''[https://ludeon.com/blog/studio/ Ludeon&nbsp;Studios]''', a Montreal-based game studio founded by '''[https://tynansylvester.com/ Tynan&nbsp;Sylvester]'''.<br> Read more about the game at [[About RimWorld]].</big></center><br />
|-<br />
|style="width:52%;"|<br />
<br />
The current stable versions are {{PCIcon}} '''{{Current Version|link=1}}''' and {{ConsoleIcon}} '''{{Current Version|link=1|console=1}}''', and a complete version history can be found via the [[Version history]] page.<br />
<br />
For info on releases, see the [[File:LudeonLogoSquare.png|16px|link=https://ludeon.com]] [https://ludeon.com Ludeon development blog] and [[File:Double Eleven Logo Only.png|16px|link=https://rimworld.double11.com/patch-notes]] [https://rimworld.double11.com/patch-notes Double Eleven Patch Feed] respectively.<br />
<br />
<br />
You can help update the wiki by [[Special:CreateAccount|signing up]].<br />
It is recommended to read about [[Help:Wiki markup cheatsheet|Wiki basics]] and our [[RimWorld_Wiki:Style_guide|Style guide]].<br />
<br />
You can find current wiki projects in the [[RimWorld Wiki:Community portal|Community Portal]], our [https://discord.gg/PFbB9vN wiki editor Discord], and the [[RimWorld Wiki:To-do|To&nbsp;do&nbsp;list]].<br />
<br />
If you spot something that may require administrator attention, please report it to the [[RimWorld_Wiki:Admin_noticeboard|Admin Noticeboard]].<br />
We are currently maintaining [[Special:Statistics|{{NUMBEROFARTICLES}} articles]].<br><br />
<br />
|style="width:14%;"|<br />
:&#9642;&nbsp;[[File:Steam2.png|16px|link=https://store.steampowered.com/app/294100/RimWorld/|Steam]] [https://store.steampowered.com/app/294100/RimWorld/ Steam Page]<br />
:&#9642;&nbsp;[[File:LudeonLogoSquare.png|16px|link=https://ludeon.com/forums/|Ludeon Forums]] [https://ludeon.com/forums/ Ludeon Forums]<br />
:&#9642;&nbsp;[[File:Twitter2.png|16px|link=https://twitter.com/tynansylvester|Twitter]] [https://twitter.com/tynansylvester Tynan Sylvester on Twitter]<br />
:&#9642;&nbsp;[[File:Reddit2.png|16px|link=https://www.reddit.com/r/RimWorld/|Reddit]] [https://www.reddit.com/r/RimWorld/ RimWorld on Reddit]<br />
|style="width:14%;"|<br />
:&#9642;&nbsp;[[File:Double Eleven Logo Only.png|16px|link=https://rimworld.double11.com/]] [https://rimworld.double11.com/ Double Eleven RimWorld Page]<br />
:&#9642;&nbsp;[[File:irc_icon.png|16px|link=https://webchat.quakenet.org/?channels=rimworld|IRC]] [https://webchat.quakenet.org/?channels=rimworld RimWorld IRC Channel]<br />
:&#9642;&nbsp;[[File:bay12_icon.png|16px|link=http://www.bay12forums.com/smf/index.php?topic=131168.0|Bay12 Forums]] [http://www.bay12forums.com/smf/index.php?topic=131168.0 RimWorld on Dwarf Fortress forums]<br />
:&#9642;&nbsp;[[File:Discord.png|16px|link=https://discordapp.com/invite/UTaMDWc|Discord]] [https://discordapp.com/invite/UTaMDWc Unofficial RimWorld Discord]<br />
|style="width:10%;"|<br />
|-<br />
! style="width:90%;" colspan="3" align="center" | <center><b><big>Need some help? Check out the [[guides]] for information!</b></big></br></center><br />
! style="width:10%;" rowspan="2" | <!--buffer, do not remove --><br />
|}<br />
{| width="100%" <!-- border="1px" <--for Testing --><br />
! class="text-center" colspan="2" width="45%" | <br />
== Basics and Concepts ==<br />
! class="text-center" colspan="2" width="45%" |<br />
== Game Objects ==<br />
! class="text-center" rowspan="2" width="10%" | <!--buffer, do not remove --><br />
|- <br />
| class="text-top" width="23%"| <br />
<div class="text-left"><br />
'''[[Basics]]'''<br />
:&#9642; [[Controls]]<br />
:&#9642; [[User interface]]<br />
:&#9642; [[Learning helper]]<br />
:&#9642; [[Guides]]<br />
::&#9642; [[Colony Building Guide]]<br />
::&#9642; [[Quickstart Guides]]<br />
:&#9642; [[Lore]]<br />
::&#9642;&nbsp;[https://docs.google.com/document/d/1fUO3KKbAbTxMP1lqphnnodY0NPoOVblCUkDw-54MDUc/pub Fiction Primer]<br />
<br />
[[Characters|'''Character&nbsp;Properties''']]<br />
:&#9642; [[Backstories]]<br />
:&#9642; [[Health]]<br />
:&#9642; [[Bionics]]<br />
:&#9642; [[Mood]]<br />
:&#9642; [[Needs]]<br />
:&#9642; [[Skills]]<br />
:&#9642; [[Social]]<br />
:&#9642; [[Thoughts]]<br />
:&#9642; [[Traits]]<br />
<br />
'''Extras'''<br />
:&#9642; [[Version|Version&nbsp;History]]<br />
:&#9642; [[Save file]]<br />
:&#9642; [[Modding]]<br />
::&#9642;&nbsp;[[Modding&nbsp;Tutorials]]<br />
:&#9642; [[Development mode]]<br />
</div><br />
| class="text-top mpbr" width="22%"|<br />
<div class="text-left margin-lr"><br />
<br />
'''[[Gameplay]]'''<br />
:&#9642; [[Caravan]]<br />
:&#9642; [[Combat]]<br />
::&#9642; [[Cover]]<br />
::&#9642; [[Defense]]<br />
::&#9642; [[Drafting]]<br />
:&#9642; [[Environment]]<br />
:&#9642; [[Events]]<br />
:&#9642; [[Factions]]<br />
:&#9642; [[Firefighting]]<br />
:&#9642; [[Research]]<br />
:&#9642; [[Time]]<br />
:&#9642; [[Trade]]<br />
<br />
[[Game Creation|'''Game&nbsp;Creation''']]<br />
:&#9642; [[Scenario system]] <br />
:&#9642; [[AI Storytellers]]<br />
:&#9642; [[World generation]] <br />
:&#9642; [[Biomes]]<br />
<br />
'''{{BiotechIcon}}[[Biotech (DLC)|Biotech]]'''<br />
:&#9642; Children<br />
:&#9642; Gene Modification<br />
:&#9642; Friendly Mechanoids<br />
:&#9642; Pollution<br />
<br />
</div><br />
| class="text-top" width="23%"|<br />
<div class="text-left margin-lr"><br />
'''[[Architect]]'''<br />
:&#9642; [[Orders]]<br />
:&#9642; [[Zone]]s<br />
:&#9642; [[Structure]]s<br />
:&#9642; [[Production]]<br />
:&#9642; [[Furniture]]<br />
:&#9642; [[Power]]<br />
:&#9642; [[Security]]<br />
:&#9642; [[Misc]]<br />
:&#9642; [[Floors]]<br />
:&#9642; [[Recreation]]<br />
:&#9642; [[Ship]]<br />
:&#9642;&nbsp;[[Temperature]]<br />
<br />
'''[[Plants]]'''<br />
:&#9642; [[Decorative plants|Decorative]]<br />
:&#9642;&nbsp;[[Domesticated plants|Domesticated]]<br />
:&#9642; [[Trees]]<br />
:&#9642; [[Wild plants|Wild]]<br />
<br />
'''{{RoyaltyIcon}}[[Royalty (DLC)|Royalty]]'''<br />
:&#9642; [[Titles]]<br />
:&#9642; [[Psycasts]]<br />
:&#9642; [[Techprint]]s<br />
:&#9642; [[Persona weapon]]s<br />
<br />
'''{{IdeologyIcon}}[[Ideology (DLC)|Ideology]]'''<br />
:&#9642; [[Memes]]<br />
:&#9642; [[Precepts]]<br />
:&#9642; [[Roles]]<br />
:&#9642; [[Rituals]]<br />
:&#9642; [[Gauranlen tree]]<br />
:&#9642; [[Ending the game#Awaking the Archonexus|The Archonexus]]<br />
<br />
</div><br />
<br />
| class="text-top" width="22%"|<br />
<div class="text-left margin-lr"><br />
'''[[Character Types|Character&nbsp;Types]]'''<br />
:&#9642; [[Animals]]<br />
:&#9642; [[Colonist]]s<br />
:&#9642; [[Mechanoid]]s<br />
:&#9642; [[Prisoners]]<br />
:&#9642; [[Raider]]s<br />
:&#9642; [[Character Types#Visitors|Visitors]]<br />
<br />
'''[[Resources]]'''<br />
:&#9642; [[Drugs]]<br />
:&#9642; [[Food]]<br />
:&#9642; [[Doctoring#Medicines|Medicine]]<br />
:&#9642; [[Materials]]<br />
:&#9642; [[Textiles]]<br />
<br />
'''[[Gear]]'''<br />
:&#9642; [[Apparel]]<br />
::&#9642;&nbsp;[[Armor]]<br />
::&#9642;&nbsp;[[Clothing]]<br />
::&#9642;&nbsp;[[Utility]]<br />
:&#9642; [[Weapons]]<br />
::&#9642;&nbsp;[[Neolithic Weapons|Neolithic]] <br />
::&#9642;&nbsp;[[Modern Weapons|Modern]] <br />
::&#9642;&nbsp;[[Spacer Weapons|Spacer]] <br />
::&#9642;&nbsp;[[Mechanoid Weapons|Mechanoid]]<br />
<br />
</div><br />
<br />
|}</div>ShySkreamhttps://rimworldwiki.com/index.php?title=Main_Page/editcopy&diff=110307Main Page/editcopy2022-10-08T00:25:30Z<p>ShySkream: Overall update and shuffle. Removed some outdated external links and moved others to relevant sections. Narrowed down wiki page links.</p>
<hr />
<div>{{:Main Page/editcopy message}}<br />
<!--Main Page content below this--><br />
__NOTITLE__<br />
__NOEDITSECTION__<br />
{| width="100%" <!-- border="1px" <!--for Testing --><br />
! style="width:90%;" colspan="3" align="center" | <center> [[Image:rimworldlogo.png|link=Main Page|600px]]</center><br />
! style="width:10%;" rowspan="2" | <!--buffer, do not remove --><br />
|-<br />
| colspan="3" align="center" | <center> <big>'''[https://rimworldgame.com RimWorld]''' is an indie space colony management game developed by '''[https://ludeon.com/blog/studio/ Ludeon&nbsp;Studios]''', a Montreal-based game studio founded by '''[https://tynansylvester.com/ Tynan&nbsp;Sylvester]'''.<br> Read more about the game at [[About RimWorld]].</big></center><br />
|-<br />
|style="width:52%;"|<br />
<br />
The current stable versions are {{PCIcon}} '''{{Current Version|link=1}}''' and {{ConsoleIcon}} '''{{Current Version|link=1|console=1}}''', and a complete version history can be found via the [[Version history]] page.<br />
<br />
For info on releases, see the [[File:LudeonLogoSquare.png|16px|link=https://ludeon.com]] [https://ludeon.com Ludeon development blog] and [[File:Double Eleven Logo Only.png|16px|link=https://rimworld.double11.com/patch-notes]] [https://rimworld.double11.com/patch-notes Double Eleven Patch Feed] respectively.<br />
<br />
<br />
You can help update the wiki by [[Special:CreateAccount|signing up]].<br />
It is recommended to read about [[Help:Wiki markup cheatsheet|Wiki basics]] and our [[RimWorld_Wiki:Style_guide|Style guide]].<br />
<br />
You can find current wiki projects in the [[RimWorld Wiki:Community portal|Community Portal]], our [https://discord.gg/PFbB9vN wiki editor Discord], and the [[RimWorld Wiki:To-do|To&nbsp;do&nbsp;list]].<br />
<br />
If you spot something that may require administrator attention, please report it to the [[RimWorld_Wiki:Admin_noticeboard|Admin Noticeboard]].<br />
We are currently maintaining [[Special:Statistics|{{NUMBEROFARTICLES}} articles]].<br><br />
<br />
|style="width:14%;"|<br />
:&#9642;&nbsp;[[File:Steam2.png|16px|link=https://store.steampowered.com/app/294100/RimWorld/|Steam]] [https://store.steampowered.com/app/294100/RimWorld/ Steam Page]<br />
:&#9642;&nbsp;[[File:LudeonLogoSquare.png|16px|link=https://ludeon.com/forums/|Ludeon Forums]] [https://ludeon.com/forums/ Ludeon Forums]<br />
:&#9642;&nbsp;[[File:Twitter2.png|16px|link=https://twitter.com/tynansylvester|Twitter]] [https://twitter.com/tynansylvester Tynan Sylvester on Twitter]<br />
:&#9642;&nbsp;[[File:Reddit2.png|16px|link=https://www.reddit.com/r/RimWorld/|Reddit]] [https://www.reddit.com/r/RimWorld/ RimWorld on Reddit]<br />
|style="width:14%;"|<br />
:&#9642;&nbsp;[[File:Double Eleven Logo Only.png|16px|link=https://rimworld.double11.com/]] [https://rimworld.double11.com/ Double Eleven RimWorld Page]<br />
:&#9642;&nbsp;[[File:irc_icon.png|16px|link=https://webchat.quakenet.org/?channels=rimworld|IRC]] [https://webchat.quakenet.org/?channels=rimworld RimWorld IRC Channel]<br />
:&#9642;&nbsp;[[File:bay12_icon.png|16px|link=http://www.bay12forums.com/smf/index.php?topic=131168.0|Bay12 Forums]] [http://www.bay12forums.com/smf/index.php?topic=131168.0 RimWorld on Dwarf Fortress forums]<br />
:&#9642;&nbsp;[[File:Discord.png|16px|link=https://discordapp.com/invite/UTaMDWc|Discord]] [https://discordapp.com/invite/UTaMDWc Unofficial RimWorld Discord]<br />
|style="width:10%;"|<br />
|-<br />
! style="width:90%;" colspan="3" align="center" | <center><b><big>Need some help? Check out the [[guides]] for information!</b></big></br></center><br />
! style="width:10%;" rowspan="2" | <!--buffer, do not remove --><br />
|}<br />
{| width="100%" <!-- border="1px" <--for Testing --><br />
! class="text-center" colspan="2" width="45%" | <br />
== Basics and Concepts ==<br />
! class="text-center" colspan="2" width="45%" |<br />
== Game Objects ==<br />
! class="text-center" rowspan="2" width="10%" | <!--buffer, do not remove --><br />
|- <br />
| class="text-top" width="23%"| <br />
<div class="text-left"><br />
'''[[Basics]]'''<br />
:&#9642; [[Controls]]<br />
:&#9642; [[Modding]]<br />
::&#9642;&nbsp;[[Modding&nbsp;Tutorials]]<br />
:&#9642; [[Save file]]<br />
:&#9642; [[User interface]]<br />
:&#9642; [[Version|Version&nbsp;History]]<br />
:&#9642; [[Learning helper]]<br />
:&#9642; [[Guides]]<br />
::&#9642; [[Colony Building Guide]]<br />
::&#9642; [[Quickstart Guides]]<br />
:&#9642; [[Lore]]<br />
::&#9642;&nbsp;[https://docs.google.com/document/d/1fUO3KKbAbTxMP1lqphnnodY0NPoOVblCUkDw-54MDUc/pub Fiction Primer]<br />
:&#9642; [[Development mode]]<br />
<br />
[[Characters|'''Character&nbsp;Properties''']]<br />
:&#9642; [[Backstories]]<br />
:&#9642; [[Health]]<br />
:&#9642; [[Mood]]<br />
:&#9642; [[Needs]]<br />
:&#9642; [[Skills]]<br />
:&#9642; [[Social]]<br />
:&#9642; [[Thoughts]]<br />
:&#9642; [[Traits]]<br />
</div><br />
| class="text-top mpbr" width="22%"|<br />
<div class="text-left margin-lr"><br />
<br />
'''[[Gameplay]]'''<br />
:&#9642; [[Caravan]]<br />
:&#9642; [[Combat]]<br />
:&#9642; [[Cover]]<br />
:&#9642; [[Defense]]<br />
:&#9642; [[Drafting]]<br />
:&#9642; [[Environment]]<br />
:&#9642; [[Events]]<br />
:&#9642; [[Factions]]<br />
:&#9642; [[Firefighting]]<br />
:&#9642; [[Research]]<br />
:&#9642; [[Time]]<br />
:&#9642; [[Trade]]<br />
<br />
[[Game Creation|'''Game&nbsp;Creation''']]<br />
:&#9642; [[Scenario system]] <br />
:&#9642; [[AI Storytellers]]<br />
:&#9642; [[World generation]] <br />
:&#9642; [[Biomes]]<br />
<br />
'''[[Downloadable content|DLC]]'''<br />
:&#9642; [[Royalty (DLC)|Royalty]]<br />
:&#9642; [[Ideology (DLC)|Ideology]]<br />
:&#9642; [[Biotech (DLC)|Biotech]]<br />
<br />
</div><br />
| class="text-top" width="23%"|<br />
<div class="text-left margin-lr"><br />
'''[[Architect]]'''<br />
:&#9642; [[Orders]]<br />
:&#9642; [[Zone]]<br />
:&#9642; [[Structure]]<br />
:&#9642; [[Production]]<br />
:&#9642; [[Furniture]]<br />
:&#9642; [[Power]]<br />
:&#9642; [[Security]]<br />
:&#9642; [[Misc]]<br />
:&#9642; [[Floors]]<br />
:&#9642; [[Recreation]]<br />
:&#9642; [[Ship]]<br />
:&#9642;&nbsp;[[Temperature]]<br />
<br />
'''[[Plants]]'''<br />
:&#9642; [[Decorative plants|Decorative]]<br />
:&#9642;&nbsp;[[Domesticated plants|Domesticated]]<br />
:&#9642; [[Trees]]<br />
:&#9642; [[Wild plants|Wild]]<br />
</div><br />
<br />
| class="text-top" width="22%"|<br />
<div class="text-left margin-lr"><br />
'''[[Character Types|Character&nbsp;Types]]'''<br />
:&#9642; [[Animals]]<br />
:&#9642; [[Colonist]]s<br />
:&#9642; [[Mechanoid]]s<br />
:&#9642; [[Prisoners]]<br />
:&#9642; [[Raider]]s<br />
:&#9642; [[Character Types#Visitors|Visitors]]<br />
<br />
'''[[Resources]]'''<br />
:&#9642; [[Drugs]]<br />
:&#9642; [[Food]]<br />
:&#9642; [[Doctoring#Medicines|Medicine]]<br />
:&#9642; [[Materials]]<br />
:&#9642; [[Textiles]]<br />
<br />
'''[[Gear]]'''<br />
:&#9642; [[Apparel]]<br />
::&#9642;&nbsp;[[Armor]]<br />
::&#9642;&nbsp;[[Clothing]]<br />
::&#9642;&nbsp;[[Utility]]<br />
:&#9642; [[Weapons]]<br />
::&#9642;&nbsp;[[Neolithic Weapons|Neolithic]] <br />
::&#9642;&nbsp;[[Modern Weapons|Modern]] <br />
::&#9642;&nbsp;[[Spacer Weapons|Spacer]] <br />
::&#9642;&nbsp;[[Mechanoid Weapons|Mechanoid]]<br />
<br />
</div><br />
<br />
|}</div>ShySkreamhttps://rimworldwiki.com/index.php?title=Ground_penetrating_scanner&diff=86558Ground penetrating scanner2021-06-03T02:36:15Z<p>ShySkream: Created redirect that doesn't use a hyphen.</p>
<hr />
<div>#REDIRECT [[Ground-penetrating_scanner]]</div>ShySkreamhttps://rimworldwiki.com/index.php?title=Module_talk:DefInfo&diff=82022Module talk:DefInfo2021-03-03T10:50:45Z<p>ShySkream: Created introduction text to the DefInfo project</p>
<hr />
<div>== New DefInfo project ==<br />
I've been working on a parser that would convert parts of rimworld's Def files (data on everything from work orders to megaspiders) into wiki readable code. This would allow pages and templates to pull data from this module, which I made a script for that allows me to collect all the data again automatically when the game updates. This would help a lot with keeping large tables up to date and allowing advanced functionality inside infoboxes.<br />
<br />
There are several tasks I could use help with:<br />
<br />
* people with advanced knowledge of templates and/or moderate knowledge of LUA modules, to help with implementing such data<br />
<br />
* people with knowledge of how to properly cache pages on the wiki, as I'm worried if I do it wrong it would cause a large amount of server load<br />
<br />
* help writing the list of different elements found in defs that people would like to see. There are nearly a thousand different stat types for over three thousand defs, and while listing what is important to have on the wiki is easy, it does take time.<br />
<br />
This new Module:DefInfo page will serve out the data if you pass it the defName of the thing you want as a parameter. I'm open for discussion in this discussion page, however you may have more luck contacting me (ShySkream) in the Wiki Discord.<br />
<br />
Github page for parser code: https://github.com/ShySkream/Rimworld-Def-Parser<br />
<br />
For an example implementation on another wiki, see https://terraria.gamepedia.com/Module:Npcinfo<br />
<br />
--[[User:ShySkream|ShySkream]] ([[User talk:ShySkream|talk]]) 10:50, 3 March 2021 (UTC)</div>ShySkreamhttps://rimworldwiki.com/index.php?title=Module:DefInfo&diff=82021Module:DefInfo2021-03-03T10:45:16Z<p>ShySkream: Created empty module</p>
<hr />
<div>--[[<br />
This module is to contain code for parsing a defName parameter and returning information about the Def from Module:DefInfo/Data. See talk page for more info<br />
--]]</div>ShySkreamhttps://rimworldwiki.com/index.php?title=Module:DefInfo/Data&diff=82019Module:DefInfo/Data2021-03-03T10:30:30Z<p>ShySkream: Created defInfo Data page, populated with most relevant food data</p>
<hr />
<div>return {<br />
["MealSurvivalPack"] = {<br />
["label"] = "packaged survival meal",<br />
["description"] = "A high-quality packaged meal, manufactured for use in survival situations. While it never rots, it can still deteriorate if left outside. Great for traveling.",<br />
["statBases"] = {<br />
["DeteriorationRate"] = 0.25,<br />
["MarketValue"] = 24,<br />
["Mass"] = 0.3,<br />
["WorkToMake"] = 450,<br />
["Nutrition"] = 0.9,<br />
["MaxHitPoints"] = 50,<br />
["Beauty"] = 0,<br />
},<br />
["ingestible"] = {<br />
["preferability"] = "MealSimple",<br />
["optimalityOffsetHumanlikes"] = -5,<br />
["optimalityOffsetFeedingAnimals"] = -10,<br />
["foodType"] = "Meal",<br />
["maxNumToIngestAtOnce"] = 1,<br />
},<br />
["thingClass"] = "ThingWithComps",<br />
["category"] = "Item",<br />
["healthAffectsPrice"] = false,<br />
["stackLimit"] = 10,<br />
["tickerType"] = "Rare",<br />
["thingCategories"] = {<br />
-- ERROR: list elements not supported yet, sorry.<br />
},<br />
["alwaysHaulable"] = true,<br />
["comps"] = {<br />
-- ERROR: list elements not supported yet, sorry.<br />
-- ERROR: list elements not supported yet, sorry.<br />
-- ERROR: list elements not supported yet, sorry.<br />
},<br />
-- ERROR: pathCost is set to nonexistent process ???<br />
},<br />
["MealNutrientPaste"] = {<br />
["label"] = "nutrient paste meal",<br />
["description"] = "A synthetic mixture of protein, carbohydrates, and vitamins, amino acids and minerals. Everything the body needs, and absolutely disgusting.",<br />
["statBases"] = {<br />
["MarketValue"] = 10,<br />
["Nutrition"] = 0.9,<br />
["MaxHitPoints"] = 50,<br />
["Beauty"] = 0,<br />
["Mass"] = 0.44,<br />
["DeteriorationRate"] = 10,<br />
},<br />
["ingestible"] = {<br />
["preferability"] = "MealAwful",<br />
["tasteThought"] = "AteAwfulMeal",<br />
["foodType"] = "Meal",<br />
["maxNumToIngestAtOnce"] = 1,<br />
["optimalityOffsetHumanlikes"] = 16,<br />
},<br />
["tradeability"] = "Buyable",<br />
["comps"] = {<br />
-- ERROR: list elements not supported yet, sorry.<br />
},<br />
["thingClass"] = "ThingWithComps",<br />
["category"] = "Item",<br />
["healthAffectsPrice"] = false,<br />
["stackLimit"] = 10,<br />
["tickerType"] = "Rare",<br />
["thingCategories"] = {<br />
-- ERROR: list elements not supported yet, sorry.<br />
},<br />
["alwaysHaulable"] = true,<br />
-- ERROR: pathCost is set to nonexistent process ???<br />
},<br />
["MealSimple"] = {<br />
["label"] = "simple meal",<br />
["description"] = "A simple meal quickly cooked from one main ingredient.",<br />
["statBases"] = {<br />
["MarketValue"] = 15,<br />
["WorkToMake"] = 300,<br />
["Nutrition"] = 0.9,<br />
["MaxHitPoints"] = 50,<br />
["Beauty"] = 0,<br />
["Mass"] = 0.44,<br />
["DeteriorationRate"] = 10,<br />
},<br />
["ingestible"] = {<br />
["preferability"] = "MealSimple",<br />
["foodType"] = "Meal",<br />
["maxNumToIngestAtOnce"] = 1,<br />
["optimalityOffsetHumanlikes"] = 16,<br />
},<br />
["tradeability"] = "Buyable",<br />
["comps"] = {<br />
-- ERROR: list elements not supported yet, sorry.<br />
},<br />
["thingClass"] = "ThingWithComps",<br />
["category"] = "Item",<br />
["healthAffectsPrice"] = false,<br />
["stackLimit"] = 10,<br />
["tickerType"] = "Rare",<br />
["thingCategories"] = {<br />
-- ERROR: list elements not supported yet, sorry.<br />
},<br />
["alwaysHaulable"] = true,<br />
-- ERROR: pathCost is set to nonexistent process ???<br />
},<br />
["MealFine"] = {<br />
["label"] = "fine meal",<br />
["description"] = "A complex dish assembled with care from a variety of ingredients.",<br />
["statBases"] = {<br />
["MarketValue"] = 20,<br />
["WorkToMake"] = 450,<br />
["Nutrition"] = 0.9,<br />
["MaxHitPoints"] = 50,<br />
["Beauty"] = 0,<br />
["Mass"] = 0.44,<br />
["DeteriorationRate"] = 10,<br />
},<br />
["ingestible"] = {<br />
["preferability"] = "MealFine",<br />
["tasteThought"] = "AteFineMeal",<br />
["foodType"] = "Meal",<br />
["maxNumToIngestAtOnce"] = 1,<br />
["optimalityOffsetHumanlikes"] = 16,<br />
},<br />
["tradeability"] = "Buyable",<br />
["comps"] = {<br />
-- ERROR: list elements not supported yet, sorry.<br />
},<br />
["thingClass"] = "ThingWithComps",<br />
["category"] = "Item",<br />
["healthAffectsPrice"] = false,<br />
["stackLimit"] = 10,<br />
["tickerType"] = "Rare",<br />
["thingCategories"] = {<br />
-- ERROR: list elements not supported yet, sorry.<br />
},<br />
["alwaysHaulable"] = true,<br />
-- ERROR: pathCost is set to nonexistent process ???<br />
},<br />
["MealLavish"] = {<br />
["label"] = "lavish meal",<br />
["description"] = "A masterpiece of the culinary arts, this meal nourishes the body, mind, and soul.",<br />
["statBases"] = {<br />
["MarketValue"] = 40,<br />
["WorkToMake"] = 800,<br />
["Nutrition"] = 1,<br />
["MaxHitPoints"] = 50,<br />
["Beauty"] = 0,<br />
["Mass"] = 0.44,<br />
["DeteriorationRate"] = 10,<br />
},<br />
["ingestible"] = {<br />
["preferability"] = "MealLavish",<br />
["tasteThought"] = "AteLavishMeal",<br />
["foodType"] = "Meal",<br />
["maxNumToIngestAtOnce"] = 1,<br />
["optimalityOffsetHumanlikes"] = 16,<br />
},<br />
["tradeability"] = "Buyable",<br />
["comps"] = {<br />
-- ERROR: list elements not supported yet, sorry.<br />
},<br />
["thingClass"] = "ThingWithComps",<br />
["category"] = "Item",<br />
["healthAffectsPrice"] = false,<br />
["stackLimit"] = 10,<br />
["tickerType"] = "Rare",<br />
["thingCategories"] = {<br />
-- ERROR: list elements not supported yet, sorry.<br />
},<br />
["alwaysHaulable"] = true,<br />
-- ERROR: pathCost is set to nonexistent process ???<br />
},<br />
["Kibble"] = {<br />
["label"] = "kibble",<br />
["description"] = "Animal feed made from mixed meat and plant sources. Humans can eat it, but they really, really don't like it.",<br />
["thingCategories"] = {<br />
-- ERROR: list elements not supported yet, sorry.<br />
},<br />
["statBases"] = {<br />
["MarketValue"] = 1.1,<br />
["Mass"] = 0.015,<br />
["Nutrition"] = 0.05,<br />
["FoodPoisonChanceFixedHuman"] = 0.02,<br />
["MaxHitPoints"] = 60,<br />
["DeteriorationRate"] = 6,<br />
["Beauty"] = -4,<br />
},<br />
["ingestible"] = {<br />
["foodType"] = "Kibble",<br />
["preferability"] = "RawBad",<br />
["tasteThought"] = "AteKibble",<br />
["optimalityOffsetHumanlikes"] = -30,<br />
["optimalityOffsetFeedingAnimals"] = 15,<br />
},<br />
["comps"] = {<br />
-- ERROR: list elements not supported yet, sorry.<br />
},<br />
["tickerType"] = "Rare",<br />
["healthAffectsPrice"] = false,<br />
["thingClass"] = "ThingWithComps",<br />
["category"] = "Item",<br />
["stackLimit"] = 75,<br />
["alwaysHaulable"] = true,<br />
-- ERROR: pathCost is set to nonexistent process ???<br />
},<br />
["Pemmican"] = {<br />
["label"] = "pemmican",<br />
["description"] = "A preserved mashed mixture of fat and plant food. Tastes bland, but not offensive. It lasts a very long time without refrigeration. Great for traveling.",<br />
["thingClass"] = "ThingWithComps",<br />
["thingCategories"] = {<br />
-- ERROR: list elements not supported yet, sorry.<br />
},<br />
["statBases"] = {<br />
["MarketValue"] = 1.4,<br />
["Mass"] = 0.018,<br />
["WorkToMake"] = 700,<br />
["DeteriorationRate"] = 2,<br />
["Nutrition"] = 0.05,<br />
["MaxHitPoints"] = 60,<br />
["Beauty"] = -4,<br />
},<br />
["ingestible"] = {<br />
["foodType"] = "Meal",<br />
["preferability"] = "MealSimple",<br />
["optimalityOffsetHumanlikes"] = 6,<br />
},<br />
["comps"] = {<br />
-- ERROR: list elements not supported yet, sorry.<br />
-- ERROR: list elements not supported yet, sorry.<br />
-- ERROR: list elements not supported yet, sorry.<br />
},<br />
["tickerType"] = "Rare",<br />
["healthAffectsPrice"] = false,<br />
["category"] = "Item",<br />
["stackLimit"] = 75,<br />
["alwaysHaulable"] = true,<br />
-- ERROR: pathCost is set to nonexistent process ???<br />
},<br />
["Chocolate"] = {<br />
["label"] = "chocolate",<br />
["description"] = "A delicious preparation of cocoa seeds ground together with sugar and vanilla. It fulfills the need for recreation, but it is not very nutritious.",<br />
["statBases"] = {<br />
["MaxHitPoints"] = 60,<br />
["MarketValue"] = 3,<br />
["Mass"] = 0.075,<br />
["DeteriorationRate"] = 8,<br />
["Nutrition"] = 0.1,<br />
["Beauty"] = -4,<br />
},<br />
["thingCategories"] = {<br />
-- ERROR: list elements not supported yet, sorry.<br />
},<br />
["ingestible"] = {<br />
["preferability"] = "DesperateOnly",<br />
["foodType"] = "Processed",<br />
["joy"] = 0.10,<br />
["joyKind"] = "Gluttonous",<br />
["maxNumToIngestAtOnce"] = 4,<br />
},<br />
["thingClass"] = "ThingWithComps",<br />
["category"] = "Item",<br />
["stackLimit"] = 75,<br />
["comps"] = {<br />
-- ERROR: list elements not supported yet, sorry.<br />
},<br />
["alwaysHaulable"] = true,<br />
-- ERROR: pathCost is set to nonexistent process ???<br />
},<br />
["Milk"] = {<br />
["label"] = "milk",<br />
["description"] = "Milk from an animal.",<br />
["statBases"] = {<br />
["MarketValue"] = 3.1,<br />
["Mass"] = 0.045,<br />
["MaxHitPoints"] = 60,<br />
["Nutrition"] = 0.05,<br />
["FoodPoisonChanceFixedHuman"] = 0.02,<br />
["DeteriorationRate"] = 6,<br />
["Beauty"] = -4,<br />
},<br />
["comps"] = {<br />
-- ERROR: list elements not supported yet, sorry.<br />
},<br />
["ingestible"] = {<br />
["preferability"] = "RawTasty",<br />
["foodType"] = "AnimalProduct, Fluid",<br />
},<br />
["thingCategories"] = {<br />
-- ERROR: list elements not supported yet, sorry.<br />
},<br />
["tickerType"] = "Rare",<br />
["healthAffectsPrice"] = false,<br />
["thingClass"] = "ThingWithComps",<br />
["category"] = "Item",<br />
["stackLimit"] = 75,<br />
["alwaysHaulable"] = true,<br />
-- ERROR: pathCost is set to nonexistent process ???<br />
},<br />
["InsectJelly"] = {<br />
["label"] = "insect jelly",<br />
["description"] = "Jelly stored and used as food by oversized insects. It is smooth, rich, and fulfills the recreation need of those who consume it. Because of its unique biological properties, it can nourish almost any creature and never rots.",<br />
["statBases"] = {<br />
["MarketValue"] = 8.0,<br />
["Mass"] = 0.025,<br />
["Nutrition"] = 0.05,<br />
["FoodPoisonChanceFixedHuman"] = 0.02,<br />
["MaxHitPoints"] = 60,<br />
["DeteriorationRate"] = 6,<br />
["Beauty"] = -4,<br />
},<br />
["ingestible"] = {<br />
["foodType"] = "AnimalProduct",<br />
["preferability"] = "MealFine",<br />
["joy"] = 0.08,<br />
["joyKind"] = "Gluttonous",<br />
["canAutoSelectAsFoodForCaravan"] = false,<br />
},<br />
["thingCategories"] = {<br />
-- ERROR: list elements not supported yet, sorry.<br />
},<br />
["tickerType"] = "Rare",<br />
["healthAffectsPrice"] = false,<br />
["thingClass"] = "ThingWithComps",<br />
["category"] = "Item",<br />
["stackLimit"] = 75,<br />
["comps"] = {<br />
-- ERROR: list elements not supported yet, sorry.<br />
},<br />
["alwaysHaulable"] = true,<br />
-- ERROR: pathCost is set to nonexistent process ???<br />
},<br />
["EggChickenUnfertilized"] = {<br />
["label"] = "chicken egg (unfert.)",<br />
["description"] = "An unfertilized chicken egg. It can be eaten raw, but it's much, much better cooked.",<br />
["statBases"] = {<br />
["MarketValue"] = 7.0,<br />
["Mass"] = 0.15,<br />
["MaxHitPoints"] = 20,<br />
["DeteriorationRate"] = 2,<br />
["Nutrition"] = 0.25,<br />
["FoodPoisonChanceFixedHuman"] = 0.02,<br />
["Beauty"] = -4,<br />
},<br />
["ingestible"] = {<br />
["preferability"] = "RawBad",<br />
["foodType"] = "AnimalProduct",<br />
["tasteThought"] = "AteRawFood",<br />
},<br />
["thingCategories"] = {<br />
-- ERROR: list elements not supported yet, sorry.<br />
},<br />
["comps"] = {<br />
-- ERROR: list elements not supported yet, sorry.<br />
},<br />
["tickerType"] = "Rare",<br />
["healthAffectsPrice"] = false,<br />
["thingClass"] = "ThingWithComps",<br />
["category"] = "Item",<br />
["stackLimit"] = 75,<br />
["alwaysHaulable"] = true,<br />
-- ERROR: pathCost is set to nonexistent process ???<br />
},<br />
["EggChickenFertilized"] = {<br />
["label"] = "chicken egg (fert.)",<br />
["description"] = "A fertilized chicken egg. If all goes well, it should hatch into a chick. It can be eaten raw, but it's much better cooked.",<br />
["statBases"] = {<br />
["MarketValue"] = 7.0,<br />
["Mass"] = 0.15,<br />
["MaxHitPoints"] = 20,<br />
["DeteriorationRate"] = 2,<br />
["Nutrition"] = 0.25,<br />
["FoodPoisonChanceFixedHuman"] = 0.02,<br />
["Beauty"] = -4,<br />
},<br />
["comps"] = {<br />
-- ERROR: list elements not supported yet, sorry.<br />
},<br />
["tickerType"] = "Normal",<br />
["ingestible"] = {<br />
["preferability"] = "DesperateOnly",<br />
["foodType"] = "AnimalProduct",<br />
["tasteThought"] = "AteRawFood",<br />
},<br />
["thingCategories"] = {<br />
-- ERROR: list elements not supported yet, sorry.<br />
},<br />
["healthAffectsPrice"] = false,<br />
["thingClass"] = "ThingWithComps",<br />
["category"] = "Item",<br />
["stackLimit"] = 75,<br />
["alwaysHaulable"] = true,<br />
-- ERROR: pathCost is set to nonexistent process ???<br />
},<br />
["EggCobraFertilized"] = {<br />
["label"] = "cobra egg (fert.)",<br />
["description"] = "A fertilized cobra egg. If all goes well, it should hatch into a baby cobra. It can be eaten raw, but it's much better cooked.",<br />
["statBases"] = {<br />
["MarketValue"] = 40.0,<br />
["Mass"] = 0.15,<br />
["MaxHitPoints"] = 20,<br />
["DeteriorationRate"] = 2,<br />
["Nutrition"] = 0.25,<br />
["FoodPoisonChanceFixedHuman"] = 0.02,<br />
["Beauty"] = -4,<br />
},<br />
["comps"] = {<br />
-- ERROR: list elements not supported yet, sorry.<br />
},<br />
["tickerType"] = "Normal",<br />
["ingestible"] = {<br />
["preferability"] = "DesperateOnly",<br />
["foodType"] = "AnimalProduct",<br />
["tasteThought"] = "AteRawFood",<br />
},<br />
["thingCategories"] = {<br />
-- ERROR: list elements not supported yet, sorry.<br />
},<br />
["healthAffectsPrice"] = false,<br />
["thingClass"] = "ThingWithComps",<br />
["category"] = "Item",<br />
["stackLimit"] = 75,<br />
["alwaysHaulable"] = true,<br />
-- ERROR: pathCost is set to nonexistent process ???<br />
},<br />
["EggIguanaFertilized"] = {<br />
["label"] = "iguana egg (fert.)",<br />
["description"] = "A fertilized iguana egg. If all goes well, it should hatch into a baby iguana. It can be eaten raw, but it's much better cooked.",<br />
["statBases"] = {<br />
["MarketValue"] = 25.0,<br />
["Mass"] = 0.15,<br />
["MaxHitPoints"] = 20,<br />
["DeteriorationRate"] = 2,<br />
["Nutrition"] = 0.25,<br />
["FoodPoisonChanceFixedHuman"] = 0.02,<br />
["Beauty"] = -4,<br />
},<br />
["comps"] = {<br />
-- ERROR: list elements not supported yet, sorry.<br />
},<br />
["tickerType"] = "Normal",<br />
["ingestible"] = {<br />
["preferability"] = "DesperateOnly",<br />
["foodType"] = "AnimalProduct",<br />
["tasteThought"] = "AteRawFood",<br />
},<br />
["thingCategories"] = {<br />
-- ERROR: list elements not supported yet, sorry.<br />
},<br />
["healthAffectsPrice"] = false,<br />
["thingClass"] = "ThingWithComps",<br />
["category"] = "Item",<br />
["stackLimit"] = 75,<br />
["alwaysHaulable"] = true,<br />
-- ERROR: pathCost is set to nonexistent process ???<br />
},<br />
["EggTortoiseFertilized"] = {<br />
["label"] = "tortoise egg (fert.)",<br />
["description"] = "A fertilized tortoise egg. If all goes well, it should hatch into a baby tortoise. It can be eaten raw, but it's much better cooked.",<br />
["statBases"] = {<br />
["MarketValue"] = 23.0,<br />
["Mass"] = 0.15,<br />
["MaxHitPoints"] = 20,<br />
["DeteriorationRate"] = 2,<br />
["Nutrition"] = 0.25,<br />
["FoodPoisonChanceFixedHuman"] = 0.02,<br />
["Beauty"] = -4,<br />
},<br />
["comps"] = {<br />
-- ERROR: list elements not supported yet, sorry.<br />
},<br />
["tickerType"] = "Normal",<br />
["ingestible"] = {<br />
["preferability"] = "DesperateOnly",<br />
["foodType"] = "AnimalProduct",<br />
["tasteThought"] = "AteRawFood",<br />
},<br />
["thingCategories"] = {<br />
-- ERROR: list elements not supported yet, sorry.<br />
},<br />
["healthAffectsPrice"] = false,<br />
["thingClass"] = "ThingWithComps",<br />
["category"] = "Item",<br />
["stackLimit"] = 75,<br />
["alwaysHaulable"] = true,<br />
-- ERROR: pathCost is set to nonexistent process ???<br />
},<br />
["EggCassowaryFertilized"] = {<br />
["label"] = "cassowary egg (fert.)",<br />
["description"] = "A fertilized cassowary egg. If all goes well, it should hatch into a baby cassowary. It can be eaten raw, but it's much better cooked.",<br />
["statBases"] = {<br />
["MarketValue"] = 19.0,<br />
["Mass"] = 0.15,<br />
["MaxHitPoints"] = 20,<br />
["DeteriorationRate"] = 2,<br />
["Nutrition"] = 0.25,<br />
["FoodPoisonChanceFixedHuman"] = 0.02,<br />
["Beauty"] = -4,<br />
},<br />
["comps"] = {<br />
-- ERROR: list elements not supported yet, sorry.<br />
},<br />
["tickerType"] = "Normal",<br />
["ingestible"] = {<br />
["preferability"] = "DesperateOnly",<br />
["foodType"] = "AnimalProduct",<br />
["tasteThought"] = "AteRawFood",<br />
},<br />
["thingCategories"] = {<br />
-- ERROR: list elements not supported yet, sorry.<br />
},<br />
["healthAffectsPrice"] = false,<br />
["thingClass"] = "ThingWithComps",<br />
["category"] = "Item",<br />
["stackLimit"] = 75,<br />
["alwaysHaulable"] = true,<br />
-- ERROR: pathCost is set to nonexistent process ???<br />
},<br />
["EggEmuFertilized"] = {<br />
["label"] = "emu egg (fert.)",<br />
["description"] = "A fertilized emu egg. If all goes well, it should hatch into a baby emu. It can be eaten raw, but it's much better cooked.",<br />
["statBases"] = {<br />
["MarketValue"] = 18.0,<br />
["Mass"] = 0.15,<br />
["MaxHitPoints"] = 20,<br />
["DeteriorationRate"] = 2,<br />
["Nutrition"] = 0.25,<br />
["FoodPoisonChanceFixedHuman"] = 0.02,<br />
["Beauty"] = -4,<br />
},<br />
["comps"] = {<br />
-- ERROR: list elements not supported yet, sorry.<br />
},<br />
["tickerType"] = "Normal",<br />
["ingestible"] = {<br />
["preferability"] = "DesperateOnly",<br />
["foodType"] = "AnimalProduct",<br />
["tasteThought"] = "AteRawFood",<br />
},<br />
["thingCategories"] = {<br />
-- ERROR: list elements not supported yet, sorry.<br />
},<br />
["healthAffectsPrice"] = false,<br />
["thingClass"] = "ThingWithComps",<br />
["category"] = "Item",<br />
["stackLimit"] = 75,<br />
["alwaysHaulable"] = true,<br />
-- ERROR: pathCost is set to nonexistent process ???<br />
},<br />
["EggOstrichFertilized"] = {<br />
["label"] = "ostrich egg (fert.)",<br />
["description"] = "A fertilized ostrich egg. If all goes well, it should hatch into a baby ostrich. It can be eaten raw, but it's much better cooked.",<br />
["statBases"] = {<br />
["MarketValue"] = 23.0,<br />
["Mass"] = 0.15,<br />
["MaxHitPoints"] = 20,<br />
["DeteriorationRate"] = 2,<br />
["Nutrition"] = 0.25,<br />
["FoodPoisonChanceFixedHuman"] = 0.02,<br />
["Beauty"] = -4,<br />
},<br />
["comps"] = {<br />
-- ERROR: list elements not supported yet, sorry.<br />
},<br />
["tickerType"] = "Normal",<br />
["ingestible"] = {<br />
["preferability"] = "DesperateOnly",<br />
["foodType"] = "AnimalProduct",<br />
["tasteThought"] = "AteRawFood",<br />
},<br />
["thingCategories"] = {<br />
-- ERROR: list elements not supported yet, sorry.<br />
},<br />
["healthAffectsPrice"] = false,<br />
["thingClass"] = "ThingWithComps",<br />
["category"] = "Item",<br />
["stackLimit"] = 75,<br />
["alwaysHaulable"] = true,<br />
-- ERROR: pathCost is set to nonexistent process ???<br />
},<br />
["EggTurkeyFertilized"] = {<br />
["label"] = "turkey egg (fert.)",<br />
["description"] = "A fertilized turkey egg. If all goes well, it should hatch into a baby turkey. It can be eaten raw, but it's much better cooked.",<br />
["statBases"] = {<br />
["MarketValue"] = 11.0,<br />
["Mass"] = 0.15,<br />
["MaxHitPoints"] = 20,<br />
["DeteriorationRate"] = 2,<br />
["Nutrition"] = 0.25,<br />
["FoodPoisonChanceFixedHuman"] = 0.02,<br />
["Beauty"] = -4,<br />
},<br />
["comps"] = {<br />
-- ERROR: list elements not supported yet, sorry.<br />
},<br />
["tickerType"] = "Normal",<br />
["ingestible"] = {<br />
["preferability"] = "DesperateOnly",<br />
["foodType"] = "AnimalProduct",<br />
["tasteThought"] = "AteRawFood",<br />
},<br />
["thingCategories"] = {<br />
-- ERROR: list elements not supported yet, sorry.<br />
},<br />
["healthAffectsPrice"] = false,<br />
["thingClass"] = "ThingWithComps",<br />
["category"] = "Item",<br />
["stackLimit"] = 75,<br />
["alwaysHaulable"] = true,<br />
-- ERROR: pathCost is set to nonexistent process ???<br />
},<br />
["EggDuckUnfertilized"] = {<br />
["label"] = "duck egg (unfert.)",<br />
["description"] = "An unfertilized duck egg. It can be eaten raw, but it's much, much better cooked.",<br />
["statBases"] = {<br />
["MarketValue"] = 7.0,<br />
["Mass"] = 0.15,<br />
["MaxHitPoints"] = 20,<br />
["DeteriorationRate"] = 2,<br />
["Nutrition"] = 0.25,<br />
["FoodPoisonChanceFixedHuman"] = 0.02,<br />
["Beauty"] = -4,<br />
},<br />
["ingestible"] = {<br />
["preferability"] = "RawBad",<br />
["foodType"] = "AnimalProduct",<br />
["tasteThought"] = "AteRawFood",<br />
},<br />
["thingCategories"] = {<br />
-- ERROR: list elements not supported yet, sorry.<br />
},<br />
["comps"] = {<br />
-- ERROR: list elements not supported yet, sorry.<br />
},<br />
["tickerType"] = "Rare",<br />
["healthAffectsPrice"] = false,<br />
["thingClass"] = "ThingWithComps",<br />
["category"] = "Item",<br />
["stackLimit"] = 75,<br />
["alwaysHaulable"] = true,<br />
-- ERROR: pathCost is set to nonexistent process ???<br />
},<br />
["EggDuckFertilized"] = {<br />
["label"] = "duck egg (fert.)",<br />
["description"] = "A fertilized duck egg. If all goes well, it should hatch into a duckling. It can be eaten raw, but it's much better cooked.",<br />
["statBases"] = {<br />
["MarketValue"] = 7.0,<br />
["Mass"] = 0.15,<br />
["MaxHitPoints"] = 20,<br />
["DeteriorationRate"] = 2,<br />
["Nutrition"] = 0.25,<br />
["FoodPoisonChanceFixedHuman"] = 0.02,<br />
["Beauty"] = -4,<br />
},<br />
["comps"] = {<br />
-- ERROR: list elements not supported yet, sorry.<br />
},<br />
["tickerType"] = "Normal",<br />
["ingestible"] = {<br />
["preferability"] = "DesperateOnly",<br />
["foodType"] = "AnimalProduct",<br />
["tasteThought"] = "AteRawFood",<br />
},<br />
["thingCategories"] = {<br />
-- ERROR: list elements not supported yet, sorry.<br />
},<br />
["healthAffectsPrice"] = false,<br />
["thingClass"] = "ThingWithComps",<br />
["category"] = "Item",<br />
["stackLimit"] = 75,<br />
["alwaysHaulable"] = true,<br />
-- ERROR: pathCost is set to nonexistent process ???<br />
},<br />
["EggGooseUnfertilized"] = {<br />
["label"] = "goose egg (unfert.)",<br />
["description"] = "An unfertilized goose egg. It can be eaten raw, but it's much, much better cooked.",<br />
["statBases"] = {<br />
["MarketValue"] = 9.0,<br />
["Mass"] = 0.15,<br />
["MaxHitPoints"] = 20,<br />
["DeteriorationRate"] = 2,<br />
["Nutrition"] = 0.25,<br />
["FoodPoisonChanceFixedHuman"] = 0.02,<br />
["Beauty"] = -4,<br />
},<br />
["ingestible"] = {<br />
["preferability"] = "RawBad",<br />
["foodType"] = "AnimalProduct",<br />
["tasteThought"] = "AteRawFood",<br />
},<br />
["thingCategories"] = {<br />
-- ERROR: list elements not supported yet, sorry.<br />
},<br />
["comps"] = {<br />
-- ERROR: list elements not supported yet, sorry.<br />
},<br />
["tickerType"] = "Rare",<br />
["healthAffectsPrice"] = false,<br />
["thingClass"] = "ThingWithComps",<br />
["category"] = "Item",<br />
["stackLimit"] = 75,<br />
["alwaysHaulable"] = true,<br />
-- ERROR: pathCost is set to nonexistent process ???<br />
},<br />
["EggGooseFertilized"] = {<br />
["label"] = "goose egg (fert.)",<br />
["description"] = "A fertilized goose egg. If all goes well, it should hatch into a baby goose. It can be eaten raw, but it's much better cooked.",<br />
["statBases"] = {<br />
["MarketValue"] = 11.0,<br />
["Mass"] = 0.15,<br />
["MaxHitPoints"] = 20,<br />
["DeteriorationRate"] = 2,<br />
["Nutrition"] = 0.25,<br />
["FoodPoisonChanceFixedHuman"] = 0.02,<br />
["Beauty"] = -4,<br />
},<br />
["comps"] = {<br />
-- ERROR: list elements not supported yet, sorry.<br />
},<br />
["tickerType"] = "Normal",<br />
["ingestible"] = {<br />
["preferability"] = "DesperateOnly",<br />
["foodType"] = "AnimalProduct",<br />
["tasteThought"] = "AteRawFood",<br />
},<br />
["thingCategories"] = {<br />
-- ERROR: list elements not supported yet, sorry.<br />
},<br />
["healthAffectsPrice"] = false,<br />
["thingClass"] = "ThingWithComps",<br />
["category"] = "Item",<br />
["stackLimit"] = 75,<br />
["alwaysHaulable"] = true,<br />
-- ERROR: pathCost is set to nonexistent process ???<br />
},<br />
["RawPotatoes"] = {<br />
["label"] = "potatoes",<br />
["description"] = "Raw potatoes.",<br />
["statBases"] = {<br />
["MarketValue"] = 1.1,<br />
["Nutrition"] = 0.05,<br />
["FoodPoisonChanceFixedHuman"] = 0.02,<br />
["MaxHitPoints"] = 60,<br />
["DeteriorationRate"] = 6,<br />
["Mass"] = 0.03,<br />
["Beauty"] = -4,<br />
},<br />
["ingestible"] = {<br />
["foodType"] = "VegetableOrFruit",<br />
["preferability"] = "RawBad",<br />
["tasteThought"] = "AteRawFood",<br />
},<br />
["comps"] = {<br />
-- ERROR: list elements not supported yet, sorry.<br />
},<br />
["thingCategories"] = {<br />
-- ERROR: list elements not supported yet, sorry.<br />
},<br />
["tickerType"] = "Rare",<br />
["healthAffectsPrice"] = false,<br />
["thingClass"] = "ThingWithComps",<br />
["category"] = "Item",<br />
["stackLimit"] = 75,<br />
["alwaysHaulable"] = true,<br />
-- ERROR: pathCost is set to nonexistent process ???<br />
},<br />
["RawFungus"] = {<br />
["label"] = "raw fungus",<br />
["description"] = "Raw fungus.",<br />
["statBases"] = {<br />
["MarketValue"] = 1.1,<br />
["Nutrition"] = 0.05,<br />
["FoodPoisonChanceFixedHuman"] = 0.02,<br />
["MaxHitPoints"] = 60,<br />
["DeteriorationRate"] = 6,<br />
["Mass"] = 0.03,<br />
["Beauty"] = -4,<br />
},<br />
["ingestible"] = {<br />
["foodType"] = "VegetableOrFruit",<br />
["preferability"] = "RawBad",<br />
["tasteThought"] = "AteRawFood",<br />
},<br />
["comps"] = {<br />
-- ERROR: list elements not supported yet, sorry.<br />
},<br />
["thingCategories"] = {<br />
-- ERROR: list elements not supported yet, sorry.<br />
},<br />
["tickerType"] = "Rare",<br />
["healthAffectsPrice"] = false,<br />
["thingClass"] = "ThingWithComps",<br />
["category"] = "Item",<br />
["stackLimit"] = 75,<br />
["alwaysHaulable"] = true,<br />
-- ERROR: pathCost is set to nonexistent process ???<br />
},<br />
["RawRice"] = {<br />
["label"] = "rice",<br />
["description"] = "Raw rice.",<br />
["statBases"] = {<br />
["MarketValue"] = 1.1,<br />
["Nutrition"] = 0.05,<br />
["FoodPoisonChanceFixedHuman"] = 0.02,<br />
["MaxHitPoints"] = 60,<br />
["DeteriorationRate"] = 6,<br />
["Mass"] = 0.03,<br />
["Beauty"] = -4,<br />
},<br />
["ingestible"] = {<br />
["foodType"] = "Seed",<br />
["preferability"] = "RawBad",<br />
["tasteThought"] = "AteRawFood",<br />
},<br />
["comps"] = {<br />
-- ERROR: list elements not supported yet, sorry.<br />
},<br />
["thingCategories"] = {<br />
-- ERROR: list elements not supported yet, sorry.<br />
},<br />
["tickerType"] = "Rare",<br />
["healthAffectsPrice"] = false,<br />
["thingClass"] = "ThingWithComps",<br />
["category"] = "Item",<br />
["stackLimit"] = 75,<br />
["alwaysHaulable"] = true,<br />
-- ERROR: pathCost is set to nonexistent process ???<br />
},<br />
["RawAgave"] = {<br />
["label"] = "agave fruit",<br />
["description"] = "Raw agave fruit.",<br />
["statBases"] = {<br />
["MarketValue"] = 1.1,<br />
["Nutrition"] = 0.05,<br />
["FoodPoisonChanceFixedHuman"] = 0.02,<br />
["MaxHitPoints"] = 60,<br />
["DeteriorationRate"] = 6,<br />
["Mass"] = 0.03,<br />
["Beauty"] = -4,<br />
},<br />
["ingestible"] = {<br />
["foodType"] = "VegetableOrFruit",<br />
["preferability"] = "RawBad",<br />
["tasteThought"] = "AteRawFood",<br />
},<br />
["comps"] = {<br />
-- ERROR: list elements not supported yet, sorry.<br />
},<br />
["thingCategories"] = {<br />
-- ERROR: list elements not supported yet, sorry.<br />
},<br />
["tickerType"] = "Rare",<br />
["healthAffectsPrice"] = false,<br />
["thingClass"] = "ThingWithComps",<br />
["category"] = "Item",<br />
["stackLimit"] = 75,<br />
["alwaysHaulable"] = true,<br />
-- ERROR: pathCost is set to nonexistent process ???<br />
},<br />
["RawCorn"] = {<br />
["label"] = "corn",<br />
["description"] = "Raw corn.",<br />
["statBases"] = {<br />
["MarketValue"] = 1.1,<br />
["Nutrition"] = 0.05,<br />
["FoodPoisonChanceFixedHuman"] = 0.02,<br />
["MaxHitPoints"] = 60,<br />
["DeteriorationRate"] = 6,<br />
["Mass"] = 0.03,<br />
["Beauty"] = -4,<br />
},<br />
["ingestible"] = {<br />
["foodType"] = "VegetableOrFruit",<br />
["preferability"] = "RawBad",<br />
["tasteThought"] = "AteRawFood",<br />
},<br />
["comps"] = {<br />
-- ERROR: list elements not supported yet, sorry.<br />
},<br />
["thingCategories"] = {<br />
-- ERROR: list elements not supported yet, sorry.<br />
},<br />
["tickerType"] = "Rare",<br />
["healthAffectsPrice"] = false,<br />
["thingClass"] = "ThingWithComps",<br />
["category"] = "Item",<br />
["stackLimit"] = 75,<br />
["alwaysHaulable"] = true,<br />
-- ERROR: pathCost is set to nonexistent process ???<br />
},<br />
["RawBerries"] = {<br />
["label"] = "berries",<br />
["description"] = "Assorted berries. Nice to eat, even when raw.",<br />
["statBases"] = {<br />
["MarketValue"] = 1.2,<br />
["Mass"] = 0.027,<br />
["Nutrition"] = 0.05,<br />
["FoodPoisonChanceFixedHuman"] = 0.02,<br />
["MaxHitPoints"] = 60,<br />
["DeteriorationRate"] = 6,<br />
["Beauty"] = -4,<br />
},<br />
["comps"] = {<br />
-- ERROR: list elements not supported yet, sorry.<br />
},<br />
["ingestible"] = {<br />
["preferability"] = "RawTasty",<br />
--WARNING: tasteThought was processed as str, but was found empty!<br />
["foodType"] = "VegetableOrFruit",<br />
},<br />
["thingCategories"] = {<br />
-- ERROR: list elements not supported yet, sorry.<br />
},<br />
["tickerType"] = "Rare",<br />
["healthAffectsPrice"] = false,<br />
["thingClass"] = "ThingWithComps",<br />
["category"] = "Item",<br />
["stackLimit"] = 75,<br />
["alwaysHaulable"] = true,<br />
-- ERROR: pathCost is set to nonexistent process ???<br />
},<br />
["Hay"] = {<br />
["label"] = "hay",<br />
["description"] = "Nutrient-rich grasses and shoots, harvested and compacted for storage. Hay is good animal feed, but inedible for humans.",<br />
["stackLimit"] = 200,<br />
["statBases"] = {<br />
["MarketValue"] = 0.6,<br />
["Mass"] = 0.014,<br />
["Nutrition"] = 0.05,<br />
["MaxHitPoints"] = 60,<br />
["DeteriorationRate"] = 6,<br />
["Beauty"] = -4,<br />
},<br />
["comps"] = {<br />
-- ERROR: list elements not supported yet, sorry.<br />
},<br />
["thingCategories"] = {<br />
-- ERROR: list elements not supported yet, sorry.<br />
},<br />
["ingestible"] = {<br />
["optimalityOffsetFeedingAnimals"] = 7,<br />
["foodType"] = "Plant",<br />
["preferability"] = "DesperateOnlyForHumanlikes",<br />
},<br />
["tickerType"] = "Rare",<br />
["healthAffectsPrice"] = false,<br />
["thingClass"] = "ThingWithComps",<br />
["category"] = "Item",<br />
["alwaysHaulable"] = true,<br />
-- ERROR: pathCost is set to nonexistent process ???<br />
},<br />
["RawHops"] = {<br />
["label"] = "hops",<br />
["description"] = "Raw hops. A flavoring and preserving agent that is necessary for making beer.",<br />
["statBases"] = {<br />
["MarketValue"] = 1.3,<br />
["Nutrition"] = 0.05,<br />
["MaxHitPoints"] = 60,<br />
["DeteriorationRate"] = 6,<br />
["Mass"] = 0.03,<br />
["Beauty"] = -4,<br />
},<br />
["comps"] = {<br />
-- ERROR: list elements not supported yet, sorry.<br />
},<br />
["thingCategories"] = {<br />
-- ERROR: list elements not supported yet, sorry.<br />
},<br />
["ingestible"] = {<br />
["preferability"] = "DesperateOnly",<br />
["foodType"] = "Plant",<br />
},<br />
["tickerType"] = "Rare",<br />
["healthAffectsPrice"] = false,<br />
["thingClass"] = "ThingWithComps",<br />
["category"] = "Item",<br />
["stackLimit"] = 75,<br />
["alwaysHaulable"] = true,<br />
-- ERROR: pathCost is set to nonexistent process ???<br />
},<br />
["PsychoidLeaves"] = {<br />
["label"] = "psychoid leaves",<br />
["description"] = "Raw cut leaves of a psychoid plant. Can be refined into various form of the stimulant drug psychite.",<br />
["statBases"] = {<br />
["MarketValue"] = 1.9,<br />
["Nutrition"] = 0.05,<br />
["MaxHitPoints"] = 60,<br />
["DeteriorationRate"] = 6,<br />
["Mass"] = 0.03,<br />
["Beauty"] = -4,<br />
},<br />
["comps"] = {<br />
-- ERROR: list elements not supported yet, sorry.<br />
},<br />
["thingCategories"] = {<br />
-- ERROR: list elements not supported yet, sorry.<br />
},<br />
["ingestible"] = {<br />
["preferability"] = "DesperateOnly",<br />
["foodType"] = "Plant",<br />
},<br />
["tickerType"] = "Rare",<br />
["healthAffectsPrice"] = false,<br />
["thingClass"] = "ThingWithComps",<br />
["category"] = "Item",<br />
["stackLimit"] = 75,<br />
["alwaysHaulable"] = true,<br />
-- ERROR: pathCost is set to nonexistent process ???<br />
},<br />
["SmokeleafLeaves"] = {<br />
["label"] = "smokeleaf leaves",<br />
["description"] = "Raw cut leaves of a smokeleaf plant. Can be rolled into smokeable joints at a crafting spot.",<br />
["statBases"] = {<br />
["MarketValue"] = 1.6,<br />
["Nutrition"] = 0.05,<br />
["MaxHitPoints"] = 60,<br />
["DeteriorationRate"] = 6,<br />
["Mass"] = 0.03,<br />
["Beauty"] = -4,<br />
},<br />
["comps"] = {<br />
-- ERROR: list elements not supported yet, sorry.<br />
},<br />
["thingCategories"] = {<br />
-- ERROR: list elements not supported yet, sorry.<br />
},<br />
["ingestible"] = {<br />
["preferability"] = "DesperateOnly",<br />
["foodType"] = "Plant",<br />
},<br />
["tickerType"] = "Rare",<br />
["healthAffectsPrice"] = false,<br />
["thingClass"] = "ThingWithComps",<br />
["category"] = "Item",<br />
["stackLimit"] = 75,<br />
["alwaysHaulable"] = true,<br />
-- ERROR: pathCost is set to nonexistent process ???<br />
},<br />
}</div>ShySkreamhttps://rimworldwiki.com/index.php?title=Topic:W10e16r99za1kia5&topic_postId=w10l0nw4zbpbvvyl&topic_revId=w10l0nw4zbpbvvyl&action=single-viewTopic:W10e16r99za1kia52021-01-06T14:30:03Z<span class="plainlinks"><a href="/wiki/User:ShySkream" class="mw-userlink" title="User:ShySkream"><bdi>ShySkream</bdi></a> <span class="mw-usertoollinks">(<a href="/wiki/User_talk:ShySkream" class="mw-usertoollinks-talk" title="User talk:ShySkream">talk</a> | <a href="/wiki/Special:Contributions/ShySkream" class="mw-usertoollinks-contribs" title="Special:Contributions/ShySkream">contribs</a>)</span> <a rel="nofollow" class="external text" href="https://rimworldwiki.com/index.php?title=Topic:W10e16r99za1kia5&topic_showPostId=w10l0nw4zbpbvvyl#flow-post-w10l0nw4zbpbvvyl">commented</a> on "Thanks for fixing the geese" (<em>Thanks! Funny enough, I've been working on a new backend for those templates and some more surprises related to infoboxes. If you're on t...</em>)</span>ShySkreamhttps://rimworldwiki.com/index.php?title=Main_Page&diff=78566Main Page2021-01-06T09:51:58Z<p>ShySkream: Removed placeholder geese</p>
<hr />
<div>__NOTITLE__<br />
__NOEDITSECTION__<br />
{| width="100%" <!-- border="1px" <!--for Testing --><br />
! style="width:90%;" colspan="3" align="center" | <center> [[Image:rimworldlogo.png|link=Main Page|600px]]</center><br />
! style="width:10%;" rowspan="2" | <!--buffer, do not remove --><br />
|-<br />
| colspan="3" align="center" | <center> '''[https://rimworldgame.com RimWorld]''' is an indie space colony management game developed by '''[https://ludeon.com/blog/studio/ Ludeon&nbsp;Studios]''', a Montreal-based game studio founded by '''[https://tynansylvester.com/ Tynan&nbsp;Sylvester]'''.<br> Read more at [[About RimWorld]].</center><br />
|-<br />
|style="width:46%;"|<br />
<br />
The current stable version is '''{{:Version/Current version}}, and a complete version history can be found on the [[:Category:Version]] page. For info on all releases, see the [[File:LudeonLogoSquare.png|16px|link=https://ludeon.com]] [https://ludeon.com Ludeon development blog].<br />
<br />
Please visit the [[RimWorld Wiki:Community portal|Community Portal]], the wiki's central base of operations.<br><br />
You can help update the wiki by making edit contributions:<br />
* See [[Help:Wiki markup cheatsheet|Help:Wiki basics]] for a quick simple guide<br />
* The [[RimWorld Wiki:To-do|To&nbsp;do&nbsp;list]]<br />
<br />
We are currently maintaining [[Special:Statistics|{{NUMBEROFARTICLES}} articles]].<br><br />
|style="width:22%;"|<br />
:&#9642;&nbsp;[[File:LudeonLogoSquare.png|16px|link=https://docs.google.com/document/d/1fUO3KKbAbTxMP1lqphnnodY0NPoOVblCUkDw-54MDUc/pub|Fiction Primer]] [https://docs.google.com/document/d/1fUO3KKbAbTxMP1lqphnnodY0NPoOVblCUkDw-54MDUc/pub Fiction Primer]<br />
:&#9642;&nbsp;[[File:irc_icon.png|16px|link=https://webchat.quakenet.org/?channels=rimworld|IRC]] [https://webchat.quakenet.org/?channels=rimworld RimWorld IRC Channel]<br />
:&#9642;&nbsp;[[File:Steam2.png|16px|link=https://store.steampowered.com/app/294100/RimWorld/|Steam]] [https://store.steampowered.com/app/294100/RimWorld/ Steam Page]<br />
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|}<br />
<br />
{| width="100%" <!-- border="1px" <--for Testing --><br />
! class="text-center" colspan="2" width="45%" | <br />
== Basics and Concepts ==<br />
! class="text-center" colspan="2" width="45%" |<br />
== Game Objects ==<br />
! class="text-center" rowspan="2" width="10%" | <!--buffer, do not remove --><br />
|- <br />
| class="text-top" width="23%"| <br />
<div class="text-left"><br />
'''[[Basics]]'''<br />
:&#9642; [[Controls]]<br />
:&#9642; [[Modding]]<br />
:&#9642; [[Save file]]<br />
:&#9642; [[User interface]]<br />
:&#9642; [[Version|Version&nbsp;History]]<br />
:&#9642; [[Learning helper]]<br />
:&#9642; [[Guides]]<br />
::&#9642; [[Colony Building Guide]]<br />
::&#9642; [[Quickstart Guides]]<br />
:&#9642; [[Lore]]<br />
<br />
[[Game Creation|'''Game&nbsp;Creation''']]<br />
:&#9642; [[Scenario system]] <br />
:&#9642; [[AI Storytellers]]<br />
::&#9642; [[Cassandra Classic]]<br />
::&#9642; [[Phoebe Chillax]]<br />
::&#9642; [[Randy Random]]<br />
:&#9642; [[World generation]] <br />
:&#9642; [[Biomes]]<br />
<br />
[[Characters|'''Character&nbsp;Properties''']]<br />
:&#9642; [[Backstories]]<br />
:&#9642; [[Health]]<br />
:&#9642; [[Mood]]<br />
:&#9642; [[Needs]]<br />
:&#9642; [[Skills]]<br />
:&#9642; [[Social]]<br />
:&#9642; [[Thoughts]]<br />
:&#9642; [[Traits]]<br />
</div><br />
| class="text-top mpbr" width="22%"|<br />
<div class="text-left margin-lr"><br />
'''[[Menus]]'''<br />
:&#9642; [[Menus#Architect|Architect]]<br />
:&#9642; [[Menus#Work|Work]]<br />
:&#9642; [[Menus#Restrict|Restrict]]<br />
:&#9642; [[Menus#Assign|Assign]]<br />
:&#9642; [[Menus#Animals|Animals]]<br />
:&#9642; [[Menus#Research|Research]]<br />
:&#9642; [[Menus#World|World]]<br />
:&#9642; [[Menus#History|History]]<br />
:&#9642; [[Menus#Factions|Factions]]<br />
:&#9642; [[Menus#Menu|Menu]]<br />
:&#9642; [[Development mode]]<br />
<br />
'''[[Gameplay]]'''<br />
:&#9642; [[Caravan]]<br />
:&#9642; [[Combat]]<br />
:&#9642; [[Cover]]<br />
:&#9642; [[Defense]]<br />
:&#9642; [[Drafting]]<br />
:&#9642; [[Environment]]<br />
:&#9642; [[Events]]<br />
:&#9642; [[Factions]]<br />
:&#9642; [[Firefighting]]<br />
:&#9642; [[Research]]<br />
:&#9642; [[Time]]<br />
:&#9642; [[Trade]]<br />
<br />
'''[[Downloadable content|DLC]]'''<br />
:&#9642; [[Royalty (DLC)|Royalty]]<br />
<br />
'''[[Mods]]'''<br />
:&#9642;&nbsp;[[List of mods]] <span style="color: #aa0000; font-style: italic;">(Deprecated)</span><br />
:&#9642;&nbsp;[[Modding&nbsp;Tutorials]]<br />
<br />
</div><br />
| class="text-top" width="23%"|<br />
<div class="text-left margin-lr"><br />
'''[[Architect]]'''<br />
:&#9642; [[Orders]]<br />
:&#9642; [[Zone]]<br />
:&#9642; [[Structure]]<br />
:&#9642; [[Production]]<br />
:&#9642; [[Furniture]]<br />
:&#9642; [[Power]]<br />
:&#9642; [[Security]]<br />
:&#9642; [[Misc]]<br />
:&#9642; [[Floors]]<br />
:&#9642; [[Recreation]]<br />
:&#9642; [[Ship]]<br />
:&#9642;&nbsp;[[Temperature]]<br />
<br />
'''[[Plants]]'''<br />
:&#9642; [[Decorative plants|Decorative]]<br />
:&#9642;&nbsp;[[Domesticated plants|Domesticated]]<br />
:&#9642; [[Trees]]<br />
:&#9642; [[Wild plants|Wild]]<br />
</div><br />
<br />
| class="text-top" width="22%"|<br />
<div class="text-left margin-lr"><br />
'''[[Character Types|Character&nbsp;Types]]'''<br />
:&#9642; [[Animals]]<br />
:&#9642; [[Colonist]]s<br />
:&#9642; [[Mechanoid]]s<br />
:&#9642; [[Prisoners]]<br />
:&#9642; [[Raider]]s<br />
:&#9642; [[Character Types#Visitors|Visitors]]<br />
<br />
'''[[Resources]]'''<br />
:&#9642; [[Drugs]]<br />
:&#9642; [[Food]]<br />
:&#9642; [[Doctoring#Medicines|Medicine]]<br />
:&#9642; [[Materials]]<br />
:&#9642; [[Textiles]]<br />
<br />
'''[[Gear]]'''<br />
:&#9642; [[Apparel]]<br />
::&#9642;&nbsp;[[Armor]]<br />
::&#9642;&nbsp;[[Clothing]]<br />
::&#9642;&nbsp;[[Utility]]<br />
:&#9642; [[Weapons]]<br />
::&#9642;&nbsp;[[Neolithic Weapons|Neolithic]] <br />
::&#9642;&nbsp;[[Modern Weapons|Modern]] <br />
::&#9642;&nbsp;[[Advanced Weapons|Advanced]] <br />
::&#9642;&nbsp;[[Mechanoid Weapons|Mechanoid]]<br />
<br />
</div><br />
<br />
|}</div>ShySkreamhttps://rimworldwiki.com/index.php?title=Main_Page/editcopy&diff=78565Main Page/editcopy2021-01-06T09:51:08Z<p>ShySkream: Removed placeholder geese</p>
<hr />
<div>{{:Main Page/editcopy message}}<br />
<!--Main Page content below this--><br />
__NOTITLE__<br />
__NOEDITSECTION__<br />
{| width="100%" <!-- border="1px" <!--for Testing --><br />
! style="width:90%;" colspan="3" align="center" | <center> [[Image:rimworldlogo.png|link=Main Page|600px]]</center><br />
! style="width:10%;" rowspan="2" | <!--buffer, do not remove --><br />
|-<br />
| colspan="3" align="center" | <center> '''[https://rimworldgame.com RimWorld]''' is an indie space colony management game developed by '''[https://ludeon.com/blog/studio/ Ludeon&nbsp;Studios]''', a Montreal-based game studio founded by '''[https://tynansylvester.com/ Tynan&nbsp;Sylvester]'''. Read more at [[About RimWorld]].</center><br />
|-<br />
|style="width:46%;"|<br />
<br />
The current stable version is '''{{:Version/Current version}}, and a complete version history can be found on the [[:Category:Version]] page. For info on all releases, see the [[File:LudeonLogoSquare.png|16px|link=https://ludeon.com]] [https://ludeon.com Ludeon development blog].<br />
<br />
Please visit the [[RimWorld Wiki:Community portal|Community Portal]], the wiki's central base of operations.<br><br />
You can help update the wiki by making edit contributions:<br />
* See [[Help:Wiki markup cheatsheet|Help:Wiki basics]] for a quick simple guide<br />
* The [[RimWorld Wiki:To-do|To&nbsp;do&nbsp;list]]<br />
* [https://en.wikipedia.org/wiki/Wikipedia:Policies_and_guidelines Wikipedia Policies and guidelines]<br />
<br />
We are currently maintaining [[Special:Statistics|{{NUMBEROFARTICLES}} articles]].<br><br />
|style="width:22%;"|<br />
:&#9642;&nbsp;[[File:LudeonLogoSquare.png|16px|link=https://docs.google.com/document/d/1fUO3KKbAbTxMP1lqphnnodY0NPoOVblCUkDw-54MDUc/pub|Fiction Primer]] [https://docs.google.com/document/d/1fUO3KKbAbTxMP1lqphnnodY0NPoOVblCUkDw-54MDUc/pub Fiction Primer]<br />
:&#9642;&nbsp;[[File:irc_icon.png|16px|link=https://webchat.quakenet.org/?channels=rimworld|IRC]] [https://webchat.quakenet.org/?channels=rimworld RimWorld IRC Channel]<br />
:&#9642;&nbsp;[[File:Steam2.png|16px|link=https://store.steampowered.com/app/294100/RimWorld/|Steam]] [https://store.steampowered.com/app/294100/RimWorld/ Steam Page]<br />
:&#9642;&nbsp;[[File:LudeonLogoSquare.png|16px|link=https://ludeon.com/forums/|Ludeon Forums]] [https://ludeon.com/forums/ Ludeon Forums]<br />
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:&#9642;&nbsp;[[File:bay12_icon.png|16px|link=http://www.bay12forums.com/smf/index.php?topic=131168.0|Bay12 Forums]] [http://www.bay12forums.com/smf/index.php?topic=131168.0 RimWorld on Dwarf Fortress forums]<br />
:&#9642;&nbsp;[[File:indiedb_icon.png|16px|link=https://www.indiedb.com/games/rimworld|IndieDB]] [https://www.indiedb.com/games/rimworld RimWorld on IndieDB]<br />
:&#9642;&nbsp;[[File:facebook_icon.png|16px|link=https://www.facebook.com/rimworldgame|Facebook]] [https://www.facebook.com/rimworldgame RimWorld on Facebook]<br />
:&#9642;&nbsp;[[File:Discord.png|16px|link=https://discordapp.com/invite/UTaMDWc|Discord]] [https://discordapp.com/invite/UTaMDWc Unofficial RimWorld Discord]<br />
:&#9642;&nbsp;[[File:Discord.png|16px|link=https://discord.gg/PFbB9vN|Discord]] [https://discord.gg/PFbB9vN Rimworld Wiki Discord]<br />
|}<br />
<br />
{| width="100%" <!-- border="1px" <--for Testing --><br />
! class="text-center" colspan="2" width="45%" | <br />
== Basics and Concepts ==<br />
! class="text-center" colspan="2" width="45%" |<br />
== Game Objects ==<br />
! class="text-center" rowspan="2" width="10%" | <!--buffer, do not remove --><br />
|- <br />
| class="text-top" width="23%"| <br />
<div class="text-left"><br />
'''[[Basics]]'''<br />
:&#9642; [[Controls]]<br />
:&#9642; [[Menus]]<br />
:&#9642; [[Save file]]<br />
:&#9642; [[User interface]]<br />
:&#9642; [[Version|Version&nbsp;History]]<br />
:&#9642; [[Learning helper]]<br />
:&#9642; [[Guides]]<br />
::&#9642; [[Colony Building Guide]]<br />
::&#9642; [[Quickstart Guides]]<br />
:&#9642; [[Lore]]<br />
:&#9642; [[Development mode]]<br />
<br />
[[Game Creation|'''Game&nbsp;Creation''']]<br />
:&#9642; [[Scenario system]] <br />
:&#9642; [[AI Storytellers]]<br />
::&#9642; [[Cassandra Classic]]<br />
::&#9642; [[Phoebe Chillax]]<br />
::&#9642; [[Randy Random]]<br />
:&#9642; [[World generation]] <br />
:&#9642; [[Biomes]]<br />
<br />
'''[[Mods]]'''<br />
:&#9642; [[Modding]]<br />
:&#9642;&nbsp;[[List of mods]]<br />
:&#9642;&nbsp;[[Modding&nbsp;Tutorials]]<br />
<br />
</div><br />
| class="text-top mpbr" width="22%"|<br />
<div class="text-left margin-lr"><br />
[[Characters|'''Character&nbsp;Properties''']]<br />
:&#9642; [[Backstories]]<br />
:&#9642; [[Health]]<br />
:&#9642; [[Mood]]<br />
:&#9642; [[Needs]]<br />
:&#9642; [[Skills]]<br />
:&#9642; [[Social]]<br />
:&#9642; [[Thoughts]]<br />
:&#9642; [[Traits]]<br />
<br />
'''[[Gameplay]]'''<br />
:&#9642; [[Caravan]]<br />
:&#9642; [[Combat]]<br />
:&#9642; [[Cover]]<br />
:&#9642; [[Defense]]<br />
:&#9642; [[Drafting]]<br />
:&#9642; [[Environment]]<br />
:&#9642; [[Events]]<br />
:&#9642; [[Factions]]<br />
:&#9642; [[Firefighting]]<br />
:&#9642; [[Research]]<br />
:&#9642; [[Time]]<br />
:&#9642; [[Trade]]<br />
<br />
'''[[Downloadable content|DLC]]'''<br />
:&#9642; [[Royalty (DLC)|Royalty]]<br />
<br />
<br />
<br />
</div><br />
| class="text-top" width="23%"|<br />
<div class="text-left margin-lr"><br />
'''[[Architect]]'''<br />
:&#9642; [[Orders]]<br />
:&#9642; [[Zone]]<br />
:&#9642; [[Structure]]<br />
:&#9642; [[Production]]<br />
:&#9642; [[Furniture]]<br />
:&#9642; [[Power]]<br />
:&#9642; [[Security]]<br />
:&#9642; [[Misc]]<br />
:&#9642; [[Floors]]<br />
:&#9642; [[Recreation]]<br />
:&#9642; [[Ship]]<br />
:&#9642; [[Temperature]]<br />
<br />
'''[[Plants]]'''<br />
:&#9642; [[Decorative plants|Decorative]]<br />
:&#9642; [[Domesticated plants|Domesticated]]<br />
:&#9642; [[Trees]]<br />
:&#9642; [[Wild plants|Wild]]<br />
<br />
'''[[Royalty (DLC)|Royalty]]'''<br />
:&#9642; [[Titles]]<br />
:&#9642; [[Psycasts]]<br />
:&#9642; [[Techprint|Technology]]<br />
:&#9642; [[Persona Weapons]]<!--Don't include unless page exists--><br />
</div><br />
<br />
<br />
<br />
| class="text-top" width="22%"|<br />
<div class="text-left margin-lr"><br />
'''[[Character Types|Character&nbsp;Types]]'''<br />
:&#9642; [[Animals]]<br />
:&#9642; [[Colonist]]s<br />
:&#9642; [[Mechanoid]]s<br />
:&#9642; [[Prisoners]]<br />
:&#9642; [[Raider]]s<br />
:&#9642; [[Character Types#Visitors|Visitors]]<br />
<br />
'''[[Resources]]'''<br />
:&#9642; [[Drugs]]<br />
:&#9642; [[Food]]<br />
:&#9642; [[Doctoring#Medicines|Medicine]]<br />
:&#9642; [[Materials]]<br />
:&#9642; [[Textiles]]<br />
<br />
'''[[Gear]]'''<br />
:&#9642; [[Apparel]]<br />
::&#9642; [[Armor]]<br />
::&#9642; [[Clothing]]<br />
::&#9642; [[Utility]]<br />
:&#9642; [[Weapons]]<br />
::&#9642; [[Neolithic Weapons|Neolithic]] <br />
::&#9642; [[Modern Weapons|Modern]] <br />
::&#9642; [[Advanced Weapons|Advanced]] <br />
::&#9642; [[Mechanoid Weapons|Mechanoid]]<br />
<br />
</div><br />
<br />
|}<br />
<br />
<!--Changes for the main page--><br />
<div class="pull-left" style="padding-top: .5em; padding-left: .5em;"><small>Changes for the main page are proposed here.</small></div></div>ShySkreamhttps://rimworldwiki.com/index.php?title=File:Reddit_icon.png&diff=78563File:Reddit icon.png2021-01-06T09:50:03Z<p>ShySkream: </p>
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<div></div>ShySkreamhttps://rimworldwiki.com/index.php?title=File:Facebook_icon.png&diff=78562File:Facebook icon.png2021-01-06T09:44:37Z<p>ShySkream: </p>
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<div></div>ShySkreamhttps://rimworldwiki.com/index.php?title=File:Bay12_icon.png&diff=78561File:Bay12 icon.png2021-01-06T09:44:20Z<p>ShySkream: </p>
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<div></div>ShySkreamhttps://rimworldwiki.com/index.php?title=File:Indiedb_icon.png&diff=78560File:Indiedb icon.png2021-01-06T09:44:03Z<p>ShySkream: </p>
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<div></div>ShySkreamhttps://rimworldwiki.com/index.php?title=File:Irc_icon.png&diff=78559File:Irc icon.png2021-01-06T09:43:44Z<p>ShySkream: </p>
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<div></div>ShySkreamhttps://rimworldwiki.com/index.php?title=Hand_tailor_bench&diff=78499Hand tailor bench2021-01-05T00:16:24Z<p>ShySkream: Added tribal equipment</p>
<hr />
<div><onlyinclude>{{infobox main|production|<br />
|name = Hand-tailoring bench<br />
|image = TableTailor.png|<br />
|imagesize = 192px<br />
|description = "A workbench for tailoring clothes by hand. Works at 50% of the speed of an electric tailoring bench."<br />
|type = Production<br />
|type2 = Clothing<br />
|placeable = Yes<br />
|rotatable = Yes<br />
|size = 1 ˣ 3<br />
|hp = 180<br />
|power = 0<br />
|facility = tool cabinet<br />
|resources to make = {{icon|buildingmat|75}}<br />
|deconstruct yield = {{icon|buildingmat|57}}<br />
}}</onlyinclude>{{Info|The '''hand-tailoring bench''' is used by colonists assigned to [[Menus#Tailor|tailoring]] to produce [[clothing]]. For higher production speed, see its powered counterpart, the [[electric tailoring bench]].}}Like other production stations, a bill must be created to specify what items are to be produced and what [[textiles]] may be used. Materials that are used to make clothing are [[textiles]], which consists of [[leathers]] and [[fabrics]]. The only exception is tuques, which can only be crafted from [[fabrics]]. Each clothing item produced has a certain [[quality]] depending on the crafting skill of the colonist. An item's market value, deterioration rate, defense rating and temperature resistance are all determined by the material substance and crafting quality.<br />
<br />
Grown [[cloth]] is the baseline material used for tailoring, being easy to grow and providing mundane stats across the board. [[Devilstrand]] by comparison provides much better protection, but is extremely difficult and slow to grow and not useful for equipping a starting colony. Leather based apparel typically has improved defense ratings while domesticated animal wool has excellent temperature tolerance for extreme climates. <br />
<br />
If a tailoring job is interrupted for any reason, the crafter will drop the piece, usually on the workbench, and it will be in an unfinished state until the crafter finishes it. A crafter cannot work on another crafter's piece and only 1 unfinished piece can be made per bill. The piece will indicate the name of the crafter and how much work is remaining. The stockpile filter includes an entry for unfinished apparel which allows the player to control where they are stored. Unfinished pieces can be cancelled at any point to return 75% of the materials.<br />
<br />
An effective tool for ensuring that only quality garments from a tailoring bench are retained is to set your colonists to only wear clothes above a certain quality level using the 'Assign' tab. This way, you can ensure they only wear the best clothes, and you can leave the inferior quality clothes to sell.<br />
<br />
Up to two nearby [[tool cabinet]]s can be connected to a hand-tailoring bench to increase work speed.<br />
{|class="wikitable sortable" style="text-align: center;"<br />
|+ '''Clothing items that can be crafted'''<br />
! Item !! Work Amount !! Materials Needed !! Weight !! Materials !! Base Market Value !! Value/Work !! Value/Materials !! Value/Weight<br />
|-<br />
| [[Cowboy hat]] || 30 || 25 || 0.14 || Textiles || 44 || 1.47 || 1.76 || 314.29<br />
|-<br />
| [[Bowler hat]] || 30 || 20 || 0.14 || Textiles || 36 || 1.20 || 1.80 || 257.14<br />
|-<br />
| [[Tribal headdress]] || 100 || 50 || 0.11 || Textiles, no leather || 97 || 0.97 || 1.94 || 881.82<br />
|-<br />
| [[Tuque]] || 20 || 20 || 0.07 || Textiles, no leather || 34 || 1.70 || 1.70 || 485.71<br />
|-<br />
| [[War mask]] || 50 || 25 || 1.40 || Wood || 38 || 0.76 || 1.52 || 27.14<br />
|-<br />
| [[War veil]] || 24 || 20 || 0.08 || Textiles, no leather || 35 || 1.46 || 1.75 || 437.50<br />
|-<br />
| [[Tribalwear]] || 30 || 60 || 0.50 || Textiles || 96 || 3.20 || 1.60 || 192.00<br />
|-<br />
| [[Parka]] || 134 || 80 || 2.00 || Textiles || 149 || 1.11 || 1.86 || 74.50<br />
|-<br />
| [[Pants]] || 27 || 40 || 0.50 || Textiles || 66 || 2.44 || 1.65 || 132.00<br />
|-<br />
| [[T-shirt]] || 27 || 40 || 0.25 || Textiles || 66 || 2.44 || 1.65 || 264.00<br />
|-<br />
| [[Button-down shirt]] || 45 || 45 || 0.30 || Textiles || 77 || 1.71 || 1.71 || 256.67<br />
|-<br />
| [[Duster]] || 167 || 80 || 2.00 || Textiles || 156 || 0.93 || 1.95 || 78.00<br />
|-<br />
| [[Jacket]] || 117 || 70 || 1.70 || Textiles || 130 || 1.11 || 1.86 || 76.47<br />
|-<br />
| [[Formal shirt]] {{RoyaltyIcon}} || 100 || 65 || 0.25 || Textiles || 119 || 1.19 || 1.83 || 476.00<br />
|-<br />
| [[Corset]] {{RoyaltyIcon}} / [[Formal vest]] {{RoyaltyIcon}} || 200 || 45 || 0.75 || Textiles || 111 || 0.56 || 2.47 || 148.00<br />
|-<br />
| [[Prestige robe]] {{RoyaltyIcon}} || 334 || 100 || 0.75 || Textiles || 220 || 0.66 || 2.20 || 293.33<br />
|-<br />
| [[Ladies hat]] {{RoyaltyIcon}} / [[Top hat]] {{RoyaltyIcon}} || 100 || 50 || 0.10 || Textiles || 97 || 0.97 || 1.94 || 970.00<br />
|-<br />
| [[Cape]] {{RoyaltyIcon}} || 267 || 80 || 2.00 || Textiles || 178 || 0.67 || 2.23 || 89.00<br />
|-<br />
| [[Beret]] {{RoyaltyIcon}} || 67 || 35 || 0.10 || Textiles || 67 || 1.00 || 1.91 || 670.00<br />
|}<br />
<br />
== Construction ==<br />
Construction requirements are simply wood or any kind of metal. The material chosen does not affect the speed to tailor clothing items.<br />
<br />
{| {{STDT| sortable c_25 text-center}}<br />
! Material !! Cost !! Hit Points !! Flammability (%) !! Beauty !! Work to Build<br />
|-<br />
| style="text-align:left; font-weight:bold" | Steel || {{icon|steel| || {{icon|gold|750}} || 108 || 20 || 0 || 4475}} || 180 || 20 || 0 || 34<br />
|-<br />
| style="text-align:left; font-weight:bold" | Plasteel || {{icon|plasteel|75}} || 505 || 10 || 0 || 67<br />
|-<br />
| style="text-align:left; font-weight:bold" | Wood || {{icon|wood|75}} || 90 || 100 || 0 || 24<br />
|-<br />
| style="text-align:left; font-weight:bold" | Gold || {{icon|gold|750}} || 108 || 20 || 0 || 44<br />
|-<br />
| style="text-align:left; font-weight:bold" | Silver || {{icon|silver|750}} || 126 || 20 || 0 || 40<br />
|-<br />
| style="text-align:left; font-weight:bold" | Uranium || {{icon|uranium|750}} || 450 || 0 || 0 || 64<br />
|}<br />
<br />
{{nav|production|wide}}<br />
[[Category:Production]]<br />
[[Category:Clothing]]</div>ShySkreamhttps://rimworldwiki.com/index.php?title=Electric_tailor_bench&diff=78498Electric tailor bench2021-01-05T00:15:21Z<p>ShySkream: Added tribal equipment</p>
<hr />
<div><onlyinclude>{{infobox main|production|<br />
|name = Electric tailoring bench<br />
|image = TableTailor.png|Electric tailoring bench<br />
|imagesize = 192px<br />
|description = "A workbench with a sewing machine for rapid tailoring of clothes. Can work without electricity at 40% of normal speed."<br />
|type = Production<br />
|type2 = Clothing<br />
|placeable = Yes<br />
|rotatable = Yes<br />
|size = 1 ˣ 3<br />
|hp = 180<br />
|power = -120<br />
|facility = tool cabinet<br />
|resources to make = {{icon|steel|50}} + {{icon|buildingmat|75}} + {{icon|component|2}}<br />
|deconstruct yield = {{icon|metal|38}} + {{icon|buildingmat|56}} + {{icon|component|1}}<br />
}}</onlyinclude>{{Info|The '''electric tailoring bench''' is used by [[Menus#Tailor|tailors]] to produce [[clothing]]. It can still operate without electricity, but at a reduced production speed slower than that of its non-electric counterpart, the [[hand-tailoring bench]].}}Like other production stations, a bill must be created to specify what items are to be produced and what [[textiles]] may be used. Materials that are used to make clothing are [[textiles]], which consists of [[leathers]] and [[fabrics]]. The only exception is tuques, which can only be crafted from [[fabrics]]. Each clothing item produced has a certain [[quality]] depending on the crafting skill of the colonist. An item's market value, deterioration rate, defense rating and temperature resistance are all determined by the material substance and crafting quality.<br />
<br />
Grown [[cloth]] is the baseline material used for tailoring, being easy to grow and providing mundane stats across the board. [[Devilstrand]] by comparison provides much better protection, but is extremely difficult and slow to grow and not useful for equipping a starting colony. Leather based apparel typically has improved defense ratings while domesticated animal wool has excellent temperature tolerance for extreme climates. <br />
<br />
If a tailoring job is interrupted for any reason, the crafter will drop the piece, usually on the workbench, and it will be in an unfinished state until the crafter finishes it. A crafter cannot work on another crafter's piece and only 1 unfinished piece can be made per bill. The piece will indicate the name of the crafter and how much work is remaining. The stockpile filter includes an entry for unfinished apparel which allows the player to control where they are stored. Unfinished pieces can be cancelled at any point to return 75% of the materials.<br />
<br />
An effective tool for ensuring that only quality garments from a tailoring bench are retained is to set your colonists to only wear clothes above a certain quality level using the 'Assign' tab. This way, you can ensure they only wear the best clothes, while leaving the inferior quality clothes to sell.<br />
<br />
Up to two nearby [[tool cabinet]]s can be connected to an electric tailoring bench to increase work speed.<br />
<br />
{|class="wikitable sortable" style="text-align: center;"<br />
|+ '''Clothing items that can be crafted'''<br />
! Item !! Work Amount !! Materials Needed !! Weight !! Materials !! Base Market Value !! Value/Work !! Value/Materials !! Value/Weight<br />
|-<br />
| [[Cowboy hat]] || 30 || 25 || 0.14 || Textiles || 44 || 1.47 || 1.76 || 314.29<br />
|-<br />
| [[Bowler hat]] || 30 || 20 || 0.14 || Textiles || 36 || 1.20 || 1.80 || 257.14<br />
|-<br />
| [[Tribal headdress]] || 100 || 50 || 0.11 || Textiles, no leather || 97 || 0.97 || 1.94 || 881.82<br />
|-<br />
| [[Tuque]] || 20 || 20 || 0.07 || Textiles, no leather || 34 || 1.70 || 1.70 || 485.71<br />
|-<br />
| [[War mask]] || 50 || 25 || 1.40 || Wood || 38 || 0.76 || 1.52 || 27.14<br />
|-<br />
| [[War veil]] || 24 || 20 || 0.08 || Textiles, no leather || 35 || 1.46 || 1.75 || 437.50<br />
|-<br />
| [[Tribalwear]] || 30 || 60 || 0.50 || Textiles || 96 || 3.20 || 1.60 || 192.00<br />
|-<br />
| [[Parka]] || 134 || 80 || 2.00 || Textiles || 149 || 1.11 || 1.86 || 74.50<br />
|-<br />
| [[Pants]] || 27 || 40 || 0.50 || Textiles || 66 || 2.44 || 1.65 || 132.00<br />
|-<br />
| [[T-shirt]] || 27 || 40 || 0.25 || Textiles || 66 || 2.44 || 1.65 || 264.00<br />
|-<br />
| [[Button-down shirt]] || 45 || 45 || 0.30 || Textiles || 77 || 1.71 || 1.71 || 256.67<br />
|-<br />
| [[Duster]] || 167 || 80 || 2.00 || Textiles || 156 || 0.93 || 1.95 || 78.00<br />
|-<br />
| [[Jacket]] || 117 || 70 || 1.70 || Textiles || 130 || 1.11 || 1.86 || 76.47<br />
|-<br />
| [[Formal shirt]] {{RoyaltyIcon}} || 100 || 65 || 0.25 || Textiles || 119 || 1.19 || 1.83 || 476.00<br />
|-<br />
| [[Corset]] {{RoyaltyIcon}} / [[Formal vest]] {{RoyaltyIcon}} || 200 || 45 || 0.75 || Textiles || 111 || 0.56 || 2.47 || 148.00<br />
|-<br />
| [[Prestige robe]] {{RoyaltyIcon}} || 334 || 100 || 0.75 || Textiles || 220 || 0.66 || 2.20 || 293.33<br />
|-<br />
| [[Ladies hat]] {{RoyaltyIcon}} / [[Top hat]] {{RoyaltyIcon}} || 100 || 50 || 0.10 || Textiles || 97 || 0.97 || 1.94 || 970.00<br />
|-<br />
| [[Cape]] {{RoyaltyIcon}} || 267 || 80 || 2.00 || Textiles || 178 || 0.67 || 2.23 || 89.00<br />
|-<br />
| [[Beret]] {{RoyaltyIcon}} || 67 || 35 || 0.10 || Textiles || 67 || 1.00 || 1.91 || 670.00<br />
|}<br />
<br />
== Construction ==<br />
Construction requirements include steel and components. The principal material can be wood or any kind of metal. The material chosen does not affect the speed to tailor clothing items.<br />
<br />
{| {{STDT| sortable c_25 text-center}}<br />
! Material !! Cost !! Hit Points !! Flammability (%) !! Beauty !! Work to Build<br />
|-<br />
| style="text-align:left; font-weight:bold" | Steel || {{icon|steel|125}} + {{icon|component|3}} || 180 || 20 || 0 || 42<br />
|-<br />
| style="text-align:left; font-weight:bold" | Plasteel || {{icon|steel|50}} + {{icon|component|3}} + {{icon|plasteel|75}} || 505 || 10 || 0 || 84<br />
|-<br />
| style="text-align:left; font-weight:bold" | Wood || {{icon|steel|50}} + {{icon|component|3}} + {{icon|wood|75}} || 90 || 100 || 0 || 30<br />
|-<br />
| style="text-align:left; font-weight:bold" | Gold || {{icon|steel|50}} + {{icon|component|3}} + {{icon|gold|750}} || 108 || 20 || 0 || 55<br />
|-<br />
| style="text-align:left; font-weight:bold" | Silver || {{icon|steel|50}} + {{icon|component|3}} + {{icon|silver|750}} || 126 || 20 || 0 || 50<br />
|-<br />
| style="text-align:left; font-weight:bold" | Uranium || {{icon|steel|50}} + {{icon|component|3}} + {{icon|uranium|750}} || 450 || 0 || 0 || 80<br />
|}<br />
<br />
{{nav|production|wide}}<br />
[[Category:Production]]<br />
[[Category:Clothing]]</div>ShySkream