https://rimworldwiki.com/api.php?action=feedcontributions&user=YokoZar&feedformat=atomRimWorld Wiki - User contributions [en]2024-03-28T12:52:50ZUser contributionsMediaWiki 1.35.8https://rimworldwiki.com/index.php?title=Ailments&diff=135037Ailments2023-05-30T10:29:04Z<p>YokoZar: /* Cataract */ Can cure via amputate + biosculpt</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 />
* [[Resurrector mech serum]]: Because the resurrector mech serum will replace a destroyed head with a healthy one, it can be used to heal brain ailments, including Alzheimers. Consistently destroying the head can be difficult. With the [[Ideology DLC]], extracting the [[skull]] from a dead pawn will do this reliably and safely, but without it, the best way is allowing colonists or animals to eat sections of the corpse, at the risk of consuming the entire body and permanently losing the pawn. Furthermore, no matter how successful the head removal, there is always the risks normally associated with resurrection, including [[dementia]], [[blindness]], and [[resurrection psychosis]]. Note that pawns will initially be incapacitated due to resurrection sickness.<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, or by first surgically removing the eye then restoring it with the use of a [[biosculpter pod]]'s bioregeneration cycle.<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>YokoZarhttps://rimworldwiki.com/index.php?title=Wind_turbine&diff=135014Wind turbine2023-05-28T12:04:35Z<p>YokoZar: /* Exclusion zone */ Shelves are low-lying, and probably worth calling attention to</p>
<hr />
<div>{{infobox main|building|<br />
|name = Wind turbine<br />
|image = Wind_Power.png<br />
|description = A wind-powered electrical generator. Requires a large clear space in front and behind for optimal air flow.<br />
|type = Building<br />
|type2 = Power<br />
|placeable = true<br />
|path cost = 50<br />
|passability = pass through only<br />
|blockswind = true<br />
|cover = 0.5<br />
|minifiable = false<br />
|size = 7 ˣ 2<br />
|flammability = 0.5<br />
|hp = 150<br />
|beauty = -12<br />
|power = 2300<br />
|terrain affordance = heavy<br />
|research = electricity<br />
|skill 1 = Construction<br />
|skill 1 level = 4<br />
|work to make = 3300<br />
|resource 1 = Steel<br />
|resource 1 amount = 100<br />
|resource 2 = Component<br />
|resource 2 amount = 2<br />
}}<br />
{{Info|'''Wind turbines''' generate a variable amount of [[power]] directly proportional to the wind speed.}}<br />
<br />
==Acquisition==<br />
Wind turbines can be constructed once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. They require {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}.<br />
<br />
== Summary ==<br />
{{Stub|section=1|reason=Details on autocutting}}<br />
Wind turbines generate a variable amount of power based on the current wind speed, which in turn is based on ranges set by the current [[Environment#Weather|Weather]]. The wattage is directly proportional to the windspeed. They output 2300W at 100% wind speed, and 3450 W at 150% wind speed, the maximum. Wind direction is not a factor, so orientation of the turbines doesn't matter; they will spin equally well in any direction.<br />
<br />
Like all generators, each tile of a wind turbine counts as a [[power conduit]]. Turbines directly adjacent to each other will connect (see Fig. 1), and appliances within 6 tiles can connect to any tile of a turbine<br />
<br />
=== Exclusion zone === <br />
The wind turbine's exclusion zone (7ˣ18 white rectangle) is visible when the turbine is selected, or when placing the wind turbine blueprint. Any trees, mountains, roofs, and most buildings will reduce the turbine's output by 20% - five obstructed tiles reduce power to 0. The exclusion zone of several turbines may overlap, so long as the turbine building itself isn't in any of the zones.<br />
<br />
Low-lying objects like [[solar generator]]s and [[shelf|shelves]] can be placed without hindering the turbine's operation, and are an efficient use of space. [[Growing zone]]s (if not set to trees) or artificial [[floors|flooring]] can also be used to prevent wild trees from growing.<br />
<br />
The following objects block wind turbines, and are ''not'' low-lying:<br />
{{#ask:[[Blocks Wind::true]]|format=ul|class=ul-column-width-100|limit=100}}<br />
<br />
[[File:Wind_exclusion.png|500px|thumb|center|2 turbines unobstructed. The [[solar generator]] does not block the turbines.]]<br />
<br />
=== Wind speed ===<br />
{{Main|Weather}}<br />
<br />
{| class = "wikitable sortable"<br />
! Label<br />
! Time of year<br />
! Temperature range <ref>Can continue even if the temperature exits the appropriate range, once started.</ref><br />
! Wind speed<br />
! Wind speed modifier<br />
|-<br />
| Clear<br />
| Any<br />
| Any<br />
| None to Moderate<br />
| 100%<br />
|-<br />
| Fog<br />
| Any<br />
| Any<br />
| None to Calm<br />
| 50%<br />
|-<br />
| Rain<br />
| Any<br />
| {{Temperature|0|100}}<br />
| Calm to Moderate<br />
| 80%<br />
|-<br />
| Dry Thunderstorm<br />
| Any<br />
| Any<br />
| Moderate to Extreme<br />
| 150%<br />
|-<br />
| Rainy Thunderstorm<br />
| Any<br />
| Any<br />
| Moderate to Extreme<br />
| 150%<br />
|-<br />
| Foggy rain<br />
| Any<br />
| Any<br />
| None to Calm<br />
| 150%<br />
|-<br />
| Hard snow<br />
| Mainly Winter<br />
| {{Temperature|-270|-0.5}}<br />
| None to Moderate<br />
| 150%<br />
|-<br />
| Soft snow<br />
| Mainly Winter<br />
| {{Temperature|-270|-0.5}}<br />
| None to Moderate<br />
| 150%<br />
|-<br />
| [[Events#Flashstorm|Flashstorm]]<br />
| Any<br />
| Any<br />
| None to moderate<br />
| None<br />
|}<br />
<references/><br />
<br />
==Analysis==<br />
Wind turbines are a renewable (i.e, maintenance-free) source of energy, and have the advantage of requiring no [[research]] past Electricity. Both [[wood-fired generator]]s and [[chemfuel generator]]s will constantly require a source of fuel.<br />
<br />
Wind itself is fairly inconsistent in terms of power, but this problem is almost entirely mitigated by installing [[batteries]], which do require some research. With a battery, wind becomes a somewhat stable energy source, working [[Environment#Daylight timing and latitude|day and night]]. An [[eclipse]] will completely shut down a [[solar generator]], but no event can entirely stop wind. Only a small subset of other dangers, like fog or rain [[weather controller]]s{{RoyaltyIcon}}, can reduce it. Note that, even with batteries, the exact power average can be unstable.<br />
<br />
Their other main drawback is the space requirement - a need for a large, open area clear of [[trees]], mountains, [[buildings]], [[roof]]s and other tall constructions. This makes turbines harder to protect. You can still build a wall just outside of its zone, but supporting multiple turbines quickly becomes a time and space consuming project. <br />
<br />
[[Watermill generator]]s and [[geothermal generator]]s offer completely consistent power, but require dedicated research, and can only be built in certain locations.<br />
<br />
=== Tips ===<br />
#Certain [[weather]] conditions offer a positive modifier to wind, like Thunderstorm or Snow. If a [[weather controller]] of those types is deployed, then it may be in your interest to preserve them.<br />
<br />
== Gallery ==<br />
<br />
<gallery><br />
File:Wind turbines located adjacent to each other in RimWorld 1.3.3389.jpg|Fig. 1<br />
</gallery><br />
<br />
== Version history ==<br />
*[[Version/0.8.657|0.8.657]] - Added<br />
*Beta 18 - width was increased from 5 to 7 tiles wide.<br />
*Beta 19 - power generation was buffed by 15%, from max. 3000W.<br />
* [[Version/1.1.0]] - Fix: Wind turbines register no wind during windy storm.<br />
* [[Version/1.3.3101|1.3.3101]] - can now be walked through.<br />
* [[Version/1.3.3117|1.3.3117]] - Path cost 0 -> 50.<br />
<br />
{{nav|power|wide}}<br />
[[Category:Power]]</div>YokoZarhttps://rimworldwiki.com/index.php?title=Vitals_monitor&diff=134905Vitals monitor2023-05-19T19:52:34Z<p>YokoZar: /* Analysis */ Remove self-tending note. You cannot use a vitals monitor (or bed) while self-tending.</p>
<hr />
<div>{{infobox main|misc|<br />
|name = Vitals monitor<br />
|image = Vitals_monitor.png|Vitals_monitor<br />
|description = Increases medical tend quality, surgery success chance, and immunity gain speed when placed directly adjacent to a hospital bed. Only works for hospital beds - normal beds will not benefit. Attaching more than one vitals monitor to the same bed will have no effect.<br />
|type = Building<br />
|type2 = Misc<br />
|placeable = true<br />
|passability = pass through only<br />
|cover = 0.2<br />
|minifiable = true<br />
|size = 1 ˣ 1<br />
|mass base = 20<br />
|flammability = 0.7<br />
|hp = 100<br />
|sell price multiplier = 0.7<br />
|power = -80<br />
|terrain affordance = light<br />
|research = vitals monitor<br />
|thingCategories = BuildingsMisc<br />
|skill 1 = Construction<br />
|skill 1 level = 8<br />
|work to make = 6000<br />
|resource 1 = Steel<br />
|resource 1 amount = 50<br />
|resource 2 = Component<br />
|resource 2 amount = 3<br />
}}<br />
A '''vitals monitor''' is a [[miscellaneous]] building that can be attached to a [[hospital bed]] to improve medical outcomes. It cannot be attached to any other type of bed.<br />
<br />
== Acquisition ==<br />
Vitals monitors can be constructed once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. They require {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}.<br />
<br />
== Summary ==<br />
{{rewrite|section=1|reason=Proper explaination of difference between direct factors and offsets}}<br />
[[File:8 hospital beds compact.png|175px|thumb|left|Example compact placement of 8 hospital beds around a vitals monitor]] <br />
When placed adjacent to a [[hospital bed]] and provided with power, a vitals monitor improves the bed's<br />
*Medical Tend Quality Offset by {{+|7%}}<br />
*[[Surgery Success Chance Factor]] by {{+|5%}}<br />
*[[Immunity Gain Speed]] Factor by {{+|2%}}<br />
All 3 stats are applied additively to ''the bed''. For example, a normal quality hospital bed, which has a 110% surgery success factor, would now have 115% surgery success factor. This bed stat is then multipled by other impacts to [[surgery]], such as doctor skill and Cleanliness.<br />
<br />
Each hospital bed can benefit from at most one vitals monitor; placing additional monitors in range has no effect. '''Note:''' Do not confuse a "hospital bed" with any sleeping location designated as a "medical" bed. A vitals monitor ''only'' works for ''hospital'' beds - patients in any other type of bed or sleeping spot will not benefit. <br />
<br />
The device covers all tiles immediately surrounding it (8 tiles). This makes it possible to link one vitals monitor to up to 8 beds, using a layout similar to the one shown. Like the [[end table]], the vitals monitor can only connect to a bed's "head", though the monitor can connect through diagonals.<br />
<br />
== Analysis ==<br />
The vitals monitor is very cheap - less expensive than a single [[hospital bed]] - and improves many medical-related stats. So, for most colonies, the main cost of the vitals monitor is the research required. With a dedicated 2500 point project, plus [[Research#Sterile tiles|Sterile Tiles]], [[Research#Hospital bed|Hospital Bed]], and [[Research#Microelectronics|Microelectronics]] as prerequistes, it tends to be reserved for the mid- to late-game.<br />
<br />
The increase in [[tend quality]] is always a good thing, boosting recovery speed from physical [[injury]] and disease alike.<br />
<br />
It also increases the surgery success chance. However, success is capped at 98%, and the cap is relatively easy to reach. Modestly skilled surgeons in a clean hospital don't need an extra boost. Regardless, the vitals monitor can provide insurance against sub-optimal conditions, like a dirty hospital or injured doctor.<br />
<br />
The increase of immunity gain speed helps pawns fight off against most potentially deadly diseases, like [[infection]] and [[plague]]. The bonus from a vitals monitor can save the life of pawns with lowered immunity speed. Even when you can comfortably handle a disease, a vitals monitor will reduce the time spent resting in bed.<br />
<br />
== Version history ==<br />
* [[Version/0.12.906|0.12.906]] - Added<br />
<br />
{{nav|misc|wide}}<br />
[[Category:Miscellaneous]]</div>YokoZarhttps://rimworldwiki.com/index.php?title=Animals&diff=134785Animals2023-05-15T18:39:20Z<p>YokoZar: /* Health */ How to force to eat by undesignating medical</p>
<hr />
<div><!--Top Nav Box--><br />
{| align=center<br />
| {{Characters_Nav}}<br />
|}<br />
----<br />
<!-- End of Nav --><br />
{{Move|reason=Suggest split entire [[Animals#Animal_husbandry|Animal Husbandry]] subsection to its own article, to reduce the WoT factor on this page. See [[Talk:Animals|Discussion page]].}}<br />
{{Stub|reason=Missing information on the autoslaughter system added in 1.3.3066}}<onlyinclude><br />
{{for|the skill of the same name|Skills#Animals{{!}}Skills}}<br />
{{for|a complete search|List of animals|}}<br />
{{imagemargin|[[File:animals_preview.png|190px|right]]|30px}} <br />
<br />
'''Animals''' are a type of nonplayable, nonhuman pawn in Rimworld with their own [[needs]], [[stats]], [[capacities]], and actions. They come in dozens of species, all of which can be wild or [[Taming|tamed]]. Wild animals occasionally spawn at the map edges according to the [[biomes|biome]] and sometimes from random events. <br />
<br />
Animals usually wander the map aimlessly and feed when hungry, even eating player-grown [[plants]]. Like humans, animals don't require water and generate [[filth]] on Rimworld. All animals on RimWorld will fight back if melee combat is initiated. With just a little luck, even a small [[rat]] or [[squirrel]] can [[downed|take down]] and even kill a casually armored colonist. The most dangerous species regularly hunt humans or can immediately turn [[manhunter]] out of revenge. Some animals can be trained to Guard your colonists and Attack enemies.<br />
{{TOCright}}<br />
Animals are an important source of [[food]] by the meat they provide once [[Orders#Hunt|hunted]] and [[butcher table|butchered]].<br />
<br />
Colonists assigned to [[Work#Handle|Handle]] receive 90 XP towards their [[Skills#Animals|Animals skill]] per training or taming attempt. When tamed "[[cute]]" animals nuzzle a colonist, the colonist receives a +3 mood [[thought]] for 16 hours. Animals can also form bonds with colonists, providing a permanent +5 thought. <br />
<br />
[[Combat#Friendly_fire|Friendly fire]] can happen with domesticated animals.</onlyinclude><br />
<br />
== Animals tab ==<br />
<br />
The Animals tab is in the menu bar at the bottom of the screen. The default hotkey is {{key|F4}}. The Animals tab lists all the colony animals. From left to right, displayed information is as follows:<br />
* Double-clicking an animal's name will center the map to that animal. <br />
*Gender, Age, and Life Stage are displayed<br />
*Pregnant or Sterilized<br />
* A button lists the animal's master, if it has one. Click the button to assign a new master. Bonded status is also displayed.<br />
*If the animal is designated to follow its master when drafted or doing field work.<br />
* A "Slaughter" checkbox column allows easy slaughtering of multiple tamed animals at once.<br />
* Checkbox columns for each trainable skill: '''Tame, Guard, Rescue, Attack,''' and '''Haul''' for the management of animal training.<br />
* [[Zone/Area#Allowed area|Allowed areas]] are listed here. Animals stay in their assigned areas unless designated to follow their master.<br />
<br />
Most of the above information is also displayed in the animal's inspect pane.<br />
<br />
=== Allowed areas ===<br />
One of the best ways to control animals is to assign them an [[allowed area]]. Allowed areas are created via the Expand allowed area function in the Architect>Zone menu.<br />
Zoning prevents animals from wandering into danger and eating things they shouldn't be. Be certain to designate them an [[animal sleeping spot]] and ensure they have access to a [[food]] source. Some species (most ungulates) cannot be assigned an area and must instead be roped by a colonist into a [[pen]].<br />
<br />
== Appearance ==<br />
Most animal sprites do not show limbs, just like human sprites. Some animals have different appearances between males and females. Some animals have a different sprite for infant and adult life stages, like the [[chicken]]. <br />
<br />
== Behavior ==<br />
*'''Wandering:''' Animals will wander the accessible map, their [[pen]], or their assigned [[zone]] when their needs are satisfied, e.g. hunger and sleep. Some wild animals tend to stay together in a herd. Tamed animals may cross [[door]]s and [[fence]]s in their assigned area, unlike [[pen]] animals. Wild animals can cross fences but not doors. <br />
While walking on constructed floors, some animals produce animal [[filth]]. The Filth rate stat is proportional to the body size and wildness stats. Farm animals tend to produce massive amounts of filth. This can be mitigated by [[straw matting]] floors or by simply keeping animals outdoors on natural terrain.<br />
*'''Roaming:''' Tame pen animals will occasionally attempt to leave the map if not in a pen or if a pen door is left open. Their escape frequency is determined by the [[stat]] roam interval.<br />
*'''Moving''': the animal is moving into its assigned area.<br />
*Consuming food: animals attempt to eat a nearby [[food]] source when hungry. Herbivores move to find mature plants and carnivores [[animals#predation|hunt]]. Animals will keep searching for food until their hunger bar reaches satiation.<br />
*[[Animals#Mating|Mating]]: male and female adults of the same species occasionally mate, which may result in a female pregnancy.<br />
*'''[[Sleep]]ing''': when tired or wounded, tamed animals prefer to sleep in an [[animal bed]] or animal sleeping spot.<br />
*Attacking: All animals can only melee attack. They will defend themselves in melee combat, and some animals can turn [[manhunter]] and chase your colonists. A text warning pops up on the screen when a colonist is ordered to interact with a potentially dangerous wild animal.<br />
*Fleeing: all animals have a chance of erratically fleeing from ranged attacks hitting a target in their immediate vicinity. Animals do not flee predators or melee attacks. Animals do not leave their pen or assigned area when fleeing.<br />
*Hauling: some animals, like the [[husky]], can be [[animals#training|trained]] to haul items, similar to how colonists haul items.<br />
*Following master: some animals, like the [[elephant]], can be trained to follow their master when drafted or doing field work (mining or hunting).<br />
* Nuzzling: Certain tame animals will occasionally nuzzle your colonists. Animals can even nuzzle patients in bed. A colonist who is nuzzled receives a +4 mood buff for 1 day. The following animals can nuzzle: [[cat]], [[guinea pig]], [[husky]], [[labrador retriever]], [[monkey]], and [[yorkshire terrier]].<br />
<br />
=== Mating ===<br />
<br />
Female animals do not ever attempt to initiate mating themselves. Males will only mate with females in the same assigned area. Wild animals do not mate. Incest is common and has no effect on animal health. <br />
<br />
There is either a 1/12 or 1/8 (depending on species) chance per hour that an awake, non-sterilized male will search for a non-pregnant/non-fertilized, non-sterilized, awake female of the same species within 30 tiles to initiate mating. The female then has a 50% chance to become [[pregnant]] in the case of gestational animals or a 100% chance to become fertilized in the case of [[egg]]-laying animals.<br />
<br />
In order to maximize the rate of offspring for a given population size of adults, the ideal is that the moment one female becomes pregnant or fertilized, another gives birth or lays an egg and becomes available to be mated. If there was no randomness involved in mating, the female:male ratio that would achieve this is given by <code>awake_proportion×gestation_time/(2×mate_mtb)</code> for gestational animals, or <code>awake_proportion×egg_interval/mate_mtb</code> for egg-laying animals. As the proportion of [[Rest|time spent awake]] can be approximated to be about <code>2/3</code> for a rest effectiveness of 0.8, and <code>mate_mtb</code> is usually 12 hours, this can be simplified to <code>2/3×gestation_time</code> or <code>4/3×egg_interval</code> in most cases. <br />
<br />
However, as the randomness involved with mating becomes more significant with smaller population sizes, slightly more males will be desired for smaller populations. On the contrary, animals that can be milked will want more females than this ratio suggests, as the gains from milk will offset the losses from time spent not pregnant. Animals that can lay unfertilized eggs like the [[chicken]] can similarly afford a higher female ratio.<br />
<br />
<br />
=== Hunting ===<br />
[[Hunt]]ing is an important [[work]] type where your colonists use ranged weapons to take down wild animals for their [[meat]] and [[leather]].<br />
Passive animals like [[deer]] will flee when harmed by a ranged attack, running erratically around the map. They will not flee and instead fight back if hit by a melee attack from a predator. More aggressive animals have a Revenge chance on harm stat and may turn manhunter instead of fleeing. {{Check Tag|Detail needed}}<br />
<br />
=== Aggression ===<br />
Most animals in Rimworld are dangerous to [[hunt]] or [[tame]]. A warning message will pop-up when a colonist is ordered to interact with a dangerous wild animal.<br />
<br />
The Revenge chance on harm stat is the chance an animal will turn [[manhunter]] when harmed by a member of your colony. It is three times higher for close-ranged attacks, like that of a [[machine pistol]]. For an animal like an [[ostrich]] with a 100% revenge chance, it will always turn manhunter after being hurt. Most animals also have a [[animals#revenge chance on tame fail|revenge chance on tame fail]] stat which dictates how likely the animal is to attack after a failed taming attempt.<br />
<br />
Sometimes, the entire herd of wild animals will take revenge on your colonists. They may all get turned [[manhunter]] by a psychic wave [[event]] and attack any humans they can reach. Manhunters may even pick fights with your tamed animals.<br />
<br />
[[File:Manhunter due to pet hunting.png|400px]]<br />
<br />
=== Predation ===<br />
Most carnivores are predators who will hunt smaller species (except domestic dogs who never hunt). When hungry, a predator will prefer an easy meal. They'll first attempt to eat meals, meat, and other food types within their diet. Otherwise they will feed upon downed animals or fresh corpses. <br />
<br />
When a hungry predator has no other food nearby, they will hunt, kill and consume almost any animal smaller than them, including your tamed animals and your colonists. This can especially be a problem on maps with little wildlife, like on [[Biomes#Ice sheet|Ice sheets]] when a [[polar bear]] wanders in. Predators always avoid [[boomrat]]s and boomalopes. <br />
<br />
Predator attacks usually blind or stun their prey, leaving the victim unable to fight back. Unlike most other enemies, predators continue attacking after their prey is downed and finish off their target. If they do down your colonist or livestock, immediately order the nearest comrade to rescue the downed pawn. It's the difference between life and death.<br />
<br />
Predators include the {{#ask: [[Category:Animals]] [[Is Predator::true]]}}.<br />
<br />
If you successfully hide all colonists and tamed animals away from a predator's reach, it will hunt any other available wildlife.<br />
<br />
It is not possible to view the Needs tab of a wild animal, so you may have to deduce whether or not a predator is hungry based on its behavior. They sometimes remain near the area where they last killed and ate an animal for about a day. Bloodstains or partially-consumed animal corpses on the ground are a fairly reliable guide, as well as a source of free leather and leftover food. Be careful not to let a hauler take away a predator's food before it has finished eating. It will still be hungry and will hunt your colonist instead.<br />
<br />
Remember that [[fence]]s and [[fence gate]]s do not count as impassable for all pawns except for farm animals, meaning that predators can leap over fences.<br />
<br />
=== Body heat ===<br />
{{Stub|section=1|reason=How much heat, how is calculated, does it vary etc? Anecdotal reports of it scaling with [[body size]]}}<br />
Animals will give out body heat, slightly heating up their surroundings. This is insignificant most of the time, except in enclosed, densely-packed barns. The heat can become a problem in warm weather or hot biomes but a benefit in cold biomes or during winter.<br />
<br />
== Reproduction ==<br />
Animals are born by live birth or by hatching from a fertilized egg.<br />
<br />
=== Live birth ===<br />
{{See also|Pregnancy}}<br />
<br />
Female Animals which give live birth (e.g. mammals) have a chance of becoming [[pregnant]] after mating with a male. The '''gestation time''' stat specifies how many days a species' pregnancy will last. A pregnant animal suffering from [[malnutrition]] or injuries may miscarry, but spontaneous abortions are not possible in game. Miscarriages are noted by an in-game message and loss of the baby, but the mother is otherwise unharmed and may reproduce normally again. Pregnancies may also be aborted through [[surgery]].<br />
<br />
For the first {{ticks|600}} the pregnancy condition will be invisible, after which point a message will come up mentioning the pregnancy and the following hediffs become visible.<br />
<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 />
Live births occur at the end of the gestation time. They produce [[filth]] in the form of amniotic fluid, but no blood loss or damage occurs to the mother or baby. A species' '''litter size''' is a probability curve of the number of offspring possible from one pregnancy<br />
<br />
=== Eggs ===<br />
Egg-laying animals include the {{#ask: [[Category:Animals]] [[Egg Laying Interval::+]]}} as of 1.1. Females become fertilized after mating with males, causing them to lay fertilized eggs. Most animals will not lay unfertilized eggs, with the exception of [[chicken]]s, [[duck]]s, and [[goose|geese]].<br />
<br />
Fertilized eggs display their progress on the inspect pane and hatch when ready.<br />
<br />
Fertilized eggs can be ruined by temperature if not kept within their safe temperature range of {{Temperature|{{Q|Chicken egg (fert.)|Min Safe Temperature}}|{{Q|Chicken egg (fert.)|Max Safe Temperature}}}}.<!-- These temperatures are the same for all eggs. I just picked the most common one --><br />
: Eggs start to freeze below {{Temperature|{{Q|Chicken egg (fert.)|Min Safe Temperature}}}}.<br />
: Eggs start to overheat above {{Temperature|{{Q|Chicken egg (fert.)|Max Safe Temperature}}}}.<br />
<br />
The inspect pane will indicate 'Overheating' or 'Freezing' followed by a percentage rising up to 100%. It increases by {{#expr:{{Q|Chicken egg (fert.)|Spoiling Rate}}*100}}% per {{Temperature|1||delta}} outside the safe temperature range each [[tick]]. This status is halted when safe temperate is restored, but it is not reset - if the temperature is unsafe again, it will pick up where it left off. If it reaches 100% the egg is 'ruined by temperature' and will not hatch even if returned to a suitable area. A ruined egg still has full nutritional value and can be used to make a meal (or eaten raw, with a mood debuff).<br />
<br />
=== Sterilization ===<br />
{{Main|Sterilization}}<br />
<br />
Animals can be sterilized by way of an operation to prevent them even attempting to breed with another animal. As such they will never reproduce.<br />
<br />
== Diet ==<br />
While most carnivorous and omnivorous animals (such as pigs and boars) can eat raw meat, corpses, kibble, and meals, [[Warg]]s can ''only'' eat raw meat and corpses. <br />
<br />
All herbivorous and omnivorous animals can eat live plants (except trees and agave), vegetables, liquor, drugs, meals, and haygrass. <br><br />
Dendrovorous animals such as the [[alphabeaver]] and [[thrumbo]] can eat trees, in addition to other herbivorous foods.<br />
<br />
Because all animals except wargs can eat meals, [[kibble]], and [[pemmican]], it is possible to feed meat to herbivores and plants to carnivores if it is prepared first.<br />
<br />
== Health ==<br />
Animals have the same set-up as humans when it comes to health, minus the ability to operate on them (except euthanasia)(The option to amputate an infected limb can become available once infection sets in, at least on Thrumbos—assuming other animals as well). They feel pain, and have all of the different health stats that human pawns possess. Animals can become addicted to beer, and they suffer the same negative health alcohol effects as humans. Keep them away from alcohol.<br />
Animals need to have an animal bed (or sleeping spot) in order to be healed.<br />
<br />
Like humans, they have a life expectancy, and are affected by [[Ailments|chronic diseases]]. There is no way to cure them in the base game other than [[Healer mech serum]], which would be incredibly expensive.<br />
<br />
A tamed animal that requires tending will find the nearest animal bed or animal sleeping spot in their [[allowed area]] and rest there until it is either fully healed or dead. Pawns assigned to doctoring will tend its wounds or illnesses and feed it, just as they would do for a humanlike pawn. If all human colonists are absent or unable to care for a sick animal, it can die of starvation even if there is food nearby and it is capable of walking. The animal can be forced to stand up by removing the medical designation from any medical animal beds in the animal's allowed area or pen.<br />
<br />
Animals have a [[Toxic Resistance]] of 50% by default, compared to the [[human]] default of 0%.<br />
<br />
== Hunting ==<br />
[[File:Hunt.png|42px]]<br />
<br />
Wild animals may be marked for hunting, done by [[Work#Hunt|hunters]] with ranged weapons, who will proceed to shoot them at maximum range, before executing them with a neck cut when they are downed (except explosive animals). After killing their target, they will haul the carcass to a [[stockpile zone]] even if they are naturally incapable of hauling, but will not start hauling it again if they're interrupted.<br />
<br />
Animals harmed by hunting that were not killed yet may become enraged and if its a pack type, its full horde may turn hostile against the entire colony. If they are non-aggressive animals they usually flee instead.<br />
<br />
Hunting may take longer during bad weather since there's a shooting modifier while it's raining or snowing that makes it more likely for shots to miss.<br />
* Fog (with or without rain): hit chance multiplier is 50%.<br />
* Rain or snow: hit chance multiplier is 80%.<br />
{{clear|left}}<br />
To mark animals to be hunted use one of the following methods: <br />
*Click Wildlife, Click the first red X to the right of the animal you want to hunt and change it to a green check mark<br />
*Click Orders, Hunt, then click one or more individual animals.<br />
*Click Orders, Hunt, then click and drag a box to surround and select multiple animals.<br />
*Select one or more animals, click Hunt.<br />
<br />
=== Hunting tips ===<br />
<br />
* Animals can be hunted manually instead of just using the hunt order by drafting a colonist and right clicking to fire at animals. This allows the killing of multiple animals in one session, or hunting from close range. Closer range reduces the chance of missing shots or unintended friendly fire, but raises the chance of provoking animal revenge.<br />
<br />
* Wounded animals (either hit with arrows/bullets or cut in particular) tend to bleed. Heavily bleeding animals die after a certain period of time if left untended. Thus it is possible to wound a target and wait until it bleeds to death or drops unconscious due to blood loss. This way you can avoid unnecessary damage to the corpse (and avoid being caught in the explosion left by boomalopes and boomrats). Keep in mind that a wounded but mobile animal can wander away. Unconscious animals can be "saved" - essentially transported to sleeping spots assigned as medical - but without medical treatment they will still die. A valid, if hardly humane, way to hunt.<br />
<br />
* In the occasion of a full horde revenge, early-stage colonies may easily become overrun, leaving all colonists downed. But down is not out. Eventually, one or more of your colonists may recover. With luck, this miracle may take place at nightfall, when wildlife sleep (except for the most enraged beasts among those), or they have wandered far enough, opening a chance to rescue everybody else. The manhunter status of the horde will disappear overnight.<br />
**[[Defense tactics#Melee blocking|Melee blocking]] could be a valuable tactic to defeat the rampaging animals. In addition to making it easier to defeat the animals even when outnumbered, it also keeps your downed colonists near your base for easy rescue.<br />
<br />
== Life stages ==<br />
Animals all have three different life stages - baby, juvenile and adult. The growth at which they enter the juvenile and adult life stages is determined by each species' '''growth time''' stat. Animals may have different graphics for different life stages (e.g. [[deer]]) or may simply appear smaller. Some animals have a specific name for this stage (e.g. chick or puppy). Animals have different sounds (call, anger, wounded, death) for different life stages, too. Babies may simply make a higher pitched sound or have a different sound altogether (such as chicks).<br />
<br />
Eventually, they reach their final body size and fertility in the final life stage, adulthood. Only upon reaching adulthood can animals produce wool or milk. Eggs may be layer by juveniles.<br />
{| class="wikitable"<br />
|-<br />
! !! Baby Bird !! Baby !! Juvenile !! Adult<br />
|-<br />
| '''Body Size''' || 10% || 20% || 50% || 100%<br />
|-<br />
| '''Hunger''' || 40% || 40% || 75% || 100%<br />
|-<br />
| '''Max Food''' || 60% || 60% || 75% || 100%<br />
|-<br />
| '''Health Scale''' || 25% || 25% || 60% || 100%<br />
|-<br />
| '''Market Value''' || 40% || 40% || 75% || 100%<br />
|-<br />
| '''Move Speed''' || 50% || 50% || 90% || 100%<br />
|-<br />
| '''Melee Damage''' || 50% || 50% || 75% || 100%<br />
|}<br />
The reduction in Body Size of babies and juveniles also affects several other stats, such as [[Meat Amount|Meat]] and [[Leather Amount]]<br />
<br />
== Needs ==<br />
Animals require food and sleep and will fulfil their needs on their own.<br />
<br />
'''Food:''' Animals will eat any available food according to their diet. Herbivorous animals of the colony can be left to eat grass on their own. Note that animals require different amounts of food compared to humans, as represented by their [[Hunger Rate]].<br />
<br />
'''Rest:''' Animals will sleep as needed. Tamed animals will sleep in [[animal sleeping spot]]s, [[animal sleeping box]]es, or [[animal bed]]s. If none of which are available, the animal will crash out on the ground inside its allowed zone. A tamed animal will not sleep as long as its master is drafted.<br />
<br />
== Animal husbandry ==<br />
<br />
Animals can be tamed and put to use in the colony, providing several benefits. Some species can be trained to perform one or possibly more tasks (Guard, Attack, Rescue, Haul), and will wander about your colony freely. Other species, which can loosely be considered "farm animals", can only be tamed and then put in a [[pen]]. This second category can never be trained.<br />
<br />
=== Taming ===<br />
Wild animals can be tamed by a [[Work#Handle|animal handler]] with sufficient Animal skill and available food. Tamed animals may be bred, trained, traded, slaughtered, or farmed.<br />
<br />
Wild animals may be marked for taming using the Tame order. <br />
[[File:TameButton.png|52px|left|link=]]{{clear}}<br />
<br />
An [[Work#Handle|animal handler]] will attempt to tame marked animals using food fitting that animal's diet. The chance to tame an animal depends on the animal's wildness (displayed on the info window) and the handler's 'Tame animal chance' stat. This stat is determined by the colonist's [[Skills#Animals|animals skill]], [[Health#Manipulation|manipulation]], [[Health#Talking|talking]], and [[Health#Hearing|hearing]]. When a handler fails to tame an animal there is a cooldown period of {{ticks|30000}}, or {{#expr:30000/2500}} in-game [[Time|hours]], before another attempt can be made. There is also a chance it will turn [[manhunter]] and start attacking the handler and others. The revenge chance is shown on the [[Menu#Wildlife|Wildlife]] menu. After a while the handler may drop unused food. <br><br />
Tamed animals will wander around the map until they are lead to a pen with a [[pen marker]], for pen animals, or restricted to a designated [[area]], for all other animals. Restricting non-pen animal movement using areas is usually necessary to prevent unwanted food consumption and animal [[filth]].<br />
<br />
==== Tame chances ====<br />
Besides the animal handler's own skill, the wildness of the animals also counts.<br />
<br />
Tame chances undergo a post-processing curve.<br />
*An animal with 0% wildness has a x2 taming chance.<br />
*An animal with 50% wildness has normal taming chance.<br />
*An animal with 100% wildness cannot be tamed at all.<br />
<br />
Currently, the hardest to tame animal is the [[Thrumbo]] with a post-processed taming chance of 3%.{{Check Tag|Fact Check}}<br />
<br />
[[List of animals|Animals]] with 0% wildness remain tame forever. An animal with a wildness above 0% (shown on the wildlife tab) needs to have maintenance training in Tameness. If it loses all Tameness it will go back to being wild.<br />
<br />
==== Minimum skill ====<br />
Most animal species have a '''Minimum handling skill''' stat which determines the Animal [[skill]] necessary of a handler pawn. The game will briefly produce a warning message if no colonist has enough skill to handle the animal.<br />
<br />
* Animals that can be handled with 0 skill include: Alpaca, Cat, Chicken, Cow, Dromedary, Husky, Labrador retriever, Pig and Yorkshire terrier.<br />
<br />
An animal's minimum handling skill is calculated as follows:<br />
<br />
'''Skill = 9 * (wildness - 0.3) / 0.7'''{{Check Tag|Fact Check|[[Template:Infobox main]] uses a different formula and both don't match the in game values.}}<br />
<br />
So animals with a wildness of 30% or less won't require any handling skill whatsoever.<br />
<br />
=== Starting pets ===<br />
<br />
For most [[Scenario system|scenarios]], new colonies will include a random pet that is already tamed. These pets will have a random name and have a chance to be bonded with a pawn. The animals available are determined by the handling skills of the starting pawn(s), as the game will not provide a pet that cannot be handled by the colony. This rule is broken when all colonists have animal handling disabled, as the game will still provide animals that require periodic taming.<br />
<br />
The chance of getting an animal is influenced by the "petness" stat, with a higher value resulting in a higher chance. The selection of animals also influences the chances, as a Husky has a 26% chance of being selected with the highest handling skill at 0, while at level 8+ the chance is only 12%. Hares, snowhares, capybaras and cobras are all under 1% chance due to the petness being so low and the animal handling being so high.<br />
<br />
{|class="wikitable sortable" style="text-align: center;"<br />
|+ '''Animals that can be starting pets'''<br />
! Animal !! Handling skill required !! Petness !! Chance (with 8+ handling)<br />
|-<br />
| [[Yorkshire terrier]] || 0 || 1 || 12.06%<br />
|-<br />
| [[Husky]] || 0 || 1 || 12.06%<br />
|-<br />
| [[Labrador retriever]] || 0 || 1 || 12.06%<br />
|-<br />
| [[Donkey]] || 0 || 0.6 || 7.24%<br />
|-<br />
| [[Yak]] || 0 || 0.3 || 3.62%<br />
|-<br />
| [[Cat]] || 1 || 1 || 12.06%<br />
|-<br />
| [[Horse]] || 4 || 0.6 || 7.24%<br />
|-<br />
| [[Iguana]] || 4 || 0.15 || 1.81%<br />
|-<br />
| [[Rat]] || 4 || 0.15 || 1.81%<br />
|-<br />
| [[Monkey]] || 5 || 0.5 || 6.03%<br />
|-<br />
| [[Warg]] || 5 || 0.5 || 6.03%<br />
|-<br />
| [[Guinea pig]] || 5 || 0.3 || 3.62%<br />
|-<br />
| [[Chinchilla]] || 5 || 0.2 || 2.41%<br />
|-<br />
| [[Boomrat]] || 7 || 0.2 || 2.41%<br />
|-<br />
| [[Fennec fox]] || 7 || 0.1 || 1.21%<br />
|-<br />
| [[Red fox]] || 7 || 0.1 || 1.21%<br />
|-<br />
| [[Arctic fox]] || 7 || 0.1 || 1.21%<br />
|-<br />
| [[Hare]] || 7 || 0.08 || 0.97%<br />
|-<br />
| [[Snowhare]] || 7 || 0.08 || 0.97%<br />
|-<br />
| [[Capybara]] || 7 || 0.08 || 0.97%<br />
|-<br />
| [[Cobra]] || 7 || 0.05 || 0.60%<br />
|-<br />
| [[Timber wolf]] || 8 || 0.1 || 1.21%<br />
|-<br />
| [[Arctic wolf]] || 8 || 0.1 || 1.21%<br />
|}<br />
<br />
=== Bonding ===<br />
Animals may '''bond''' with their handlers or doctors, and starting "pets" (see previous) have a chance to start the game bonded with a random starting colonist. A bond gives a [[mood]] effects to non-[[psychopath]]ic pawns. These include:<br />
* A {{+|5}} mood bonus while assigned as a bonded animal's [[#Training|master]]. Note that this does not scale with the number of bonded animals.<br />
* A {{--|3}} mood malus while not assigned as a bonded animal's [[#Training|master]]. Note that this does not scale with the number of bonded animals.<br />
* A {{--|10}} mood malus for 60 days for a bonded animal being sold, stacking up to 10 times. This will also inflict an [[opinion]] malus on the pawn that performed the action.<br />
* A {{--|8}} mood malus for 20 days for a bonded animal being lost, stacking up to 5 times for 5 unique animals.<br />
* A {{--|8}} mood malus for 20 days for a bonded animal being killed, stacking up to 5 times for 5 unique animals. This will also inflict an [[opinion]] malus on the pawn that performed the action.<br />
* A {{--|5}} mood malus for 15 days for a bonded animal being released into the wild, stacking up to 5 times for 5 unique animals.<br />
All moodlets stack with each other.<br />
<br />
Bonds can occur when:<br />
* When an animal has its wounds tended by a colonist, there is a constant 0.4% chance that the animal will bond with the colonist, regardless of Animals skill. If the animal is wild, the animal will instantly self-tame, disregarding wildness.<br />
* When tamed, an animal also has a 1% chance to bond with the tamer.<br />
* For starting animals, the % to start bonded with an owner appears to be related to the innate [[Property:Wildness|wildness]] (i.e. horses and camels will start bonded more often than cobras or wargs). Domestic animals (wildness 0 - dogs, cats, some farm animals) will always start bonded.<br />
Pawns with the [[Ideoligion#Animal connection|Animal connection: Strong]] precept in their [[ideoligion]]{{IdeologyIcon}} have a ×2 multiplier on bonding chance. <br />
Pawns with the [[Ideoligion#Bonding|Bonding: Disapproved]] precept in their [[ideoligion]]{{IdeologyIcon}} cannot be bonded with, but they will not lose existing bonds, nor their mood effects, if the the precept is added via a fluid ideoligion's reformation.{{Check Tag|Conversion?|What about converting a bonded pawn into a no bonding ideoligion}}<br />
<br />
Bonded animals are also easier to train (5x multiplier on chance).{{Check Tag|By Master or by all?}} Animals are given a unique name upon bonding.<br />
<br />
On the death of the pawn an animal is bonded with, it can go into one of two animal mental breaks; [[Mental break#Manhunter|manhunter]], in which it will attack all nearby entities, or [[Mental break#Confusion|confusion]], in which it will wander around, uncontrollably, similar to dazed humans.<br />
<br />
=== Interaction ===<br />
Some animal species can be trained by colonists. With Guard trained, they will follow their master around if designated to do so. <br />
<br />
Some species may be harvested to produce [[milk]], [[chemfuel]], or [[wool]]. Still others passively lay frequent eggs.<br />
<br />
Occasionally, some animals can nuzzle colonists, giving the colonist a mood buff. Animals can nuzzle anyone regardless of handling skill.<br />
<br />
When injured, they will go to animal sleeping spots/ beds for rest and treatment.<br />
<br />
=== Naming ===<br />
Newly tamed or purchased animals are distinguished by numerical designations(“Muffalo 1”, “Muffalo 2”, etc.). When an animal forms a bond with a colonist, it is given a unique name. Names can be changed by the player from the "Training" tab in the inspect pawn pane. Names of tamed animals are not shown on the map unless the option is turned on, via Menu, Options, 'Show animal names'.<br />
<br />
Animals may have a gender-specific name (i.e. hen, rooster, buck, doe), or a lifestage-specific name (piglet, puppy), or even a gender/lifestage-specific name (cockerel).<br />
<br />
It is possible for animals which have been lost or sold to reappear later as part of a wild herd. This will only happen with animals which occur naturally on your colony's biome. They will still have the name you gave them (including automatic names like "Muffalo 2"), but will need to be tamed and trained again.<br />
<br />
=== Training ===<br />
Tamed animals may be trained depending on their trainable intelligence. Click the animal's training tab to specify training targets and view progress.<br />
<br />
The stats of the training pawn, including Animals skill or [[Global Work Speed]], have no effect on how fast each training session is completed. Instead, increased skill improves a pawn's [[Train Animal Chance]], resulting in the animal requiring fewer training attempts in the first place. After a training attempt on a tamed animal, there is a 6 in-game hour waiting period before that same animal can be trained again.<br />
<br />
Once Guard is trained, they can be assigned a master which they will follow. You can configure when the animal will follow their master, by toggling whether or not the animal will follow while doing field work (hunting/taming), or while drafted, from the Animals menu.<br />
<br />
Many skills require multiple steps to fully train. Guard has three steps, rescue and attack have two, and haul has 5. An animal also has five stages of tameness to maintain.<br />
<br />
Animal skills decay over time. The speed at which skills decay is dependent on wildness of the animal. For many species, their wildness is high enough such that their tameness decreases over time and they may eventually return to the wild. For this reason, if you do not have handlers meeting the animal's minimum handling skill, it is best to sell or slaughter before your animal returns to the wild. Animals requiring a [[pen]] will never lose tameness.<br />
<br />
==== Guard ====<br />
<br />
[[File:Obedience.png|link=]] '''Guard:''' (Training intelligence required: Simple, Steps: 3)<br />
: An animal trained in guard will follow its master and attack nearby aggressors. An animal's master is listed on the Training tab and on the Animals menu. Multiple animals may be assigned to a single master. Note that assigning an animal to the pawn it is bonded with will give that pawn a permanent +5 moodlet, and if a bonded animal is ''not'' assigned to its bonded pawn, that pawn gets a permanent -3 moodlet. Mood effects stack with multiple bonded animals, and one pawn can have both the positive and negative moodlets from two bonded animals.<br />
<br />
==== Attack ====<br />
<br />
[[File:Release.png|link=]] '''Attack:''' (Training intelligence required: Intermediate, Steps: 5)<br />
: Using the 'attack' command, animals may leave their master's immediate area to attack enemies. When the 'Animals Attack' command is turned off, animals will guard their master and only attack enemies nearby.<br />
<br />
==== Rescue ====<br />
<br />
[[File:Rescue.png|link=]] '''Rescue:''' (Training intelligence required: Advanced, Steps: 2)<br />
: Animals trained in rescue will rescue its master as well as nearby colonists in a radius of 75. Only species of sufficient size can rescue.<br />
<br />
==== Haul ====<br />
<br />
[[File:Haul_animal.png|link=]] '''Haul:''' (Training intelligence required: Advanced, Steps: 7)<br />
: Animals trained in hauling will haul just as colonists do, although each species has a specific carrying capacity according to its size. Only species of sufficient size can haul, but the size required is less than it is for rescuing, meaning some animals can haul items but cannot rescue. Animals will perform hauling intermittently with an <abbr title="mean time between">MTB</abbr> of 1.5 hours. Apart from being able to move, animals also need an intact jaw in order to haul. Animals will only haul within their allowed area if they are assigned to one.<br />
<br />
{| {{STDT| sortable c_08 text-center}}<br />
! Animal !! <abbr title=c/s>Move Speed</abbr> !! Carrying Capacity !! <abbr title=c*i/s>Haul Throughput</abbr> !! Wildness !! <abbr title=Nutrition lost per day>Hunger Rate</abbr> !! Filth Rate !! data-sort-type=number|<abbr title=days>Juvenile Age</abbr> !! data-sort-type=number|<abbr title=days>Maturity Age</abbr> !! <abbr title=°C>Min Temperature</abbr> !! <abbr title=°C>Max Temperature</abbr><br />
|-<br />
{{#ask:[[Category:Animals]] [[Can Train Haul::True]] [[Carrying Capacity::+]]<br />
| named args=yes<br />
| ?Name=?Name<br />
| format = template<br />
| template = Animals/Haul Row<br />
}}<br />
|}<br />
<br />
=== Combat ===<br />
Once Guard is trained, animals will gather around their master upon drafting, and will attack nearby threats, or (unintentionally) block ranged attacks for their master. This is configurable and can be disabled by disabling follow during drafted.<br />
<br />
With Attack trained, animals can be released to attack threats from a distance. Even colonists incapable of Violence can send their assigned animals into battle.<br />
<br />
Animals can be downed during combat, and can be rescued by colonists or other animals capable of Rescue.<br />
<br />
=== Products ===<br />
Certain tame animals produce milk, wool, or eggs. Milking and shearing sometimes fail, indicated with a brief "product wasted" message.<br />
<br />
==== [[Eggs]] ====<br />
[[File:Egg small b.png|32px|left|link=Eggs]]<br />
{| {{STDT| sortable c_08 text-center}}<br />
! Animal !! Lays<br>Unfert.!! Nutrition<br>per Egg !! Avg Eggs<br>per Clutch !! Laying<br>Interval !! Avg Eggs<br>per Day !! Egg Nutrition<br>per Day !! Daily Hunger<br>Rate !! Daily Egg Nutrition<br>per Hunger{{ref label|Males|A}}<br />
|-<br />
{{#ask: [[Egg Laying Interval::+]]<br />
| named args=yes<br />
| ?Name = ?Name<br />
| ?Eggs Per Clutch Average = ?Eggs Per Clutch Average<br />
| ?Egg Laying Interval = ?Egg Laying Interval<br />
| ?Eggs Per Season Average = ?Eggs Per Season Average<br />
| ?Can Lay Unfertilized Eggs = ?Can Lay Unfertilized Eggs<br />
| ?Real Hunger Rate = ?Real Hunger Rate<br />
| format = Template<br />
| template = Egg Table Row<br />
| link = none<br />
}}<br />
|}<br />
:{{note|Males|A}} '''Note:''' This value only accounts for the female - any males required to fertilize the egg are not considered.<br />
<br />
==== [[Milk]] ====<br />
[[File:Milk.png|32px|left|link=Milk]]<br />
{| {{STDT| sortable c_08 text-center}}<br />
! Animal !! Milk Amount !! Milking Interval !! Daily Milk Average<br />
|-<br />
{{#ask: [[Concept:Production Animals]] [[Milk Amount::+]] [[Milk Name::Milk]]<br />
| ?Milk Amount<br />
| ?Milking Interval Days<br />
| ?Daily Milk Average<br />
| format = template<br />
| template = Ask Table Formatter<br />
| link = none}}<br />
|}<br />
<br />
==== [[Wool]] ====<br />
[[File:Wool.png|32px|left|link=Wool]]<br />
{| {{STDT| sortable c_08 text-center}}<br />
! Animal !! Wool Amount !! Shearing Interval !! Daily Wool Average<br />
|-<br />
{{#ask: [[Concept:Production Animals]] [[Wool Amount::+]]<br />
| ?Wool Amount<br />
| ?Shearing Interval Days<br />
| ?Daily Wool Average<br />
| format = template<br />
| template = Ask Table Formatter<br />
| link = none}}<br />
|}<br />
<br />
==== [[Chemfuel]] ====<br />
[[File:Chemfuel.png|32px|left|link=Chemfuel]]<br />
{| {{STDT| sortable c_08 text-center}}<br />
! Animal !! Chemfuel Amount !! Milking Interval !! Daily Chemfuel Average<br />
|-<br />
{{#ask: [[Concept:Production Animals]] [[Milk Name::Chemfuel]]<br />
| ?Milk Amount<br />
| ?Milking Interval Days<br />
| ?Daily Milk Average<br />
| format = template<br />
| template = Ask Table Formatter<br />
| link = none}}<br />
|}<br />
<br />
=== Slaughtering ===<br />
{{Stub|section=1|reason=This section is included in the [[RimWorld_Wiki:To-do#Butchery project|Butchery project]] - there are a number of factors that are in need of verification and potentially addition to this section. See that page for details}}<br />
[[File:SlaughterButton.png|52px|left]] Tamed animals may be slaughtered selecting the animal and clicking the Slaughter button, or by using the Slaughter tool from the Orders menu. An animal marked in this way will be slaughtered by an animal handler. The handler need not be equipped with a weapon. You can also set up an auto-slaughter order in the animals tab, configurable to limit the amount of male, female, and pregnant animals in a pen.<br />
<br />
Animals killed through means other than slaughtering (hunting, combat, etc) suffer a 66% multiplier to [[Meat Amount]] and [[Leather Amount]]. <br />
<br />
The "euthanize by cut" [[operation]], performed by a [[Doctoring|surgeon]], and the [[Rituals#Animal sacrifice|Animal Sacrifice]] ritual{{IdeologyIcon}} will also result in a careful slaughter and avoid the 66% modifier.<br />
<br />
If you try to slaughter a bonded animal, the game will warn you about it due to the mood impact this has on the animal's master.<br />
{{clear|left}}<br />
<br />
=== Caravans ===<br />
{{Main|Pack animal}}<br />
These animals can graze, meaning they don't usually require food during a [[caravan]]. (This may not be true when traveling across cold or inhospitable [[biome]]s, like tundra or deserts, or in winter in general.) When carrying items in their inventory, they will appear to have packs on, which disappear when unloaded.<br />
<br />
=== Release to Wild ===<br />
Unwanted animals can be released to the wild using a command next to the slaughter button. Releasing bonded animals also causes a mood debuff to master of the animal.<br />
<br />
=== Social ===<br />
Each animal has a Social tab that lists that animal's human [[bond]]s and familial relations. Clicking an entry jumps to that bond's counterpart on the map. Animals, even wild ones, have a small chance of bonding with a colonist everytime they interact. Bonded animals are given a unique name by their Master. Animals assigned to Guard a bonded human will give their master a permanent +5 mood thought. Humans who are not the master of their bonded animal receive a -5 "Not bonded animal's master" thought. Animals do not have a mood meter. Humans may have more than one bonded animal, but animals may only have one human bond.<br />
<br />
=== Trade goods ===<br />
<br />
Tamed animals may be sold to [[trade]]rs. Animals purchased from traders will be already tamed. Bulk goods traders offer pets and farm animals while exotic goods traders carry most of the wild species. Traders offering animals will attempt to at least carry a breeding pair of a core farm animal.<br />
<br />
=== Raising animals ===<br />
==== Feeding animals ====<br />
The simplest way to feed non-strictly-carnivorous animals is to create a large [[Pens|pen]] where animals can graze on the wild grass and brambles. The [[pen marker]] will show the number of animals the wild plants can sustain (measured in [[cow]]s, [[goat]]s, and [[chicken]]s. When the weather is too cold or too hot though, plants grow slower or even stop growing. Furthermore, plants become totally inedible when the temperature drops below {{Temperature|-10}}, because they all are considered leafless, grass as well as trees. This unrealistic mechanic is not explained in-game, and is quite puzzling to unaware players. It looks like animals starve on top of good-looking grass. See [[Plants#Temperature]] for more info.<br />
<br />
{| class="wikitable sortable"<br />
|-<br />
! rowspan=2 | Animal<br />
! rowspan=2 | Diet<br />
! rowspan=2 data-sort-type=number | Tameness Decay Interval<br />
! rowspan=2 | Produces<br />
! rowspan=2 data-sort-type=number | Produce per day<br />
! rowspan=2 data-sort-type=number| Produced Nutrition per day<br />
! colspan=3 | Baby Slaughter<br />
! colspan=3 | Adult Slaughter<br />
|-<br />
! <abbr title="Units of nutrition of meat produced per female per day when babies are slaughtered, assuming constant pregnancy.">Meat Per Day</abbr><br />
! <abbr title="Units of nutrition consumed by a single adult per day. Note that this does not include the nutrition consumption of the father.">Consumption Per Day</abbr><br />
! <abbr title="(Milk + Meat)/Consumption">Overall Efficiency</abbr><br />
! <abbr title="Units of nutrition of meat produced per female per day when adults are slaughtered, assuming constant pregnancy.">Meat Per Day</abbr><br />
! <abbr title="Units of nutrition consumed per female per day, including the offspring's consumption up to adulthood. Note that this does not include the nutrition consumption the father.>Consumption Per Day</abbr><br />
! <abbr title="(Milk + Meat)/Consumption">Overall Efficiency</abbr><br />
|- {{Animal Rearing Row|Alpaca}} <br />
|- {{Animal Rearing Row|Alphabeaver}} <br />
|- {{Animal Rearing Row|Arctic fox}} <br />
|- {{Animal Rearing Row|Arctic wolf}} <br />
|- {{Animal Rearing Row|Bison}} <br />
|- {{Animal Rearing Row|Boomalope}} <br />
|- {{Animal Rearing Row|Boomrat}} <br />
|- {{Animal Rearing Row|Capybara}} <br />
|- {{Animal Rearing Row|Caribou}} <br />
|- {{Animal Rearing Row|Cassowary}} <br />
|- {{Animal Rearing Row|Cat}} <br />
|- {{Animal Rearing Row|Chicken}} <br />
|- {{Animal Rearing Row|Chinchilla}} <br />
|- {{Animal Rearing Row|Cobra}} <br />
|- {{Animal Rearing Row|Cougar}} <br />
|- {{Animal Rearing Row|Cow}} <br />
|- {{Animal Rearing Row|Deer}} <br />
|- {{Animal Rearing Row|Donkey}} <br />
|- {{Animal Rearing Row|Dromedary}} <br />
|- {{Animal Rearing Row|Duck}} <br />
|- {{Animal Rearing Row|Elephant}} <br />
|- {{Animal Rearing Row|Elk}} <br />
|- {{Animal Rearing Row|Emu}} <br />
|- {{Animal Rearing Row|Fennec fox}} <br />
|- {{Animal Rearing Row|Gazelle}} <br />
|- {{Animal Rearing Row|Goat}} <br />
|- {{Animal Rearing Row|Goose}} <br />
|- {{Animal Rearing Row|Grizzly bear}} <br />
|- {{Animal Rearing Row|Guinea pig}} <br />
|- {{Animal Rearing Row|Hare}} <br />
|- {{Animal Rearing Row|Horse}} <br />
|- {{Animal Rearing Row|Husky}} <br />
|- {{Animal Rearing Row|Ibex}} <br />
|- {{Animal Rearing Row|Iguana}} <br />
|- {{Animal Rearing Row|Labrador retriever}} <br />
|- {{Animal Rearing Row|Lynx}} <br />
|- {{Animal Rearing Row|Megascarab}} <br />
|- {{Animal Rearing Row|Megaspider}} <br />
|- {{Animal Rearing Row|Megasloth}} <br />
|- {{Animal Rearing Row|Monkey}} <br />
|- {{Animal Rearing Row|Muffalo}} <br />
|- {{Animal Rearing Row|Ostrich}} <br />
|- {{Animal Rearing Row|Panther}} <br />
|- {{Animal Rearing Row|Pig}} <br />
|- {{Animal Rearing Row|Polar bear}} <br />
|- {{Animal Rearing Row|Raccoon}} <br />
|- {{Animal Rearing Row|Rat}} <br />
|- {{Animal Rearing Row|Red fox}} <br />
|- {{Animal Rearing Row|Rhinoceros}} <br />
|- {{Animal Rearing Row|Sheep}} <br />
|- {{Animal Rearing Row|Snowhare}} <br />
|- {{Animal Rearing Row|Spelopede}} <br />
|- {{Animal Rearing Row|Squirrel}} <br />
|- {{Animal Rearing Row|Thrumbo}} <br />
|- {{Animal Rearing Row|Timber wolf}} <br />
|- {{Animal Rearing Row|Tortoise}} <br />
|- {{Animal Rearing Row|Turkey}} <br />
|- {{Animal Rearing Row|Warg}} <br />
|- {{Animal Rearing Row|Wild boar}} <br />
|- {{Animal Rearing Row|Yak}} <br />
|- {{Animal Rearing Row|Yorkshire terrier}}<br />
|}<br />
<br />
==== Growing haygrass ====<br />
While the land can sustain a sizable population of animals grazing on it, it doesn't have an infinite supply and can still be depleted. Winter can also stop grass growth, leaving nothing for your grazing animals to eat. <br />
<br />
If you need to raise a lot of animals, e.g. an exponentially growing flock of [[chicken]]s, you will need to grow haygrass to sustain them all. You also need to have a stock of haygrass to keep animals fed through the winter.<br />
<br />
Haygrass gives a total of 0.9 nutrition (18 units of [[hay]]) when fully grown and harvested, compared to 0.5 of grass. However, you have to keep your hungry animals from getting to it otherwise they'll only get a max of 0.2 nutrition from eating the plant.<br />
<br />
==== Making kibble ====<br />
[[Kibble]] is a kind of animal feed made with both plant and animal sources. It can be made using haygrass and any kind of meat, including human or insect meat. Producing kibble at a [[butcher table]] costs 1 nutrition of vegetables or hay and 1 nutrition of meat or animal products, and produces 2.5 nutrition of kibble. <br />
<br />
All animals except [[warg]]s can eat it, so it makes a good way to feed your animals using mixed sources of nutrition, including those that animals won't normally eat. Kibble also lasts forever under a roof so you can store it and use it to feed animals when in need, such as in winter when there is nothing to eat.<br />
<br />
When you feed a population of herbivorous or omnivorous animals kibble made from their own meat or milk, the formula for their nutrition efficiency can be calculated as:<br />
<br />
{{math|''nutritionEfficiency(kibble)'' {{=}} 2.5&times;''nutritionEfficiency(raw vegetables)'' - 1}}<br />
If effect, this means that for any animal population that has a nutrition efficiency of at least 0.667, it is more efficient to feed them kibble rather than hay. It is worth noting, however, that this will increase the amount of butchering and cooking labour needed to support the higher animal population required.<br />
<br />
==== Pens ====<br />
{{main|pens}}<br />
Pens are areas which farm animals are assigned to. These [[pen animals]] will be passive, meaning that hostiles will not attack these animals, and vice versa. Tamed pen animals must be put in a pen, or they will occasionally attempt to leave the map, meaning they disappear forever. Colonists will automatically rope roaming farm animals and place them in the pen. The borders of pens can be marked with: solid [[wall]]s, [[door]]s, [[fence]]s, [[fence gate]]s, and [[animal flap]]s. To mark an enclosed area as a pen, place a pen marker inside. The pen marker also tells you the amount of animals that can be sustained in a pen with wild plants, measured in [[cow]]s, [[goat]]s, and [[chicken]]s. An attached, roofed, and heated/cooled coop can be built with an [[animal flap]] as a door instead of a regular [[door]] for animals to stay warm or cool down during extreme temperatures.<br />
<br />
==== Corpse freezer ====<br />
<br />
In typical RimWorlder fashion, you can use a freezer to preserve the corpses of raiders (or dead colonists if you're desperate) so you can feed omnivorous and carnivorous animals. This allows you to make use of corpses while avoiding heavy mood penalties from butchering humans or eating their flesh.<br />
<br />
==== Pet care ====<br />
<br />
Tamed animals that have a social bond to a person will affect the master's mood positively while living and negatively if killed (-8 for 20 days). This bond will either improve resistance against mental breaks or cause them. Because of the effect they cause on feelings, these creatures should be given special treatment, or any animal worth keeping alive.<br />
<br />
These are a few tips to keep them safe:<br />
<br />
* Keep them indoors by creating a new animal zone within a room. <br />
* Keep them at the Home area after building a base wall.<br />
* Prey pets should not be left wandering around in unrestricted area.<br />
* Hunt their predators to prevent surprise attacks (or just wall the base in to prevent predators from coming in).<br />
* Patrol your perimeter by zooming your view out to a larger scale but not to full, just enough to spot their sleeping animation of flying ZZZs while they rest at night. Sweeping your surroundings once every night shall keep you aware of threat presence.<br />
<br />
Note: The first three of these tips only apply to pet animals. Farm animals are passive while in pens, though if the pen is built with [[fence]]s, predators can still pass through.<br />
<references/><br />
<br />
== Version history ==<br />
* [[Version/0.12.906|0.12.906]] - Animals can now be tamed and trained. Animals now sleep. Animals can be pregnant and give birth. Animals can be named when tamed or when nuzzling. Animals produce animal filth. Animals have “life stages” related to their ages. Eggs, Milk and Wool production added. Nuzzling added. Animals have life expectancies.<br />
* [[Version/0.12.910|0.12.910]] - Rebalanced animal hunger rate and animal hauling.<br />
* [[Version/0.13.1135|0.13.1135]] - Added new animals, some of which will hunt people. Some animals are now predators, including colony pets (e.g. cats catch squirrels). Animals can gnaw corpses apart directly now. Animal bonding added.<br />
* Beta 19/1.0 Update - Obedience training steps 1 -> 3. Nuzzle target search distance 15 -> 40. Nuzzled memory duration 0.5 days->1 day, stacked effect multiplier 0.95->0.5, stack limit 10<br />
* [[Version/1.1.0|1.1.0]] - Changed animal rescue radius from 30 to 75. Fix: Jawless animals can still haul.<br />
* [[Version/1.2.2719|1.2.2719]] - Removed naming animals through nuzzling. Animals only get names by bonding, or if given names by the player (so you can implicitly tell which animals are bonded by seeing which have names).<br />
* [[Version/1.3.3066|1.3.3066]] - Major overhaul to animals: added multiple animal-related buildings, added pens, decreased trainability of [[boomalope]] to none, added sterilization, added release to wild.<br />
<br />
{{nav|animal}}<br />
[[Category:Creatures]]</div>YokoZarhttps://rimworldwiki.com/index.php?title=Sarcophagus&diff=93991Sarcophagus2021-10-06T01:28:02Z<p>YokoZar: /* Acquisition */ spawns at map generation</p>
<hr />
<div>{{infobox main|misc|<br />
| name = Sarcophagus<br />
| image = Sarcophagus.png|Sarcophagus<br />
| description = An ornamented burial receptacle for the honored dead.<br />
| type = Misc<br />
| type2 =<br />
| placeable = Yes<br />
| size = 1 ˣ 2<br />
| hp = 250<br />
| flammability = 1.0<br />
| cover = 0.5<br />
| beauty = 0<br />
| stuff tags = Metallic, Woody, Stony<br />
| work to make = 2400<br />
| resource 1 = Stuff<br />
| resource 1 amount = 60<br />
| skill 1 = Construction <br />
| skill 1 level = 5<br />
}}<br />
The sarcophagus is an alternative burial method to the [[grave]]. The sarcophagus will gain an art piece related to the dead pawn on it once a pawn has been interred into the sarcophagus. A room with sarcophagi will be classified as a [[Room roles|tomb]].<br />
<br />
==Acquisition==<br />
Construction of a sarcophagus requires [[Research#Complex furniture|Complex furniture]] to be researched and {{icon|buildingmat|60}} of any one type of [[wood]], [[stone]] or [[metal]]. Random sarcophagi will also spawn at map generation alongside other ruins.<br />
<br />
==Analysis==<br />
The storage tab above the inspect pane can be configured to set what types of pawns can be buried in the selected sarcophagus. The default setting is colonists only.<br />
<br />
The command icons (Copy settings, Paste settings) can be used to copy storage settings between sarcophagi and graves. Settings can also be copied to other containers like stockpile zones and dumping stockpile zones; however, settings that a sarcophagus doesn't have (i.e. food) will be copied as disallowed. The copy function can take settings from one container and apply them to many containers, when shift-click is used to select multiple.<br />
<br />
A body can be removed from a grave with the 'Open' command, and will be done by a colonist assigned to [[hauling]].<br />
<br />
As sarcophagi can be placed in freezers to preserve their inhabitants, they are a good method for protecting the corpses of colonists waiting for [[Resurrector mech serum]] from hungry [[animals]] and overly efficient [[human resources|butchers]].<br />
{{Building Material Table}}<br />
== Notes ==<br />
Despite the mood bonus for burying a colonist in a sarcophagus being removed, it still exists in the game code. This is unlike other obsolete content which is usually removed. It is currently unclear if it is simply a bug that it doesn't occur, if its lack of removal is an oversight, or if there are simply unknown requirements to trigger it in-game.<br />
<br />
Sarcophagi cannot be minimized or moved. Unlike [[grave]]s, they will block [[wind turbine]]s.<br />
<br />
<gallery widths="300px" heights="300px" class="center" mode="nolines"><br />
File:Sarcophagus ss.png|'''Sarcophagus'''<br />
File:Distant Sadness.png|'''Art'''<br />
</gallery><br />
<br />
== Version history ==<br />
* [[Version/0.12.906|0.12.906]] - Added.<br />
* Beta 19? - Mood buff for burying someone in a sarcophagus removed. <br />
* [[Version/1.1.2654|1.1.2654]] - Increase psyfocus gain range of sarcophagus from 8~24 to 10~30.<br />
<br />
{{nav|misc|wide}}<br />
[[Category:Miscellaneous]]</div>YokoZarhttps://rimworldwiki.com/index.php?title=Ailments&diff=93990Ailments2021-10-06T01:25:59Z<p>YokoZar: /* Resurrection psychosis */ Prevent via freezing corpses, even in a sarcophagus</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 />
{{TOCright}}<br />
<br />
'''Ailments''' are [[health]] conditions that cannot be treated completely using medicine alone. For physical damage, see [[injury]]. For treatable conditions, see [[disease]].<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 />
== 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 />
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 />
=== 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 the lung with a non-diseased one.<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 />
=== 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 />
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 (requires a surgeon with at least 10 medicine skill), or healthy parts can be transplanted in some cases. Ordinary treatment (which can be performed by anybody) will prolong the development of a carcinoma or speed up remission, with better treatment being more effective. Installed [[nuclear stomach]]s {{RoyaltyIcon}} create a carcinoma on the torso with an MTB of 120 days.<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 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 factor of 0.7 - 1.5.<br />
<br />
Good treatment can slow progression by 0.0027 per day, meaning that the carcinoma will grow slower when in growing stage, regress slowly when stable (or for very slow-growing carcinomas), and 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 />
* Surgical removal; this needs 4 medicine (regular or above) and a doctor of medicine skill 10 or above, and has only 70% base chance to succeed<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.<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 />
* Impaired speech (-25%)<br />
** Net loss of 40% speech 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 />
|}<br />
<!--<br />
according to a curve, in loss of a skill level per day:<br />
**0.05% at level 4<br />
**0.15% at level 12<br />
**0.25% at level 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 />
<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 the ability to move. Extreme blood loss leads to death.<br />
<br />
Blood loss occurs when a pawn has untreated bleeding [[#Injury|wounds]]. Bleeding wounds are identified on the health tab by a blood icon and a tooltip shows the bleeding rate. Total blood loss is listed under whole body and its tooltip shows the total blood loss. Overall bleeding rate is shown at the bottom.<br />
<br />
Once all bleeding wounds are healed the pawn will start recovering from blood loss. It takes up to 4 days to fully recover.<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 />
* [[Consciousness]] 10% max.<br />
|-<br />
| '''Blood loss (extreme)''' || 100% blood loss || <br />
* Death<br />
|}<br />
<br />
=== Heatstroke ===<br />
Heat stroke occurs when a pawn has prolonged exposure to [[temperature]]s 10°C 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 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 />
{{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 />
<div style="display:inline-table; vertical-align:top;"><br />
<br />
{| class="wikitable"<br />
|-class=static-row-header style=vertical-align:bottom<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 />
| 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 />
====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 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 />
{{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 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 />
| 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 />
{| class="wikitable"<br />
|-<br />
! Stage !! Begins at !! Symptoms<br />
|-<br />
| '''Hypothermia (minor)''' || >0.04 Severity || <br />
* [[Consciousness]] -5%<br />
* [[Moving]] -8%<br />
|-<br />
| '''Hypothermia (moderate)''' || >0.20 Severity || <br />
* [[Consciousness]] -20%<br />
* [[Moving]] -20%<br />
* [[Manipulation]] -20%<br />
* Hunger rate -10%<br />
|-<br />
| '''Hypothermia (serious)''' || >0.35 Severity || <br />
* [[Consciousness]] -40% <br />
* [[Moving]] -40%<br />
* [[Manipulation]] -50%<br />
* Hunger rate -40%<br />
|-<br />
| '''Hypothermia (extreme)''' || >0.62 Severity || <br />
* [[Consciousness]] max. 10%<br />
* Hunger rate -95%<br />
|}<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 />
<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 having eaten 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 chance of 2% of causing food poisoning. Cooked meals roll two two seperate probabilities to determine if the food is poisonined. The first is the chance to get food poisoning due to a "Filthy Kitchen" as determined by the [[cleanliness]] of the room containing the cooking station in use. See the accompanying graph for specifics. Note that cleanliness above -2 appears prevent this roll from producing poisoned meals. If the cooking station being used is not inside a room, it instead defaults to a 2% chance. <br />
<br />
If the first roll fails to poison the meal, then the a second roll is performed, this time based on the [[food poison chance]] of the pawn, which in turn is controlled entirely by their [[Skills#Cooking|cooking skill]].<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 />
{| class="wikitable"<br />
|-<br />
<br />
|-<br />
<br />
|}<br />
<br />
Note that food poisoning starts at 100% severity and drops to zero (and goes away) over the course of 24 hours.<br />
{| class="wikitable"<br />
|-<br />
! Stage !! Begins at !! Symptoms<br />
|-<br />
| '''Food poisoning (minor)''' || 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 />
* Much 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 />
* Much slower [[Eating speed|eating]] (×30%)<br />
|}<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 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 />
=== 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 />
{| 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 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]] (max. 10%)<br />
* Loss of [[manipulation]] (max. 10%)<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.<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 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 />
== 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 />
<br />
[[Category:Health]]</div>YokoZarhttps://rimworldwiki.com/index.php?title=Animals&diff=93384Animals2021-09-28T02:40:22Z<p>YokoZar: /* Slaughtering */ meat amount is actually a penalty for non-tame slaughter, rather than bonus for tame-slaughter</p>
<hr />
<div><!--Top Nav Box--><br />
{| align=center<br />
| {{Characters_Nav}}<br />
|}<br />
----<br />
<!-- End of Nav --><br />
{{TOCright}}<br />
<onlyinclude><br />
{{for|the skill of the same name|Skills#Animals{{!}}Skills}}<br />
{{for|a complete search|List of animals|}}<br />
<br />
<br />
Wild animals occasionally spawn on the map according to the [[biomes|biome]] and from random events. These wild animals and tamed animals will wander and graze on vegetation, including player-grown plants, regardless of type. Growing [[Resources#Raw food|food]] outdoors can sometimes attract animals to your base perimeter. Animals are an important source of [[food]] by the meat they provide once [[Orders#Hunt|hunted]] and [[butcher table|butchered]].<br />
<br />
Raiders will target tamed animals as often as colonists.<br />
<br />
Animal trainers receive 90 XP per training or taming attempt. When animals nuzzle a colonist, it counts as a social interaction and is logged in the social tab of both the colonist and animal. <br />
<br />
</onlyinclude><br />
<br />
== Animals tab ==<br />
The Animals tab is in the menu bar at the bottom of the screen. The default hotkey is {{key|F4}}.<br />
* The Animals tab lists all the colony animals. Clicking an animal name will center the map to that animal. <br />
* A button lists the animal's master, if it has one. Click the button to assign a new master.<br />
* [[Zone/Area#Allowed area|Allowed areas]] are also listed here including Unrestricted, [[Home area]], and animal areas. Each animal stays in its assigned area unless its master is drafted. <br />
** Farm animals and some pack animals cannot be assigned zones, and are instead controlled by pawns with roping and pen settings.<br />
* The <tt>[Manage areas...]</tt> button at the top of the tab opens a window to edit allowed areas.<br />
<br />
{{asof|A14}} several features have been added to the Animals tab:<br />
* Gender and life stage informational columns<br />
* A "Slaughter" checkbox column to allow easy slaughtering of multiple tamed animals at once<br />
* Checkbox columns for each trainable skill to allow easy training of many animals<br />
<br />
== Appearance ==<br />
Most animals appear to have no limbs, just as colonists do.<br />
<br />
Some animals have different appearances between males and females.<br />
<br />
== Behavior ==<br />
*'''Wandering:''' Animals will wander the area when they have nothing else to do, e.g. eating or hunting. When wandering, some species of animals will tend to stay together in a herd. Others will spread out alone across the map.<br />
*'''Roaming:''' Tame farm animals will occasionally attempt to leave the map if not in a pen or if a door is obstructed, with its frequency determined by the animal's roam interval [[stat]].<br />
*'''Filth:''' While walking on constructed floors they can leave animal filth. The rate of producing filth is proportional to body size and wildness. Farm animals tend to produce massive amounts of filth. This can be mitigated by the [[straw matting]] floor type, reducing filth by 95%.<br />
*'''Forbidden food:''' Hungry tame animals will eat forbidden food and non-farm animals may even leave their allowed area to eat food. <br />
<br />
=== Mating ===<br />
Occasionally tamed males will approach a tamed female of the same species to initiate mating. The female will stand there, allowing males to mate with her. Afterwards the female can get pregnant.<br><br />
More than one male can mate with the same female at once.<br />
<br />
Wild animals do not mate.<br />
<br />
Incest has no effect on animal health.<br />
<br />
=== Fleeing ===<br />
Passive animals will mostly flee when harmed. They will not flee if they are engaging in combat with an adversary. <br><br />
More aggressive animals have a chance to revenge and turn and attack instead of fleeing.<br />
Be aware that packs of animals may seek revenge together, quickly overpowering a single colonist.<br />
<br />
If a member of a herd is harmed or killed, the rest of the herd will flee as well, scattering around.<br />
<br />
=== Aggression ===<br />
<br />
Sometimes a single animal may go mad, or every animal of the same species be driven mad by a psychic wave, and attack any humans not behind closed doors. <br />
<br />
If injured by a colonist or tamed pet, certain species of animals will become maddened into a manhunter state and will relentlessly seek out humans to attack. Sometimes nearby animals of the same species will be simultaneously enraged. Unless otherwise neutralized, a maddened animal will eventually return to a normal mood after sleeping. Animals in manhunter state will attack doors if colonists try to go in and out of them.<br />
<br />
Manhunter chances are listed in the Wildlife tab of the map screen with a red lightning bolt next to their name, and also on the Info tab of each individual animal's information window.<br />
<br />
[[File:Manhunter due to pet hunting.png|400px]]<br />
<br />
=== Predation ===<br />
Most carnivores are predators. When hungry, a predator will prefer an easy meal. They'll first go for meals or food types within their diet. They may go for a downed or dead animal or a human corpse. But when a hungry predator has no other food nearby, they will hunt, kill and consume almost any animal smaller than them, including your tamed animals or even your colonists. This can especially be a problem on maps with little wildlife, like on [[Biomes#Ice sheet|Ice sheets]] when a polar bear wanders in. Still, predators tend to choose more vulnerable and weaker animals, and wisely avoid boomrats and boomalopes. Their attacks usually stun their prey, leaving them unable to fight back or flee. A predator will focus all their attacks on their downed prey, so if they do down your colonists or livestock and you have a colonist nearby, then direct them to Rescue that downed pawn. It could mean the difference between life and death.<br />
<br />
Predators include the {{#ask: [[Category:Animals]] [[Is Predator::true]]}}.<br />
<br />
If you successfully hide all colonists and tamed animals away from a predator's reach, it will hunt any other available wildlife.<br />
<br />
It is not possible to view the Needs tab of a wild animal, so you may have to deduce whether or not a predator is hungry based on its behavior. They sometimes remain near the area where they last killed and ate an animal for about a day. Bloodstains or partially-consumed animal corpses on the ground are a fairly reliable guide, as well as a source of free leather and delicious leftovers. Be careful not to let a hauler take away a predator's food before it has finished eating. It will still be hungry and will hunt your colonist instead.<br />
<br />
Remember that [[fence]]s and [[fence gate]]s do not count as impassable for all pawns except for farm animals, meaning that predators can leap over.<br />
<br />
=== Body heat ===<br />
<br />
Animals will give out body heat, slightly heating up their surroundings. This is insignificant most of the time. In enclosed barns with many animals packed, the heat can become a problem in warm weather or hot biomes, and a benefit in cold biomes or during winter.<br />
<br />
== Breeding ==<br />
Animals are born by live birth or by hatching from a fertilized egg.<br />
<br />
=== Live birth ===<br />
Female animals that give live birth become pregnant when a male animal approaches them and mates. Only tamed animals may breed. An animal's gestation period specifies how long a female's pregnancy will last.<br />
<br />
A pregnant animal suffering [[malnutrition]] or is injured may miscarry. Miscarriages are noted by an in-game message.<br />
<br />
Live births produce amniotic fluid (see [[Filth]]).<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 />
Animals can breed with their own family members without penalty, even for repeated generational incest, allowing a pair of 2 animals to eventually propagate into a packed room of the species of animal.<br />
<br />
{| style="border-style: solid; border-width: 0px; text-align:left;"<br />
|+ style="text-align:left;" | Pregnancy progresses in stages.<br />
! scope="row" | Early stage (hidden) <br />
|: Starts at 0%. This stage is not displayed but may be surmised by the vomiting it causes.<br />
|-<br />
! scope="row" | Middle stage<br />
|: Starts at 33%. At this stage [[Health#Moving|Moving]] is reduced by 15%.<br />
|-<br />
! scope="row" | Late stage<br />
|: Starts at 66%. At this stage [[Health#Moving|Moving]] is reduced by 30% and may include vomiting.<br />
|-<br />
! scope="row" | Full term<br />
|: At 100%. At this point the female will give birth. Some species may have multiple offspring in a litter.<br />
|}<br />
<br />
=== Eggs ===<br />
Egg-laying animals include the {{#ask: [[Category:Animals]] [[Egg Laying Interval::+]]}} as of 1.1. Females become fertilized after mating with males, causing them to lay fertilized eggs. Most animals will not lay unfertilized eggs, with the exception of [[chicken]]s, [[duck]]s, and [[goose|geese]].<br />
<br />
Fertilized eggs display their progress on the inspect pane and hatch when ready.<br />
<br />
Fertilized eggs can be ruined by temperature if not kept within their safe temperature range of {{temperature|1}} to {{temperature|49}}.<br />
: Eggs may start to overheat at/above {{temperature|50}}.<br />
: Eggs may start to freeze at/below {{temperature|0}}.<br />
<br />
The inspect pane will indicate 'Overheating' or 'Freezing' followed by a percentage rising up to 100%. This status is halted when safe temperate is restored, but it is not reset - if the temperature is unsafe again, it will pick up where it left off. If it reaches 100% the egg is 'ruined by temperature' and will not hatch even if returned to a suitable area. A ruined egg still has full nutritional value and can be used to make a meal (or eaten raw, with a mood debuff).<br />
<br />
== Diet ==<br />
While most carnivorous animals can eat raw meat, corpses, kibble, and meals, [[Warg]]s can ''only'' eat raw meat and corpses. <br />
<br />
All strictly herbivorous animals and some omnivorous animals (notably pigs and boars) can eat live plants (except trees) and haygrass. <br><br />
Dendrovorous animals such as the [[alphabeaver]] and [[thrumbo]] can eat trees, in addition to other plant-based foods.<br />
<br />
Because all animals except wargs can eat meals, [[kibble]], and [[pemmican]], it is possible to feed meat to herbivores or plants to carnivores if it is prepared first.<br />
<br />
== Health ==<br />
Animals have the same set-up as humans when it comes to health, minus the ability to operate on them (except euthanasia)(The option to amputate an infected limb can become available once infection sets in, at least on Thrumbos—assuming other animals as well). They feel pain, and have all of the different health stats that human pawns possess. Animals can become addicted to beer, and they suffer the same negative health alcohol effects as humans. Keep them away from alcohol.<br />
Animals need to have an animal bed (or sleeping spot) in order to be healed.<br />
<br />
Like humans, they have a life expectancy, and are affected by [[Ailments|chronic diseases]]. There is no way to cure them in the base game other than [[Healer mech serum]], which would be incredibly expensive.<br />
<br />
A tamed animal that requires tending will find the nearest animal bed or animal sleeping spot in their [[allowed area]] and rest there until it is either fully healed or dead. Pawns assigned to doctoring will tend its wounds or illnesses and feed it, just as they would do for a humanlike pawn. If all human colonists are absent or unable to care for a sick animal, it can die of starvation even if there is food nearby and it is capable of walking.<br />
<br />
Animals have half the [[Toxic Sensitivity]] of humans by default.<br />
<br />
== Hunting ==<br />
[[File:Hunt.png|42px]]<br />
<br />
Wild animals may be marked for hunting, done by [[Menus#Hunt|hunters]] with ranged weapons, who will proceed to shoot them at maximum range, before executing them with a neck cut when they are downed (except explosive animals). After killing their target, they will haul the carcass to a [[stockpile zone]] even if they are naturally incapable of hauling, but will not start hauling it again if they're interrupted.<br />
<br />
Animals harmed by hunting that were not killed yet may become enraged and if its a pack type, its full horde may turn hostile against the entire colony. If they are non-aggressive animals they usually flee instead.<br />
<br />
Hunting may take longer during bad weather since there's a shooting modifier while it's raining or snowing that makes it more likely for shots to miss.<br />
* Fog (with or without rain): hit chance multiplier is 50%.<br />
* Rain or snow: hit chance multiplier is 80%.<br />
<br />
{{clear|left}}<br />
To mark animals to be hunted use one of the following methods: <br />
*Click Wildlife, Click the first red X to the right of the animal you want to hunt and change it to a green check mark<br />
*Click Orders, Hunt, then click one or more individual animals.<br />
*Click Orders, Hunt, then click and drag a box to surround and select multiple animals.<br />
*Select one or more animals, click Hunt.<br />
<br />
=== Hunting tips ===<br />
<br />
* Animals can be hunted manually instead of just using the hunt order by drafting a colonist and right clicking to fire at animals. This allows the killing of multiple animals in one session, or hunting from close range. Closer range reduces the chance of missing shots or unintended friendly fire, but raises the chance of provoking animal revenge.<br />
<br />
* In the occasion of a full horde revenge, early-stage colonies may easily become overrun, leaving all colonists downed. But down is not out. Eventually, one or more of your colonists may recover. With luck, this miracle may take place at nightfall, when wildlife sleep (except for the most enraged beasts among those), or they have wandered far enough, opening a chance to rescue everybody else. The manhunter status of the horde will disappear overnight.<br />
**[[Defense tactics#Melee blocking|Melee blocking]] could be a valuable tactic to defeat the rampaging animals. In addition to making it easier to defeat the animals even when outnumbered, it also keeps your downed colonists near your base for easy rescue.<br />
<br />
== Life stages ==<br />
Animals all have three different life stages. The age at which they enter the juvenile and adult life stages is determined for each animal separately. Animals may have different graphics for different life stages, or may simply appear smaller. Animals start out as babies and their age is listed as minutes, hours, or months. Some animals have a specific name for this stage (e.g. chick). They then move on to juveniles (teenagers). Eventually, they reach the final life stage, adulthood. In the stages before adulthood, animals have lower stats (body size, health scale, mass, carrying capacity, move speed, hunger rate, meat amount, leather amount, market value) that normalize when they reach adulthood. Animals have different sounds (call, anger, wounded, death) for different life stages. Babies may simply make a higher pitched sound, or have a different sound altogether (such as chicks). Depending on the species, animals will need to reach the juvenile or adult stage before they can reproduce.<br />
<br />
Babies have 40% of the hunger of adults, and juveniles have 75% of the hunger of adults. Babies have 20% of the body size of adults (other than baby birds, which have 10% of the body size), and juveniles have 50% of the body size of adults. This also determines their [[Property:Meat Yield| meat yield]] and [[Property:Leather Yield|leather yield]]. <br />
<br />
<br />
== Needs ==<br />
Animals require food and sleep and will fulfil their needs on their own.<br />
<br />
'''Food:''' Animals will eat any available food according to their diet. Herbivorous animals of the colony can be left to eat grass on their own. Note that animals require different amounts of food compared to humans, as represented by their [[Hunger Rate]].<br />
<br />
'''Rest:''' Animals will sleep as needed. Tamed animals will sleep in [[animal sleeping spot]]s, [[animal sleeping box]]es, or [[animal bed]]s. If none of which are available, the animal will crash out on the ground inside its allowed zone. A tamed animal will not sleep as long as its master is drafted.<br />
<br />
== Animal husbandry ==<br />
<br />
Animals can be tamed and put to use in the colony, providing several benefits.<br />
<br />
=== Taming ===<br />
Wild animals can be tamed by a [[Menus#Handle|animal handler]] with sufficient Animal skill and available food. Tamed animals may be bred, trained, traded, slaughtered, or farmed.<br />
<br />
Wild animals may be marked for taming using the Tame button. <br />
[[File:TameButton.png|52px|left|link=]]{{clear}}<br />
<br />
An [[Menus#Handle|animal handler]] will attempt to tame marked animals using food fitting that animal's diet. The chance to tame an animal depends on the animal's wildness (displayed on the info window) and the handler's 'Tame animal chance' stat. This stat is determined by the colonist's [[Skills#Animals|animals skill]], [[Health#Manipulation|manipulation]], [[Health#Talking|talking]], and [[Health#Hearing|hearing]]. When a handler fails to tame an animal there is a cooldown period before another attempt can be made. There is also a chance it will turn manhunter and start attacking the handler and others. The revenge chance is shown on the Wildlife menu. After a while the handler may drop unused food. Tamed animals will remain in or near the colony or they may be assigned to animal areas to contain them. Setting animal areas is usually necessary to restrict them from eating food not intended for them.<br />
<br />
==== Tame chances ====<br />
Besides the animal handler's own skill, the wildness of the animals also counts.<br />
<br />
Tame chances undergo a post-processing curve.<br />
*An animal with 0% wildness has a x2 taming chance.<br />
*An animal with 50% wildness has normal taming chance.<br />
*An animal with 100% wildness cannot be tamed at all.<br />
<br />
Currently, the hardest to tame animal is the [[Thrumbo]] with a post-processed taming chance of 3%.<br />
<br />
[[List of animals|Animals]] with 0% wildness remain tame forever. An animal with a wildness above 0% (shown on the wildlife tab) needs to have maintenance training in Tameness. If it loses all Tameness it will go back to being wild. <br />
<br />
==== Minimum skill ====<br />
Some animals require a minimum skill before they can be handled. The game will prompt the player if no colonist has enough skill to handle the animal. In this case a colonist has only 1 point as an utter beginner and has learning ability, the easiest...<br />
<br />
* Animals that require no points (zero) to tame are: Alpaca, Cat, Chicken, Cow, Dromedary, Husky, Labrador retriever, Pig and Yorkshire terrier.<br />
<br />
An animal's handling skill requirement is calculated as follows:<br />
<br />
'''Skill = 9 * (wildness - 0.3) / 0.7'''<br />
<br />
So animals with a wildness of 30% or less won't require any handling skill whatsoever.<br />
<br />
=== Starting pets ===<br />
<br />
For most [[Scenario system|scenarios]], new colonies will include a random pet that is already tamed. These pets will have a random name and have a chance to be bonded with a pawn. The animals available are determined by the handling skills of the starting pawn(s), as the game will not provide a pet that cannot be handled by the colony. This rule is broken when all colonists have animal handling disabled, as the game will still provide animals that require periodic taming.<br />
<br />
The chance of getting an animal is influenced by the "petness" stat, with a higher value resulting in a higher chance. The selection of animals also influences the chances, as a Husky has a 26% chance of being selected with the highest handling skill at 0, while at level 8+ the chance is only 12%. Hares, snowhares, capybaras and cobras are all under 1% chance due to the petness being so low and the animal handling being so high.<br />
<br />
{|class="wikitable sortable" style="text-align: center;"<br />
|+ '''Animals that can be starting pets'''<br />
! Animal !! Handling skill required !! Petness !! Chance (with 8+ handling)<br />
|-<br />
| [[Yorkshire terrier]] || 0 || 1 || 12.06%<br />
|-<br />
| [[Husky]] || 0 || 1 || 12.06%<br />
|-<br />
| [[Labrador retriever]] || 0 || 1 || 12.06%<br />
|-<br />
| [[Donkey]] || 0 || 0.6 || 7.24%<br />
|-<br />
| [[Yak]] || 0 || 0.3 || 3.62%<br />
|-<br />
| [[Cat]] || 1 || 1 || 12.06%<br />
|-<br />
| [[Horse]] || 4 || 0.6 || 7.24%<br />
|-<br />
| [[Iguana]] || 4 || 0.15 || 1.81%<br />
|-<br />
| [[Rat]] || 4 || 0.15 || 1.81%<br />
|-<br />
| [[Monkey]] || 5 || 0.5 || 6.03%<br />
|-<br />
| [[Warg]] || 5 || 0.5 || 6.03%<br />
|-<br />
| [[Guinea pig]] || 5 || 0.3 || 3.62%<br />
|-<br />
| [[Chinchilla]] || 5 || 0.2 || 2.41%<br />
|-<br />
| [[Boomrat]] || 7 || 0.2 || 2.41%<br />
|-<br />
| [[Fennec fox]] || 7 || 0.1 || 1.21%<br />
|-<br />
| [[Red fox]] || 7 || 0.1 || 1.21%<br />
|-<br />
| [[Arctic fox]] || 7 || 0.1 || 1.21%<br />
|-<br />
| [[Hare]] || 7 || 0.08 || 0.97%<br />
|-<br />
| [[Snowhare]] || 7 || 0.08 || 0.97%<br />
|-<br />
| [[Capybara]] || 7 || 0.08 || 0.97%<br />
|-<br />
| [[Cobra]] || 7 || 0.05 || 0.60%<br />
|-<br />
| [[Timber wolf]] || 8 || 0.1 || 1.21%<br />
|-<br />
| [[Arctic wolf]] || 8 || 0.1 || 1.21%<br />
|}<br />
<br />
=== Bonding ===<br />
<br />
Animals may also form bonds with their handlers, or doctors.<br />
<br />
*When an animal has its wounds tended by a colonist, there is a constant 0.4% chance of the animal will bond with the colonist, regardless of Animals skill. If the animal is wild, the animal will instantly self-tame, disregarding wildness.<br />
*When tamed, an animal also has a 1% chance to bond with the tamer.<br />
<br />
Bonded animals will provide a constant mood buff to their masters if bonded. They will also be easier to train (5x multiplier on chance). <br />
<br />
On the death of the pawn an animal is bonded with, it can go into one of two animal mental breaks; [[Mental break#Manhunter|manhunter]], in which it will attack all nearby entities, and [[Mental break#Confusion|confusion]], in which it will wander around, uncontrollable, similar to dazed humans.<br />
<br />
=== Interaction ===<br />
Tamed animals can be trained by colonists. With Guard trained, they will follow their master around if designated to do so.<br />
<br />
Some animals can be milked or sheared, which will be handled if necessary. Only adult animals can be milked.<br />
<br />
Occasionally, animals can nuzzle colonists, giving the colonist a mood buff. Animals can nuzzle anyone regardless of handling skill.<br />
<br />
When injured, they will go to animal sleeping spots/ beds for rest and treatment.<br />
<br />
=== Naming ===<br />
Newly tamed animals get numerical designations so you can tell them apart (“Muffalo 1”, “Muffalo 2”, etc.). The game names certain animals when tamed or bought. Others are named when they form a bond with a colonist Names can be changed by the player from the "Training" Tab.<br />
<br />
Animals without a pet name may have a gender-specific name (i.e. hen, rooster, buck, doe), or a lifestage-specific name (piglet, warg puppy), or even a gender/lifestage-specific name (cockerel).<br />
<br />
Names of tamed animals are not shown on the map unless the option is turned on. See Menu, Options, 'Show animal names'.<br />
<br />
It is possible for animals which have been lost or sold to reappear later as part of a wild herd. This will only happen with animals which occur naturally on your colony's biome. They will still have the name you gave them (including automatic names like "Muffalo 2"), but will need to be tamed and trained again.<br />
<br />
=== Training ===<br />
Tamed animals may be trained depending on their trainable intelligence. Click the animal's training tab to specify training and view progress.<br />
<br />
The stats of the training pawn, including Animals skill or [[Global Work Speed]], have no effect on how fast each training session is completed. Instead, increased skill improves a pawn's [[Train Animal Chance]], resulting in the animal requiring fewer training attempts in the first place. <br />
<br />
Once Guard is trained, they can be assigned a master which they will follow. You can configure when the animals will follow their master, by toggling whether or not the animal will follow while doing field work (hunting/taming), or while drafted.<br />
<br />
Many skills require multiple steps to fully train.<br />
<br />
After a training attempt on a tamed animal, there is a 6 in-game hour waiting period before that same animal can be trained again.<br />
<br />
Since Beta 19 skills now decay over time. The speed at which skills decay is dependent on wildness of the animal. For most animals their wildness is high enough such that their tameness decrease over time, such that they will eventually return to the wild if not maintained. For this reason, if you do not have enough skilled animal handlers to keep an animal's skills fresh, it is best to sell or slaughter it before it loses tameness.<br />
<br />
[[File:Obedience.png|link=]] '''Guard:''' (Training intelligence required: Simple, Steps: 3)<br />
: An animal trained in guard will follow its master and attack nearby aggressors. An animal's master is listed on the Training tab and on the Animals menu. Multiple animals may be assigned to a single master. Note that assigning an animal to the pawn it is bonded with will give that pawn a permanent +5 moodlet, and if a bonded animal is ''not'' assigned to its bonded pawn, that pawn gets a permanent -3 moodlet. Mood effects stack with multiple bonded animals, and one pawn can have both the positive and negative moodlets from two bonded animals.<br />
<br />
[[File:Release.png|link=]] '''Attack:''' (Training intelligence required: Intermediate, Steps: 5)<br />
: Using the 'attack' command, animals may leave their master's immediate area to attack enemies. When the 'release animals' command is turned off, animals will guard their master and only attack enemies nearby. <br />
<br />
[[File:Rescue.png|link=]] '''Rescue:''' (Training intelligence required: Advanced, Steps: 2)<br />
: Animals trained in rescue will rescue its master as well as nearby colonists. Only species of sufficient size can rescue.<br />
<br />
[[File:Haul_animal.png|link=]] '''Haul:''' (Training intelligence required: Advanced, Steps: 7)<br />
: Animals trained in hauling will haul just as colonists do, although each species has a specific carrying capacity according to its size. Only species of sufficient size can haul, but the size required is less than it is for rescuing, meaning some animals can haul items but cannot rescue. Animals will perform hauling intermittently.<br />
<br />
=== Combat ===<br />
Once Guard is trained, animals will gather around their master upon drafting, and will attack nearby threats, or (unintentionally) block ranged attacks for their master.<br />
<br>This is configurable and can be disabled by disabling follow during drafted.<br />
<br />
With Attack trained, animals can be released to attack threats from a distance. Even colonists incapable of Violence can send their assigned animals into battle.<br />
<br />
Animals can be downed during combat, and can be rescued by colonists or other animals capable of Rescue.<br />
<br />
=== Products ===<br />
Certain tame animals produce milk, wool, or eggs. Shearing sometimes fails, indicated with a brief "product wasted" message.<br />
<br />
==== [[Eggs]] ====<br />
[[File:Eggs.png|32px|left|link=Eggs]]<br />
{| {{STDT| sortable c_08 text-center}}<br />
! Animal !! Eggs Per Clutch Average !! Egg Laying Interval !! Eggs Per Season Average !! Can Lay Unfertilized Eggs<br />
|-<br />
{{#ask: [[Concept:Production Animals]] [[Egg Laying Interval::+]]<br />
| ?Eggs Per Clutch Average<br />
| ?Egg Laying Interval<br />
| ?Eggs Per Season Average<br />
| ?Can Lay Unfertilized Eggs<br />
| format = template<br />
| template = Animals/EggProductsRow<br />
| link = subject}}<br />
|}<br />
<br />
==== [[Milk]] ====<br />
[[File:Milk.png|32px|left|link=Milk]]<br />
{| {{STDT| sortable c_08 text-center}}<br />
! Animal !! Milk Amount !! Milking Interval !! Daily Milk Average<br />
|-<br />
{{#ask: [[Concept:Production Animals]] [[Milk Amount::+]]<br />
| ?Milk Amount<br />
| ?Milking Interval Days<br />
| ?Daily Milk Average<br />
| format = template<br />
| template = Animals/ProductsRow<br />
| link = subject}}<br />
|}<br />
<br />
==== [[Wool]] ====<br />
[[File:Wool.png|32px|left|link=Wool]]<br />
{| {{STDT| sortable c_08 text-center}}<br />
! Animal !! Wool Amount !! Shearing Interval !! Daily Wool Average<br />
|-<br />
{{#ask: [[Concept:Production Animals]] [[Wool Amount::+]]<br />
| ?Wool Amount<br />
| ?Shearing Interval Days<br />
| ?Daily Wool Average<br />
| format = template<br />
| template = Animals/ProductsRow<br />
| link = subject}}<br />
|}<br />
<br />
=== Slaughtering ===<br />
<br />
Tamed animals may be slaughtered selecting the animal and clicking the Slaughter button, or by using the Slaughter tool from the Orders menu. An animal marked in this way will be slaughtered by an animal handler. The handler need not be equipped with a weapon. You can also set up an auto-slaughter order in the animals tab, configurable to limit the amount of male, female, and pregnant animals in a pen.<br />
<br />
Animals killed through means other than slaughtering (hunting, combat, etc) suffer a 66% multiplier to [[Meat Amount]].<br />
<br />
If you try to slaughter a bonded animal, the game will warn you about it due to the mood impact this has on the animal's master.<br />
[[File:SlaughterButton.png|52px|left|link=]]{{clear|left}}<br />
<br />
=== Caravans ===<br />
{{see also|Pack animal}}<br />
{| class="wikitable sortable"<br />
|-<br />
! '''Animal'''<br />
! [[Property:Carrying Capacity|Pack Capacity]]<br />
! [[Property:Mass - Adult|Mass]]<br />
! [[Property:Riding Speed|Riding Speed]]<br />
|-{{Animal Caravan Row|Alpaca}}<br />
|-{{Animal Caravan Row|Bison}}<br />
|-{{Animal Caravan Row|Donkey}}<br />
|-{{Animal Caravan Row|Dromedary}}<br />
|-{{Animal Caravan Row|Elephant}}<br />
|-{{Animal Caravan Row|Horse}}<br />
|-{{Animal Caravan Row|Muffalo}}<br />
|-{{Animal Caravan Row|Thrumbo}}<br />
|-{{Animal Caravan Row|Yak}}<br />
|}<br />
These animals can can graze meaning they don't usually require food during a [[caravan]]. When carrying items in their inventory, they will appear to have packs on, which disappear when unloaded.<br />
<br />
=== Release to Wild ===<br />
Unwanted animals can be released to the wild using a command next to the slaughter button. Releasing bonded animals also causes a mood debuff to master of the animal.<br />
<br />
=== Social ===<br />
Each animal has a Social tab that lists that animal's bonds and relations. Clicking an entry jumps to that bond's counterpart. Bonded humans have a persistent mood bonus, unless they have the psychopath trait, while set as that animal's master. Animals do not have such thoughts or bonuses.<br />
<br />
Occasionally, tame animals will nuzzle your colonists. More pet-like animals such as Yorkshire Terriers and Cats will nuzzle often, whereas wilder animals such as Timber Wolves and Grizzly Bears can still nuzzle colonists, but rarely do so. Animals can nuzzle patients in bed. A colonist who is nuzzled receives a +4 mood buff for 1 day.<br />
<br />
=== Trade goods ===<br />
<br />
Tamed animals may be sold to [[trade]]rs. Animals purchased from traders will be already tamed. Bulk goods traders offer pets and farm animals while exotic goods traders carry most of the wild species. Traders offering animals will attempt to at least carry a breeding pair of a core farm animal.<br />
<br />
=== Raising animals ===<br />
==== Feeding animals ====<br />
The simplest way to feed non-strictly-carnivorous animals is to create a large [[Pens|pen]] where animals can graze on the wild grass and brambles. The [[pen marker]] will show the number of animals the wild plants can sustain (measured in [[cow]]s, [[goat]]s, and [[chicken]]s. When the weather is too cold or too hot though, plants grow slower or even stop growing. Furthermore, plants become totally inedible when the temperature drops below {{Temperature|-10}}, because they all are considered leafless, grass as well as trees. This unrealistic mechanic is not explained in-game, and is quite puzzling to unaware players. It looks like animals starve on top of good-looking grass. See [[Plants#Temperature]] for more info.<br />
<br />
{| class="wikitable sortable"<br />
|-<br />
! rowspan=2 | Animal<br />
! rowspan=2 | Diet<br />
! rowspan=2 data-sort-type=number | Tameness Decay Interval<br />
! rowspan=2 | Produces<br />
! rowspan=2 data-sort-type=number | Produce per day<br />
! rowspan=2 data-sort-type=number| Produced Nutrition per day<br />
! colspan=3 | Baby Slaughter<br />
! colspan=3 | Adult Slaughter<br />
|-<br />
! <abbr title="Units of nutrition of meat produced per female per day when babies are slaughtered">Meat Per Day</abbr><br />
! <abbr title="Units of nutrition consumed by a single adult per day">Consumption Per Day</abbr><br />
! <abbr title="(Milk + Meat)/Consumption">Overall Efficiency</abbr><br />
! <abbr title="Units of nutrition of meat produced per female per day when adults are slaughtered">Meat Per Day</abbr><br />
! <abbr title="Units of nutrition consumed per female per day, including the offspring's consumption up to adulthood>Consumption Per Day</abbr><br />
! <abbr title="(Milk + Meat)/Consumption">Overall Efficiency</abbr><br />
|- {{Animal Rearing Row|Alpaca}} <br />
|- {{Animal Rearing Row|Alphabeaver}} <br />
|- {{Animal Rearing Row|Arctic fox}} <br />
|- {{Animal Rearing Row|Arctic wolf}} <br />
|- {{Animal Rearing Row|Bison}} <br />
|- {{Animal Rearing Row|Boomalope}} <br />
|- {{Animal Rearing Row|Boomrat}} <br />
|- {{Animal Rearing Row|Capybara}} <br />
|- {{Animal Rearing Row|Caribou}} <br />
|- {{Animal Rearing Row|Cassowary}} <br />
|- {{Animal Rearing Row|Cat}} <br />
|- {{Animal Rearing Row|Chicken}} <br />
|- {{Animal Rearing Row|Chinchilla}} <br />
|- {{Animal Rearing Row|Cobra}} <br />
|- {{Animal Rearing Row|Cougar}} <br />
|- {{Animal Rearing Row|Cow}} <br />
|- {{Animal Rearing Row|Deer}} <br />
|- {{Animal Rearing Row|Donkey}} <br />
|- {{Animal Rearing Row|Dromedary}} <br />
|- {{Animal Rearing Row|Duck}} <br />
|- {{Animal Rearing Row|Elephant}} <br />
|- {{Animal Rearing Row|Elk}} <br />
|- {{Animal Rearing Row|Emu}} <br />
|- {{Animal Rearing Row|Fennec fox}} <br />
|- {{Animal Rearing Row|Gazelle}} <br />
|- {{Animal Rearing Row|Goat}} <br />
|- {{Animal Rearing Row|Goose}} <br />
|- {{Animal Rearing Row|Grizzly bear}} <br />
|- {{Animal Rearing Row|Guinea pig}} <br />
|- {{Animal Rearing Row|Hare}} <br />
|- {{Animal Rearing Row|Horse}} <br />
|- {{Animal Rearing Row|Husky}} <br />
|- {{Animal Rearing Row|Ibex}} <br />
|- {{Animal Rearing Row|Iguana}} <br />
|- {{Animal Rearing Row|Labrador retriever}} <br />
|- {{Animal Rearing Row|Lynx}} <br />
|- {{Animal Rearing Row|Megascarab}} <br />
|- {{Animal Rearing Row|Megaspider}} <br />
|- {{Animal Rearing Row|Megasloth}} <br />
|- {{Animal Rearing Row|Monkey}} <br />
|- {{Animal Rearing Row|Muffalo}} <br />
|- {{Animal Rearing Row|Ostrich}} <br />
|- {{Animal Rearing Row|Panther}} <br />
|- {{Animal Rearing Row|Pig}} <br />
|- {{Animal Rearing Row|Polar bear}} <br />
|- {{Animal Rearing Row|Raccoon}} <br />
|- {{Animal Rearing Row|Rat}} <br />
|- {{Animal Rearing Row|Red fox}} <br />
|- {{Animal Rearing Row|Rhinoceros}} <br />
|- {{Animal Rearing Row|Sheep}} <br />
|- {{Animal Rearing Row|Snowhare}} <br />
|- {{Animal Rearing Row|Spelopede}} <br />
|- {{Animal Rearing Row|Squirrel}} <br />
|- {{Animal Rearing Row|Thrumbo}} <br />
|- {{Animal Rearing Row|Timber wolf}} <br />
|- {{Animal Rearing Row|Tortoise}} <br />
|- {{Animal Rearing Row|Turkey}} <br />
|- {{Animal Rearing Row|Warg}} <br />
|- {{Animal Rearing Row|Wild boar}} <br />
|- {{Animal Rearing Row|Yak}} <br />
|- {{Animal Rearing Row|Yorkshire terrier}}<br />
|}<br />
<br />
==== Growing haygrass ====<br />
While the land can sustain a sizable population of animals grazing on it, it doesn't have an infinite supply and can still be depleted. Winter can also stop grass growth, leaving nothing for your grazing animals to eat. <br />
<br />
If you need to raise a lot of animals, e.g. an exponentially growing flock of [[chicken]]s, you will need to grow haygrass to sustain them all. You also need to have a stock of haygrass to keep animals fed through the winter.<br />
<br />
Haygrass gives a total of 0.9 nutrition (18 units of [[hay]]) when fully grown and harvested, compared to 0.5 of grass. However, you have to keep your hungry animals from getting to it otherwise they'll only get a max of 0.2 nutrition from eating the plant.<br />
<br />
==== Making kibble ====<br />
[[Kibble]] is a kind of animal feed made with both plant and animal sources. It can be made using haygrass and any kind of meat, including human or insect meat. Producing kibble at a [[butcher table]] costs 1 nutrition of vegetables or hay and 1 nutrition of meat or animal products, and produces 2.5 nutrition of kibble. <br />
<br />
All animals except [[warg]]s can eat it, so it makes a good way to feed your animals using mixed sources of nutrition, including those that animals won't normally eat. Kibble also lasts forever under a roof so you can store it and use it to feed animals when in need, such as in winter when there is nothing to eat.<br />
<br />
When you feed a population of herbivorous or omnivorous animals kibble made from their own meat or milk, the formula for their nutrition efficiency can be calculated as:<br />
<br />
{{math|''nutritionEfficiency(kibble)'' {{=}} 2.5&times;''nutritionEfficiency(raw vegetables)'' - 1}}<br />
If effect, this means that for any animal population that has a nutrition efficiency of at least 0.667, it is more efficient to feed them kibble rather than hay. It is worth noting, however, that this will increase the amount of butchering and cooking labour needed to support the higher animal population required.<br />
<br />
==== Pens ====<br />
{{main|pens}}<br />
Pens are areas which farm animals are assigned to. These [[pen animals]] will be passive, meaning that hostiles will not attack these animals, and vice versa. Tamed pen animals must be put in a pen, or they will occasionally attempt to leave the map, meaning they disappear forever. Colonists will automatically rope roaming farm animals and place them in the pen. The borders of pens can be marked with: solid [[wall]]s, [[door]]s, [[fence]]s, [[fence gate]]s, and [[animal flap]]s. To mark an enclosed area as a pen, place a pen marker inside. The pen marker allows you to configure auto-slaughter orders and also tells you the amount of animals that can be sustained in a pen with wild plants, measured in [[cow]]s, [[goat]]s, and [[chicken]]s. An attached, roofed, and heated/cooled coop can be built with an [[animal flap]] as a door instead of a regular [[door]] for animals to stay warm or cool down during extreme temperatures.<br />
<br />
==== Corpse freezer ====<br />
<br />
In typical RimWorlder fashion, you can use a freezer to preserve the corpses of raiders (or dead colonists if you're desperate) so you can feed omnivorous and carnivorous animals. This allows you to make use of corpses while avoiding heavy mood penalties from butchering humans or eating their flesh.<br />
<br />
==== Pet care ====<br />
<br />
Tamed animals that have a social bond to a person will affect the master's mood positively while living and negatively if killed (-8 for 20 days). This bond will either improve resistance against mental breaks or cause them. Because of the effect they cause on feelings, these creatures should be given special treatment, or any animal worth keeping alive.<br />
<br />
These are a few tips to keep them safe:<br />
<br />
* Keep them indoors by creating a new animal zone within a room. <br />
* Keep them at the Home area after building a base wall.<br />
* Prey pets should not be left wandering around in unrestricted area.<br />
* Hunt their predators to prevent surprise attacks (or just wall the base in to prevent predators from coming in).<br />
* Patrol your perimeter by zooming your view out to a larger scale but not to full, just enough to spot their sleeping animation of flying ZZZs while they rest at night. Sweeping your surroundings once every night shall keep you aware of threat presence.<br />
<br />
Note: The first three of these tips only apply to pet animals. Farm animals are passive while in pens, though if the pen is built with [[fence]]s, predators can still pass through.<br />
<references/><br />
<br />
== Version history ==<br />
* [[Version/0.12.906|0.12.906]] - Animals can now be tamed and trained. nimals now sleep. Animals can be pregnant and give birth. Animals can be named when tamed or when nuzzling. Animals produce animal filth. Animals have “life stages” related to their ages. Eggs, Milk and Wool production added. Nuzzling added. Animals have life expectancies.<br />
* [[Version/0.12.910|0.12.910]] - Rebalanced animal hunger rate and animal hauling.<br />
* [[Version/0.13.1135|0.13.1135]] - Added new animals, some of which will hunt people. Some animals are now predators, including colony pets (e.g. cats catch squirrels). Animals can gnaw corpses apart directly now. Animal bonding added.<br />
* [[Version/1.2.2719|1.2.2719]] - Removed naming animals through nuzzling. Animals only get names by bonding, or if given names by the player (so you can implicitly tell which animals are bonded by seeing which have names).<br />
* [[Version/1.3.3066|1.3.3066]] - Major overhaul to animals: added multiple animal-related buildings, added pens, decreased trainability of [[boomalope]] to none, added sterilization, added release to wild.<br />
{{nav|animal}}<br />
[[Category:Animals]]</div>YokoZarhttps://rimworldwiki.com/index.php?title=Topic:Whceey5phg3gi171&topic_postId=whceey5phk1iq559&topic_revId=whceey5phk1iq559&action=single-viewTopic:Whceey5phg3gi1712021-09-27T11:32:16Z<span class="plainlinks"><a href="/index.php?title=User:YokoZar&action=edit&redlink=1" class="new mw-userlink" title="User:YokoZar (page does not exist)"><bdi>YokoZar</bdi></a> <span class="mw-usertoollinks">(<a href="/wiki/User_talk:YokoZar" class="mw-usertoollinks-talk" title="User talk:YokoZar">talk</a> | <a href="/wiki/Special:Contributions/YokoZar" class="mw-usertoollinks-contribs" title="Special:Contributions/YokoZar">contribs</a>)</span> <a rel="nofollow" class="external text" href="https://rimworldwiki.com/index.php?title=Topic:Whceey5phg3gi171&topic_showPostId=whceey5phk1iq559#flow-post-whceey5phk1iq559">commented</a> on "Animal efficiency" (<em>I love the animal efficiency stuff you've been doing! Does your animal efficiency analysis factor in the 50% bonus meat from slaughtering...</em>)</span>YokoZarhttps://rimworldwiki.com/index.php?title=Endings&diff=93230Endings2021-09-26T09:33:53Z<p>YokoZar: /* Awaking the Archonexus */ More about the reset</p>
<hr />
<div><!--{{TOCright}}--><br />
{{spoiler}}<br />
While RimWorld can be played for several hours or indefinitely, the game can come to an end in a few different ways, two of which ends your current game permanently.<br />
<p>''For endgame tips, see [[Advanced_Endgame_Guide#Ending_the_game|Advanced Endgame Guide - Ending the game]].''</p><br />
<br />
== Temporary Ending ==<br />
{{Quote|Everyone is dead or gone. This story is over. Perhaps someone else will find a use for the ruins of this place. - Popup text when there are no controllable colonist left in all visible map.}}<br />
These endings will not end the game permanently, but instead can go on even when there are no colonist left to control if you chose 'Keep Playing' instead of exiting to main menu. Anytime if the 'wanderer joins' or 'refugee chased' events trigger, you can resume playing.<br />
<br />
=== Colony End ===<br />
If and when the final [[colonist]] is lost (dead, kidnapped or left the planet), the game will present a message that everyone is dead or gone. If you continue playing, there is very little to do, but time continues to pass and events still trigger. <br />
<br />
=== Ship Launch ===<br />
{{Quote|You've launched the ship! Your AI will now try to guide the ship to a safe place. It might find a prosperous planet for you in this system, Or, it may undertake a centuries-long journey to another star. It might even decide to hide under ice on an asteroid for a few thousand years, waiting for someone to build a new glitterworld there. '''You'll find out when you wake up.''|Endgame text for Ship Launch on new ship or from Journey Offer}}<br />
<br />
If a [[ship|spaceship]] is constructed you can load some or all of the colonists into the [[ship cryptosleep casket]]s to depart the planet.<br />
<p> To launch the ship, select the [[ship computer core]] and click the 'Launch ship' button. Starting up the ship takes 15 days, during which your colony will be attacked frequently. Any colonists not on the ship will be left behind. Once you confirm the launch, you hear the roar of rocket engines as the screen fades to white. The credits roll as the ending theme song plays. The credits will list colonists who died to commemorate them.</p><br />
<br />
=== Journey Offer ===<br />
After a short time the game will present a message that a friendly AI has offered you passage on his spaceship. The location is marked on the world map by a purple flag (or circle when zoomed in) and will be a considerable distance away. You can send colonists there by [[caravan]] or land in by [[transport pod]], but the long journey will take many legs. <br />
<br />
<gallery widths="400px" heights="400px" class="center" mode="nolines"><br />
File:Charlon Whitestone.png|'''Charlon Whitestone friendly AI'''<br />
File:Journey destination.png|'''Journey destination'''<br />
</gallery><br />
<br />
Launching the friendly ship is much the same as launching a colony ship.<br />
<br />
To launch the ship, select the group of colonists at the journey destination and click the 'Take off' button. Any colonists not with the ship will be left behind. Once you confirm the launch, you hear the roar of rocket engines as the screen fades to white. The credits roll as the ending theme song plays.<br />
<br />
=== Leave with the Stellarch ===<br />
{{Royalty|No category}}<br />
{{Quote|You've escaped on the Imperial shuttle! The high stellarch will now welcome you into the Imperial flotilla as an honored noble party. You might stay in the Imperial court and jockey for political power. Perhaps you'll avoid the drama and focus on enjoying ultratech luxuries. Or, you might even buy a ship and set a course for your long-lost home. '''The choice is up to you. '''|Endgame text after the shuttle containing the Stellarch departs with at least one colonist from the colony inside.}}<br />
<br />
An alternative game ending with the [[Royalty DLC]], it gives you the quest "Royal Ascent" in which you must have the Stellarch himself visit your colony together with 4 of his personal guards and you must house them for 12 days. You need to have a Count or Countess as well as having enough throne & Bedrooms for your nobility that meets their standards as well as an extra for the Stellarch himself. While the Stellarch is visiting you must keep him safe from harm and keep his mood above 25%.<br />
<br />
== Permanent Ending ==<br />
These endings '''will end the game permanently'''. You can still continue from your last saves if you had saved one.<br />
<br />
=== Planetkiller ===<br />
{{Quote|At near-lightspeed, the planetkiller weapon slammed into the ground with the force of a trillion hydrogen bombs. Like a water balloon shot with a rifle, this world liquified under the impact and sprayed its molten guts across the cosmos. Part of AI Tania is now a small asteroid belt. The rest is a molten, radioactive hellscape, constantly rippling with kilometers-high planetquakes. '''You did not survive.'''|Popup text after the planetkiller weapon drops into the planet.}}<br />
{{See also|Events#Planetkiller{{!}}Planetkiller}}<br />
If "Planetkiller" is enabled at the scenario, there is a warning timer at the bottom right. Once the timer hits, the entire map will fade to white with the weapon obliterating the rimworld planet, and a message will be shown on your screen to state you didn't survive the impact, only allowing you to return to main menu as it permanently ends your game, regardless whether or not your colonist has escaped.<br />
<br />
=== Awaking the Archonexus ===<br />
{{Ideology|No category}}<br />
{{Quote|You've invoked the archonexus core. The world fills with a blinding light and time seems to slow...<br />
The machine god has noticed you. Nobody can predict what happens next. It may destroy you, or communicate with you directly, or transport your consciousness to another plane of reality. You sense a vast, inhuman structure of infinite fractal complexity flowing into your mind. '''Time and scale begin to dissolve. Its terrifying. Its beautiful...'''|Endgame text after invoking the Archonexus core.}}<br />
<br />
An alternative game ending with the [[Ideology DLC]], it gives you the progressive quest "The archonexus", which functions as a sort of New Game+ mode.<br />
<br />
For the first phase of the quest, you must ally with a particular faction and then give them your colony with at least $350k worth of wealth. You can select up to 5 colonists, 5 animals, 2 relics, and 5 noncombat items to take with you. Each such item has a specifically defined max stack size you can take (eg 20 [[herbal medicine]], 40 [[packaged survival meal]]s). You will then choose a location on the same world map to start a new colony, and are offered a chance to change your ideoligion - all 5 colonists will become members of it. Note that changing ideoligions may render previous relics worthless, unless you later obtain members of your old ideoligion. Colonists will keep the gear they were carrying. Any research not unlocked as part of the [[Scenario system#Crashlanded|"Classic Start"]] will be reset. Existing pawns and animals still exist within the game state, and may show up again as visitors or raiders. Faction relations are reset, however honor and [[title]]s {{RoyaltyIcon}} are retained.<br />
<br />
For the second phase of the quest, you will need to get a colonist to decipher at one of the nearest archotech structure, then again sell a colony worth $350k in wealth.<br />
<br />
After the third map fragment is obtained, the location to the archo nexus will be found. While it is guarded by mechanoids, they can be dispatched off quickly and all colonist can be sent over to activate the archo nexus. The game will end permanently upon activation of the nexus, and after exiting the credits screen, you will be greeted back to the main menu.<br />
<br />
Oddly, the starting endgame text and how the colonist "escapes" is different from the other 2 ending.<br />
<br />
[[Category:Game mechanics]]</div>YokoZarhttps://rimworldwiki.com/index.php?title=Animals&diff=93225Animals2021-09-25T23:46:55Z<p>YokoZar: /* Eggs */ ducks and geese lay unfertilized</p>
<hr />
<div><!--Top Nav Box--><br />
{| align=center<br />
| {{Characters_Nav}}<br />
|}<br />
----<br />
<!-- End of Nav --><br />
{{TOCright}}<br />
<onlyinclude><br />
{{for|the skill of the same name|Skills#Animals{{!}}Skills}}<br />
{{for|a complete search|List of animals|}}<br />
<br />
<br />
Wild animals occasionally spawn on the map according to the [[biomes|biome]] and from random events. These wild animals and tamed animals will wander and graze on vegetation, including player-grown plants, regardless of type. Growing [[Resources#Raw food|food]] outdoors can sometimes attract animals to your base perimeter. Animals are an important source of [[food]] by the meat they provide once [[Orders#Hunt|hunted]] and [[butcher table|butchered]].<br />
<br />
Raiders will target tamed animals as often as colonists.<br />
<br />
Animal trainers receive 90 XP per training or taming attempt. When animals nuzzle a colonist, it counts as a social interaction and is logged in the social tab of both the colonist and animal. <br />
<br />
</onlyinclude><br />
<br />
== Animals tab ==<br />
The Animals tab is in the menu bar at the bottom of the screen. The default hotkey is {{key|F4}}.<br />
* The Animals tab lists all the colony animals. Clicking an animal name will center the map to that animal. <br />
* A button lists the animal's master, if it has one. Click the button to assign a new master.<br />
* [[Zone/Area#Allowed area|Allowed areas]] are also listed here including Unrestricted, [[Home area]], and animal areas. Each animal stays in its assigned area unless its master is drafted. <br />
** Farm animals and some pack animals cannot be assigned zones, and are instead controlled by pawns with roping and pen settings.<br />
* The <tt>[Manage areas...]</tt> button at the top of the tab opens a window to edit allowed areas.<br />
<br />
{{asof|A14}} several features have been added to the Animals tab:<br />
* Gender and life stage informational columns<br />
* A "Slaughter" checkbox column to allow easy slaughtering of multiple tamed animals at once<br />
* Checkbox columns for each trainable skill to allow easy training of many animals<br />
<br />
== Appearance ==<br />
Most animals appear to have no limbs, just as colonists do.<br />
<br />
Some animals have different appearances between males and females.<br />
<br />
== Behavior ==<br />
*'''Wandering:''' Animals will wander the area when they have nothing else to do, e.g. eating or hunting. When wandering, some species of animals will tend to stay together in a herd. Others will spread out alone across the map.<br />
*'''Roaming:''' Tame farm animals will occasionally attempt to leave the map if not in a pen or if a door is obstructed, with its frequency determined by the animal's roam interval [[stat]].<br />
*'''Filth:''' While walking on constructed floors they can leave animal filth. The rate of producing filth is proportional to body size and wildness. Farm animals tend to produce massive amounts of filth. This can be mitigated by the [[straw matting]] floor type, reducing filth by 95%.<br />
*'''Forbidden food:''' Hungry tame animals will eat forbidden food and non-farm animals may even leave their allowed area to eat food. <br />
<br />
=== Mating ===<br />
Occasionally tamed males will approach a tamed female of the same species to initiate mating. The female will stand there, allowing males to mate with her. Afterwards the female can get pregnant.<br><br />
More than one male can mate with the same female at once.<br />
<br />
Wild animals do not mate.<br />
<br />
Incest has no effect on animal health.<br />
<br />
=== Fleeing ===<br />
Passive animals will mostly flee when harmed. They will not flee if they are engaging in combat with an adversary. <br><br />
More aggressive animals have a chance to revenge and turn and attack instead of fleeing.<br />
Be aware that packs of animals may seek revenge together, quickly overpowering a single colonist.<br />
<br />
If a member of a herd is harmed or killed, the rest of the herd will flee as well, scattering around.<br />
<br />
=== Aggression ===<br />
<br />
Sometimes a single animal may go mad, or every animal of the same species be driven mad by a psychic wave, and attack any humans not behind closed doors. <br />
<br />
If injured by a colonist or tamed pet, certain species of animals will become maddened into a manhunter state and will relentlessly seek out humans to attack. Sometimes nearby animals of the same species will be simultaneously enraged. Unless otherwise neutralized, a maddened animal will eventually return to a normal mood after sleeping. Animals in manhunter state will attack doors if colonists try to go in and out of them.<br />
<br />
Manhunter chances are listed in the Wildlife tab of the map screen with a red lightning bolt next to their name, and also on the Info tab of each individual animal's information window.<br />
<br />
[[File:Manhunter due to pet hunting.png|400px]]<br />
<br />
=== Predation ===<br />
Most carnivores are predators. When hungry, a predator will prefer an easy meal. They'll first go for meals or food types within their diet. They may go for a downed or dead animal or a human corpse. But when a hungry predator has no other food nearby, they will hunt, kill and consume almost any animal smaller than them, including your tamed animals or even your colonists. This can especially be a problem on maps with little wildlife, like on [[Biomes#Ice sheet|Ice sheets]] when a polar bear wanders in. Still, predators tend to choose more vulnerable and weaker animals, and wisely avoid boomrats and boomalopes. Their attacks usually stun their prey, leaving them unable to fight back or flee. A predator will focus all their attacks on their downed prey, so if they do down your colonists or livestock and you have a colonist nearby, then direct them to Rescue that downed pawn. It could mean the difference between life and death.<br />
<br />
Predators include the {{#ask: [[Category:Animals]] [[Is Predator::true]]}}.<br />
<br />
If you successfully hide all colonists and tamed animals away from a predator's reach, it will hunt any other available wildlife.<br />
<br />
It is not possible to view the Needs tab of a wild animal, so you may have to deduce whether or not a predator is hungry based on its behavior. They sometimes remain near the area where they last killed and ate an animal for about a day. Bloodstains or partially-consumed animal corpses on the ground are a fairly reliable guide, as well as a source of free leather and delicious leftovers. Be careful not to let a hauler take away a predator's food before it has finished eating. It will still be hungry and will hunt your colonist instead.<br />
<br />
Remember that [[fence]]s and [[fence gate]]s do not count as impassable for all pawns except for farm animals, meaning that predators can leap over.<br />
<br />
=== Body heat ===<br />
<br />
Animals will give out body heat, slightly heating up their surroundings. This is insignificant most of the time. In enclosed barns with many animals packed, the heat can become a problem in warm weather or hot biomes, and a benefit in cold biomes or during winter.<br />
<br />
== Breeding ==<br />
Animals are born by live birth or by hatching from a fertilized egg.<br />
<br />
=== Live birth ===<br />
Female animals that give live birth become pregnant when a male animal approaches them and mates. Only tamed animals may breed. An animal's gestation period specifies how long a female's pregnancy will last.<br />
<br />
A pregnant animal suffering [[malnutrition]] or is injured may miscarry. Miscarriages are noted by an in-game message.<br />
<br />
Live births produce amniotic fluid (see [[Filth]]).<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 />
Animals can breed with their own family members without penalty, even for repeated generational incest, allowing a pair of 2 animals to eventually propagate into a packed room of the species of animal.<br />
<br />
{| style="border-style: solid; border-width: 0px; text-align:left;"<br />
|+ style="text-align:left;" | Pregnancy progresses in stages.<br />
! scope="row" | Early stage (hidden) <br />
|: Starts at 0%. This stage is not displayed but may be surmised by the vomiting it causes.<br />
|-<br />
! scope="row" | Middle stage<br />
|: Starts at 33%. At this stage [[Health#Moving|Moving]] is reduced by 15%.<br />
|-<br />
! scope="row" | Late stage<br />
|: Starts at 66%. At this stage [[Health#Moving|Moving]] is reduced by 30% and may include vomiting.<br />
|-<br />
! scope="row" | Full term<br />
|: At 100%. At this point the female will give birth. Some species may have multiple offspring in a litter.<br />
|}<br />
<br />
=== Eggs ===<br />
Egg-laying animals include the {{#ask: [[Category:Animals]] [[Egg Laying Interval::+]]}} as of 1.1. Females become fertilized after mating with males, causing them to lay fertilized eggs. Most animals will not lay unfertilized eggs, with the exception of [[chicken]]s, [[duck]]s, and [[goose|geese]].<br />
<br />
Fertilized eggs display their progress on the inspect pane and hatch when ready.<br />
<br />
Fertilized eggs can be ruined by temperature if not kept within their safe temperature range of {{temperature|1}} to {{temperature|49}}.<br />
: Eggs may start to overheat at/above {{temperature|50}}.<br />
: Eggs may start to freeze at/below {{temperature|0}}.<br />
<br />
The inspect pane will indicate 'Overheating' or 'Freezing' followed by a percentage rising up to 100%. This status is halted when safe temperate is restored, but it is not reset - if the temperature is unsafe again, it will pick up where it left off. If it reaches 100% the egg is 'ruined by temperature' and will not hatch even if returned to a suitable area. A ruined egg still has full nutritional value and can be used to make a meal (or eaten raw, with a mood debuff).<br />
<br />
== Diet ==<br />
While most carnivorous animals can eat raw meat, corpses, kibble, and meals, [[Warg]]s can ''only'' eat raw meat and corpses. <br />
<br />
All strictly herbivorous animals and some omnivorous animals (notably pigs and boars) can eat live plants (except trees) and haygrass. <br><br />
Dendrovorous animals such as the [[alphabeaver]] and [[thrumbo]] can eat trees, in addition to other plant-based foods.<br />
<br />
Because all animals except wargs can eat meals, [[kibble]], and [[pemmican]], it is possible to feed meat to herbivores or plants to carnivores if it is prepared first.<br />
<br />
== Health ==<br />
Animals have the same set-up as humans when it comes to health, minus the ability to operate on them (except euthanasia)(The option to amputate an infected limb can become available once infection sets in, at least on Thrumbos—assuming other animals as well). They feel pain, and have all of the different health stats that human pawns possess. Animals can become addicted to beer, and they suffer the same negative health alcohol effects as humans. Keep them away from alcohol.<br />
Animals need to have an animal bed (or sleeping spot) in order to be healed.<br />
<br />
Like humans, they have a life expectancy, and are affected by [[Ailments|chronic diseases]]. There is no way to cure them in the base game other than [[Healer mech serum]], which would be incredibly expensive.<br />
<br />
A tamed animal that requires tending will find the nearest animal bed or animal sleeping spot in their [[allowed area]] and rest there until it is either fully healed or dead. Pawns assigned to doctoring will tend its wounds or illnesses and feed it, just as they would do for a humanlike pawn. If all human colonists are absent or unable to care for a sick animal, it can die of starvation even if there is food nearby and it is capable of walking.<br />
<br />
Animals have half the [[Toxic Sensitivity]] of humans by default.<br />
<br />
== Hunting ==<br />
[[File:Hunt.png|42px]]<br />
<br />
Wild animals may be marked for hunting, done by [[Menus#Hunt|hunters]] with ranged weapons, who will proceed to shoot them at maximum range, before executing them with a neck cut when they are downed (except explosive animals). After killing their target, they will haul the carcass to a [[stockpile zone]] even if they are naturally incapable of hauling, but will not start hauling it again if they're interrupted.<br />
<br />
Animals harmed by hunting that were not killed yet may become enraged and if its a pack type, its full horde may turn hostile against the entire colony. If they are non-aggressive animals they usually flee instead.<br />
<br />
Hunting may take longer during bad weather since there's a shooting modifier while it's raining or snowing that makes it more likely for shots to miss.<br />
* Fog (with or without rain): hit chance multiplier is 50%.<br />
* Rain or snow: hit chance multiplier is 80%.<br />
<br />
{{clear|left}}<br />
To mark animals to be hunted use one of the following methods: <br />
*Click Wildlife, Click the first red X to the right of the animal you want to hunt and change it to a green check mark<br />
*Click Orders, Hunt, then click one or more individual animals.<br />
*Click Orders, Hunt, then click and drag a box to surround and select multiple animals.<br />
*Select one or more animals, click Hunt.<br />
<br />
=== Hunting tips ===<br />
<br />
* Animals can be hunted manually instead of just using the hunt order by drafting a colonist and right clicking to fire at animals. This allows the killing of multiple animals in one session, or hunting from close range. Closer range reduces the chance of missing shots or unintended friendly fire, but raises the chance of provoking animal revenge.<br />
<br />
* In the occasion of a full horde revenge, early-stage colonies may easily become overrun, leaving all colonists downed. But down is not out. Eventually, one or more of your colonists may recover. With luck, this miracle may take place at nightfall, when wildlife sleep (except for the most enraged beasts among those), or they have wandered far enough, opening a chance to rescue everybody else. The manhunter status of the horde will disappear overnight.<br />
**[[Defense tactics#Melee blocking|Melee blocking]] could be a valuable tactic to defeat the rampaging animals. In addition to making it easier to defeat the animals even when outnumbered, it also keeps your downed colonists near your base for easy rescue.<br />
<br />
== Life stages ==<br />
Animals all have three different life stages. The age at which they enter the juvenile and adult life stages is determined for each animal separately. Animals may have different graphics for different life stages, or may simply appear smaller. Animals start out as babies and their age is listed as minutes, hours, or months. Some animals have a specific name for this stage (e.g. chick). They then move on to juveniles (teenagers). Eventually, they reach the final life stage, adulthood. In the stages before adulthood, animals have lower stats (body size, health scale, mass, carrying capacity, move speed, hunger rate, meat amount, leather amount, market value) that normalize when they reach adulthood. Animals have different sounds (call, anger, wounded, death) for different life stages. Babies may simply make a higher pitched sound, or have a different sound altogether (such as chicks). Depending on the species, animals will need to reach the juvenile or adult stage before they can reproduce.<br />
<br />
Babies have 40% of the hunger of adults, and juveniles have 75% of the hunger of adults. Babies have 20% of the body size of adults (other than baby birds, which have 10% of the body size), and juveniles have 50% of the body size of adults. This also determines their [[Property:Meat Yield| meat yield]] and [[Property:Leather Yield|leather yield]]. <br />
<br />
<br />
== Needs ==<br />
Animals require food and sleep and will fulfil their needs on their own.<br />
<br />
'''Food:''' Animals will eat any available food according to their diet. Herbivorous animals of the colony can be left to eat grass on their own. Note that animals require different amounts of food compared to humans, as represented by their [[Hunger Rate]].<br />
<br />
'''Rest:''' Animals will sleep as needed. Tamed animals will sleep in [[animal sleeping spot]]s, [[animal sleeping box]]es, or [[animal bed]]s. If none of which are available, the animal will crash out on the ground inside its allowed zone. A tamed animal will not sleep as long as its master is drafted.<br />
<br />
== Animal husbandry ==<br />
<br />
Animals can be tamed and put to use in the colony, providing several benefits.<br />
<br />
=== Taming ===<br />
Wild animals can be tamed by a [[Menus#Handle|animal handler]] with sufficient Animal skill and available food. Tamed animals may be bred, trained, traded, slaughtered, or farmed.<br />
<br />
Wild animals may be marked for taming using the Tame button. <br />
[[File:TameButton.png|52px|left|link=]]{{clear}}<br />
<br />
An [[Menus#Handle|animal handler]] will attempt to tame marked animals using food fitting that animal's diet. The chance to tame an animal depends on the animal's wildness (displayed on the info window) and the handler's 'Tame animal chance' stat. This stat is determined by the colonist's [[Skills#Animals|animals skill]], [[Health#Manipulation|manipulation]], [[Health#Talking|talking]], and [[Health#Hearing|hearing]]. When a handler fails to tame an animal there is a cooldown period before another attempt can be made. There is also a chance it will turn manhunter and start attacking the handler and others. The revenge chance is shown on the Wildlife menu. After a while the handler may drop unused food. Tamed animals will remain in or near the colony or they may be assigned to animal areas to contain them. Setting animal areas is usually necessary to restrict them from eating food not intended for them.<br />
<br />
==== Tame chances ====<br />
Besides the animal handler's own skill, the wildness of the animals also counts.<br />
<br />
Tame chances undergo a post-processing curve.<br />
*An animal with 0% wildness has a x2 taming chance.<br />
*An animal with 50% wildness has normal taming chance.<br />
*An animal with 100% wildness cannot be tamed at all.<br />
<br />
Currently, the hardest to tame animal is the [[Thrumbo]] with a post-processed taming chance of 3%.<br />
<br />
[[List of animals|Animals]] with 0% wildness remain tame forever. An animal with a wildness above 0% (shown on the wildlife tab) needs to have maintenance training in Tameness. If it loses all Tameness it will go back to being wild. <br />
<br />
==== Minimum skill ====<br />
Some animals require a minimum skill before they can be handled. The game will prompt the player if no colonist has enough skill to handle the animal. In this case a colonist has only 1 point as an utter beginner and has learning ability, the easiest...<br />
<br />
* Animals that require no points (zero) to tame are: Alpaca, Cat, Chicken, Cow, Dromedary, Husky, Labrador retriever, Pig and Yorkshire terrier.<br />
<br />
An animal's handling skill requirement is calculated as follows:<br />
<br />
'''Skill = 9 * (wildness - 0.3) / 0.7'''<br />
<br />
So animals with a wildness of 30% or less won't require any handling skill whatsoever.<br />
<br />
=== Starting pets ===<br />
<br />
For most [[Scenario system|scenarios]], new colonies will include a random pet that is already tamed. These pets will have a random name and have a chance to be bonded with a pawn. The animals available are determined by the handling skills of the starting pawn(s), as the game will not provide a pet that cannot be handled by the colony. This rule is broken when all colonists have animal handling disabled, as the game will still provide animals that require periodic taming.<br />
<br />
The chance of getting an animal is influenced by the "petness" stat, with a higher value resulting in a higher chance. The selection of animals also influences the chances, as a Husky has a 26% chance of being selected with the highest handling skill at 0, while at level 8+ the chance is only 12%. Hares, snowhares, capybaras and cobras are all under 1% chance due to the petness being so low and the animal handling being so high.<br />
<br />
{|class="wikitable sortable" style="text-align: center;"<br />
|+ '''Animals that can be starting pets'''<br />
! Animal !! Handling skill required !! Petness !! Chance (with 8+ handling)<br />
|-<br />
| [[Yorkshire terrier]] || 0 || 1 || 12.06%<br />
|-<br />
| [[Husky]] || 0 || 1 || 12.06%<br />
|-<br />
| [[Labrador retriever]] || 0 || 1 || 12.06%<br />
|-<br />
| [[Donkey]] || 0 || 0.6 || 7.24%<br />
|-<br />
| [[Yak]] || 0 || 0.3 || 3.62%<br />
|-<br />
| [[Cat]] || 1 || 1 || 12.06%<br />
|-<br />
| [[Horse]] || 4 || 0.6 || 7.24%<br />
|-<br />
| [[Iguana]] || 4 || 0.15 || 1.81%<br />
|-<br />
| [[Rat]] || 4 || 0.15 || 1.81%<br />
|-<br />
| [[Monkey]] || 5 || 0.5 || 6.03%<br />
|-<br />
| [[Warg]] || 5 || 0.5 || 6.03%<br />
|-<br />
| [[Guinea pig]] || 5 || 0.3 || 3.62%<br />
|-<br />
| [[Chinchilla]] || 5 || 0.2 || 2.41%<br />
|-<br />
| [[Boomrat]] || 7 || 0.2 || 2.41%<br />
|-<br />
| [[Fennec fox]] || 7 || 0.1 || 1.21%<br />
|-<br />
| [[Red fox]] || 7 || 0.1 || 1.21%<br />
|-<br />
| [[Arctic fox]] || 7 || 0.1 || 1.21%<br />
|-<br />
| [[Hare]] || 7 || 0.08 || 0.97%<br />
|-<br />
| [[Snowhare]] || 7 || 0.08 || 0.97%<br />
|-<br />
| [[Capybara]] || 7 || 0.08 || 0.97%<br />
|-<br />
| [[Cobra]] || 7 || 0.05 || 0.60%<br />
|-<br />
| [[Timber wolf]] || 8 || 0.1 || 1.21%<br />
|-<br />
| [[Arctic wolf]] || 8 || 0.1 || 1.21%<br />
|}<br />
<br />
=== Bonding ===<br />
<br />
Animals may also form bonds with their handlers, or doctors.<br />
<br />
*When an animal has its wounds tended by a colonist, there is a constant 0.4% chance of the animal will bond with the colonist, regardless of Animals skill. If the animal is wild, the animal will instantly self-tame, disregarding wildness.<br />
*When tamed, an animal also has a 1% chance to bond with the tamer.<br />
<br />
Bonded animals will provide a constant mood buff to their masters if bonded. They will also be easier to train (5x multiplier on chance). <br />
<br />
On the death of the pawn an animal is bonded with, it can go into one of two animal mental breaks; [[Mental break#Manhunter|manhunter]], in which it will attack all nearby entities, and [[Mental break#Confusion|confusion]], in which it will wander around, uncontrollable, similar to dazed humans.<br />
<br />
=== Interaction ===<br />
Tamed animals can be trained by colonists. With Guard trained, they will follow their master around if designated to do so.<br />
<br />
Some animals can be milked or sheared, which will be handled if necessary. Only adult animals can be milked.<br />
<br />
Occasionally, animals can nuzzle colonists, giving the colonist a mood buff. Animals can nuzzle anyone regardless of handling skill.<br />
<br />
When injured, they will go to animal sleeping spots/ beds for rest and treatment.<br />
<br />
=== Naming ===<br />
Newly tamed animals get numerical designations so you can tell them apart (“Muffalo 1”, “Muffalo 2”, etc.). The game names certain animals when tamed or bought. Others are named when they form a bond with a colonist Names can be changed by the player from the "Training" Tab.<br />
<br />
Animals without a pet name may have a gender-specific name (i.e. hen, rooster, buck, doe), or a lifestage-specific name (piglet, warg puppy), or even a gender/lifestage-specific name (cockerel).<br />
<br />
Names of tamed animals are not shown on the map unless the option is turned on. See Menu, Options, 'Show animal names'.<br />
<br />
It is possible for animals which have been lost or sold to reappear later as part of a wild herd. This will only happen with animals which occur naturally on your colony's biome. They will still have the name you gave them (including automatic names like "Muffalo 2"), but will need to be tamed and trained again.<br />
<br />
=== Training ===<br />
Tamed animals may be trained depending on their trainable intelligence. Click the animal's training tab to specify training and view progress.<br />
<br />
The stats of the training pawn, including Animals skill or [[Global Work Speed]], have no effect on how fast each training session is completed. Instead, increased skill improves a pawn's [[Train Animal Chance]], resulting in the animal requiring fewer training attempts in the first place. <br />
<br />
Once Guard is trained, they can be assigned a master which they will follow. You can configure when the animals will follow their master, by toggling whether or not the animal will follow while doing field work (hunting/taming), or while drafted.<br />
<br />
Many skills require multiple steps to fully train.<br />
<br />
After a training attempt on a tamed animal, there is a 6 in-game hour waiting period before that same animal can be trained again.<br />
<br />
Since Beta 19 skills now decay over time. The speed at which skills decay is dependent on wildness of the animal. For most animals their wildness is high enough such that their tameness decrease over time, such that they will eventually return to the wild if not maintained. For this reason, if you do not have enough skilled animal handlers to keep an animal's skills fresh, it is best to sell or slaughter it before it loses tameness.<br />
<br />
[[File:Obedience.png|link=]] '''Guard:''' (Training intelligence required: Simple, Steps: 3)<br />
: An animal trained in guard will follow its master and attack nearby aggressors. An animal's master is listed on the Training tab and on the Animals menu. Multiple animals may be assigned to a single master. Note that assigning an animal to the pawn it is bonded with will give that pawn a permanent +5 moodlet, and if a bonded animal is ''not'' assigned to its bonded pawn, that pawn gets a permanent -3 moodlet. Mood effects stack with multiple bonded animals, and one pawn can have both the positive and negative moodlets from two bonded animals.<br />
<br />
[[File:Release.png|link=]] '''Attack:''' (Training intelligence required: Intermediate, Steps: 5)<br />
: Using the 'attack' command, animals may leave their master's immediate area to attack enemies. When the 'release animals' command is turned off, animals will guard their master and only attack enemies nearby. <br />
<br />
[[File:Rescue.png|link=]] '''Rescue:''' (Training intelligence required: Advanced, Steps: 2)<br />
: Animals trained in rescue will rescue its master as well as nearby colonists. Only species of sufficient size can rescue.<br />
<br />
[[File:Haul_animal.png|link=]] '''Haul:''' (Training intelligence required: Advanced, Steps: 7)<br />
: Animals trained in hauling will haul just as colonists do, although each species has a specific carrying capacity according to its size. Only species of sufficient size can haul, but the size required is less than it is for rescuing, meaning some animals can haul items but cannot rescue. Animals will perform hauling intermittently.<br />
<br />
=== Combat ===<br />
Once Guard is trained, animals will gather around their master upon drafting, and will attack nearby threats, or (unintentionally) block ranged attacks for their master.<br />
<br>This is configurable and can be disabled by disabling follow during drafted.<br />
<br />
With Attack trained, animals can be released to attack threats from a distance. Even colonists incapable of Violence can send their assigned animals into battle.<br />
<br />
Animals can be downed during combat, and can be rescued by colonists or other animals capable of Rescue.<br />
<br />
=== Products ===<br />
Certain tame animals produce milk, wool, or eggs. Shearing sometimes fails, indicated with a brief "product wasted" message.<br />
<br />
==== [[Eggs]] ====<br />
[[File:Eggs.png|32px|left|link=Eggs]]<br />
{| {{STDT| sortable c_08 text-center}}<br />
! Animal !! Eggs Per Clutch Average !! Egg Laying Interval !! Eggs Per Season Average !! Can Lay Unfertilized Eggs<br />
|-<br />
{{#ask: [[Concept:Production Animals]] [[Egg Laying Interval::+]]<br />
| ?Eggs Per Clutch Average<br />
| ?Egg Laying Interval<br />
| ?Eggs Per Season Average<br />
| ?Can Lay Unfertilized Eggs<br />
| format = template<br />
| template = Animals/EggProductsRow<br />
| link = subject}}<br />
|}<br />
<br />
==== [[Milk]] ====<br />
[[File:Milk.png|32px|left|link=Milk]]<br />
{| {{STDT| sortable c_08 text-center}}<br />
! Animal !! Milk Amount !! Milking Interval !! Daily Milk Average<br />
|-<br />
{{#ask: [[Concept:Production Animals]] [[Milk Amount::+]]<br />
| ?Milk Amount<br />
| ?Milking Interval Days<br />
| ?Daily Milk Average<br />
| format = template<br />
| template = Animals/ProductsRow<br />
| link = subject}}<br />
|}<br />
<br />
==== [[Wool]] ====<br />
[[File:Wool.png|32px|left|link=Wool]]<br />
{| {{STDT| sortable c_08 text-center}}<br />
! Animal !! Wool Amount !! Shearing Interval !! Daily Wool Average<br />
|-<br />
{{#ask: [[Concept:Production Animals]] [[Wool Amount::+]]<br />
| ?Wool Amount<br />
| ?Shearing Interval Days<br />
| ?Daily Wool Average<br />
| format = template<br />
| template = Animals/ProductsRow<br />
| link = subject}}<br />
|}<br />
<br />
=== Slaughtering ===<br />
<br />
Tamed animals may be slaughtered selecting the animal and clicking the Slaughter button, or by using the Slaughter tool from the Orders menu. An animal marked in this way will be slaughtered by an animal handler. The handler need not be equipped with a weapon. You can also set up an auto-slaughter order in the animals tab, configurable to limit the amount of male, female, and pregnant animals in a pen.<br />
<br />
Slaughtered tame animals provide 50% bonus meat and leather.<br />
<br />
If you try to slaughter a bonded animal, the game will warn you about it due to the mood impact this has on the animal's master.<br />
[[File:SlaughterButton.png|52px|left|link=]]{{clear|left}}<br />
<br />
=== Caravans ===<br />
{{see also|Pack animal}}<br />
{| class="wikitable sortable"<br />
|-<br />
! '''Animal'''<br />
! [[Property:Carrying Capacity|Pack Capacity]]<br />
! [[Property:Mass - Adult|Mass]]<br />
! [[Property:Riding Speed|Riding Speed]]<br />
|-{{Animal Caravan Row|Alpaca}}<br />
|-{{Animal Caravan Row|Bison}}<br />
|-{{Animal Caravan Row|Donkey}}<br />
|-{{Animal Caravan Row|Dromedary}}<br />
|-{{Animal Caravan Row|Elephant}}<br />
|-{{Animal Caravan Row|Horse}}<br />
|-{{Animal Caravan Row|Muffalo}}<br />
|-{{Animal Caravan Row|Thrumbo}}<br />
|-{{Animal Caravan Row|Yak}}<br />
|}<br />
These animals can can graze meaning they don't usually require food during a [[caravan]]. When carrying items in their inventory, they will appear to have packs on, which disappear when unloaded.<br />
<br />
=== Release to Wild ===<br />
Unwanted animals can be released to the wild using a command next to the slaughter button. Releasing bonded animals also causes a mood debuff to master of the animal.<br />
<br />
=== Social ===<br />
Each animal has a Social tab that lists that animal's bonds and relations. Clicking an entry jumps to that bond's counterpart. Bonded humans have a persistent mood bonus, unless they have the psychopath trait, while set as that animal's master. Animals do not have such thoughts or bonuses.<br />
<br />
Occasionally, tame animals will nuzzle your colonists. More pet-like animals such as Yorkshire Terriers and Cats will nuzzle often, whereas wilder animals such as Timber Wolves and Grizzly Bears can still nuzzle colonists, but rarely do so. Animals can nuzzle patients in bed. A colonist who is nuzzled receives a +4 mood buff for 1 day.<br />
<br />
=== Trade goods ===<br />
<br />
Tamed animals may be sold to [[trade]]rs. Animals purchased from traders will be already tamed. Bulk goods traders offer pets and farm animals while exotic goods traders carry most of the wild species. Traders offering animals will attempt to at least carry a breeding pair of a core farm animal.<br />
<br />
=== Raising animals ===<br />
==== Feeding animals ====<br />
The simplest way to feed non-strictly-carnivorous animals is to create a large [[Pens|pen]] where animals can graze on the wild grass and brambles. The [[pen marker]] will show the number of animals the wild plants can sustain (measured in [[cow]]s, [[goat]]s, and [[chicken]]s. When the weather is too cold or too hot though, plants grow slower or even stop growing. Furthermore, plants become totally inedible when the temperature drops below {{Temperature|-10}}, because they all are considered leafless, grass as well as trees. This unrealistic mechanic is not explained in-game, and is quite puzzling to unaware players. It looks like animals starve on top of good-looking grass. See [[Plants#Temperature]] for more info.<br />
<br />
{| class="wikitable sortable"<br />
|-<br />
! rowspan=2 | Animal<br />
! rowspan=2 | Diet<br />
! rowspan=2 data-sort-type=number | Tameness Decay Interval<br />
! rowspan=2 | Produces<br />
! rowspan=2 data-sort-type=number | Produce per day<br />
! rowspan=2 data-sort-type=number| Produced Nutrition per day<br />
! colspan=3 | Baby Slaughter<br />
! colspan=3 | Adult Slaughter<br />
|-<br />
! <abbr title="Units of nutrition of meat produced per female per day when babies are slaughtered">Meat Per Day</abbr><br />
! <abbr title="Units of nutrition consumed by a single adult per day">Consumption Per Day</abbr><br />
! <abbr title="(Milk + Meat)/Consumption">Overall Efficiency</abbr><br />
! <abbr title="Units of nutrition of meat produced per female per day when adults are slaughtered">Meat Per Day</abbr><br />
! <abbr title="Units of nutrition consumed per female per day, including the offspring's consumption up to adulthood>Consumption Per Day</abbr><br />
! <abbr title="(Milk + Meat)/Consumption">Overall Efficiency</abbr><br />
|- {{Animal Rearing Row|Alpaca}} <br />
|- {{Animal Rearing Row|Alphabeaver}} <br />
|- {{Animal Rearing Row|Arctic fox}} <br />
|- {{Animal Rearing Row|Arctic wolf}} <br />
|- {{Animal Rearing Row|Bison}} <br />
|- {{Animal Rearing Row|Boomalope}} <br />
|- {{Animal Rearing Row|Boomrat}} <br />
|- {{Animal Rearing Row|Capybara}} <br />
|- {{Animal Rearing Row|Caribou}} <br />
|- {{Animal Rearing Row|Cassowary}} <br />
|- {{Animal Rearing Row|Cat}} <br />
|- {{Animal Rearing Row|Chicken}} <br />
|- {{Animal Rearing Row|Chinchilla}} <br />
|- {{Animal Rearing Row|Cobra}} <br />
|- {{Animal Rearing Row|Cougar}} <br />
|- {{Animal Rearing Row|Cow}} <br />
|- {{Animal Rearing Row|Deer}} <br />
|- {{Animal Rearing Row|Donkey}} <br />
|- {{Animal Rearing Row|Dromedary}} <br />
|- {{Animal Rearing Row|Duck}} <br />
|- {{Animal Rearing Row|Elephant}} <br />
|- {{Animal Rearing Row|Elk}} <br />
|- {{Animal Rearing Row|Emu}} <br />
|- {{Animal Rearing Row|Fennec fox}} <br />
|- {{Animal Rearing Row|Gazelle}} <br />
|- {{Animal Rearing Row|Goat}} <br />
|- {{Animal Rearing Row|Goose}} <br />
|- {{Animal Rearing Row|Grizzly bear}} <br />
|- {{Animal Rearing Row|Guinea pig}} <br />
|- {{Animal Rearing Row|Hare}} <br />
|- {{Animal Rearing Row|Horse}} <br />
|- {{Animal Rearing Row|Husky}} <br />
|- {{Animal Rearing Row|Ibex}} <br />
|- {{Animal Rearing Row|Iguana}} <br />
|- {{Animal Rearing Row|Labrador retriever}} <br />
|- {{Animal Rearing Row|Lynx}} <br />
|- {{Animal Rearing Row|Megascarab}} <br />
|- {{Animal Rearing Row|Megaspider}} <br />
|- {{Animal Rearing Row|Megasloth}} <br />
|- {{Animal Rearing Row|Monkey}} <br />
|- {{Animal Rearing Row|Muffalo}} <br />
|- {{Animal Rearing Row|Ostrich}} <br />
|- {{Animal Rearing Row|Panther}} <br />
|- {{Animal Rearing Row|Pig}} <br />
|- {{Animal Rearing Row|Polar bear}} <br />
|- {{Animal Rearing Row|Raccoon}} <br />
|- {{Animal Rearing Row|Rat}} <br />
|- {{Animal Rearing Row|Red fox}} <br />
|- {{Animal Rearing Row|Rhinoceros}} <br />
|- {{Animal Rearing Row|Sheep}} <br />
|- {{Animal Rearing Row|Snowhare}} <br />
|- {{Animal Rearing Row|Spelopede}} <br />
|- {{Animal Rearing Row|Squirrel}} <br />
|- {{Animal Rearing Row|Thrumbo}} <br />
|- {{Animal Rearing Row|Timber wolf}} <br />
|- {{Animal Rearing Row|Tortoise}} <br />
|- {{Animal Rearing Row|Turkey}} <br />
|- {{Animal Rearing Row|Warg}} <br />
|- {{Animal Rearing Row|Wild boar}} <br />
|- {{Animal Rearing Row|Yak}} <br />
|- {{Animal Rearing Row|Yorkshire terrier}}<br />
|}<br />
<br />
==== Growing haygrass ====<br />
While the land can sustain a sizable population of animals grazing on it, it doesn't have an infinite supply and can still be depleted. Winter can also stop grass growth, leaving nothing for your grazing animals to eat. <br />
<br />
If you need to raise a lot of animals, e.g. an exponentially growing flock of [[chicken]]s, you will need to grow haygrass to sustain them all. You also need to have a stock of haygrass to keep animals fed through the winter.<br />
<br />
Haygrass gives a total of 0.9 nutrition (18 units of [[hay]]) when fully grown and harvested, compared to 0.5 of grass. However, you have to keep your hungry animals from getting to it otherwise they'll only get a max of 0.2 nutrition from eating the plant.<br />
<br />
==== Making kibble ====<br />
[[Kibble]] is a kind of animal feed made with both plant and animal sources. It can be made using haygrass and any kind of meat, including human or insect meat. Producing kibble at a [[butcher table]] costs 1 nutrition of vegetables or hay and 1 nutrition of meat or animal products, and produces 2.5 nutrition of kibble. <br />
<br />
All animals except [[warg]]s can eat it, so it makes a good way to feed your animals using mixed sources of nutrition, including those that animals won't normally eat. Kibble also lasts forever under a roof so you can store it and use it to feed animals when in need, such as in winter when there is nothing to eat.<br />
<br />
When you feed a population of herbivorous or omnivorous animals kibble made from their own meat or milk, the formula for their nutrition efficiency can be calculated as:<br />
<br />
{{math|''nutritionEfficiency(kibble)'' {{=}} 2.5&times;''nutritionEfficiency(raw vegetables)'' - 1}}<br />
If effect, this means that for any animal population that has a nutrition efficiency of at least 0.667, it is more efficient to feed them kibble rather than hay. It is worth noting, however, that this will increase the amount of butchering and cooking labour needed to support the higher animal population required.<br />
<br />
==== Pens ====<br />
{{main|pens}}<br />
Pens are areas which farm animals are assigned to. These [[pen animals]] will be passive, meaning that hostiles will not attack these animals, and vice versa. Tamed pen animals must be put in a pen, or they will occasionally attempt to leave the map, meaning they disappear forever. Colonists will automatically rope roaming farm animals and place them in the pen. The borders of pens can be marked with: solid [[wall]]s, [[door]]s, [[fence]]s, [[fence gate]]s, and [[animal flap]]s. To mark an enclosed area as a pen, place a pen marker inside. The pen marker allows you to configure auto-slaughter orders and also tells you the amount of animals that can be sustained in a pen with wild plants, measured in [[cow]]s, [[goat]]s, and [[chicken]]s. An attached, roofed, and heated/cooled coop can be built with an [[animal flap]] as a door instead of a regular [[door]] for animals to stay warm or cool down during extreme temperatures.<br />
<br />
==== Corpse freezer ====<br />
<br />
In typical RimWorlder fashion, you can use a freezer to preserve the corpses of raiders (or dead colonists if you're desperate) so you can feed omnivorous and carnivorous animals. This allows you to make use of corpses while avoiding heavy mood penalties from butchering humans or eating their flesh.<br />
<br />
==== Pet care ====<br />
<br />
Tamed animals that have a social bond to a person will affect the master's mood positively while living and negatively if killed (-8 for 20 days). This bond will either improve resistance against mental breaks or cause them. Because of the effect they cause on feelings, these creatures should be given special treatment, or any animal worth keeping alive.<br />
<br />
These are a few tips to keep them safe:<br />
<br />
* Keep them indoors by creating a new animal zone within a room. <br />
* Keep them at the Home area after building a base wall.<br />
* Prey pets should not be left wandering around in unrestricted area.<br />
* Hunt their predators to prevent surprise attacks (or just wall the base in to prevent predators from coming in).<br />
* Patrol your perimeter by zooming your view out to a larger scale but not to full, just enough to spot their sleeping animation of flying ZZZs while they rest at night. Sweeping your surroundings once every night shall keep you aware of threat presence.<br />
<br />
Note: The first three of these tips only apply to pet animals. Farm animals are passive while in pens, though if the pen is built with [[fence]]s, predators can still pass through.<br />
<references/><br />
<br />
== Version history ==<br />
* [[Version/0.12.906|0.12.906]] - Animals can now be tamed and trained. nimals now sleep. Animals can be pregnant and give birth. Animals can be named when tamed or when nuzzling. Animals produce animal filth. Animals have “life stages” related to their ages. Eggs, Milk and Wool production added. Nuzzling added. Animals have life expectancies.<br />
* [[Version/0.12.910|0.12.910]] - Rebalanced animal hunger rate and animal hauling.<br />
* [[Version/0.13.1135|0.13.1135]] - Added new animals, some of which will hunt people. Some animals are now predators, including colony pets (e.g. cats catch squirrels). Animals can gnaw corpses apart directly now. Animal bonding added.<br />
* [[Version/1.2.2719|1.2.2719]] - Removed naming animals through nuzzling. Animals only get names by bonding, or if given names by the player (so you can implicitly tell which animals are bonded by seeing which have names).<br />
* [[Version/1.3.3066|1.3.3066]] - Major overhaul to animals: added multiple animal-related buildings, added pens, decreased trainability of [[boomalope]] to none, added sterilization, added release to wild.<br />
{{nav|animal}}<br />
[[Category:Animals]]</div>YokoZarhttps://rimworldwiki.com/index.php?title=Labrador_retriever&diff=93187Labrador retriever2021-09-25T12:28:17Z<p>YokoZar: /* Analysis */ raider corpses good food</p>
<hr />
<div>{{infobox main|animal|<br />
|name = Labrador retriever<br />
|image = Labrador_retriever.png<br />
|description = "A very versatile, medium-sized dog. Originally bred to retrieve birds shot on the hunt, the lab is also an excellent guard dog, play pal, and family friend."<br />
|type = Animals<br />
|type2 = Pet<br />
|bodysize = 0.75<br />
|healthscale = 1.0<br />
|hungerrate = 0.4<br />
|movespeed = 5.0<br />
|attack1dmg = 8.5<br />
|attack1type = scratch<br />
|attack1part = front left paw<br />
|attack1cool = 2<br />
|attack2dmg = 8.5<br />
|attack2type = scratch<br />
|attack2part = front right paw<br />
|attack2cool = 2<br />
|attack3dmg = 14.2<br />
|attack3type = bite<br />
|attack3part = teeth<br />
|attack3cool = 2.6<br />
|attack4dmg = 5<br />
|attack4type = blunt<br />
|attack4part = head<br />
|attack4cool = 2<br />
|leathername = dog leather<br />
|leatheryield = 33<br />
|diet = omnivorous and ovivorous<br />
|trainable = advanced<br />
|wildness = 0<br />
|gestation = 10<br />
|lifespan = 12<br />
|offspring = 1-3<br />
|avg offspring = 1.937<br />
|maturityage = 0.5<br />
|juvenileage = 0.25<br />
|nuzzleMtb = 12<br />
|marketvalue = 250<br />
|massadult = 52.5<br />
|petness = 1<br />
|min comfortable temperature = -30<br />
|max comfortable temperature = 40<br />
|manhunter = 0.0<br />
|manhuntertame = 0.0<br />
}}{{Info|'''Labrador retrievers''' are a species of highly trainable breed of canine. They are sometimes selected as the starter animal.}}<br />
<br />
== Analysis ==<br />
Labrador retrievers are notable for not having a minimum skill level to handle or tame. This, their hauling ability, and lack of tameness decay make them strong candidates for hauler animals. Compared to the [[Husky]], a Labrador is less combat effective ({{#show:Labrador retriever|?Mob Average DPS}} vs {{#show:Husky|?Mob Average DPS}}), eats less ({{#show:Labrador retriever|?Real Hunger Rate}} vs {{#show:Husky|?Real Hunger Rate}}), carries slightly less ({{#show:Labrador retriever|?Carrying Capacity}} vs {{#show:Husky|?Carrying Capacity}}), and has slightly more puppies per litter ({{#show:Labrador retriever|?Average Offspring Per Birth}} vs {{#show:Husky|?Average Offspring Per Birth}}).<br />
<br />
They also produce less meat ({{#show:Labrador retriever|?Meat Yield}} vs {{#show:Husky|?Meat Yield}}) and leather ({{#show:Labrador retriever|?Leather Yield}} vs {{#show:Husky|?Leather Yield}}) when slaughtered. You monster.<br />
<br />
Dogs are the only omnivorous animals that require neither a pen nor taming upkeep. Having no wildness, they also do not generate filth indoors. Feeding them with meals, kibble, or raider corpses can thus require zero labor from colonists: simply zone them to go into the appropriate stockpiles and eat directly.<br />
<br />
== Training ==<br />
{{TrainingTable}}<br />
<br />
== Health ==<br />
{{Animal Health Table}}<br />
<br />
== Version history ==<br />
* [[Version/0.12.906|0.12.906]] - Added<br />
{{nav|animal}}<br />
[[Category:Animals]]<br />
[[Category:Pet]]</div>YokoZarhttps://rimworldwiki.com/index.php?title=Psycasts&diff=93186Psycasts2021-09-25T12:24:54Z<p>YokoZar: /* Psyfocus */ Rituals can restore psyfocus</p>
<hr />
<div>{{Royalty}}<br />
<br />
'''Psycasts''' are psychic powers available to pawns with psylink levels, added by the [[Royalty (DLC)| Royalty DLC]].<br />
==Lore==<br />
An organic connection to a larger psychic field. This allows a person to use specific psychic powers that they have learned to influence reality in ways that seem impossible. Higher levels of psylink permit the use of more powers. Regardless of psylink level, a person can only use specific powers that they have learned. Psylink comes from a variety of sources. Single-use [[psylink neuroformer]] devices can create a psylink. Tribal peoples also know how to develop it through ritual linking with [[Anima tree|psychically-connected lifeforms]]. As a physical phenomenon in the brain, psylink is poorly-understood by scientists, not least because it seems to actively conceal itself if studied too closely. One thing most agree on is that it somehow connects people to [[archotech]]s and harnesses their power, possibly through some sort of negotiation or sympathy mechanism.<br />
<br />
== Acquisition ==<br />
To use psycasts, a pawn must first have a Psylink level equal or greater than the level of the chosen psycast. A pawn may have up to 6 levels of psylink, and these levels can be gained through several different methods:<br />
# Acquire a [[Psylink neuroformer]] through [[Quests|questing]]<br />
# Gain Royalty [[Titles]] by accepting [[Titles#Honor|Honor]] as a quest reward.<br />
# Pawns can meditate at an [[Anima tree]] to grow anima grass. Once 20 grass has a grown, a ritual can be performed, consuming the grass and granting one Psylink level to a pawn with the [[Psycasts#Natural|"Natural"]] Meditation focus type<br />
<br />
A random psycast of the new level will be learned when gaining a new level of Psylink - i.e. a random level 1 psycast is gained when a pawn gains their first level, a level 2 psycast is learned when gaining their second, etc. <br />
<br />
Further psycasts can be gained by using a [[Psytrainer]] which grants the specific psycast mentioned in their name. Additional psycasts are available for purchase from traders, with Empire bases and traders having the most, and tribals having the least. A psycaster can learn any number of psycasts through psytrainers, up to and including every psycast in the game and limited only by the availability of psytrainers themselves.<br />
'''N.b.''' if using a psytrainer for a level higher than the current psylink level of the user, the learned psycast will replaced the one usually gained for that level when that level is acheived. Given using the psytrainer after gaining that level either grants an additional power or does not work and thus does not consume the psytrainer, it is always best to only use psytrainers '''after''' the required psylink level has been achieved.<br />
<br />
Also note, if a Psylink neuroformer or Anima ritual has been used to gain a psylink level above what is given for the current title, additional titles will not grant psylinks beyond what they normally do for that title. So if a neuroformer has been used to gain psylink level 1, and then the title of Yeoman is gained and bestowed, the pawn will still only have psylink level 1. This means using neuroformers or rituals on pawns that will gain titles is ultimately a waste, or vice versa.<br />
<br />
== Mechanics ==<br />
A psycaster's effectiveness is controlled by three primary factors: their Neural Heat Limit, their available Psyfocus and the [[Psychic Sensitivity]] of their target.<br />
=== Neural Heat === <br />
==== Neural Heat Limit ====<br />
[[File:Neural Heat Unlimited.png|frame|right|Neural Heat Limiter Off]]<br />
[[File:Neural Heat limited.png|frame|right|Neural Heat Limiter On]]<br />
A psycaster's neural heat limit is the primary limitation to how many psycasts they can perform in a given period of time. Each psycast gives the caster a certain amount of neural heat. As long as a pawn stays within their neural heat limit, they'll suffer no ill effects. By default, a pawn will not use a psycast if the neural heat gain would cause them to exceed their limit. This will be represented by the psycast's icon being greyed out on the UI. A pawn can be instructed to ignore their normal heat limit by clicking on the "Neural Heat Limiter", but exceeding the limit can cause [[Psycasts#Psychic Breakdown|psychic breakdown]]. <br />
<br />
The neural heat limit is affected by both the psycaster's psychic sensitivity and psylink level. A pawn with a level 1 Psylink and 100% psychic sensitivity will have a neural heat limit of 30.<br />
<br />
The equation for a pawn's neural heat limit is:<br />
{| class="wikitable"<br />
|-<br />
| Neural Heat Limit = 30 * Psychic Sensitivity * (0.66... + (0.33... * Psylink level)<br />
|}<br />
<br />
{| {{STDT| sortable c_07 text-center}}<br />
|-<br />
! Psylink Level !! Limit<br />
|-<br />
! 1<br />
| {{#expr: 30 * 1 * (0.66666 + (0.33333 * 1)) round 0}}<br />
|-<br />
! 2<br />
| {{#expr: 30 * 1 * (0.66666 + (0.33333 * 2)) round 0}}<br />
|-<br />
! 3<br />
| {{#expr: 30 * 1 * (0.66666 + (0.33333 * 3)) round 0}}<br />
|-<br />
! 4<br />
| {{#expr: 30 * 1 * (0.66666 + (0.33333 * 4)) round 0}}<br />
|-<br />
! 5<br />
| {{#expr: 30 * 1 * (0.66666 + (0.33333 * 5)) round 0}}<br />
|-<br />
! 6<br />
| {{#expr: 30 * 1 * (0.66666 + (0.33333 * 6)) round 0}}<br />
|-<br />
|}<br />
<br />
The in-game meter for neural heat is rounded to the nearest integer, but in-game behavior suggests that the actual decimal value of heat is tracked by the game, as psycasts may sometimes say they have insufficient heat limit to cast even when the spare heat on the pawn's neural heat meter exactly equals the casting cost.<br />
<br />
==== Neural Heat Recovery Rate ====<br />
Heat naturally decreases over time, with faster rates provided by additional levels of psylink. Unlike the neural heat limit, it is not affected by the pawn's [[psychic sensitivity]]. The default rate of reduction for a pawn without a psylink or with a level 1 psylink is 0.54/s. Every additional psylink level increases the rate by 12.5%. In addition, the [[pain]] currently felt by the psycasting pawn ''adds'' an additional increase in rate proportional to the primary rate multiplied by three times the pain percentage e.g. at 100% pain, the psycaster will recover neural heat at 400% of their normal rate.<br />
<br />
'''Note:''' Offsets to this value, such as from [[eltex]] items, occur to the base recovery rate and are thus subject to the multiplier from the psylink level and pain level. i.e. a normal [[quality]] [[eltex skullcap]] will improve a Psylink Level 1 Psycaster's recovery rate by 0.091/s but increase the rate of a Psylink Level 6 Psycaster's by 0.148/s.<br />
<br />
The resulting value follows the equation, assuming at least 1 level of psylink.<br />
{| class="wikitable"<br />
|-<br />
| Neural Heat Recovery Rate = ((0.54+Gear Offsets)*(0.875 + 0.125*Psylink level)) * (1+3*Pain percentage)<br />
|}<br />
<br />
{| {{STDT| sortable c_07 text-center}}<br />
|-<br />
! Psylink Level !! Multiplier !! Base rate<br />
|-<br />
! 1<br />
| 1.000x<br />
| {{#expr: 0.54*1}}00/s <br />
|-<br />
! 2<br />
| 1.125x<br />
| {{#expr: 0.54*1.125}}/s <br />
|-<br />
! 3<br />
| 1.250x<br />
| {{#expr: 0.54*1.250}}0/s <br />
|-<br />
! 4<br />
| 1.375x<br />
| {{#expr: 0.54*1.375}}/s <br />
|-<br />
! 5<br />
| 1.500x<br />
| {{#expr: 0.54*1.500}}00/s <br />
|-<br />
! 6<br />
| 1.625x<br />
| {{#expr: 0.54*1.6250}}/s <br />
|-<br />
|}<br />
<br />
==== Psychic Breakdown ====<br />
A pawn can be instructed to exceed their neural heat limit clicking the icon next to the neural heat gauge to disable the limit. Exceeding the pawn's neural heat limit can cause an effect called Psychic Breakdown. The severity of the Psychic breakdown has elements of randomness to it, but will generally be more severe the farther past the neural heat limit a pawn goes, and the longer they are past their heat limit. Psychic breakdowns come in 3 levels of severity:<br />
<br />
*Minor = -25% [[consciousness]], -6 [[mood#Situation_Special|mood]] penalty, 5 days mtb of minor [[mental break]]<br />
*Major = -50% [[consciousness]], -12 [[mood#Situation_Special|mood]] penalty, 5 days mtb of minor or major [[mental break]]<br />
*Total = 10% [[consciousness]], -18 [[mood#Situation_Special|mood]] penalty, max (pawn incapacitated)<br />
<br />
Psychic breakdowns last a variable number of days, depending on the severity. Minor breaks last from 1-5 days, major breaks last from 6-10 days, and total breaks last from 11-15 days. In addition, if a pawn reaches twice their normal neural heat limit, they'll immediately be incapacitated for 3 hours, in addition to the effects of any psychic break that may develop.<br />
<br />
Because the severity and duration of the psychic break, as well as the chances of it in the first place, depend on how long and by how much your pawn has exceeded their heat limit. This means that using weapons and armor (such as an [[Eltex|Eltex Staff]] or armor, or a persona weapon with the Neural cooling trait) can help minimize or even avoid psychic breakdowns even if you have to turn off the neural heat limit during combat.<br />
<br />
=== Psyfocus ===<br />
{{quote|Psyfocus is a special type of mental structuring which is necessary to use psychic powers. Psyfocus dissipates over time, and must be built by regular meditation. Losing all psyfocus makes someone unable to use psychics, but has no other consequences. Higher levels of psyfocus permit higher-level powers, but also increase the rate of psyfocus dissipation|In-game Description}}<br />
<br />
In addition to the neural heat increase, each psycast also removes an amount of psyfocus. Every psycaster has a maximum psyfocus amount of 100% and all psyfocus costs are the same for every caster.<br />
Unlike neural heat, if the psycaster has insufficient psyfocus for the psycast, it cannot be cast. There is no way to exceed this limit.<br />
<br />
Level 3-6 psycasts also require the user to have a minimum level of psyfocus stored in order to be useable, independent of their actual psyfocus cost. Psycasters need at least 25% psyfocus to use level 3-4 psycasts and at least 50% psyfocus to use level 5-6 psycasts.<br />
<br />
With a few exceptions, psyfocus can only be gained by through meditation and degrades a small amount per day relative to the amount of psyfocus the psycaster currently has. Below 25% psyfocus, the psyfocus falls at 3.5% per day, between 25 and 50%, psyfocus falls 5.5% per day, and above 50% it falls at 7.5% per day.<br />
<br />
By default, a pawn gains 50% psyfocus per day of meditation. Meditation foci further improve these rates by their listed strength. So an Artistic-focused psycaster meditating to 9 legendary sculptures (+44%) would gain 94% psyfocus per day of meditation. Other sources of psy-focus include:<br />
<br />
*Using [[Go-juice]] instantly gives 15% psyfocus when taken by psycasters.<br />
*Using [[Wake-up]] increases the psyfocus gain from meditation by 20% per day for the duration of the effect.<br />
*Certain [[Ideoligion#Rituals|ritual]]s {{IdeologyIcon}} grant full psyfocus to all participants when completed with sufficient quality.<br />
*The Psy-meditative [[Persona_traits|persona trait]] grants an additional +10% psyfocus gain per day of meditation while the weapon is held in hand.<br />
*The Kill-focused [[Persona_traits|persona trait]] grant an instant +20% psyfocus on killing an enemy. Note that psyfocus is gained for the killing blow, even on friendlies, so finishing off downed hostiles and even slaughtering colony animals will grant psyfocus as long as the weapon is held in hand whilst doing so. Animal age and body size do not affect this rate either. This can be used to turn excess colony animals, especially from rapidly-breeding animals such as chickens, geese, and ducks into massive psyfocus gain, which can then be leveraged for high-psyfocus-cost utility psycasts such as [[Psycasts#Special_psycasts|Word of Inspiration]] or [[Psycasts#Special_psycasts|Word of Trust]].<br />
<br />
Note that "day" in the context of "psyfocus per day of meditation" is a full 24-hours, so even with a pawn meditating for 100% of their waking time, they'll generally only get around 2/3rds of this gain per in-game day.<br />
<br />
Pawns in a caravan will also regenerate psyfocus while remaining stationary or waiting. This however, does not apply when the caravan is resting due to sleep. This allows for usage of psycasts even while on long caravan journeys, provided some time is taken off to recharge.<br />
<br />
A pawn's target psyfocus level can be set using with widget on the toolbar while they are selected. The pawn will attempt to maintain that psyfocus level by meditating any time it drops below that value and the pawn is [[Menus#Schedule|scheduled]] for "'''Anything'''". Meditation performed as recreation, scheduled or not, or by the pawn being scheduled for "'''Meditation'''" will also increase psyfocus, but will not necessarily stop when the target psyfocus level is exceeded. This can be used to ensure a psycaster maintains psyfocus without strictly scheduling their day with "'''Work'''" and without them taking constant breaks to maintain their psyfocus as it deceases during the day. The psyfocus target can be set to a minimum threshold below 100%, as low as 0%, and then some time can be set for meditation specifically. This meditation time will put them over the target, giving them a buffer before they will stop working and go meditate. If this buffer is greater than 7.5% (the maximum dissipation rate per day, when psyfocus is >50%) and the meditation time allocated is sufficient to gain this amount, the pawn will never stop working during its "'''Anything'''" times to meditate. <br />
<br />
<div style="float: left;"><br />
{| {{STDT| sortable c_07 text-center}}<br />
|-<br />
! Meditation Focus !! Focus Type !! Base Strength !! Psyfocus/Hour<br>@ Base|| Max Strength !! Psyfocus/Hour<br>@ Max<br />
|- <br />
! [[Anima tree]]<br />
| [[Psycasts#Natural|Natural]]<br />
| +28%<br />
| {{#expr: (0.5+0.28)/0.24 round 1}}% <br />
| +36% <br />
| {{#expr: (0.5+0.36)/0.24 round 1}}% <br />
|-<br />
! [[Animus stone]]<br />
| [[Psycasts#Natural|Natural]]<br />
| +34%<br />
| {{#expr: (0.5+0.34)/0.24 round 1}}% <br />
| +42% <br />
| {{#expr: (0.5+0.42)/0.24 round 1}}% <br />
|- <br />
! [[Small nature shrine]]<br />
| [[Psycasts#Natural|Natural]]<br />
| +22%<br />
| {{#expr: (0.5+0.22)/0.24 round 1}}% <br />
| +30%<br />
| {{#expr: (0.5+0.30)/0.24 round 1}}% <br />
|- <br />
! [[Large nature shrine]]<br />
| [[Psycasts#Natural|Natural]]<br />
| +30%<br />
| {{#expr: (0.5+0.30)/0.24 round 1}}% <br />
| +38%<br />
| {{#expr: (0.5+0.38)/0.24 round 1}}% <br />
|- <br />
! [[Grave]]<br />
| [[Psycasts#Morbid|Morbid]]<br />
| +6%<br />
| {{#expr: (0.5+0.6)/0.24 round 1}}% <br />
| +34%<br />
| {{#expr: (0.5+0.34)/0.24 round 1}}% <br />
|-<br />
! [[Sarcophagus]]<br />
| [[Psycasts#Morbid|Morbid]]<br />
| +10%<br />
| {{#expr: (0.5+0.10)/0.24 round 1}}% <br />
| +38%<br />
| {{#expr: (0.5+0.38)/0.24 round 1}}% <br />
|-<br />
! [[Small sculpture]]<br />
| [[Psycasts#Artistic|Artistic]]<br />
| +12 - 28%<br />
| {{#expr: (0.5+0.12)/0.24 round 1}} - {{#expr: (0.5+0.28)/0.24 round 1}}% <br />
| +44% <br />
| {{#expr: (0.5+0.44)/0.24 round 1}}% <br />
|-<br />
! [[Large sculpture]]<br />
| [[Psycasts#Artistic|Artistic]]<br />
| +12 - 28%<br />
| {{#expr: (0.5+0.12)/0.24 round 1}} - {{#expr: (0.5+0.28)/0.24 round 1}}% <br />
| +44% <br />
| {{#expr: (0.5+0.44)/0.24 round 1}}% <br />
|-<br />
! [[Grand sculpture]]<br />
| [[Psycasts#Artistic|Artistic]]<br />
| +12 - 28%<br />
| {{#expr: (0.5+0.12)/0.24 round 1}} - {{#expr: (0.5+0.28)/0.24 round 1}}% <br />
| +44% <br />
| {{#expr: (0.5+0.44)/0.24 round 1}}% <br />
|-<br />
! [[Terror sculpture]] {{IdeologyIcon}}<br />
| [[Psycasts#Artistic|Artistic]]<br />
| +12 - 28%<br />
| {{#expr: (0.5+0.12)/0.24 round 1}} - {{#expr: (0.5+0.28)/0.24 round 1}}% <br />
| +44% <br />
| {{#expr: (0.5+0.44)/0.24 round 1}}% <br />
|-<br />
! [[Large stele]]<br />
| [[Psycasts#Artistic|Artistic]]<br />
| +15%<br />
| {{#expr: (0.5+0.15)/0.24 round 1}}% <br />
| +15% <br />
| {{#expr: (0.5+0.15)/0.24 round 1}}% <br />
|-<br />
! [[Grand stele]]<br />
| [[Psycasts#Artistic|Artistic]]<br />
| +18%<br />
| {{#expr: (0.5+0.18)/0.24 round 1}}% <br />
| +18% <br />
| {{#expr: (0.5+0.18)/0.24 round 1}}% <br />
|-<br />
! [[Walls]]<br />
| [[Psycasts#Minimal|Minimal]]<br />
| +22%<br />
| {{#expr: (0.5+0.22)/0.24 round 1}}% <br />
| +22% <br />
| {{#expr: (0.5+0.22)/0.24 round 1}}% <br />
|-<br />
! [[Brazier]]<br />
| [[Psycasts#Flame|Flame]]<br />
| +15%<br />
| {{#expr: (0.5+0.15)/0.24 round 1}}% <br />
| +31% <br />
| {{#expr: (0.5+0.31)/0.24 round 1}}% <br />
|-<br />
! [[Darklight brazier]]{{IdeologyIcon}}<br />
| [[Psycasts#Flame|Flame]]<br />
| +15%<br />
| {{#expr: (0.5+0.15)/0.24 round 1}}% <br />
| +31% <br />
| {{#expr: (0.5+0.31)/0.24 round 1}}% <br />
|-<br />
! [[Campfire]]<br />
| [[Psycasts#Flame|Flame]]<br />
| +12%<br />
| {{#expr: (0.5+0.12)/0.24 round 1}}% <br />
| +28% <br />
| {{#expr: (0.5+0.28)/0.24 round 1}}% <br />
|-<br />
! [[Torch lamp]]<br />
| [[Psycasts#Flame|Flame]]<br />
| +10%<br />
| {{#expr: (0.5+0.10)/0.24 round 1}}% <br />
| +18% <br />
| {{#expr: (0.5+0.18)/0.24 round 1}}% <br />
|-<br />
! [[Darktorch]]{{IdeologyIcon}}<br />
| [[Psycasts#Flame|Flame]]<br />
| +10%<br />
| {{#expr: (0.5+0.10)/0.24 round 1}}% <br />
| +18% <br />
| {{#expr: (0.5+0.18)/0.24 round 1}}% <br />
|-<br />
! [[Fungus darktorch]]{{IdeologyIcon}}<br />
| [[Psycasts#Flame|Flame]]<br />
| +10%<br />
| {{#expr: (0.5+0.10)/0.24 round 1}}% <br />
| +18% <br />
| {{#expr: (0.5+0.18)/0.24 round 1}}% <br />
|-<br />
! [[Meditation throne]]<br />
| [[Psycasts#Dignified|Dignified]]<br />
| +15%<br />
| {{#expr: (0.5+0.15)/0.24 round 1}}% <br />
| +33%<br />
| {{#expr: (0.5+0.33)/0.24 round 1}}% <br />
|-<br />
! [[Grand meditation throne]]<br />
| [[Psycasts#Dignified|Dignified]]<br />
| +15%<br />
| {{#expr: (0.5+0.15)/0.24 round 1}}% <br />
| +33%<br />
| {{#expr: (0.5+0.33)/0.24 round 1}}% <br />
|-<br />
|}<br />
</div> <br style="clear:both" /><br />
<br />
Each pawn has one or more meditiation types. Each type allows the pawn to use different objects as a focus. A pawn with multiple types can use any type available to them.<br />
<br />
==== Natural ====<br />
Required:Tribal Childhood [[Backstories]]<br />
<br />
Natural meditation is available to tribal pawns. Natural meditation objects and shrines are most effective when nothing is built nearby - buildings or furniture within 35 tiles will reduce their effectiveness.<br />
<br />
'''[[Anima tree]]:'''<br />
[[File:Anima tree.png|64px|left|link=Anima tree]]<br />
Anima trees have a base meditation focus strength of 28%. Each animus stone within 10 tiles increases the meditation effectiveness by 2%, while each small or large natural shrine within 10 tiles increases it by 1%. Up to 4 buildings can affect the tree, for a maximum bonus of +8% for 4 animus stones. Its effectiveness is limited by artificial buildings within a 35 tile radius. Note that this does not include flooring and torch lamps.<br />
<br />
The maximum meditation focus strength is thus 36% for an anima tree with no artificial buildings within 35 tiles and surrounded by 4 animus stones. Also note that unlike other natural buildings, meditating at the anima tree also produces anima grass for additional psylink levels for pawns with the natural focus. <br />
<br />
'''N.B.''' It is currently unclear if the following values are cut offs, or points in a processed curve fit to those values. <br />
<div style="float: left;"><br />
{| {{STDT| c_07 text-center}}<br />
!Artificial items in range<br />
!0<br />
!5<br />
!10<br />
!50<br />
|- <br />
!Strength Offset<br />
| -0%<br />
| -8%<br />
| -15%<br />
| -30%<br />
|}<br />
</div> <br style="clear:both" /><br />
'''[[Animus stone]]:'''<br />
[[File:AnimusStone.png|64px|left|link=Animus stone]]<br />
Animus stones have a base meditation focus strength of 34%. Each animus stone up to a total of additional 4 stones within 10 tiles of an animus stone increases the meditation effectiveness by 2%, for a maximum of +8%. Like the [[Anima tree]] its effectiveness is limited by artificial buildings within a 35 tile radius. Note that this does not include flooring and torch lamps.<br />
<br />
The maximum meditation focus strength is thus 42% for a Animus stone with no artificial buildings within 35 tiles and surrounded by 4 additional animus stones.<br />
<br />
'''N.B.''' It is currently unclear if the following values are cut offs, or points in a processed curve fit to those values.<br />
<div style="float: left;"><br />
{| {{STDT| c_07 text-center}}<br />
!Artificial items in range<br />
!0<br />
!5<br />
!10<br />
!50<br />
|- <br />
!Strength Offset<br />
| -0%<br />
| -8%<br />
| -16%<br />
| -34%<br />
|}<br />
</div> <br style="clear:both" /><br />
<br />
'''[[Small nature shrine]]:'''<br />
[[File:Small nature shrine.png|64px|left|link=Small nature shrine]]<br />
Small nature shrines have a base meditation focus strength of 22%. Each animus stone within 10 tiles increases the meditation effectiveness by 2%, up to a total of 4 stones for a maximum of +8%. Like the [[Anima tree]] its effectiveness is limited by artificial buildings within a 35 tile radius. Note that this does not include flooring and torch lamps.<br />
<br />
The maximum meditation focus strength is thus 30% for a small nature shrine with no artificial buildings within 35 tiles and surrounded by 4 animus stones.<br />
<br />
'''N.B.''' It is currently unclear if the following values are cut offs, or points in a processed curve fit to those values. <br />
<div style="float: left;"><br />
{| {{STDT| c_07 text-center}}<br />
!Artificial items in range<br />
!0<br />
!5<br />
!10<br />
!50<br />
|- <br />
!Strength Offset<br />
| -0%<br />
| -6%<br />
| -12%<br />
| -22%<br />
|}<br />
</div> <br style="clear:both" /><br />
<br />
'''[[Large nature shrine]]:'''<br />
[[File:Large nature shrine.png|64px|left|link=Large nature shrine]]<br />
Large nature shrines have a base meditation focus strength of 30%. Each animus stone within 10 tiles increases the meditation effectiveness by 2%, up to a total of 4 stones for a maximum of +8%. Like the [[Anima tree]] its effectiveness is limited by artificial buildings within a 35 tile radius. Note that this does not include flooring and torch lamps.<br />
<br />
The maximum meditation focus strength is thus 38% for a small nature shrine with no artificial buildings within 35 tiles and surrounded by 4 animus stones.<br />
<br />
'''N.B.''' It is currently unclear if the following values are cut offs, or points in a processed curve fit to those values. <br />
<div style="float: left;"><br />
{| {{STDT| c_07 text-center}}<br />
!Artificial items in range<br />
!0<br />
!5<br />
!10<br />
!50<br />
|- <br />
!Strength Offset<br />
| -0%<br />
| -8%<br />
| -16%<br />
| -34%<br />
|}<br />
</div> <br style="clear:both" /><br />
<br />
==== Morbid ====<br />
Required: Psychopath, Bloodlust, Cannibal, Masochist, Jealous, Undergrounder, Tortured Artist<br />
Morbid meditation is used by pawns with the appropriate traits and requires graves or sarcophagi. Filled graves or sarcophagi are more effective and bodies with a relationship to the meditator are more effective than strangers.<br />
<br />
'''[[Grave]]:'''<br />
[[File:GraveFull.png|64px|left|link=Grave]]<br />
Graves have a base Meditation Focus Strength of 6%. This increases by 10% if the grave is full, and a further 10% if the grave is occupied by a pawn with a relationship to the meditator. It is further increased by being within 10 tiles of up to 4 additional graves or sarcophagi. Each of these 4 grants an additional 1%, or 2% if full, for a maximum bonus of 8%. Note that only the primary grave has to contain a pawn with a relationship to the meditator. <br />
<br />
The maximum meditation focus strength is thus 34% for a grave occupied by a loved one and surrounded by 4 additional full graves or sarcophagi.<br />
<br style="clear:both" /><br />
'''[[Sarcophagus]]:'''<br />
[[File:Sarcophagus.png|64px|left|link=Sarcophagus]]<br />
Sarcophagi have a base Meditation Focus Strength of 10%. This increases by 10% if the sarcophagus is full, and a further 10% if the sarcophagus is occupied by a pawn with a relationship to the meditator. It is further increased by being within 10 tiles of up to 4 additional Graves or Sarcophagi. Each of these 4 grants an additional 1%, or 2% if full, for a maximum bonus of 8%. Note that only the primary sarcophagus has to contain a pawn with a relationship to the meditator. <br />
<br />
The maximum meditation focus strength is thus 38% for a sarcophagus occupied by a loved one and surrounded by 4 additional full graves or sarcophagi.<br />
<br style="clear:both" /><br />
<br />
==== Artistic ====<br />
Incompatible: Ascetic, Tribal Childhood Backstory<br />
<br />
Artistic focus is the default focus for non-tribal pawns. It uses artwork as a focus, with higher quality art being most effective.<br />
<br />
'''[[Small sculpture]]/[[Large sculpture]]/[[Grand sculpture]]/[[Terror sculpture]] {{IdeologyIcon}}:'''<br />
[[File:Sculpture small bust a.png|64px|left|link=Sculptures]]<br />
All sculpture sizes have identical meditation statistics and mechanics. Sculptures have a base Meditation Focus Strength that dependent on their [[quality]]. Higher quality sculptures have higher strengths, up to a maximum of 28% at legendary quality. Up to 8 additional sculpture of normal quality or better within 10 tiles will each increase this strength by a value dependent on its quality. 8 additional sculptures of masterwork or better can the maximum bonus of 16%. Note, as the focus sculpture's quality has a significantly larger effect than that of the supporting sculpture, it is always better to have the best quality sculpture as the focus. <br />
<br />
The maximum meditation focus strength is thus 44% for a legendary sculpture surrounded by 8 additional sculptures of masterwork or legendary quality. <br />
<br />
<div style="float: left;"><br />
{| {{STDT| c_07 text-center}}<br />
!Quality<br />
!Awful<br />
!Poor<br />
!Normal<br />
!Good<br />
!Excellent<br />
!Masterwork<br />
!Legendary<br />
|- <br />
!Base Strength<br />
| +12%<br />
| +16%<br />
| +20%<br />
| +22%<br />
| +24%<br />
| +26%<br />
| +28%<br />
|}<br />
</div> <br style="clear:both" /><br />
<div style="float: left;"><br />
{| {{STDT| c_07 text-center}}<br />
!Quality<br />
!Awful<br />
!Poor<br />
!Normal<br />
!Good<br />
!Excellent<br />
!Masterwork<br />
!Legendary<br />
|- <br />
!Strength Offset<br />
| +0%<br />
| +0%<br />
| +1%<br />
| +1%<br />
| +1%<br />
| +2%<br />
| +2%<br />
|}<br />
</div> <br style="clear:both" /><br />
'''[[Large stele]]:'''<br />
[[File:Largestele.png|64px|left|link=Large stele]]<br />
Large steles have a base Meditation Focus Strength of 15%. It appears that no other modifiers exist for steles as they do for other foci.{{H:title|link=no|Based on game code only| <sup> [Fact-check needed] </sup>}}<br />
<br style="clear:both" /><br />
<br />
'''[[Grand stele]]:'''<br />
[[File:Grandstele.png|64px|left|link=Grand stele]]<br />
Grand steles have a base Meditation Focus Strength of 18%. It appears that no other modifiers exist for steles as they do for other foci.{{H:title|link=no|Based on game code only| <sup> [Fact-check needed] </sup>}}<br />
<br style="clear:both" /><br />
<br />
==== Minimal ====<br />
Required: Ascetic<br />
<br />
Ascetics can meditate with nothing- all they need is a wall. This has the advantage of being practically free and it has a reasonable base effectiveness. However, this cannot be increased; if an ascetic pawn has multiple methods they should optimise and use them instead.<br />
<br />
'''[[Wall]]:'''<br />
[[File:Wall wall.png|64px|left|link=Wall]]<br />
Walls have a base Meditation Focus Strength of 22%. It appears that no other modifiers exist for wall as they do for other foci.{{H:title|link=no|Based on game code only| <sup> [Fact-check needed] </sup>}}<br />
<br style="clear:both" /><br />
<br />
==== Flame ====<br />
Required: Pyromaniac<br />
<br />
Pyromaniacs can use fire to meditate. All fires must be lit to add focus. While it requires upkeep, this is a cheap and effective method of meditation- the main drawback being the Pyromaniac.<br />
<br />
'''[[Brazier]]:'''<br />
[[File:Brazier.png|64px|left|link=Brazier]]<br />
Braziers have a base Meditation Focus Strength of 0% in their unlit state. This increases by 15% when lit. It is further increased by being within 10 tiles of up to 8 additional braziers, torch lamps or campfires. Note that they must be lit to grant the bonus. Each of these 8 grants an additional 2%, for a maximum bonus of 16%. <br />
<br />
The maximum meditation focus strength is thus 31% for a lit brazier surrounded by 8 lit braziers, torch lamps or campfires.<br />
<br />
'''[[Campfire]]:'''<br />
[[File:Campfire.png|64px|left|link=Campfire]]<br />
Campfires have a base Meditation Focus Strength of 0% in their unlit state. This increases by 12% when lit. It is further increased by being within 10 tiles of up to 8 additional braziers, torch lamps or campfires. Note that they must be lit to grant the bonus. Each of these 8 grants an additional 2%, for a maximum bonus of 16%. <br />
<br />
The maximum meditation focus strength is thus 28% for a lit campfire surrounded by 8 lit braziers, torch lamps or campfires.<br />
<br />
'''[[Torch lamp]]:'''<br />
[[File:Torch lamp.png|64px|left|link=Torch lamp]]<br />
Torch lamps have a base Meditation Focus Strength of 0% in their unlit state. This increases by 10% when lit. It is further increased by being within 10 tiles of up to 8 additional braziers, torch lamps or campfires. Note that they must be lit to grant the bonus. Each of these 8 grants an additional 1%, for a maximum bonus of 8%. <br />
<br />
The maximum meditation focus strength is thus 18% for a lit torch lamp surrounded by 8 lit braziers, torch lamps or campfires.<br />
<br />
==== Dignified ====<br />
Required: [[Title]]<br />
<br />
Dignified meditation is used by nobility. It requires a throne and its effectiveness is based on the throne room's quality.<br />
<br />
'''[[Meditation throne]]/[[Grand meditation throne]]:'''<br />
[[File:Throne_south.png|64px|left|link=Throne]]<br />
Both thrones have identical meditation statistics and mechanics. They start with a meditation focus strength of 15%. If it is in a [[Room roles|throne room]] that meets the pawns [[Titles|requirements]], its focus strength is improved by 8%. Additionally its effectiveness is affected by room [[Room_stats#Levels_of_impressiveness|impressiveness]].<br />
<br />
'''N.B.''' It is currently unclear if the following values are cut offs, or points in a processed curve fit to those values. Also note, the room impressiveness descriptors only relate to descriptors the room will have at that specific value. The descriptors themselves do not control the value. A room with 50 room impressiveness will be listed "Slightly Impressive" but will not make the cut off for the 4% increase. <br />
<br />
<div style="float: left;"><br />
{| {{STDT| c_07 text-center}}<br />
!Impressiveness Value<br />
!0<br />
!30<br />
!60<br />
!100<br />
!170<br />
|- <br />
!Description at Value<br />
|Awful<br />
|Mediocre<br />
|Slightly Impressive<br />
|Very Impressive<br />
|Unbelievably Impressive <br />
|- <br />
!Strength Offset<br />
| -5%<br />
| +0%<br />
| +4%<br />
| +8%<br />
| +10%<br />
|}<br />
</div> <br style="clear:both" /><br />
<br />
=== Psychic Sensitivity ===<br />
In addition to its effects in calculating neural heat, psychic sensitivity is also important in how it effects targets.<br />
The targets psychic sensitivity is important as it often acts as a modifier to the duration, and sometimes the magnitude, of the psychic effect. For example, a [[Traits|Psychically Hypersensitive]] (Sensitivity of 1.8) pawn will be affected by the Beserk psycast for 54 seconds instead of the normal 30, while a Psychically Dull (Sensitivity of 0.5) pawn would only be affected for 15 seconds, and a Psychically Deaf (Sensitivity of 0) pawn would be immune.<br />
<br />
=== Psycaster Equipment ===<br />
{{Stub|section=1|reason=needs effective neural heat change like eltex items have (see their pages)}}<br />
Psychic equipment can improve a psycaster's abilities by providing additional psychic sensitivity and/or by directly increasing the Heat recovery rate. <br />
The following modifiers exist:<br />
{| {{STDT| sortable c_07 }}<br />
!<br />
! Name<br />
! Type<br />
! Sensitivity Bonus<br />
! Neural Heat Limit {{ref label|Neural Heat|C}}<br />
! Recovery Rate Bonus<br />
|-<br />
! {{RimworldIcon}}<br />
! style='text-align: left !important;'| [[Traits#Psychic_Sensitivity|Psychically Hypersensitive]]<br />
| Trait<br />
| +80%<br />
| +{{#expr: 80/100 * 30 * 2.6666 round 0}}<br />
| -<br />
|-<br />
! {{RimworldIcon}}<br />
! style='text-align: left !important;'| [[Traits#Psychic_Sensitivity|Psychically Sensitive]]<br />
| Trait<br />
| +40%<br />
| +{{#expr: 40/100 * 30 * 2.6666 round 0}}<br />
| -<br />
|-<br />
! {{RimworldIcon}}<br />
! style='text-align: left !important;'| [[Traits#Psychic_Sensitivity|Psychically Dull]]<br />
| Trait<br />
| -50%<br />
| -{{#expr: 50/100 * 30 * 2.6666 round 0}}<br />
| -<br />
|-<br />
! {{RimworldIcon}}<br />
! style='text-align: left !important;'| [[Traits#Psychic_Sensitivity|Psychically Deaf]]<br />
| Trait<br />
| -100%<br />
| -{{#expr: 100/100 * 30 * 2.6666 round 0}}<br />
| -<br />
|-<br />
! {{RimworldIcon}}<br />
! style='text-align: left !important;'| [[Psychic foil helmet]]<br />
| Apparel<br />
| -90%<br />
| -{{#expr: 90/100 * 30 * 2.6666 round 0}}<br />
| -<br />
|-<br />
! {{RoyaltyIcon}}<br />
! style='text-align: left !important;'| [[Prestige recon armor]] <br />
| Apparel<br />
| +5%<br />
| +{{#expr: 5/100 * 30 * 2.6666 round 0}}<br />
| 0.033<br />
|-<br />
! {{RoyaltyIcon}}<br />
! style='text-align: left !important;'| [[Prestige recon helmet]] <br />
| Apparel<br />
| +5%<br />
| +{{#expr: 5/100 * 30 * 2.6666 round 0}}<br />
| 0.033<br />
|-<br />
! {{RoyaltyIcon}}<br />
! style='text-align: left !important;'| [[Prestige marine armor]] <br />
| Apparel<br />
| +5%<br />
| +{{#expr: 5/100 * 30 * 2.6666 round 0}}<br />
| 0.033<br />
|-<br />
! {{RoyaltyIcon}}<br />
! style='text-align: left !important;'| [[Prestige marine helmet]]<br />
| Apparel<br />
| +5%<br />
| +{{#expr: 5/100 * 30 * 2.6666 round 0}}<br />
| 0.033<br />
|-<br />
! {{RoyaltyIcon}}<br />
! style='text-align: left !important;'| [[Prestige cataphract armor]]<br />
| Apparel<br />
| +5%<br />
| +{{#expr: 5/100 * 30 * 2.6666 round 0}}<br />
| 0.033<br />
|-<br />
! {{RoyaltyIcon}}<br />
! style='text-align: left !important;'| [[Prestige cataphract helmet]]<br />
| Apparel<br />
| +5%<br />
| +{{#expr: 5/100 * 30 * 2.6666 round 0}}<br />
| 0.033<br />
|-<br />
! {{RoyaltyIcon}}<br />
! style='text-align: left !important;'| [[Eltex shirt]]<br />
| Apparel<br />
| +10% {{ref label|Quality|Q}}<br />
| +{{#expr: 10/100 * 30 * 2.6666 round 0}} {{ref label|Quality|Q}}<br />
| 0.033<br />
|-<br />
! {{RoyaltyIcon}}<br />
! style='text-align: left !important;'| [[Eltex vest]] <br />
| Apparel<br />
| +15% {{ref label|Quality|Q}}<br />
| +{{#expr: 15/100 * 30 * 2.6666 round 0}} {{ref label|Quality|Q}}<br />
| 0.05<br />
|-<br />
! {{RoyaltyIcon}}<br />
! style='text-align: left !important;'| [[Eltex robe]]<br />
| Apparel<br />
| +20% {{ref label|Quality|Q}}<br />
| +{{#expr: 20/100 * 30 * 2.6666 round 0}} {{ref label|Quality|Q}}<br />
| 0.083<br />
|-<br />
! {{RoyaltyIcon}}<br />
! style='text-align: left !important;'| [[Eltex helmet]] <br />
| Apparel<br />
| +15% {{ref label|Quality|Q}}<br />
| +{{#expr: 15/100 * 30 * 2.6666 round 0}} {{ref label|Quality|Q}}<br />
| 0.066<br />
|-<br />
! {{RoyaltyIcon}}<br />
! style='text-align: left !important;'| [[Eltex skullcap]]<br />
| Apparel<br />
| +40% {{ref label|Quality|Q}}<br />
| +{{#expr: 40/100 * 30 * 2.6666 round 0}} {{ref label|Quality|Q}}<br />
| 0.091<br />
|-<br />
! {{RoyaltyIcon}}<br />
! style='text-align: left !important;'| [[Eltex staff]] <br />
| Weapon<br />
| +50% {{ref label|Quality|Q}}<br />
| +{{#expr: 50/100 * 30 * 2.6666 round 0}} {{ref label|Quality|Q}}<br />
| 0.083<br />
|-<br />
! {{RoyaltyIcon}}<br />
! style='text-align: left !important;'| [[Persona traits|Psychic Hypersensitizer]] persona weapon {{ref label|Persona|A}}<br />
| Weapon<br />
| +40%<br />
| +{{#expr: 40/100 * 30 * 2.6666 round 0}}<br />
| -<br />
|-<br />
! {{RoyaltyIcon}}<br />
! style='text-align: left !important;'| [[Persona traits|Psychic Sensitivity]] persona weapon {{ref label|Persona|A}} <br />
| Weapon<br />
| +20%<br />
| +{{#expr: 20/100 * 30 * 2.6666 round 0}}<br />
| -<br />
|-<br />
! {{RoyaltyIcon}}<br />
! style='text-align: left !important;'| [[Persona traits|Psychic Quiet]] persona weapon {{ref label|Persona|A}} <br />
| Weapon<br />
| -15%<br />
| -{{#expr: 15/100 * 30 * 2.6666 round 0}}<br />
| -<br />
|-<br />
! {{RoyaltyIcon}}<br />
! style='text-align: left !important;'| [[Persona traits|Psychic Fog]] persona weapon {{ref label|Persona|A}} <br />
| Weapon<br />
| -30%<br />
| -{{#expr: 30/100 * 30 * 2.6666 round 0}}<br />
| -<br />
|-<br />
! {{RoyaltyIcon}}<br />
! style='text-align: left !important;'| [[Persona traits|Neural Cooling]] persona weapon {{ref label|Persona|A}} <br />
| Weapon<br />
| -<br />
| -<br />
| 0.15<br />
|-<br />
! {{RoyaltyIcon}}<br />
! style='text-align: left !important;'| [[Psychic sensitizer]] <br />
| Implant<br />
| +25%<br />
| +{{#expr: 25/100 * 30 * 2.6666 round 0}}<br />
| -<br />
|-<br />
|}<br />
:{{note|Persona|A}} Psychic sensitivity traits are mutually exclusive with each other, but not with Neural Cooling. Persona traits appear on the following weapons: [[Persona monosword]], [[Persona plasmasword]], and [[Persona zeushammer]]<br />
:{{note|Quality|Q}} Value scales with [[Quality]]. 0.5x -> 0.66x -> 0.83x -> 1.00x -> 1.16x -> 1.32x -> 1.5x. Note that Normal quality is not 1.00x<br />
:{{note|Neural Heat|C}} Neural heat limit increase from the increased psychic sensitivity, assuming psylink level 6.<br />
<br />
Thus the maximum psychic sensitivity possible would be a psychically hypersensitive pawn with a legendary Eltex staff, vest, shirt, robe and skullcap and an implanted psychic sensitizer for a total value of {{Hover title|link=no|100%+80%+75%+60%+30%+23%+15%+25%|408%}} psychic sensitivity and a neural heat limit, assuming psylink level 6, of {{#expr: 408/100 * 30 * 2.6666 round 0}}.<br />
<br />
== Psycasts == <br />
A psycast is the ability performed by the psycaster. A Psycaster can only perform psycasts of a level equal to or below their psylink level. For example, to manifest Beckon, the psycaster would require psylink level 3. <br />
<br />
=== Regular psycasts ===<br />
<br />
{| class="wikitable sortable"<br />
|-<br />
! Image !! Name !! Level !! Description !! Effects !! data-sort-type=number | Heat Gain !! data-sort-type=number | Casting Time !! data-sort-type=number | Duration !! data-sort-type=number | Range !! data-sort-type=number | Area of Effect !! data-sort-type=number | Psyfocus Cost<br />
|- id="Burden"<br />
| [[File: Burden.png|64px]] || '''Burden''' || 1 || Slow the target for a short time by suppressing motor activity in the brain || ''Psychically-induced difficulty in locomotion''<br />
* [[Moving|Maximum movement speed]] capped at 40%<br />
* Duration scales with target's [[Psychic Sensitivity]] {{H:title|link=no|Not in game-files, needs in-game testing| <sup> [Fact-check needed] </sup>}}<br />
* Effect scales with target's [[Psychic Sensitivity]] {{H:title|link=no|Multiplier exists in game-files, needs in-game testing to confirm| <sup> [Fact-check needed] </sup>}}<br />
* -15 Faction Relations when used on allies<br />
|| 8<br />
|| 0.25s <br />
|| 20s<br />
|| 30 tiles<br />
|| Target<br />
|| 1%<br />
|- id="Painblock"<br />
| [[File: Painblock.png|64px]] || '''Painblock''' || 1 || Block pain pathways in the target's brain for a short time. This can allow a person to move and act even with grievous injuries which would normally incapacitate them. || ''Psychically-induced pain insensitivity.'' <br />
* Target Pain Factor x10% <br />
* Duration scales with target's [[Psychic Sensitivity]]<br />
|| 8<br />
|| 0.25s <br />
|| 120s<br />
|| 25 tiles<br />
|| Target<br />
|| 2%<br />
|- id="Stun"<br />
| [[File: Stun.png|64px]] ||'''Stun''' || 1 || Momentarily disrupt motor function in the target's brain, preventing any movement. || <br />
''Psychically-induced.'' <br />
* Stuns the target<br />
* Duration scales with target's [[Psychic Sensitivity]]<br />
* -15 Faction Relations when used on allies<br />
|| 12<br />
|| 0.25s <br />
|| 3s<br />
|| 20 tiles<br />
|| Target<br />
|| 1%<br />
*<br />
|- id="Chunk skip"<br />
| [[File: ChunkSkip.png|64px]] || '''Chunk skip'''|| 1 || Skip the 5 chunks of rock or slag to scatter them near the target point. This is useful for producing cover during offensive operations.<br />
<br />
|| Skips the closest 5 chunks to scatter them near the target point. This is useful for producing cover during offensive operations.<br />
|| 14<br />
|| 1s<br />
|| ''Instantaneous''<br />
|| 25 tiles<br />
|| Target<br />
|| 4%<br />
|- id="Solar pinhole"<br />
| [[File: SolarPinhole.png|64px]] || '''Solar pinhole''' || 1 || Generate a microscopic skipgate linked to the core of a nearby star. Solar material leaks through the pinprick in spacetime, illuminating and warming the surrounding area until it closes. The light is enough to work by, but not enough to grow plants. || <br />
''Psychically-induced.'' <br />
* Creates light and heat<br />
|| 0<br />
|| 0.25s <br />
|| 5000s (5 days)<br />
|| 25 tiles<br />
|| 15 tiles<br />
|| 8%<br />
*<br />
|- id="Blinding pulse"<br />
| [[File: BlindingPulse.png|64px]] || '''Blinding Pulse''' || 2 || Induce noise in the visual centers of the brain, obscuring vision of everyone near the target point. || ''Psychically-induced partial blindness.'' <br />
* [[Sight]] * 0.5<br />
* Duration scales with target's [[Psychic Sensitivity]] {{H:title|link=no|Not in game-files, needs in-game testing| <sup> [Fact-check needed] </sup>}}<br />
* Effect scales with target's [[Psychic Sensitivity]] {{H:title|link=no|Multiplier exists in game-files, needs in-game testing to confirm| <sup> [Fact-check needed] </sup>}}<br />
* -15 Faction Relations when used on allies<br />
|| 20<br />
|| 1s <br />
|| 30s<br />
|| 25 tiles<br />
|| 7 tiles<br />
|| 1%<br />
|- id="Waterskip"<br />
| [[File: Waterskip.png|64px]] || '''Waterskip''' || 2 || Douse a target in water, extinguishing fires. The water is archotechnologically skipped from distant bodies of water or underground aquifers || ''Psychically-induced.'' <br />
* Creates a 3 tile diameter water dump at the targeted location leaving water puddles behind.<br />
|| 25<br />
|| 1s <br />
|| ''Instantaneous''<br />
|| 25 tiles<br />
|| 3x3 tiles<br />
|| 1.5%<br />
|- id="Neural heat dump"<br />
| [[File: NeuralHeatDump.png|64px]] || '''Neural Heat Dump''' || 2 || Instantly dump all your neural heat into someone else. As a side effect, the target will fall into a debilitating but non-damaging coma for about a day. The target must actively accept the psychic invasion, so only conscious allies can be targeted. || ''Psychically induced neural heat cleansing.'' <br />
* Caster reduces their neural heat to 0 while allied target within line-of-sight falls into non-damaging coma within 10 tiles. Target does not require a psychic amplifier to receive neural heat.<br />
* -15 Faction Relations when used on allies<br />
|| 0<br />
|| 1s <br />
|| 1000s (1 day)<br />
|| 25 tiles<br />
|| Target<br />
|| 0%<br />
|- id="Beckon"<br />
| [[File: Beckon.png|64px]] || '''Beckon''' || 3 || Psychically command the target to approach the caster. || ''Psychically-induced.'' <br />
* Target is unable to make ranged attacks and is forced to follow the caster. Lasts full duration or until struck. <br />
* Duration scales with target's [[Psychic Sensitivity]]<br />
|| 20<br />
|| 0.25s <br />
|| 8s<br />
|| 20 tiles<br />
|| Target<br />
|| 1%<br />
|- id="Chaos skip"<br />
| [[File: ChaosSkip.png|64px]] || '''Chaos Skip''' || 3 || Teleport the target to a random position near where he started. || ''Psychically-induced.'' <br />
* Target is teleported to a random tile between 7 and 25 tiles away from its starting location<br />
* 1s Stun after teleporting<br />
* -15 Faction Relations when used on allies<br />
|| 18<br />
|| 0.25s<br />
|| ''Instantaneous''<br />
|| 25 tiles<br />
|| Target<br />
|| 2%<br />
|- id="Vertigo pulse"<br />
| [[File: VertigoPulse.png|64px]] || '''Vertigo Pulse''' || 3 || Interfere with the spatial orientation sense of everyone near the target point, causing intermittent loss of balance. Flesh creatures will become extremely nauseous as well. || ''Psychically-induced loss of spatial orientation. This will cause flesh creatures to vomit.'' <br />
* Targets within the radius become dizzy and wander in a 3 tile radius from their initial position<br />
* Living targets have a chance to vomit.<br />
* Duration scales with target's [[Psychic Sensitivity]]<br />
* -15 Faction Relations when used on allies<br />
|| 30<br />
|| 1s <br />
|| 20s<br />
|| 25 tiles<br />
|| 7 tiles<br />
|| 2%<br />
|- id="Smokepop"<br />
| [[File: Smokepop.png|64px]] || '''Smokepop''' || 4 || Skip dust particles up from under the ground surface to form a [[Smoke|thick cloud]]. This reduces the accuracy of any shot fired through it, and prevents turrets from locking on entirely. || ''Psychically-induced.'' <br />
* Creates a 7 tile diameter smoke at the targeted location.<br />
|| 30<br />
|| 1s <br />
|| ''Instantaneous'', Smoke dissipates in ~30 seconds<br />
|| 25 tiles<br />
|| Tile<br />
|| 2%<br />
|- id="Skip"<br />
| [[File: Skip.png|64px]] ||'''Skip''' || 4 || Teleport the target to a desired position not too far from his starting point. || ''Psychically-induced.'' <br />
* Target is teleported to a selected tile visible to the target.<br />
-15 Goodwill impact<br />
|| 25<br />
|| 0.25s <br />
|| ''Instantaneous''<br />
|| 28 tiles<br />
|| Target/Tile<br />
|| 2%<br />
|- id="Focus"<br />
| [[File: Focus.png|64px]] || '''Focus''' || 4 || Psychically focus the target's mind, boosting their sight, hearing and moving capacities. || ''Psychically-induced mental focus, increasing sight, hearing and movement capactities.'' {{H:title|link=no|Spelling error in game, do not correct for article|<sup>[sic]</sup>}}<br />
* [[Sight]] * 1.3<br />
* [[Hearing]] * 1.3<br />
* [[Moving]] *1.3<br />
* Duration scales with target's [[Psychic Sensitivity]]<br />
|| 15<br />
|| 0.25s <br />
|| 60s<br />
|| 28 tiles<br />
|| Target<br />
|| 3%<br />
|- id="Wallraise"<br />
| [[File: Wallraise.png|64px]] ||'''Wallraise''' || 4 || Form a temporary wall by skipping rubble and soil up from deep under the ground. || ''A fragile wall made of rubble. It will collapse in time.' <br />
* Creates a cross-shaped set of wall 3 blocks across and 3 blocks wide at the target location. Wall has 100 HP and lasts for 4 hours or {{ticks|10000}}.<br />
**Walls cannot intersect other walls, but will shunt items out of the way.<br />
|| 35<br />
|| 1s <br />
|| ''Instantaneous'', Wall disappears after 4 hours.<br />
|| 25 tiles<br />
|| Tile<br />
|| 2%<br />
|- id="Berserk"<br />
| [[File: Berserk.png|64px]] || '''Berserk''' || 5 || Induce an angry psychosis in the target's mind, causing them to attack anyone nearby. || ''Psychically-induced.'' <br />
* Target goes [[Mental break#Berserk|berserk]], attacking the nearest creature regardless of previous affiliation. <br />
* -15 Faction Relations when used on allies.<br />
* Duration scales with target's [[Psychic Sensitivity]]<br />
|| 40<br />
|| 0.25s <br />
|| 15s<br />
|| 20 tiles<br />
|| Target<br />
|| 4%<br />
|- id="Flashstorm"<br />
| [[File: Flashstorm.png|64px]] || '''Flashstorm''' || 5 || Use differential-pressure skipgates in the atmosphere to generate a localized flashstorm. The storm will strike the area with lightning for some time before dissapating. || ''Psychically-induced.'' <br />
* Creates a storm at target location. <br />
* -35 Goodwill impact.<br />
|| 65<br />
|| 1s <br />
|| 164s<br />
|| 20 tiles<br />
|| 14 tiles<br />
|| 4%<br />
|- id="Invisibility"<br />
| [[File: Invisibility.png|64px]] || '''Invisibility''' || 5 || Psychically manipulate the visual centers of everyone nearby, rendering them unable to perceive a particular individual for a short time. || ''Psychically-induced invisibility. This actually affects others nearby, making their brains unable to perceive the sight of this individual, even if the eyes are unaffected.'' <br />
* Targeted creature cannot be attacked or targeted by any non-AoE psychic powers. This includes psycasts on self.<br />
|| 45<br />
|| 1s <br />
|| 15s<br />
|| 20 tiles<br />
|| Target<br />
|| 3%<br />
|- id="Berserk pulse"<br />
| [[File: BerserkPulse.png|64px]] || '''Berserk Pulse''' || 6 || Generate an overwhelming rush of undirected rage in everyone near the target point. || ''Psychically-induced.'' <br />
* All creatures within the radius go [[Mental break#Berserk|berserk]], attacking the nearest creature regardless of previous affiliation. <br />
* -75 Faction Relations when used on allies.<br />
* Duration scales with target's [[Psychic Sensitivity]]<br />
|| 65<br />
|| 1s <br />
|| 10s<br />
|| 15 tiles<br />
|| 5x5 tiles<br />
|| 6%<br />
|- id="Mass chaos skip"<br />
| [[File: MassChaosSkip.png|64px]] || '''Mass Chaos Skip''' || 6 || Skip everyone near a target point to a random location nearby. || ''Psychically-induced.'' <br />
* Targets within radius is teleported to a random tile between 7 and 25 tiles away from its starting location<br />
* -5 Goodwill impact.<br />
|| 40<br />
|| 1s <br />
|| ''Instantaneous''<br />
|| 25 tiles<br />
|| 17 tiles<br />
|| 3%<br />
|- id="Skipshield"<br />
| [[File: Skipshield.png|64px]] || '''Skipshield''' || 6 || Generate a spherical skipgate that sends all incoming and outgoing ground-level projectiles to some distant place. People and items are not affected. || ''Psychically-induced.'' <br />
* Makes a circle that cannot be shot through, into, or out of.<br />
|| 65<br />
|| 1s <br />
|| 15s<br />
|| 25 tiles<br />
|| 9 tiles<br />
|| 4%<br />
|- id="Manhunter pulse"<br />
| [[File: ManhunterPulse.png|64px]] || '''Manhunter pulse'''|| 6 || Drive nearby animals into a manhunting rage using a psychic pulse || ''Psychically-induced.'' <br />
* All animals within the radius go [[Mental break#Manhunter|Manhunter]], attacking the nearest human regardless of previous affiliation. <br />
* Duration scales with target's [[Psychic Sensitivity]]<br />
* Makes faction hostile when used on animals of allied caravans<br />
|| 50<br />
|| 1s <br />
|| 60s<br />
|| 35 tiles<br />
|| 57 tiles<br />
|| 4%<br />
|-<br />
|}<br />
<br />
=== Special psycasts ===<br />
<br />
Officially added in 1.2, these psycasts cost a great amount of psyfocus in return for some useful utility, often outside combat.<br />
<br />
{| class="wikitable sortable"<br />
|-<br />
! Image !! Name !! Level (Title) !! Description !! Effects !! data-sort-type=number | Heat Gain !! data-sort-type=number | Casting Time !! data-sort-type=number | Duration !! data-sort-type=number | Range !! data-sort-type=number | Area of Effect !! data-sort-type=number | Psyfocus Cost<br />
|- id="Word of trust"<br />
| [[File: WordOfTrust.png|64px]]||'''Word of Trust''' || 1 || Speak to the prisoner while using psychic suggestion to reduce his resistance to recruitment. This psycast can only reduce a prisoner's resistance, but cannot recruit him. || ''Psychically induced.''<br />
* Resistance amount scales with target's [[Psychic Sensitivity]]. Base effect is to reduce resistance by 20.<br />
|| 0<br />
|| 2s <br />
|| ''Instantaneous''<br />
|| 30 tiles<br />
|| Target<br />
|| 60%<br />
|- id="Word of joy"<br />
| [[File: WordOfJoy.png|64px]]|| '''Word of Joy'''|| 2 || Speak happy, calming words to someone while using psychic suggestion to implant a joyfuzz loop in his mind. The joyfuzz will suppress uncomfortable thoughts and sensations in the target to improve mood. This has the side-effect of dulling sensation and decision-making, which reduces consciousness.|| ''The affected pawn gains the Joybuzz status, providing 30 joy at the cost of -20% consciousness for 7 days.''<br />
* Duration scales with target's [[Psychic Sensitivity]]<br />
* -25 Faction Relations when used on allies.<br />
|| 0<br />
|| 2s<br />
|| 5000s (5 days)<br />
|| 1 tile<br />
|| Target<br />
|| 40%<br />
|- id="Word of love"<br />
| [[File: WordOfLove.png|64px]] || '''Word of Love''' || 3 || Speak about someone's romantic virtues while using psychic suggestion to implant romantic desire in the listener. For days afterward, the listener will feel psychically-induced romantic attraction towards the other person. This great increases opinion and makes them much more likely to attempt romantic advances and marriage proposals if they get the chance. This psycast can be used to connect two other people, induce love for the caster, or force oneself to love another. || ''Psychically-induced romantic desire. This increases an individual's opinion of someone else, and increases the likelihood of romantic advances and marriage proposals, while reducing the chance of a breakup.'' <br />
* Greatly increases relations between target(s), nearly guaranteeing a relationship forms if recursively casted on two pawns.<br />
|| 0<br />
|| 2s <br />
|| 8000s (8 days)<br />
|| 1 tile<br />
|| Target<br />
|| 50%<br />
|- id="Word of serenity"<br />
| [[File: WordOfSerenity.png|64px]]||'''Word of Serenity'''|| 4 || Use calming words and psychic suggestion to end a mental break on a person or animal. The target will fall into a short psychic sleep. The psyfocus cost depends on the intensity of the target's mental break.|| Instantly ends any mental break by forcing the target into a 6 hour coma. The psyfocus cost depends on the level of the mental break; minor breaks cost 30% psyfocus, major breaks cost 50%, and extreme breaks cost 70%.<br />
* Coma duration scales with target's [[Psychic Sensitivity]]<br />
|| 0<br />
|| 2s<br />
|| 250s (6 hours)<br />
|| 1 tile<br />
|| Target<br />
|| 30-70%<br />
|- id="Word of inspiration"<br />
| [[File: WordOfInspiration.png|64px]] || '''Word of Inspiration'''|| 5 || Speak words encouraging creativity while psychically hypercharging the target's mind with new ideas. The target will experience a random inspiration appropriate to them.|| Targeted pawn will receive a random [[inspiration]] based upon their passions and skills.<br />
|| 0<br />
|| 2s<br />
|| ''Instantaneous''<br>Inspiration lasts its normal duration<br />
|| 1 tile<br />
|| Target<br />
|| 80%<br />
|- id="Farskip"<br />
| [[File: Farskip.png|64px]] || '''Farskip'''|| 5 || Skip the caster, along with anyone standing near him, to an ally at a distant location. This can send people far across the planet, but only works if there is a willing ally on the other side to use as a navigation beacon. The skipped people will always appear near a random ally on the target map.<br />
|| Stuns for between 3 and 10 seconds; teleports allies within 5 tiles to distant colonist on map; if used while in caravan, whole caravan will be teleported (unusable if overburdened)<br />
|| 0<br />
|| 5s<br />
|| ''Instantaneous''<br />
|| User<br />
|| 5 tile radius<br />
|| 70%<br />
|- id="Neuroquake"<br />
| [[File: Neuroquake.png|64px]] || '''Neuroquake'''|| 6 || Find a discontinuity in the psychic field and unfold it, releasing a massive amount of psychic energy. Every creature in range but outside of the safe, inner, circle will be driven violently insane. Casting this takes 12 seconds of meditation, and afterwards, the caster will go into a five-day psychic coma. The disturbing neuroquake echoes will inflict pain on everyone for many kilometers around, causing diplomatic consequences with all factions.<br />
|| <br />
* Causes berserk mental state in a 60-tile radius, outside of 5 tile safe radius. <br />
* -12 mood for all pawns present<br />
* -10 Faction Relations for all factions, no matter the distance you are from their bases.<br />
* -75 Faction Relations if berserk affects allies.<br />
* Caster put in coma for 5 days.<br />
|| 0<br />
|| 12s<br />
|| ''Instantaneous''<br>5 day coma<br />
|| User<br />
|| 60 tile radius<br />
|| 50%<br />
|-<br />
|}<br />
<br />
== Tactics ==<br />
<br />
Psycasts can be used to great tactical advantage- provided that you can get in range of the enemy to use them.<br />
<br />
*'''Solar pinhole''' can be used to warm rooms during a cold snap if you don't have enough heaters. Since solar pinholes are relatively inexpensive psyfocus-wise, multiple can be casted if needed.<br />
**Use it when mining deep underground to avoid the darkness work speed penalty.<br />
*'''Burden''' slows the target down.<br />
**Very useful for getting one or two more shots on melee attackers before they close the distance. Effective for this reason with a [[killbox]] setup as well.<br />
**Useful for hunters in case of revenge.<br />
*'''Painblock''' blocks pain, with an effect similar to [[go-juice]].<br />
*'''Stun''' stuns the target for a few seconds.<br />
**Best used to support a melee attacker against another.<br />
**Help melee attackers close the distance to shooters.<br />
**Peel melee attackers off ranged.<br />
*'''Chunk skip''' skips 5 nearby rock or steel slag chunks to a 5x5 target area in a random pattern.<br />
**Can be used to create some [[cover]] if fighting on open terrain where natural cover is sparse or is in inconvenient locations. The chunks can be quickly rearranged with a stockpile. <br />
**Sometimes can be used to steal cover from enemies, provided that your psycaster can target the desired chunks. This ability tends to skip chunks closest to the psycaster, so this might only be possible if they are a melee fighter and can get close to enemy positions.<br />
**Can be used outside of combat to quickly relocate chunks around your base right to the [[stonecutter's table]] or [[electric smelter]]. This can speed up production if a worker has to walk a sizable distance each time to get a new chunk.<br />
**A situational use would be to place chunks behind walls or in open doorways, therefore possibly preventing enemies from using superior 75% cover and forcing them to use chunks as inferior cover or to move to a different spot. This is unreliable due to the random pattern in which chunks are skipped to the target area, as well as the fact that pawns are not immediately forced to move if a chunk is placed on them - they are only prevented from standing on that tile again if they move.<br />
*'''Blinding Pulse''' reduces the Sight of enemies and thus their accuracy, giving you the upper hand in combat. Especially useful against clustered ranged tribals. Using this against melee fighters is useful as well, reducing their hit chance.<br />
*'''Neural heat dump''' is good for burst-casting expensive combat psycasts such as berserk pulse, if you're willing to pay the price of putting a pawn out of action. Pacifists are a good choice if you don't need them to pull fallen allies out of battle<br />
**The side effect, putting a pawn into a coma for a day, can also be useful to save a pawn from getting mauled my animal revenge, to prevent a sick pawn from having a mental break while they are in bed and in various other situations.<br />
*'''Beckon'''<br />
**Best used to force enemies into melee range for engagement.<br />
**Great for peeling enemy melee off a vulnerable friendly.<br />
**Can also be useful to pull an enemy ranged out of an ancient danger.<br />
*'''Chaos Skip'''<br />
**Use on enemies that already entered melee range to force them to break distance in a random direction. Be careful of skipping them into your base.<br />
*'''Vertigo Pulse''' will force a group of enemies out of cover for a few seconds while preventing them from firing at your own pawns while they vomit uncontrollably.<br />
*'''Smokepop''' is essentially a better version of the [[smoke launcher]].<br />
*'''Skip''' is a versatile tool that can be used to manipulate allies, enemies, inanimate objects and the self alike.<br />
**Teleport allied fighters into position quickly, especially melee fighters. <br />
**Skip long-ranged enemies into range.<br />
**Keep enemy melee fighters away from allies.<br />
**Using skip on an ally harms your faction relations, even when used for benevolent purposes. To get around this when rescuing allies, have a colonist rescue the ally and then skip the colonist. This will not give a penalty.<br />
**Teleport a raider near a [[Mechanoid_cluster|mechanoid cluster]] to make them fight each other.<br />
**Can be used on self to quickly escape danger or to urgently move to a location.<br />
**Move downed pawns, allies or enemies, out of danger to safely rescue or capture them.<br />
**Teleport [[chemfuel]] away just before it blows up.<br />
**Steal supplies from [[Raider#Siege|Sieges]].<br />
***Sieges will continuously receive supplies of [[Packaged_survival_meal|Packaged survival meals]] and [[Mortar_shell|Mortar shells]] as they are removed from the siege, but they won't receive additional [[component|components]]. Stealing components before [[Mortar|Mortars]] are built will halt the siege and it potentially allows the unlimited theft of additional supplies.<br />
*'''Focus''' is good for buffing allies prior to a battle, improving a doctor by giving them boosted tend [[Medical_Tend_Quality|quality]] and [[Medical_Tend_Speed|speed]] (but not [[Medical Surgery Success Chance|success chance]] or [[Medical Operation Speed|speed]] of a surgery, as the bonus from Sight for these caps at 100%).<br />
*'''Wallraise''' creates a wall of rocks in a cross shape.<br />
**Creates impromptu cover for your shooters to shelter behind.<br />
**Use to create LOS blocker against rocket launchers that are about to fire. If you are quick you can even block the rockets mid-flight (note the 1.0s casting time, however).<br />
**Blocking access to doors <br />
**Protecting [[Unstable power cell]]s while in mech clusters from mortar fire, gunfire, and secondary explosions.<br />
**Casting Wallraise on fire will extinguish it and prevent it from spreading again, although it's strictly worst than Waterskip in that regard.<br />
**Walling in vulnerable pawns far from the base (requires two)<br />
*'''Berserk''' forces an enemy to attack nearby targets indiscriminately, including their allies.<br />
**Have enemies aggro on each other while your ranged fighters pick them off.<br />
**Cause friendly fire as enemies fire at the berserker.<br />
**Offers an alternative way to hunt dangerous animals like [[Thrumbo]]s. Note that once animals have begun fighting each other, they will continue fighting until one of the two is downed or dies, even after Berserk has expired. Damage incurred from each other also will not cause them to go manhunter.<br />
**Extremely powerful against tanky enemies, who can kill non-affected enemies for an extended period of time.<br />
*'''Invisibility''' makes enemies unable to target your allies.<br />
**It is not broken on attacking making it a good choice for close-ranged attackers. <br />
***Can be used to protect a single [[Defense_tactics#Melee_blocking|melee blocker]] against medium and large enemies, but won't block small enemies.<br />
**Self-cast to allow your psycaster to safely get within range.<br />
**Cast on snipers to aggro sieges or mech clusters.<br />
*'''Berserk Pulse''' is similar to Berserk but affects an area.<br />
**It causes a dangerous increase in neural heat on all but the most well-equipped of psycasters, but is capable of defeating entire raids using only this psycast. Only the best psycasters can use this twice in a row, unless they have neural heat dump.<br />
**Extremely powerful against tanky enemies, who can kill non-affected enemies for an extended period of time.<br />
**Works through walls! The target cell must be within line-of-sight (but can be cast on the wall itself), but the effect also applies to targets in range on the other side of the wall. This can be used to great effect by funneling enemies into a U-shaped pathway around another (unconnected or blocked-by-door) hallway with your caster in it. Berserk Pulse can be targeted at the end of the hallway your pawn is in and hit 13 cells in the U-shaped hallway surrounding it. Since enemies do not have collision with each other until they enter combat, this can potentially catch a very large number of hostiles in the area. Best use is alternating sandbags or stone chunks in that section of the U-shaped hallway to slow down the invading army specifically at that point, causing them to bunch up even more.<br />
*'''Mass Chaos Skip''' skips all units in the area randomly, friend or foe, as well as briefly stunning them on arrival at their new location.<br />
**Skip multiple enemies out of cover at once, exposing them to gunfire. <br />
**Only skips things to a location within line of sight of their starting position. However, it does not require line of sight from the caster to a pawn to initiate the skip (ie. it'll skip a pawn that's on the other side of a wall, but they'll still be on the other side of that wall afterwards).<br />
**Note that "line of sight" operates based on actual sight mechanics (ie. the ability to see an area for the purposes of shooting it, using psycasts, etc), _not_ being able to path to it. Buildings that do not permit pathing but do permit being shot over/through will not block Chaos Skip.<br />
**Be careful: you may accidentally skip the enemies behind or even right next to your pawns. The brief stun when the target arrives at the new location can permit time to react, however.<br />
*'''Manhunter Pulse''' causes all animals in a large targeted area to become manhunter. <br />
**Can be used to defend against raiders, or act as an offensive weapons on raids on enemy bases.<br />
**If you also have a pawn with the Wallraise psycast, you can stack all colonists into the gap between two wall raises. The resulting carnage is entertaining.<br />
*'''Flashstorm''' [[lightning]] strikes can be targeted down to a specific tile by roofing the entire area of effect except for the single tile that is targeted. Lightning will still strike at the same rate, but will only strike that unroofed tile. Multiple flash storms can be stacked on top of each other with the number and frequency of strikes stacking directly<br />
** Without roofs, these are wildly inaccurate and only should be used: A) In a killbox with a single unroofed tile, or B) against massive stacks of tribals.<br />
** Note that there is a substantial delay (60-180 seconds, at random on each cast) before the first strike, after which the ability lasts a fixed duration (164s).<br />
*'''Neuroquake''' is a hail-mary-style psycast that is good against a large raid, provided you can protect your psycaster long enough. It is advised to limit all of your pawns, including animals, to the 5 tile radius around the caster, and lock all doors. Reducing psychic sensitivity to reduce coma time no longer is an option in 1.3, as the neuroquake coma no longer scales with a pawns psychic sensitivity. 1.3 also reduced the range from the entire map to a 60-tile radius around the caster.<br />
*'''Word of Serenity''' will not prevent the a [[Traits#Tortured artist|Tortured Artist]] pawn from gaining an [[inspiration]] when used to end a [[mental break]], allowing relatively risk-free [[Quality|Legendary]] farming.<br />
*'''Word of Inspiration''' can be used to great effect when combined with a [[persona weapon]] with the [[Persona weapon#Kill-focused|Kill-focused trait]].<br />
** Since this trait counts it as a "kill" when the bonded pawn slaughters an animal with the weapon equipped and held, rapidly-breeding animals such as geese, chickens, and ducks (which lay an egg every 1.6, 2.0, and 3.5 days, respectively) can be turned directly into inspirations by hatching the eggs, then slaughtering the chicks, at a ratio of 4 animal slaughters per inspiration.<br />
** This means that that, after a warm-up period while the first eggs incubate, each female goose (provided they have a male to fertilize the eggs) is worth 0.15625 inspirations per day.<br />
<br />
== Version History == <br />
*[[Royalty DLC]] Initial Release: Introduced<br />
* [[Version/1.1.2559|1.1.2559]]: Burden range 25->30. Stun entropy cost 10->12. Stun range 25->20.<br />
* [[Version/1.1.2571|1.1.2571]]: Major Rebalance to several psycasts.<br />
* [[Version/1.1.2647|1.1.2647]]: Overhaul to some mechanics. Empire no longer gets angry at psycast use, removed psychic hangover, added meditation mechanics, added new psychic abilities.<br />
* [[Version/1.1.2654|1.1.2654]]: Desired psyfocus level now configurable and pawns will meditate enough to maintain it without needing scheduling. Reduce psyfocus decay rates 0.5% at each level. Wall, Grave, Sarcophagus, Animus stone, Sculptures and Nature Shrine psyfocus gain increased. <br />
* [[Version/1.2.2719|1.2.2719]]: Solar Pinhole, Chunk Skip, Farskip, Neuroquake and Word of Trust/Joy/Inspiration/Love/Serenity added. Meditation focus objects now enhanced by objects placed nearby. Added visual effect for wallraise rocks expiring.<br />
* [[Version/1.2.2753|1.2.2753]]: Bullet Shield renamed to Skipshield, prevent Farskip when caravan is overweight. Neural heat overload no longer causes psylink degradation or any other permanent damage.<br />
[[Category: Game mechanics]]<br />
* [[Version/1.3.3066|1.3.3066]]: Neuroquake rebalance: Neuroquake lists duration in the casting warning. Coma duration increased from 3 days -> 3 and no longer scales with psychic sensitivity. The negative moodlet to friendly bystanders applies whether they are conscious or not and is increased from -10 to -12. Casting warmup decreased from 125s -> 12s. Berserk radius decreased from entire map -> 60 tiles.<br />
[[Category: Royalty]]</div>YokoZarhttps://rimworldwiki.com/index.php?title=Gold&diff=93185Gold2021-09-25T12:15:49Z<p>YokoZar: Rewrite most summary info. Add analysis section.</p>
<hr />
<div>{{Define|Metal<br />
| category = Metallic<br />
| description = The most seductive metal of them all. Millions have died in attempting to feed the endless human thirst for gold. This soft metal is little use on its own, but is strikingly beautiful and very rare.<br />
| color = (255,235,122)<br />
| always haulable = true<br />
| construct effect = ConstructMetal<br />
| def name = Gold<br />
| draw gui overlay = true<br />
| graphic class = Graphic_Single<br />
| graphic path = Things/Item/Resource/Gold<br />
| label = gold<br />
| parent name = ResourceBase<br />
| path cost = 15<br />
| resource readout priority = Middle<br />
| rotatable = false<br />
| selectable = true<br />
| small volume = true<br />
| sound drop = Silver_Drop<br />
| sound impact stuff = BulletImpactMetal<br />
| sound interact = Silver_Drop<br />
| stack limit = 500<br />
| stuff adjective = golden<br />
| thing class = ThingWithComps<br />
| sound melee hit blunt = MeleeHit_Metal_Blunt<br />
| sound melee hit sharp = MeleeHit_Metal_Sharp<br />
| use hit points = false<br />
| beauty base = -4<br />
| beauty factor = 4<br />
| beauty offset = 20<br />
| flammability factor = 0.4<br />
| market value base = 10<br />
| max hit points factor = 0.6<br />
| melee blunt damage factor = 1.15<br />
| melee cooldown factor = 1<br />
| melee sharp damage factor = 0.75<br />
| work to make factor = 0.9<br />
| work to build factor = 0.9<br />
| mass = 0.008<br />
| armor - sharp factor = 0.72<br />
| armor - blunt factor = 0.36<br />
| armor - heat factor = 0.36<br />
| rest effectiveness factor = 1<br />
| door opening speed factor = 1<br />
| volume = 0.1<br />
| insulation - cold factor = 3<br />
| insulation - heat factor = 0<br />
| terrain affordance needed = Medium<br />
}}{{Info|'''Gold''' is a very [[Beauty|beautiful]] and valuable resource.}}<br />
<br />
Gold is necessary to build items needed for tech progression, namely [[advanced component]]s, the [[multi-analyzer]], and various parts of the [[ship]]. It is also used in [[royal bed]]s, [[reliquary|reliquaries]] {{IdeologyIcon}}, [[grand meditation throne]]s {{RoyaltyIcon}}, and the various prestige armors {{RoyaltyIcon}}.<br />
<br />
== Obtaining ==<br />
Most traders will have some gold for sale, as will all settlements. Gold is sometimes found on the bodies of [[raider]]s, as well as the Ancients found in random [[cryptosleep casket]]s. Gold can rarely be found from mining [[Mine|gold veins]] or drilling with [[deep drill]]s.<br />
<br />
== Analysis ==<br />
Gold is best used on anything with a quality multiplier: golden [[sculptures]] are among the most valuable items in the game and will generate far more beauty/wealth per gold than [[gold tile]] or golden workstations. Gold is very expensive, however, and high quality items made from gold are much more likely to run into the $3500 trade price limit. For this reason it may be better to craft smaller gold statues, even when using an artistic [[inspiration]].<br />
<br />
Gold can also be used to create extremely beautiful [[furniture]] and [[structure]]s. Gold has both a high beauty offset and multiplier, meaning it's better used on furniture that has an intrinsic beauty stat already.<br />
<br />
== Ore ==<br />
[[File:Gold_ore.png|frameless|left|Gold ore in game]]<br />
<br />
'''Gold ore''' tiles have 1,500 health each, making them one of the faster ores to mine. They can be found in smaller veins, ranging from 2 to 8 tiles in size. Each mined block has a base yield of 40 gold, however this is modified by factors such as the [[Difficulty]] setting and the [[Mining_Yield|mining yield]] of the pawn.<br />
<br />
== Usage ==<br />
Gold is used in the following crafting recipes:<br />
{{Ingredient List}}<br />
<br />
{{nav|materials|wide}}</div>YokoZarhttps://rimworldwiki.com/index.php?title=Topic:Wh5xkc5z0olj08lp&topic_postId=wh7wrdqedlms5ci5&topic_revId=wh7wrdqedlms5ci5&action=single-viewTopic:Wh5xkc5z0olj08lp2021-09-25T11:09:32Z<span class="plainlinks"><a href="/index.php?title=User:YokoZar&action=edit&redlink=1" class="new mw-userlink" title="User:YokoZar (page does not exist)"><bdi>YokoZar</bdi></a> <span class="mw-usertoollinks">(<a href="/wiki/User_talk:YokoZar" class="mw-usertoollinks-talk" title="User talk:YokoZar">talk</a> | <a href="/wiki/Special:Contributions/YokoZar" class="mw-usertoollinks-contribs" title="Special:Contributions/YokoZar">contribs</a>)</span> <a rel="nofollow" class="external text" href="https://rimworldwiki.com/index.php?title=Topic:Wh5xkc5z0olj08lp&topic_showPostId=wh7wrdqedlms5ci5#flow-post-wh7wrdqedlms5ci5">commented</a> on "Grand mediatation throne dining/recreating" (<em>I don't think I've tested eating or chess. I believe I've observed pawns use it in other cases. At one point a pawn passed out from exhau...</em>)</span>YokoZarhttps://rimworldwiki.com/index.php?title=Endings&diff=93052Endings2021-09-24T13:51:27Z<p>YokoZar: /* Awaking the Archonexus (Ideology DLC) */ More details on first phase</p>
<hr />
<div><!--{{TOCright}}--><br />
{{spoiler}}<br />
While RimWorld can be played for several hours or indefinitely, the game can come to an end in a few different ways, two of which ends your current game permanently.<br />
<p>''For endgame tips, see [[Advanced_Endgame_Guide#Ending_the_game|Advanced Endgame Guide - Ending the game]].''</p><br />
<br />
== Temporary Ending ==<br />
'' Everyone is dead or gone. This story is over. Perhaps someone else will find a use for the ruins of this place. '' - Popup text when there are no controllable colonist left in all visible map.<br />
These endings will not end the game permanently, but instead can go on even when there are no colonist left to control if you chose 'Keep Playing' instead of exiting to main menu. Anytime if the 'wanderer joins' or 'refugee chased' events trigger, you can resume playing.<br />
<br />
=== Colony End ===<br />
If and when the final [[colonist]] is lost (dead, kidnapped or left the planet), the game will present a message that everyone is dead or gone. If you continue playing, there is very little to do, but time continues to pass and events still trigger. <br />
<br />
=== Ship Launch ===<br />
'' You've launched the ship! ''<br />
'' Your AI will now try to guide the ship to a safe place. It might find a prosperous planet for you in this system, Or, it may undertake a centuries-long journey to another star. It might even decide to hide under ice on an asteroid for a few thousand years, waiting for someone to build a new glitterworld there. '''You'll find out when you wake up.''''' - Endgame text for Ship Launch on new ship or from Journey Offer.<br />
<br />
If a [[ship|spaceship]] is constructed you can load some or all of the colonists into the [[ship cryptosleep casket]]s to depart the planet.<br />
<p> To launch the ship, select the [[ship computer core]] and click the 'Launch ship' button. Starting up the ship takes 15 days, during which your colony will be attacked frequently. Any colonists not on the ship will be left behind. Once you confirm the launch, you hear the roar of rocket engines as the screen fades to white. The credits roll as the ending theme song plays. The credits will list colonists who died to commemorate them.</p><br />
<br />
=== Journey Offer ===<br />
After a short time the game will present a message that a friendly AI has offered you passage on his spaceship. The location is marked on the world map by a purple flag (or circle when zoomed in) and will be a considerable distance away. You can send colonists there by [[caravan]] or land in by [[transport pod]], but the long journey will take many legs. <br />
<br />
<gallery widths="400px" heights="400px" class="center" mode="nolines"><br />
File:Charlon Whitestone.png|'''Charlon Whitestone friendly AI'''<br />
File:Journey destination.png|'''Journey destination'''<br />
</gallery><br />
<br />
Launching the friendly ship is much the same as launching a colony ship.<br />
<br />
To launch the ship, select the group of colonists at the journey destination and click the 'Take off' button. Any colonists not with the ship will be left behind. Once you confirm the launch, you hear the roar of rocket engines as the screen fades to white. The credits roll as the ending theme song plays.<br />
<br />
=== Leave with the Stellarch (Royalty DLC) ===<br />
'' You've escaped on the Imperial shuttle! ''<br />
'' The high stellarch will now welcome you into the Imperial flotilla as an honored noble party. You might stay in the Imperial court and jockey for political power. Perhaps you'll avoid the drama and focus on enjoying ultratech luxuries. Or, you might even buy a ship and set a course for your long-lost home. '''The choice is up to you. '''''- Endgame text after the shuttle containing the Stellarch departs with at least one colonist from the colony inside.<br />
<br />
An alternative game ending with the DLC "Royalty", it gives you the quest "Royal Ascent" in which you must have the Stellarch himself visit your colony together with 4 of his personal guards and you must house them for 12 days. You need to have a Count or Countess as well as having enough throne & Bedrooms for your nobility that meets their standards as well as an extra for the Stellarch himself. While the Stellarch is visiting you must keep him safe from harm and keep his mood above 25%.<br />
<br />
== Permanent Ending ==<br />
These endings '''will end the game permanently'''. You can still continue from your last saves if you had saved one.<br />
<br />
=== [[Events#Planetkiller|Planetkiller]] ===<br />
'' At near-lightspeed, the planetkiller weapon slammed into the ground with the force of a trillion hydrogen bombs. Like a water balloon shot with a rifle, this world liquified under the impact and sprayed its molten guts across the cosmos. Part of AI Tania is now a small asteroid belt. The rest is a molten, radioactive hellscape, constantly rippling with kilometers-high planetquakes. '''You did not survive.''''' - Popup text after the planetkiller weapon drops into the planet.<br />
<br />
If "Planetkiller" is enabled at the scenario, there is a warning timer at the bottom right. Once the timer hits, the entire map will fade to white with the weapon obliterating the rimworld planet, and a message will be shown on your screen to state you didn't survive the impact, only allowing you to return to main menu as it permanently ends your game, regardless whether or not your colonist has escaped.<br />
<br />
=== Awaking the Archonexus (Ideology DLC) ===<br />
'' You've invoked the archonexus core. The world fills with a blinding light and time seems to slow...''<br />
'' The machine god has noticed you. Nobody can predict what happens next. It may destroy you, or communicate with you directly, or transport your consciousness to another plane of reality. You sense a vast, inhuman structure of infinite fractal complexity flowing into your mind. '''Time and scale begin to dissolve. Its terrifying. Its beautiful...''''' - Endgame text after invoking the Archonexus core.<br />
<br />
An alternative game ending with the DLC "Ideology", it gives you the progressive quest "The archonexus", which functions as a sort of New Game+ mode.<br />
<br />
For the first phase of the quest, you must ally with a particular faction and then give them your colony with at least $350k worth of wealth. You can select up to 5 colonists, 5 animals, 2 relics, and 5 noncombat utility items to take with you. Each utility item has a specifically defined max stack size you can take (eg 20 herbal medicine, 40 packaged survival meals). You will then choose a location on the same world map to start a new colony, and are offered a chance to change your ideoligion - all 5 colonists will become members of it. Note that changing ideoligions may render previous relics worthless, unless you later obtain members of your old ideoligion. Colonists will keep the gear they were carrying. Research will be reset to the scenario start.<br />
<br />
For the second phase of the quest, you will need to get a colonist to decipher at one of the nearest archotech structure, then again sell a colony worth $350k in wealth.<br />
<br />
After the third map fragment is obtained, the location to the archo nexus will be found. While it is guarded by mechanoids, they can be dispatched off quickly and all colonist can be sent over to activate the archo nexus. The game will end permanently upon activation of the nexus, and after exiting the credits screen, you will be greeted back to the main menu.<br />
<br />
''Oddly, the starting endgame text and how the colonist "escapes" is different from the other 2 ending.''<br />
<br />
[[Category:Game mechanics]]</div>YokoZarhttps://rimworldwiki.com/index.php?title=Titles&diff=93039Titles2021-09-24T12:41:02Z<p>YokoZar: /* Thrones and Bedrooms */ Remove incorrect sentence about how the grand throne doesn't function as a chair -- it definitely does (random colonists will watch TV while sitting in it)</p>
<hr />
<div>{{Royalty}}<br />
{{Image wanted|note='''Need general images and a gallery of example Throne Rooms and Bedrooms for each rank'''}}<br />
{{rewrite}}<br />
<br />
'''Titles''' are a new mechanic in the [[Royalty]] DLC. They grant the bearer [[psycasts]] and allow the bearer to trade with and call help from the [[Empire]], but in exchange the bearer has an increasing number of demands to maintain their mood.<br />
<br />
== Mechanics == <br />
Titles increase in level, starting at Freeholder, increasing to Yeoman, Acolyte, Knight / Dame, Praetor, Baron / Baroness, and Count / Countess. Further ranks include Duke / Duchess, Consul, Stellarch, and Emperor / Empress, but these are not achievable by colonists during standard gameplay. Starting at Acolyte, the title holder will start to demand certain apparel, rooms, and furniture, and may begin to refuse to do particular types of work or eat lower quality foods if the pawn has traits making them [[Titles#Conceited_vs_Non_Conceited|Conceited]].<br />
<br />
Titles are granted upon reaching a certain threshold of [[#Honor|Honor]]. Upon leveling up, you will receive a quest to accept a Bestowing Ceremony. Upon accepting the quest and performing the ceremony, your pawn will also gain levels of their [[Psycasts|Psylink]]. All titles, starting at Yeoman, allow an increasing level of psycast. <br />
<br />
Some titles come with recreation limits. These, and other limits, generally remain and grow from rank to rank, such that a Baron has all the limits placed on a Praetor, and more.<br />
<br />
Additionally [[Titles#Conceited_vs_Non_Conceited|Conceited]] nobles will refuse to do more types of work or eat certain kinds of food as they increase in rank. Non-conceited pawns do not refuse to do any type of work and will still eat everything they normally would. <br />
<br />
[[Slaves]]{{IdeologyIcon}} can be given Honor and will rank up as usual, and have the same clothing and room requirements as normal. They will not however be able to use permits and their worktypes override any added by Conceit. <br />
<br />
=== Conceited vs Non Conceited ===<br />
Titled pawns with the [[Traits#Greedy|Greedy]], [[Traits#Jealous|Jealous]], or [[Traits#Abrasive|Abrasive]] traits become Conceited after gaining Titles, and refuse to do certain types of work or eat certain kinds of food as they rise up the ranks. The game will show a popup warning if you attempt to give such pawns royal honor. Additionally Conceited Nobles replace their normal [[Mood#Expectation moodlets|Expectation moodlets]] with mood penalties of -6 and -12 at the ranks of Baron and Count respectively, even if the expectations moodlet would otherwise be positive. This can be a significant mood penalty even if colony wealth is sufficient to eliminate expectation mood bonuses.<br />
<br />
Titled pawns without those traits can continue to do all types of work and eat all types of food they used to be able to even after gaining higher titles. Conceited nobles maintain their food limits, even when unconscious. <br />
<br />
It is generally advisable to not give conceited pawns royal title when other pawns are available, but such alternatives are not always available. The exact encumbrance a conceited noble represents depends heavily on colony design, the work the pawn performs, and the rank to be achieved. A conceited yeoman has no demands for example, while a colony that only uses [[fine meal]]s and 5x5 bedrooms likely won't even notice the difference if their conceited researcher became a Praetor instead of a non-conceited pawn.<br />
<br />
Note that [[slavery]]{{IdeologyIcon}} will override the work restrictions of conceited pawns just as it does other work restrictions, allowing conceited nobles to work if enslaved. However, slaves cannot use [[#Permits|permits]] which lessens their utility.<br />
<br />
===Food requirements===<br />
Conceited nobles will refuse to eat certain foods, with fewer items be acceptable as the ranks increase. Non-conceited nobles have no such restrictions. <br />
<br />
Conceited [[Traits#Cannibal|cannibal]] nobles can eat [[human meat]] without penalty, and gain the normal positive moodlets from doing so. It is currently unknown if Simple Meals with Human Meat are allowed. <br />
<br />
[[Traits#Ascetic|Ascetic]] food requirements override title requirements, and thus Ascetics still prefer raw or simple food.<br />
<br />
=== Clothing requirements ===<br />
All titles, starting at Acolyte, desire clothes fit for their station, including some specific apparel choices that are listed [[#List_of_titles|below]]. Any conflicting apparel requirements from simultaneously holding an [[Ideoligion#Roles|Ideoligion role]]{{IdeologyIcon}} are disabled. <br />
<br />
[[Traits#Nudist|Nudists]] are not exempt from the need to wear Noble-specific clothing, and still take the penalty from wearing any clothes at all. This results in a Nudist Noble always having a negative moodlet of some kind. Pawns with an [[ideoligion]]{{IdeologyIcon}} with the Nudism meme however do not take a penalty and can go nude without penalty.<br />
<br />
[[Traits#Ascetic|Ascetic]] do not require noble-specific clothing and are happy in any clothing.<br />
<br />
=== Thrones and Bedrooms ===<br />
Titles of Acolyte and above require a throne room, and have minimum requirements for bedrooms. These requirements include a minimum number of tiles of room area, specific furniture, and a minimum impressiveness. All throne and bed rooms must be fully floored (no dirt or rough stone), and higher levels require fine floors. Note that a [[Circadian half-cycler]] does not negate the desire for a bedroom, even though it negates the need for it.<br />
<br />
Couples containing one or more nobles can still share a bedroom. Additionally, any number of nobles can share a throne room, however they need individual thrones and the title's usual requirements must still be met.<br />
<br />
Throne rooms cannot have workstations, however they can simultaneously function as impressive rec and dining rooms. The [[meditation throne]] itself also functions as a chair, and if near the appropriate furniture can be used while dining or recreating.<br />
<br />
[[Traits#Ascetic|Ascetic]] bedroom and food requirements override title requirements, and thus Ascetics still prefer an awful bedroom. Moreover, Throne Room requirements (braziers, drapes, instruments, size, flooring) do not need to be satisfied. They do still need a throne room to satisfy their need for Authority (No authority results in a -18 moodlet), and based on the [[Room_stats#Impressiveness|Impressiveness]] of the room they may get a negative moodlet (-6 for awful, -2 for dull (with the moodlet "mediocre throne room", possibly a bug)) if the room is less than Mediocre. In practice, this means that an Ascetic Count/Countess (or any title) may be kept happy with raw food, a 1x2 awful bedroom, and a 3x3 smooth stone throne room with a normal throne and a light source. Do also note that having a throne room that meets or exceeds the requirements and is sufficiently impressive can result in a positive moodlet, which may be useful but is a very expensive way to get a mood bonus.<br />
<br />
=== Honor ===<br />
{{Stub|section=1}}<br />
[[File:Royal Favor.png|frame|right|Honor Icon]]<br />
Honor is the "currency" of the titles system - there are honor requirements that must be reached to gain each rank of nobility and it can also be expended to access [[#Permits|permits]] within thier cooldown.<br />
Honor is offered as a [[quest]] reward or can be purchased from Royal Tribute Collector caravans in exchange for either [[gold]] or [[prisoners|slaves]].<br />
<br />
====Royal tribute collector====<br />
If you are not enemies with the Empire, Royal Tribute Collectors will visit your base approximately twice a year. They accept [[gold]] and [[Prisoner|prisoners]] in exchange for [[Titles|Honor]]. The pawn who initiates the trade receives the Honor. <br />
<br />
Gold's exchange rate (listed in the trade window) is 0.015 point of Honor per gold, rounded down, and is not affected by [[Skills#Social|Social]] skill. The amount of gold required for each point of Honor is as follows:<br />
<br />
{| class="wikitable"<br />
|-<br />
! Gold !! Honor<br />
|-<br />
| 67 || 1<br />
|-<br />
| 134 || 2<br />
|-<br />
| 200 || 3<br />
|}<br />
<br />
[[Prisoner|Prisoners]] generate 3 [[Titles|Honor]] - factors such as bionic body parts, missing limbs, etc, do not appear to affect the trade value. Prisoners do not need to be at full health in order to exchange, but they must be healthy enough to walk. You can see the Honor value listed under View Information for prisoners. Offering prisoners for Honor will generate the same [[mood]] and [[social]] penalties as selling prisoners to slavers.<br />
<br />
=== Bestowing Ceremony ===<br />
{{stub|section=1|reason=Does not reflect new mechanics after bestowing ceremony was changed into Ritual in 1.3}}<br />
{{see also|Quests#.3CPAWN_NAME.3E.27s_.3CNEW_TITLE.3E_Ceremony{{!}}Quests}}<br />
A colonist with enough honor for a new title can accept the received quest to invoke the [[Empire#Bestower|bestower]], a ceremonial priest-like figure who arrives by [[shuttle]] with a retinue of guards. He goes to the colonist's throne room, confirming that it satisfies the title requirements, and does the bestowing ceremony there. The ceremony itself gives the psylink upgrade and title. You can also betray the bestower to steal psylink neuroformers if you wish.<br />
<br />
<gallery><br />
BestowingCeremony.jpg|A bestower granting the countess rank to a pawn.<br />
BestowingCeremonyDeparture.jpg|Bestower and guards leaving on shuttle after granting a title.<br />
</gallery><br />
<br />
=== Inheritance and Renouncing ===<br />
Heirs are automatically assigned with additional weight to spouses. Can be changed by using a [[Comms console]] and performing a ritual.<br />
Should a noble die and be [[Resurrector mech serum|resurrected]], the heir keeps the title.<br />
Titles can be renounced.<br />
<br />
===Speeches===<br />
{{Quote|Initiate a speech from the throne. '''<PAWN NAME>''' will go to '''<PAWN POSSESSIVE>''' throne and call all colonists to listen to a speech there. If all goes well, listeners will feel inspired, and gain respect for '''<PAWN NAME>'''. If it goes poorly, the speech will do social damage. The outcome depends on '''<PAWN NAME>''''s social abilities.|In-Game Description}}<br />
<br />
At Praetor rank, Nobles gain the ability to give speeches. This ability is manually trigged by the player. These speeches have a cool down, require an assigned throne, and cannot happen while another gathering is happening. Speeches last {{ticks|10000}} or 4 in-game hours. Like weddings and parties, undrafted pawns will attempt to attend. Pawns must attend to gain the benefits or detriments of the speech.<br />
<br />
A speech grants attendees a [[Mood#Gatherings|moodlet]] and changes the listener's opinion of the speaker, both proportional to the success of the speech. A "Terrible Speech" will grant a -12 negative mood to attendees and a -30 opinion of the speaker. An "Uninspiring Speech" will grant a -4 negative mood to attendees and a -15 opinion of the speaker. An "Encouraging Speech" will grant a +4 positive mood and a +20 opinion of the speaker. An "Inspirational Speech" grants a +8 to mood and a massive +40 opinion of the speaker. In addition, each listener of an Inspiring Speech has a 5% chance of getting an [[inspiration]].<br />
<br />
The cooldown between uses of the speech ability varies by rank. At Praetor rank this cooldown is {{ticks|1200000}} or 20 in-game days. At Baron rank this cooldown is {{ticks|900000}} or 15 in-game days. At Count rank this cooldown is {{ticks|600000}} or 10 in-game days. While Nobles above the rank of Count are not generally available to the player, if one is gained by for example by recruiting an [[Empire]] prisoner, then they will have the same cooldown as the Count. <br />
<br />
While the speech success chance is proportional to the [[Skills#Social|Social skill]] of the speaker, the exact relationship is unknown.<br />
Similarly, it is known that the [[Social Impact]] stat also improves chances, but the exact relationship is once again unknown. Despite this, it is known that it provides a significant improvement, which give the headwear all speech-giving nobles ask for have a practical use. Prestige helmets are still highly recommended, but swapping to a [[top hat]] just the length of the speech is a good idea.<br />
<br />
=== Decrees === <br />
{{stub|section=1}}<br />
{{Main|Decree}}<br />
Nobles will sometimes issue quests with no reward except for a positive moodlet of +6 to the noble when fulfilled under ?? conditions. The noble that issued the decree will experience an increasingly negative moodlet if the quest remains unfulfilled, starting at -?? and increasing by ?? after ??. Conversely, they will experience a positive moodlet of +6 if fulfilled. Decrees demand things such as producing, harvesting, or killing a certain amount of things.<br />
Dying, being kidnapped, or renouncing a title ends any current decrees as of 1.1.2579.<br />
<br />
=== Permits ===<br />
At certain levels nobles gain permits. You choose which royal permits you want to come with that title. Some permits require minimum titles before they can be chosen, allowing you to customize your nobles somewhat. Permits generally cannot be used during their Cooldown, however [[#Honor|Honor]] can be paid to use the permit again during the cooldown if the pawn has sufficient excess honor. If they do not, the permit cannot be used again - a pawn cannot demote themselves to spend more honor.<br />
<br />
All permits can be returned at which the permit points are returned and a different selection of permits may be selected. This costs 8 honor plus the "cooldown" cost of any currently cooling permits. For example, if a pawn attempted to return their permits while the "Silver drop" permit was still on cool down, it would cost 8 honor + 6 honor, for a total of 14 honor. Any new permits will not have the cooldown, however it is more honor efficient to just purchase the permit on cooldown rather than reset permits, as it increase the price by an additional 8 honor.<br />
<br />
En[[Slave]]d nobles{{IdeologyIoon}} cannot use permits.<br />
<br />
NPC nobles will generate with a random number of permits appropriate to their rank. <br />
<br />
{| class="wikitable sortable"<br />
|-<br />
! Permit Name !! Prerequisite !! Cooldown<br>(Days) !! Honor Cost<Br><small>(if used during cooldown)</small> !! Description !! data-sort-type=number | Equiv. Value<br />
|- id="Call transport shuttle"<br />
|'''Call transport shuttle''' || data-sort-value=3|Knight/Dame || 40 || 8 || Call a [[shuttle]] for your own use. It will transport colonists, items, and animals on a one-way trip to anywhere you like within 70 world tiles. The shuttle can hold a total of 1000kg when loaded on a colony map, but as of 1.2.2900 it ignored this weight limit when called for a caravan on the world map. || ''N/A''<br />
|- id="Call laborer team"<br />
|'''Call laborer team''' || data-sort-value=2|Acolyte || 60 || 4 || Call a group of 4 [[Empire#Laborer|laborers]] to assist you for 4 days. These workers can only do general labor tasks. You can control them as though they were your own colonists. You are required to keep them safe. || ''N/A''<br />
|- id="Call laborer gang"<br />
|'''Call laborer gang''' || data-sort-value=6|Count <br> [[#Call laborer team|Laborer Team Permit]]|| 60 || 8 || Call a group of 8 [[Empire#Laborer|laborers]] to assist you for 4 days. These workers can only do general labor tasks. You can control them as though they were your own colonists. You are required to keep them safe. || ''N/A''<br />
|- id="Call aerodrone strike"<br />
|'''Call aerodrone strike''' || data-sort-value=3|Knight/Dame || 45 || 6 || Call a single-impact aerodrone strike at a target position. 45 tile range, 3 tile miss radius, 8 tile explosion radius, 50 [[Damage types#Bomb|Bomb damage]], {{ticks|120}} warmup time. || {{icon|silver|{{Q|Doomsday rocket launcher|Market Value Base}}}}{{ref label|Equiv|*}}<br />
|- id="Call aerodrone salvo"<br />
|'''Call aerodrone salvo''' || data-sort-value=4|Praetor <br> [[#Call aerodrone strike|Aerodrone Strike Permit]] || 60 || 8 || Call an extended salvo of aerodrone strikes around a target position. 45 tile range, 8 tile miss radius, 6 tile explosion radius, 50 [[Damage types#Bomb|Bomb damage]], {{ticks|120}} warmup time. 6 rounds with {{ticks|60}} between them. || ? <br />
|- id="Call trooper squad"<br />
|'''Call trooper squad''' || data-sort-value=2|Acolyte || 40 || 4 || Call a group of 4 light [[Empire#Trooper|troopers]] to aid you in battle.|| ''N/A''<br />
|- id="Call janissary squad"<br />
|'''Call janissary squad''' || data-sort-value=4|Praetor || 50 || 6 || Call a group of 4 professional [[Empire#Janissary|janissaries]] to aid you in battle.|| ''N/A''<br />
|- id="Call cataphract squad"<br />
|'''Call cataphract squad''' || data-sort-value=6|Count/Countess <br> [[#Call janissary squad|Janissary Permit]] || 60 || 8 || Call a group of 4 heavy [[Empire#Cataphract|cataphracts]] to aid you in battle.|| ''N/A''<br />
|- id="Steel drop"<br />
|'''Steel drop''' || data-sort-value=2|Acolyte || 45 || 4 || Call for a drop of 250 [[steel]]. || {{icon|silver|{{#expr:{{Q|steel|Market Value Base}}*250}}}}<br />
|- id="Glitterworld medicine drop"<br />
|'''Glitterworld medicine drop''' || data-sort-value=5|Baron/Baroness || 45 || 8 || Call for a drop of 5 [[glitterworld medicine]]. || {{icon|silver|{{#expr:{{Q|glitterworld medicine|Market Value Base}}*5}}}}<br />
|- id="Silver drop"<br />
|'''Silver drop''' || data-sort-value=3|Knight/Dame || 45 || 6 ||Call for a drop of 500 [[silver]]. || {{icon|silver|500}}<br />
|- id="Food drop"<br />
|'''Food drop''' || data-sort-value=2|Acolyte || 45 || 4 || Call for a drop of 20 [[packaged survival meal]]s.|| {{icon|silver|{{#expr:{{Q|packaged survival meal|Market Value Base}}*20}}}}<br />
|}<br />
:{{note|Equiv|*}} Roughly equivalent to a [[Doomsday rocket launcher]]<br />
<br />
== List of titles ==<br />
{{Stub|section=1|reason=Needs proper analysis of what clothes are needed and what replaces what needs - e.g. prestige armor covers multiple slots}}<br />
*'''Freeholder:''' The Imperial title of freeholder is used by the Empire to signifies a fully-respected individual. Most Imperial citizens earn it while young through volunteer work or military service. The title is also offered to outsiders who act with honor in the eyes of the Empire.<br />
*'''Yeoman:''' The Imperial title of yeoman is held by those who serve a noble lord in an important, specific way. While it is not a noble title, it does give the holder the right to use low-level psychic abilities. This title is often held by senior soldiers, warskiff pilots, spies, advisors, diplomats, intrusion operatives, and other key individuals. Many important people spend their entire lives as yeomen, seeking success outside the strictures of nobility.<br />
*'''Acolyte:''' The title of acolyte is the first title of noble duty, an encompasses a wide range of practical positions. Some acolytes are purely students, learning to lead troops, manage societies, or use psycasts in specialized schools. Others come from wealthy families and might own city buildings or farm complexes. During wartime, an acolyte might lead a platoon of troops, captain a small frigate, or serve their lord as an advisor. Their low rank within the nobility makes them paradoxically less useful as diplomats than yeomen. Sending a low-ranked acolyte to a negotiation can itself be seen as an insult, whereas a non-noble yeoman negotiator is seen only as the mouthpiece of his lord.<br />
*'''Knight/Dame:''' The title of knight is held by nobles who have largely passed their training, but who have not ascended to higher leadership roles. Many knights never advance further, and spend their lives as respected managers, advisors, or warriors. Most knights have some wealth, but a few remain quite poor while others may be very rich. In peacetime, a knight may manage a factory complex, commercial district, or small farming region. In war, some knights lead troop companies and assault squadrons, while psychic-focused knights engage in espionage, sabotage, and battlefield psychic combat.<br />
*'''Praetor:''' The title of praetor is a bridge between the service-oriented lower titles below and the power-holding nobility above. During peacetime, a praetor will usually manage a city district, asteroid sector, or agricultural region. During war, they take authority over the smallest combat units that fight independently - terrestrial troop cohorts, or space-borne destroyers or combat groups.<br />
*'''Baron/Baroness:''' The title of baron is the lowest of the middle nobility. While lower titles focus on personal service at war or commerce under a lord, barons hold title as semi-independent rulers. Each baron is subordinate to his liege lord, but his obligations are mostly in supplying wealth and troops, and not in personal service. In the Empire, a baron will typically own a city sector, mining colony, or similar outfit. At wartime, a baron may captain a capital ship in name, or control a regiment of troops.<br />
*'''Count/Countess:''' The title of count is the middle rank of middle nobility. In peacetime, counts hold title to a city or colony, and might have a small personal fleet, possibly including capital ships.<br />
*'''Duke/Duchess:''' The Imperial title of duke is the highest of the middle nobility. In the Empire, dukes control provinces, mega-cities, or moons. At war, a duke can field a division-level force, or a fleet with capital ships and dozens of support craft.<br />
*'''Consul:''' The Imperial title of consul is a lower level of high nobility. In the Empire, consuls control planets. At war, a consul can usually field an army-sized force of multiple divisions, supported by several fleets. Some command from a super-capital ship or control space-based megastructures.<br />
*'''Stellarch:''' The Imperial title of stellarch represents dominion over an entire star system. In the Empire, since interstellar travel times are years long, stellarchs rule their systems with a great degree of independence. They each swear fealty to the Emperor, but since the Emperor may be many light-years away, a stellarch may go years or decades without interacting with him.<br />
*'''Emperor/Empress:''' The Imperial title of emperor indicates sovereign dominion over the entire Empire, all its peoples, planets, and fleets. All other lords swear fealty to a high lord, while the Emperor swears fealty to no one. However, even the Emperor depends on the support of lower nobles to remain in power.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Obtainable Titles !! Royal Honor Required (total) !! Psylink Level !! Incapable of<br><sub>Only if Noble is [[Titles#Conceited_vs_Non_Conceited|Conceited]]</sub><br><sub>(New this tier in Bold)</sub> !! Throne Room Requirements<br><sub>(New this tier in Bold)</sub> !! Bedroom Requirement<br><sub>(New this tier in Bold)</sub> !! Food Requirements<br><sub>Only if Noble is [[Titles#Conceited_vs_Non_Conceited|Conceited]]</sub><br><sub>(Lost next tier in ''italic'')<sub> !! Clothing Requirement<br><sub>(New this tier in Bold)</sub> !! New Abilities with this Rank<br />
|- id="Freeholder"<br />
| Freeholder || 1 || 0 || ''None'' || ''None'' || ''None'' || ''Any'' || ''Any'' || ''None''<br />
|- id="Yeoman"<br />
| Yeoman || 6 (7) || 1 || ''None'' || ''None'' || ''None'' || ''Any'' || ''Any'' || ''None''<br />
|- id="Acolyte"<br />
| Acolyte || 6 (13) || 2 || '''Cleaning''' || '''Area 24, Throne, all floored, Brazier x2'''<br><sub>All braziers must be lit</sub> || '''Area 16, all floored, Double bed''' || [[Fine meal]], ''[[Packaged survival meal]]'', ''[[Simple meal]]'', ''[[Pemmican]]'', [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] || '''[[Formal shirt]], [[Top hat]] (male) or [[Ladies hat]] (female)''' || 1 Permit Point<br />
|- id="Knight" id="Dame"<br />
| Knight/Dame || 8 (21) || 3 || Cleaning, '''Haul''' || '''Area 30''', '''Impressiveness 60''', Throne, all floored, Brazier x2, '''Column x2''', '''Harp'''<br><sub>All braziers must be lit</sub> || '''Area 24''', '''Impressiveness 40''', all floored, Double bed, '''End table, Dresser''' || [[Fine meal]], [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] || [[Formal shirt]], [[Top hat]] (male) or [[Ladies hat]] (female) || 1 Permit Point <Br> Trade with Empire Caravan/Settlements<br />
|- id="Praetor"<br />
| Praetor || 10 (31) || 4 || Cleaning, Haul, '''Plant cut''', '''Grow''', '''Mining''' || '''Area 40''', '''Impressiveness 90''', Throne, all floored, Brazier x2, '''Column x4''', Harp<br><sub>All braziers must be lit</sub> || Area 24, '''Impressiveness 50''', all floored, Double bed, End table, Dresser || ''[[Fine meal]]'', [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] || [[Formal shirt]], [[Top hat]] (male) or [[Ladies hat]] (female) <br><sub>'''(All apparel must be at least Normal [[quality]])'''</sub>|| 1 Permit Point <Br> Give speech once per 20 days<br />
|- id="Baron" id="Baroness"<br />
| Baron/Baroness || 14 (45) || 5 || Cleaning, Haul, Plant cut, Grow, Mining, '''Cook''', '''Construct''', '''Smith''', '''Handle''', '''Tailor''', '''Craft''' || '''Area 60''', '''Impressiveness 120''', '''Grand Throne''', '''all [[fine floor|''fine'' floored]]''', Brazier x2, Column x4, '''Drape x2''', '''Harpsichord'''<br><sub>All braziers must be lit</sub> || '''Area 30''', '''Impressiveness 70''', all floored, '''Royal bed''', End table, Dresser, '''Drape''' || [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] || [[Formal shirt]], '''[[Formal vest]] (male) or [[Corset]] (female)''', '''[[Coronet]]''' <br><sub>(All apparel must be at least Normal [[quality]])</sub>|| 1 Permit Point <Br> Trade with Imperial orbital traders <Br> Speech cooldown reduced to 15 days <Br> Expectations replaced with Noble Expectations if Conceited<br />
|- id="Count" id="Countess"<br />
| Count/Countess || 20 (65) || 6 || Cleaning, Haul, Plant cut, Grow, Mining, Cook, Construct, Smith, Handle, Tailor, Craft || '''Room area 80''', '''Room impressiveness 160''', Grand throne, all [[fine floor]]ed, Brazier x2, '''Column x6''', Drape x2, '''Piano'''<br><sub>All braziers must be lit</sub> || Area 30, '''Impressiveness 80''', '''All [[fine floor|''fine'' floored]]''', Royal bed, End table, Dresser, Drape || [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] || [[Formal shirt]], [[Formal vest]] (male) or [[Corset]] (female), '''[[Prestige robe]]''', [[Coronet]] <br><sub>(All apparel must be at least Normal [[quality]])</sub>|| 1 Permit Point <Br> Speech cooldown reduced to 10 days<Br> Expectations replaced with Royal Expectations if Conceited<br />
|-<br />
|}<br />
<br />
{| class="wikitable"<br />
|-<br />
! NPC Titles !! Psylink Level !! Incapable of !! Throne Room Requirements !! Bedroom Requirements !! Food Requirements !! Clothing Requirement !! Abilities New with this Rank<br />
|- id="Duke" id="Duchess"<br />
| Duke/Duchess || 6 || Cleaning, Haul, Plant cut, Grow, Mining, Cook, Construct, Smith, Handle, Tailor, Craft, Art, Research, Basic, Doctor, Firefight || Area 80, Impressiveness 160, Grand throne, all [[fine floor]]ed, Brazier x2, Column x6, Piano<br><sub>All braziers must be lit</sub> || Area 30, Impressiveness 80, all [[fine floor]]ed, Royal bed, End table, Dresser, Drape || [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] || [[Formal shirt]], [[Formal vest]] (male) or [[Corset]] (female), [[Prestige robe]], [[Coronet]]<br><sub>(All apparel must be at least Normal [[quality]])</sub> || ''None''<br />
|- id="Consul"<br />
| Consul || 6 || Cleaning, Haul, Plant cut, Grow, Mining, Cook, Construct, Smith, Handle, Tailor, Craft, Art, Research, Basic, Doctor, Firefight || Area 80, Impressiveness 160, Grand throne, all [[fine floor]]ed, Brazier x2, Column x6, Piano<br><sub>All braziers must be lit</sub> || Area 30, Impressiveness 80, all [[fine floor]]ed, Royal bed, End table, Dresser, Drape || [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] || [[Formal shirt]], [[Formal vest]] (male) or [[Corset]] (female), [[Prestige robe]], [[Coronet]]<br><sub>(All apparel must be at least Normal [[quality]])</sub> || ''None''<br />
|- id="Stellarch"<br />
| Stellarch || 6 || Cleaning, Haul, Plant cut, Grow, Mining, Cook, Construct, Smith, Handle, Tailor, Craft, Art, Research, Basic, Doctor, Firefight || Area 80, Impressiveness 160, Grand throne, all [[fine floor]]ed, Brazier x2, Column x6, Piano<br><sub>All braziers must be lit</sub> || Area 30, Impressiveness 80, all [[fine floor]]ed, Royal bed, End table, Dresser, Drape || [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] || [[Formal shirt]], [[Formal vest]] (male) or [[Corset]] (female), [[Prestige robe]], [[Coronet]]<br><sub>(All apparel must be at least Normal [[quality]])</sub> || ''None''<br />
|- id="Emperor" id="Empress"<br />
| Emperor/Empress || 6 || Cleaning, Haul, Plant cut, Grow, Mining, Cook, Construct, Smith, Handle, Tailor, Craft, Art, Research, Basic, Doctor, Firefight || Area 80, Impressiveness 160, Grand throne, all [[fine floor]]ed, Brazier x2, Column x6, Piano<br><sub>All braziers must be lit</sub> || Area 30, Impressiveness 80, all [[fine floor]]ed, Royal bed, End table, Dresser, Drape || [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] || [[Formal shirt]], [[Formal vest]] (male) or [[Corset]] (female), [[Prestige robe]], [[Coronet]]<br><sub>(All apparel must be at least Normal [[quality]])</sub> || ''None''<br />
|}<br />
<br />
==Trivia==<br />
The royal favor icon is reminiscent of the head of the [[eltex staff]] carried by the the [[Empire#Pawns|Bestower]]. This is fitting, since the bestower grants the recieved titles to the pawn.<br />
<br />
== Gallery ==<br />
<gallery widths="300px" heights="300px" class="center" mode="nolines"><br />
File:|'''Acolyte Example Throne Room '''<br />
File:|'''Acolyte Example Bedroom '''<br />
File:|'''Knight Example Throne Room '''<br />
File:|'''Knight Example Bedroom '''<br />
File:|'''Praetor Example Throne Room '''<br />
File:|'''Praetor Example Bedroom '''<br />
File:|'''Baron Example Throne Room '''<br />
File:|'''Baron Example Bedroom '''<br />
File:|'''Count Example Throne Room '''<br />
File:|'''Count Example Bedroom '''<br />
</gallery><br />
<br />
== Version History == <br />
* Royalty Initial Release: Added<br />
* [[Version/1.1.2571|1.1.2571]]: Baron can now do Animals, Count can now do commoner work and instead is now only unable to do same as Baron, plus Animals.<br />
* [[Version/1.1.2575|1.1.2575]]: added the ability to renounce the title from the bio tab.<br />
* [[Version/1.1.2579|1.1.2579]]: mechanics were changed from all Nobles having hard restrictions, to only some. Dying, being kidnapped, or renouncing a title now ends decrees.<br />
* [[Version/1.1.2654|1.1.2654]]: rename esquire to acolyte. Adjust some title descriptions.<br />
* [[Version/1.2.2719|1.2.2719]]: added permits system, previous ally summon abilities subsumed into it with new abilities added. Speech duration: 5hrs -> 4hrs. Inspiring Speeches have 5% chance to inspire each attendee. Titles no longer gained instantly nor neuroformers drop podded in - both replaced with Bestower and Bestowal Ceremony. <br />
* [[Version/1.2.2753|1.2.2753]]: Added new permits: Steel drop, Glitterworld medicine drop, Silver drop, Food drop. Renamed Orbital Strike and Orbital Salvo permits to Aerodrone Strike and Aerodrone Salvo (for fiction coherence reasons). Increased warmup time for aerodrone permits by 1 second. Titles no longer instantly transferred to heirs upon death of noble - now triggers bestower quest for the heir. Added new noble compatible clothing: Beret, Cape, Eltex Skullcap, and Stellic Crown. Stellarch and other non-rewardable title holding pawns now get any permits. NPC nobles now purchase random permits on generation. <br />
<br />
[[Category: Game mechanics]]<br />
[[Category:Royalty]]</div>YokoZarhttps://rimworldwiki.com/index.php?title=Insect_jelly&diff=92986Insect jelly2021-09-23T11:53:16Z<p>YokoZar: /* Analysis */ Consumable by conceited counts</p>
<hr />
<div>{{stub}}{{Define|Raw Food<br />
| always haulable = true<br />
| def name = InsectJelly<br />
| description = Jelly stored and used as food by oversized insects. It is smooth, rich, and brings joy to those who consume it. Because of its unique biological properties, it can nourish almost any creature and never rots.<br />
| graphic path = Things/Item/Resource/AnimalProductRaw/InsectJelly<br />
| label = insect jelly<br />
| nutrition = 0.05<br />
| taste = Fine<br />
| preferability = Fine<br />
| joy offset = 0.08<br />
| joykind = gluttonous<br />
| deterioration rate base = 6<br />
| flammability base = 1<br />
| max hit points base = 100<br />
| market value base = 8.0<br />
|mass = 0.025<br />
}}<br />
{{Info|'''Insect jelly''' periodically appears near [[hive|insect hives]]. It fills the [[recreation]] meter of colonists by 8% when eaten raw. It can also be used as a cooking ingredient. Cooking is recommended as it is a dangerous food type.}}<br />
<br />
==Acquisition==<br />
Insect jelly is acquired from insect [[hive]]s that spawn in during [[infestation]]s. It spawns 20 jelly in 10.4 to 12 hours. An additional 30 jelly is generated when a hive is destroyed. <br />
<br />
=== Farming techniques ===<br />
Insect jelly can be farmed by first defeating an infestation. Don't destroy the hives, as they are the things that spawn the jelly. Build a structure around the defeated hives, with a mini-killbox. The hives will slowly start recovering, and they will spawn new insects. Periodically, trigger the insects and kill them to stop them from consuming the precious jelly. If you have a surplus of power, you can attach another structure to the insect box, connect the two with [[vent]]s, and install [[heater]]s in the attached structure. Set the temperature on the heater to heatstroke levels. The insects will die a few hours after being spawned, while the insect jelly is not affected. Every few days, you can send someone in to haul the jelly. [[Door|Forbid]] the entrance to prevent pawns from foolishly entering without you noticing.<br />
<br />
==Analysis== <br />
Insect jelly does not spoil, it only [[Deterioration|deteriorates]] with exposure to the elements, and provides roughly 8% [[recreation]] of the Gluttonous type per consumption, so its also a good emergency food supply to break out when times are tough and mood is at risk due to lack of recreation time, however its low nutritional value makes it a poor choice for actual sustenance. It is especially good for [[caravan]]s as they can't get recreation while moving otherwise, and only slowly get social recreation when stopped. It has a 2% [[food poisoning]] chance. <br />
In this role is is comparable to [[Chocolate]] which provides 10% Gluttonous recreation and 0.1 nutrition. Statistically, chocolate is superior in terms of nutrition and recreation provided and the lack of food poisoning risk is especially helpful, however Insect Jelly requires no research to acquire and is often acquired in large amounts from threats that would arise regardless. Chocolate must be researched and farmed. Additionally, insect jelly is also 1/3 the weight of chocolate and sells for more, giving it advantages as a buffer product in caravans as it occupies less weight for trade goods and is worth more in the event that it must be sold to make up the value in a trade. Chocolate can be produced at will, on maps without mountains, and without fighting an [[infestation]]. Which is preferable will depend on the circumstances of each individual colony, as well as player preference.<br />
<br />
Insect jelly is the only nonperishable food that high-ranking [[Titles#Conceited_vs_Non_Conceited|conceited nobles]] {{RoyaltyIcon}} are willing to eat, allowing it to act as a sort of "lavish survival meal".<br />
<br />
Its also a decent trade good, separate to its use by the caravan itself, as it is valuable, light and it is easy to get a lot of it when facing late game infestations, or can even be farmed.<br />
<br />
Cooking insect jelly into a [[meal]] loses its recreation bonus.<br />
<br />
==Version History==<br />
*[[Version/0.13.1135|0.13.1135]] - Added. <br />
<br />
{{nav|Food|wide}}</div>YokoZarhttps://rimworldwiki.com/index.php?title=Artificial_body_parts&diff=92734Artificial body parts2021-09-21T11:00:29Z<p>YokoZar: /* Body - Organs */ Change wording implying the immunoenhancer replaced kidney; it requires one to be there</p>
<hr />
<div>There are a variety of different body parts that can be added to pawns. Some replace damaged natural body parts, others are improvements for the original organ. Some offer implanted weaponry or additional capabilities. All damaged artificial body parts will heal over time, and they cannot become infected or scar. They can, however, be destroyed if they reach 0 hit points. Injuries to an artificial body part do not cause [[pain]].<br><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 />
| [[Circadian assistant]] || Implant || <br />
* -20% Rest fall rate (less rest time needed)<br />
|| Yes<br />
|-<br />
| [[Circadian half-cycler]] || Implant || <br />
* Never sleep<br />
* -15% Consciousness<br />
|| Yes<br />
|-<br />
| [[Learning assistant]] || Implant || <br />
* Global Learning Factor +20% <br />
|| Yes<br />
|-<br />
| [[Mindscrew]] || Implant || <br />
* +20% pain <br />
|| No<br />
|-<br />
| [[Neurocalculator]] || Implant || <br />
* Research Speed + 20% <br />
|| Yes<br />
|-<br />
| [[Psychic harmonizer]] || Implant || <br />
* This pawn's mood affects others nearby <br />
|| Yes<br />
|-<br />
| [[Psychic reader]] || Implant || <br />
* Negotiation Ability +50% <br />
|| Yes<br />
|-<br />
| [[Psychic sensitizer]] || Implant || <br />
* Psychic Sensitivity +25% <br />
|| Yes<br />
|-<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 />
| [[Aesthetic nose]] || Prosthetic/Implant || <br />
* Beauty +1 <br />
|| Yes<br />
|-<br />
| [[Gastro-analyzer]] || Implant || <br />
* Cooking speed +5.0<br />
|| ?<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 />
| [[Venom fangs]] || Weapon || <br />
* 22% Armor Penetration<br />
* 7.5 melee dps<br />
* Toxic buildup in enemy<br />
|| ?<br />
|-<br />
| [[Aesthetic shaper]] || Implant || <br />
* +1 Beauty <br />
|| No<br />
|-<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 />
|| ?<br />
|-<br />
| [[Prosthetic arm]] || Prosthetic ||<br />
* 50% efficiency<br />
|| Yes<br />
|-<br />
| [[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 />
|| ?<br />
|-<br />
| [[Elbow blade]] || Weapon || <br />
* 27% Armor Penetration<br />
* 9.0 melee dps<br />
|| ?<br />
|-<br />
| [[Field hand]] || Prosthetic/Weapon || <br />
* Plant work speed + 160%<br />
* Moving -8%<br />
* 13% Armor Penetration<br />
* 4.5 melee dps<br />
|| ?<br />
|-<br />
| [[Hand talon]] || Weapon || <br />
* 15% Armor Penetration <br />
* 10.00 melee dps<br />
|| ?<br />
|-<br />
| [[Venom talon]] || Weapon || <br />
* 15% Armor Penetration<br />
* 7.33 melee dps<br />
* Toxic buildup in enemy<br />
|| No <br />
|-<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 />
| [[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 />
| [[Detoxifier stomach]] || Prosthetic || <br />
* 125% efficiency<br />
* Food Poisoning chance x0% <br />
|| Yes<br />
|-<br />
| [[Nuclear stomach]] || Prosthetic || <br />
* 125% efficiency<br />
* Hunger Rate x 25%<br />
* Food Poisoning chance x0%<br />
|| Yes<br />
|-<br />
| [[Reprocessor stomach]] || Prosthetic || <br />
* 125% efficiency<br />
* Hunger Rate x 75%<br />
|| Yes<br />
|-<br />
|-<br />
|}<br />
<br />
=== Body - Organs ===<br />
{| class="wikitable sortable"<br />
|-<br />
! Name !! Type !! Effects !! Removable<br />
|-<br />
| [[Bionic heart]] || Prosthetic || <br />
* 150% 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 />
| [[Coagulator]] || Implant || <br />
* Total bleed factor 50%<br />
|| Yes<br />
|-<br />
| [[Immunoenhancer]] || Implant || <br />
* Improves efficiency of existing kidney<br />
|| Yes<br />
|-<br />
| [[Love enhancer]] || Implant || <br />
* Provide more joy to romantic partners <br />
|| Yes<br />
|-<br />
|}<br />
<br />
=== Body - Skin and Body ===<br />
{| class="wikitable sortable"<br />
|-<br />
! Name !! Type !! Effects !! Removable<br />
|-<br />
| [[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 />
| [[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 />
| [[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 />
| [[Healing enhancer]] || Implant || <br />
* Natural Healing Factor x 150%<br />
|| Yes<br />
|-<br />
|}</div>YokoZarhttps://rimworldwiki.com/index.php?title=Labrador_retriever&diff=92720Labrador retriever2021-09-21T05:14:20Z<p>YokoZar: /* Analysis */ More analysis</p>
<hr />
<div>{{infobox main|animal|<br />
|name = Labrador retriever<br />
|image = Labrador_retriever.png<br />
|description = "A very versatile, medium-sized dog. Originally bred to retrieve birds shot on the hunt, the lab is also an excellent guard dog, play pal, and family friend."<br />
|type = Animals<br />
|type2 = Pet<br />
|bodysize = 0.75<br />
|healthscale = 1.0<br />
|hungerrate = 0.4<br />
|movespeed = 5.0<br />
|attack1dmg = 8.5<br />
|attack1type = scratch<br />
|attack1part = front left paw<br />
|attack1cool = 2<br />
|attack2dmg = 8.5<br />
|attack2type = scratch<br />
|attack2part = front right paw<br />
|attack2cool = 2<br />
|attack3dmg = 14.2<br />
|attack3type = bite<br />
|attack3part = teeth<br />
|attack3cool = 2.6<br />
|attack4dmg = 5<br />
|attack4type = blunt<br />
|attack4part = head<br />
|attack4cool = 2<br />
|leathername = dog leather<br />
|leatheryield = 33<br />
|diet = omnivorous and ovivorous<br />
|trainable = advanced<br />
|wildness = 0<br />
|gestation = 10<br />
|lifespan = 12<br />
|offspring = 1-3<br />
|avg offspring = 1.937<br />
|maturityage = 0.5<br />
|juvenileage = 0.25<br />
|nuzzleMtb = 12<br />
|marketvalue = 250<br />
|massadult = 52.5<br />
|petness = 1<br />
|min comfortable temperature = -30<br />
|max comfortable temperature = 40<br />
|manhunter = 0.0<br />
|manhuntertame = 0.0<br />
}}{{Info|'''Labrador retrievers''' are a species of highly trainable breed of canine. They are sometimes selected as the starter animal.}}<br />
<br />
== Analysis ==<br />
{{stub|section=1|reason=Make a table comparing the hauling dogs and include it in both pages}}<br />
Labrador retrievers are notable for not having a minimum skill level to handle or tame. This, their hauling ability, and lack of tameness decay make them strong candidates for hauler animals. Compared to the [[Husky]], a Labrador is less combat effective, eats less, carries slightly less, and has slightly more puppies per litter.<br />
<br />
They also produce less meat and leather when slaughtered. You monster.<br />
<br />
Dogs are the only omnivorous animals that require neither a pen nor taming upkeep. Having no wildness, they also do not generate filth indoors. Feeding them with meals or kibble can thus require zero labor from colonists: simply zone them to go into the appropriate stockpiles and eat directly.<br />
<br />
== Training ==<br />
{{TrainingTable}}<br />
<br />
== Health ==<br />
{{Animal Health Table}}<br />
<br />
== Version history ==<br />
* [[Version/0.12.906|0.12.906]] - Added<br />
{{nav|animal}}<br />
[[Category:Animals]]<br />
[[Category:Pet]]</div>YokoZarhttps://rimworldwiki.com/index.php?title=Filth&diff=92719Filth2021-09-21T03:27:42Z<p>YokoZar: /* Summary Table */ Add a TODO to explain straw matting changes</p>
<hr />
<div><!-- Game data for this page can be found in \ThingDefs_Misc\Filth_Various.xml --><br />
'''Filth''' is something on the ground that has negative [[beauty]]. <br />
<br />
Filth is removed by colonists assigned to [[Menus#Clean|Cleaning]]. Only filth in the [[Home area]] will be cleaned, anything outside the area will be ignored. Note that a home area is automatically created when placing buildings or structures.<br />
<br />
==Summary Table==<br />
{{stub|section=1|reason=Add a column for if the filth type can appear on straw matting}}<br />
Certain unsightly objects, i.e. vomit, have one value when under a roof and a lower value when unroofed. This simulates the general disgust of seeing eyesores indoors versus encountering them outside. Some messes can be spread by pawns tracking through them and others can be washed away by rain.<br />
<br />
The effect of filth on outdoors beauty is 30% of the effect indoors.<br />
<!--Default values-->{{#vardefine:beauty|-15}}{{#vardefine:cleanliness|-5}}<br />
{| {{STDT| sortable c_25 text-center}}<br />
! style="width: 110px;" | Name !! Source !! Beauty (indoors) !! Beauty (outdoors) !! Cleanliness !! Trackable !! Washes away !! {{h:title|Ticks required to clean 1 layer of the filth|Work to clean}} !! {{h:title|Will automatically disappear after this many days|Days to disappear}} !! Notes<br />
|-<br />
! style="text-align:left; padding-left: 6px;" | Amniotic fluid <br />
| Fluid produced when an animal gives birth || -30 || -9 || -5 || {{check}} || {{check}} || 70 || 35 - 40 ||<br />
|-<br />
! style="text-align:left; padding-left: 6px;" | Ash<br />
|Produced after flammables catch fire. || -20 || -7 || -5 || {{check}} || {{cross}} || 70 || 10 - 15 ||<br />
|-<br />
! style="text-align:left; padding-left: 6px;" | Animal filth<br />
|Produced by animals when walking on constructed floors || -15 || -4 || -5 || {{check}} || {{check}} || 35 || 45 - 50 ||<br />
|-<br />
! style="text-align:left; padding-left: 6px;" | Blood<br />
|From a bleeding human or animal || -30 || -9 || -10 || {{check}} || {{check}} || 70 || 35 - 40 ||<br />
|-<br />
! style="text-align:left; padding-left: 6px;" | Bugblood<br />
|From a bleeding insectoid || -40 || -12 || -15 || {{check}} || {{check}} || 80 || 35 - 40 ||<br />
|-<br />
! style="text-align:left; padding-left: 6px;" | Building rubble<br />
|Debris created by collapsed structures || -15 || -4 || -5 || {{cross}} || {{cross}} || 35 || 45 - 50 ||<br />
|-<br />
! style="text-align:left; padding-left: 6px;" | Chemfuel puddle<br />
| Flammable puddles created by incendiary weapons. || -10 || -3 || -15 || {{check}} || {{check}} || 70 || 35 - 40 || It can be lit on fire, and despawns on its own. 150HP and 2.0 Flammability<br />
|-<br />
! style="text-align:left; padding-left: 6px;" | Corpse bile<br />
|From a rotting corpse || -50 || -15 || -20 || {{check}} || {{check}} || 80 || 35 - 40 ||<br />
|-<br />
! style="text-align:left; padding-left: 6px;" | Dirt<br />
|Produced by humans when walking on constructed floors after dirt || -15 || -4 || -5 || {{check}} || {{check}} || 35 || 45 - 50 ||<br />
|-<br />
! style="text-align:left; padding-left: 6px;" | [[Firefoam]]<br />
|Fireproof foam from a firefoam popper || -25 || -8 || -5 || {{cross}} || {{check}} || 100 || 5 - 10 || Prevents fire from igniting.<br />
|-<br />
! style="text-align:left; padding-left: 6px;" | Hair<br />
| Produced by changing hair at a [[Styling station]]{{IdeologyIcon}}|| -10 || ? || -5 || {{cross}} || {{cross}} || 35 || 30 - 40 || <br />
|-<br />
! style="text-align:left; padding-left: 6px;" | Rock rubble<br />
| Debris created by digging into mineral rocks || -15 || -4 || -5 || {{cross}} || {{cross}} || 35 || 45 - 50 ||<br />
|-<br />
! style="text-align:left; padding-left: 6px;" | Sand<br />
| Produced by pawns when walking on constructed floors after sand || -15 || -4 || -5 || {{check}} || {{cross}} || 35 || 45 - 50 ||<br />
|-<br />
! style="text-align:left; padding-left: 6px;" | Scattered sandbags<br />
| Remnants from damaged or destroyed sandbags || -15 || -4 || -5 || {{cross}} || {{cross}} || 35 || 45 - 50 ||<br />
|-<br />
! style="text-align:left; padding-left: 6px;" | Scattered slag<br />
| Spawned by crashed ships || -15 || -4 || -5 || {{cross}} || {{cross}} || 35 || 45 - 50 ||<br />
|-<br />
! style="text-align:left; padding-left: 6px;" | Slime<br />
| Found after opening a cryptosleep casket or during infestations || -25 || -8 || -5 || {{check}} || {{check}} || 70 || 35 - 40 ||<br />
|-<br />
! style="text-align:left; padding-left: 6px;" | Trash<br />
|Produced by humans when walking on constructed floors || -15 || -4 || -5 || {{check}} || {{cross}} || 35 || 45 - 50 ||<br />
|-<br />
! style="text-align:left; padding-left: 6px;" | Machine bits<br />
|? || -10 || ? || -5 || {{cross}} || {{cross}} || 35 || 45 - 50 ||<br />
|-<br />
! style="text-align:left; padding-left: 6px;" | Vomit<br />
| Vomit from a human or animal || -40 || -12 || -15 || {{check}} || {{check}} || 70 || 35 - 40 ||<br />
|-<br />
! style="text-align:left; padding-left: 6px;" | Water puddle<br />
| ? || -10 || ? || -5 || {{check}} || {{cross}} || 30 || 0.2 - 0.4 || Prevents fire from igniting.<br />
|}<br />
<br />
==Version History==<br />
* [[Version/1.2.2753|1.2.2753]] - Dirt now washes away in rain.<br />
* [[Version/1.3.3066|1.3.3066]] - Rain washes away more filth types. Added an alert which tells the player high filth-producing animals are indoors without straw matting floor type. Indoor rooms with non-water flooring can have animal filth or trash spread on them.<br />
[[Category:Environment]]</div>YokoZarhttps://rimworldwiki.com/index.php?title=Kibble&diff=92718Kibble2021-09-21T02:40:59Z<p>YokoZar: Kibble rounding error advantages</p>
<hr />
<div>{{Define|Meal<br />
| always haulable = true<br />
| def name = Kibble<br />
| description = Kibble animal feed made from mixed meat and plant sources.<br />
| draw gui overlay = true<br />
| graphic path = Things/Item/Resource/Kibble<br />
| label = kibble<br />
| parent name = OrganicProductBase<br />
| path cost = 15<br />
| resource readout priority = Last<br />
| selectable = true<br />
| social properness matters =<br />
| stack limit = 75<br />
| thing class = Meal<br />
| ticker type = Rare<br />
| eat effect = EatVegetarian<br />
| max num to ingest at once = 20<br />
| nutrition = 0.05<br />
| sound eat = RawVegetable_Eat<br />
| taste = Raw<br />
| preferability = RawBad<br />
| use hit points = true<br />
| deterioration rate base = 6<br />
| flammability base = 1.0<br />
| market value base = 1.1<br />
| max hit points base = 60<br />
| work to make base = 8<br />
| mass = 0.015<br />
}}<br />
<br />
{{Info|'''Kibble''' is a kind of [[animal]] feed. It can only be made by a [[Menus#Cook|cook]] at a [[butcher table]]. No minimum cooking skill is required to create it. The recipe requires 1 unit of nutrition from vegetarian items and 1 unit of nutrition from meat and/or animal products. A completed bill produces 50 kibble (only 35 at a [[butcher spot]]). Kibble restores only 0.05 [[saturation]] each, but up to 20 can be consumed in one sitting. Kibble never spoils (though it can degrade if left outdoors), so kibble is a long-term and easily stored way to feed a large number of animals.}}<p><br />
<br />
== Analysis ==<br />
Producing Kibble requires 2.0 units of nutrition for ingredients and yields 2.5 units of nutrition as a result -- a 25% net nutrition gain. This isn't very good compared to [[simple meal]]s (80% net nutrition gain) or [[pemmican]] (60% net nutrition gain), however:<br />
* You can use [[haygrass]] for the vegetable ingredient. Haygrass is the fastest growing plant in terms of nutrition / day, but can't be consumed by humans.<br />
* Producing kibble is a great way to use human and insect meat without worrying about your colonists eating it. Animals don't mind eating human or insect meat.<br />
* Kibble never spoils, so you don't have to worry about it going bad.<br />
* Kibble is much less affected by [[Saturation#Rounding_Error_and_Eating_Thresholds|Overeating rounding error]] than meals (though not pemmican), which is especially significant on animals with lower body sizes.<br />
* Kibble requires substantially less work time than other recipes, and can be done at a butcher's table rather than a kitchen.<br />
<br />
Humans ''can'' eat kibble, but they'll get a [[Thoughts#Ate_kibble|-12 mood penalty]]. This is the only way for humans to eat hay. Note that if a human pawn eats Kibble made with insect or human meat they will get '''both''' the negative moodlet from eating kibble and from eating insect / human meat.<br />
<br />
==Version History==<br />
* [[Version/0.13.1135|0.13.1135]] - Added.<br />
<br />
{{nav|Food|wide}}</div>YokoZarhttps://rimworldwiki.com/index.php?title=Saturation&diff=92717Saturation2021-09-21T02:34:17Z<p>YokoZar: /* Rounding Error and Eating Thresholds */ grammars</p>
<hr />
<div>'''Saturation''' is the game mechanic that controls [[Characters]]' needs for [[Food]]. A character with a higher saturation value has eaten recently, and is more full than another character with a low saturation level. You can view saturation of all humans and tamed animals by viewing the "Food" bar and the corresponding mouseover text in the [[Needs]] tab.<br />
<br />
==General mechanics==<br />
The actual value of saturation is the amount of usable nutrition inside a pawn and decreases with time. When a pawn eats, the nutritional value of the food is added to the saturation value of the pawn, but is capped by the maximal saturation value, which is coincident with the creatures body size. Similarly, the saturation can't go below 0, and the creature instead starts becoming [[Malnutrition|Malnourished]]. <br />
<br />
Speed of animal production (wool, milk, eggs or chemfuel) is dependent on the saturation level (see [[Saturation#Levels of Saturation|Levels of Saturation]] below). Production is halved, when the animal becomes hungry, one third of the normal rate when urgently hungry and completely stopped when starving.<br />
<br />
==Levels of Saturation==<br />
Characters' saturation level is grouped into four thresholds: Fed, Hungry, Urgently Hungry, and Starving. Each threshold exhibits different effects on a character, especially their [[Thoughts]]. <br />
The saturation level boundaries are indicated by small notches on the "Food" bar in the tab of eating pawns.<br />
<br />
For humanoids, the saturation levels are as follows:<br />
{| class="wikitable"<br />
|-<br />
! Label<br />
! Saturation<br />
! Mood modifier<br />
|-<br />
| Fed<br />
| Greater than 25%<br />
| none<br />
|-<br />
| Hungry<br />
| 12.5% to 25%<br />
| -8<br />
|-<br />
| Urgently Hungry<br />
| 0% to 12.5%<br />
| -14<br />
|-<br />
| Starving<br />
| 0%<br />
| -22<br />
|}<br />
<br />
==Saturation Changes==<br />
Saturation goes down every tick (1/2500 of a game hour) depending on the character's current saturation and modifiers on their [[hunger|hunger rate]].<br />
<br />
The following table describes saturation changes of a common human (100% hunger rate, 1.0 max nutrition)<br />
{| class="wikitable"<br />
|-<br />
! Saturation<br />
! Change per hour<br />
! Change per day<br />
|-<br />
| Fed<br />
| -6.67%<br />
| -160%<br />
|-<br />
| Hungry<br />
| -3.33%<br />
| -80%<br />
|-<br />
| Urgently Hungry<br />
| -1.67%<br />
| -40%<br />
|}<br />
<br />
== Rounding Error and Eating Thresholds ==<br />
Pawns will attempt to eat as their next action once their saturation level is in the hungry state or lower. Pawns make no effort to avoid "overeating", and any excess nutrition in the food is lost. A default pawn that eats a simple meal (0.9 nutrition) as soon as it is hungry (0.25 saturation) will go to 1.0 saturation and waste .15 nutrition worth of food.<br />
<br />
This effect is stronger in animals with lower body sizes - a [[Labrador retriever]] with 0.75 body size will get hungry at .1875 saturation and waste .3375 nutrition from the same simple meal. Smaller, more fungible food sources like [[berries]] or [[haygrass]] (0.05 nutrition) have less of this waste, as the waste will never exceed a single item's worth of nutrition. This makes [[kibble]] and [[pemmican]] particularly useful as feed for animals with smaller body sizes, as they are small food sources that benefit from the increased nutrition due to cooking.<br />
<br />
==Starving==<br />
When the saturation reaches 0, pawns will become malnourished at a pace of 2% malnutrition per hour.<br />
<br />
Note, that in extreme situations, when death from starvation is a primary concern, it might be advisable to not only keep in the urgently hungry state to benefit from the reduced hunger rate, but to even become somewhat malnourished.<br />
<br />
Consider for example a human at 0% saturation and 0% malnourishment with 0.9 nutrition available (one simple meal). It takes a typical human 15 hours to deplete one unit of nutrition when in the fed state.<br />
If eaten immediately, such human survives:<br />
{| class="wikitable"<br />
|-<br />
! Hours survived !! State<br />
|-<br />
| 9.75 || Fed<br />
|-<br />
| 3.75 || Hungry<br />
|-<br />
| 7.50 || Urgently hungry<br />
|-<br />
| 50 || Starving until death from malnourishment<br />
|}<br />
Giving a total of 71 hours alive.<br />
<br />
If we instead let the human starve for 13.75 hours, before eating, the pawn survives:<br />
{| class="wikitable"<br />
|-<br />
! Hours survived !! State<br />
|-<br />
| 13.75 || Starving up to 27.5% malnourishment (minor)<br />
|-<br />
| 3.75 || Fed state with 27.5–20% malnourishment (minor)<br />
|-<br />
| 2.50 || Fed state with 20–15% malnourishment (trivial)<br />
|-<br />
| 2.50 || Hungry state with 15–10% malnourishment (trivial)<br />
|-<br />
| 5.00 || Urgently hungry state with 10–0% malnourishment (trivial)<br />
|-<br />
| 50 || Starving until death from malnourishment<br />
|}<br />
Giving a total of 77.5 hours alive.<br />
<br />
[[Category:Status Level]]</div>YokoZarhttps://rimworldwiki.com/index.php?title=Saturation&diff=92716Saturation2021-09-21T02:33:52Z<p>YokoZar: /* Rounding Error and Eating Thresholds */ pemmican has less rounding error too</p>
<hr />
<div>'''Saturation''' is the game mechanic that controls [[Characters]]' needs for [[Food]]. A character with a higher saturation value has eaten recently, and is more full than another character with a low saturation level. You can view saturation of all humans and tamed animals by viewing the "Food" bar and the corresponding mouseover text in the [[Needs]] tab.<br />
<br />
==General mechanics==<br />
The actual value of saturation is the amount of usable nutrition inside a pawn and decreases with time. When a pawn eats, the nutritional value of the food is added to the saturation value of the pawn, but is capped by the maximal saturation value, which is coincident with the creatures body size. Similarly, the saturation can't go below 0, and the creature instead starts becoming [[Malnutrition|Malnourished]]. <br />
<br />
Speed of animal production (wool, milk, eggs or chemfuel) is dependent on the saturation level (see [[Saturation#Levels of Saturation|Levels of Saturation]] below). Production is halved, when the animal becomes hungry, one third of the normal rate when urgently hungry and completely stopped when starving.<br />
<br />
==Levels of Saturation==<br />
Characters' saturation level is grouped into four thresholds: Fed, Hungry, Urgently Hungry, and Starving. Each threshold exhibits different effects on a character, especially their [[Thoughts]]. <br />
The saturation level boundaries are indicated by small notches on the "Food" bar in the tab of eating pawns.<br />
<br />
For humanoids, the saturation levels are as follows:<br />
{| class="wikitable"<br />
|-<br />
! Label<br />
! Saturation<br />
! Mood modifier<br />
|-<br />
| Fed<br />
| Greater than 25%<br />
| none<br />
|-<br />
| Hungry<br />
| 12.5% to 25%<br />
| -8<br />
|-<br />
| Urgently Hungry<br />
| 0% to 12.5%<br />
| -14<br />
|-<br />
| Starving<br />
| 0%<br />
| -22<br />
|}<br />
<br />
==Saturation Changes==<br />
Saturation goes down every tick (1/2500 of a game hour) depending on the character's current saturation and modifiers on their [[hunger|hunger rate]].<br />
<br />
The following table describes saturation changes of a common human (100% hunger rate, 1.0 max nutrition)<br />
{| class="wikitable"<br />
|-<br />
! Saturation<br />
! Change per hour<br />
! Change per day<br />
|-<br />
| Fed<br />
| -6.67%<br />
| -160%<br />
|-<br />
| Hungry<br />
| -3.33%<br />
| -80%<br />
|-<br />
| Urgently Hungry<br />
| -1.67%<br />
| -40%<br />
|}<br />
<br />
== Rounding Error and Eating Thresholds ==<br />
Pawns will attempt to eat as their next action once their saturation level is in the hungry state or lower. Pawns make no effort to avoid "overeating", and any excess nutrition in the food is lost. A default pawn that eats a simple meal (0.9 nutrition) as soon as it is hungry (0.25 saturation) will go to 1.0 saturation and waste .15 nutrition worth of food.<br />
<br />
This effect is stronger in animals with lower body sizes - a [[Labrador retriever]] with 0.75 body size will get hungry at .1875 saturation and waste .3375 nutrition from the same simple meal. Smaller, more fungible food sources like [[berries]] or [[haygrass]] (0.05 nutrition) have less of this waste, as the waste will never exceed a single item's worth of nutrition. This makes [[kibble]] and [[pemmican]] particularly useful as feed for animals with smaller body sizes, as they are small food sources that benefits from the increased nutrition due to cooking.<br />
<br />
==Starving==<br />
When the saturation reaches 0, pawns will become malnourished at a pace of 2% malnutrition per hour.<br />
<br />
Note, that in extreme situations, when death from starvation is a primary concern, it might be advisable to not only keep in the urgently hungry state to benefit from the reduced hunger rate, but to even become somewhat malnourished.<br />
<br />
Consider for example a human at 0% saturation and 0% malnourishment with 0.9 nutrition available (one simple meal). It takes a typical human 15 hours to deplete one unit of nutrition when in the fed state.<br />
If eaten immediately, such human survives:<br />
{| class="wikitable"<br />
|-<br />
! Hours survived !! State<br />
|-<br />
| 9.75 || Fed<br />
|-<br />
| 3.75 || Hungry<br />
|-<br />
| 7.50 || Urgently hungry<br />
|-<br />
| 50 || Starving until death from malnourishment<br />
|}<br />
Giving a total of 71 hours alive.<br />
<br />
If we instead let the human starve for 13.75 hours, before eating, the pawn survives:<br />
{| class="wikitable"<br />
|-<br />
! Hours survived !! State<br />
|-<br />
| 13.75 || Starving up to 27.5% malnourishment (minor)<br />
|-<br />
| 3.75 || Fed state with 27.5–20% malnourishment (minor)<br />
|-<br />
| 2.50 || Fed state with 20–15% malnourishment (trivial)<br />
|-<br />
| 2.50 || Hungry state with 15–10% malnourishment (trivial)<br />
|-<br />
| 5.00 || Urgently hungry state with 10–0% malnourishment (trivial)<br />
|-<br />
| 50 || Starving until death from malnourishment<br />
|}<br />
Giving a total of 77.5 hours alive.<br />
<br />
[[Category:Status Level]]</div>YokoZarhttps://rimworldwiki.com/index.php?title=Saturation&diff=92715Saturation2021-09-21T02:31:00Z<p>YokoZar: Add rounding error analysis section</p>
<hr />
<div>'''Saturation''' is the game mechanic that controls [[Characters]]' needs for [[Food]]. A character with a higher saturation value has eaten recently, and is more full than another character with a low saturation level. You can view saturation of all humans and tamed animals by viewing the "Food" bar and the corresponding mouseover text in the [[Needs]] tab.<br />
<br />
==General mechanics==<br />
The actual value of saturation is the amount of usable nutrition inside a pawn and decreases with time. When a pawn eats, the nutritional value of the food is added to the saturation value of the pawn, but is capped by the maximal saturation value, which is coincident with the creatures body size. Similarly, the saturation can't go below 0, and the creature instead starts becoming [[Malnutrition|Malnourished]]. <br />
<br />
Speed of animal production (wool, milk, eggs or chemfuel) is dependent on the saturation level (see [[Saturation#Levels of Saturation|Levels of Saturation]] below). Production is halved, when the animal becomes hungry, one third of the normal rate when urgently hungry and completely stopped when starving.<br />
<br />
==Levels of Saturation==<br />
Characters' saturation level is grouped into four thresholds: Fed, Hungry, Urgently Hungry, and Starving. Each threshold exhibits different effects on a character, especially their [[Thoughts]]. <br />
The saturation level boundaries are indicated by small notches on the "Food" bar in the tab of eating pawns.<br />
<br />
For humanoids, the saturation levels are as follows:<br />
{| class="wikitable"<br />
|-<br />
! Label<br />
! Saturation<br />
! Mood modifier<br />
|-<br />
| Fed<br />
| Greater than 25%<br />
| none<br />
|-<br />
| Hungry<br />
| 12.5% to 25%<br />
| -8<br />
|-<br />
| Urgently Hungry<br />
| 0% to 12.5%<br />
| -14<br />
|-<br />
| Starving<br />
| 0%<br />
| -22<br />
|}<br />
<br />
==Saturation Changes==<br />
Saturation goes down every tick (1/2500 of a game hour) depending on the character's current saturation and modifiers on their [[hunger|hunger rate]].<br />
<br />
The following table describes saturation changes of a common human (100% hunger rate, 1.0 max nutrition)<br />
{| class="wikitable"<br />
|-<br />
! Saturation<br />
! Change per hour<br />
! Change per day<br />
|-<br />
| Fed<br />
| -6.67%<br />
| -160%<br />
|-<br />
| Hungry<br />
| -3.33%<br />
| -80%<br />
|-<br />
| Urgently Hungry<br />
| -1.67%<br />
| -40%<br />
|}<br />
<br />
== Rounding Error and Eating Thresholds ==<br />
Pawns will attempt to eat as their next action once their saturation level is in the hungry state or lower. Pawns make no effort to avoid "overeating", and any excess nutrition in the food is lost. A default pawn that eats a simple meal (0.9 nutrition) as soon as it is hungry (0.25 saturation) will go to 1.0 saturation and waste .15 nutrition worth of food.<br />
<br />
This effect is stronger in animals with lower body sizes - a [[Labrador retriever]] with 0.75 body size will get hungry at .1875 saturation and waste .3375 nutrition from the same simple meal. Smaller, more fungible food sources like [[berries]] or [[haygrass]] (0.05 nutrition) have less of this waste, as the waste will never exceed a single item's worth of nutrition. This makes [[kibble]] particularly useful as an a feed for animals with smaller body sizes, as it is the only small food source that benefits from the increased nutrition of cooking.<br />
<br />
==Starving==<br />
When the saturation reaches 0, pawns will become malnourished at a pace of 2% malnutrition per hour.<br />
<br />
Note, that in extreme situations, when death from starvation is a primary concern, it might be advisable to not only keep in the urgently hungry state to benefit from the reduced hunger rate, but to even become somewhat malnourished.<br />
<br />
Consider for example a human at 0% saturation and 0% malnourishment with 0.9 nutrition available (one simple meal). It takes a typical human 15 hours to deplete one unit of nutrition when in the fed state.<br />
If eaten immediately, such human survives:<br />
{| class="wikitable"<br />
|-<br />
! Hours survived !! State<br />
|-<br />
| 9.75 || Fed<br />
|-<br />
| 3.75 || Hungry<br />
|-<br />
| 7.50 || Urgently hungry<br />
|-<br />
| 50 || Starving until death from malnourishment<br />
|}<br />
Giving a total of 71 hours alive.<br />
<br />
If we instead let the human starve for 13.75 hours, before eating, the pawn survives:<br />
{| class="wikitable"<br />
|-<br />
! Hours survived !! State<br />
|-<br />
| 13.75 || Starving up to 27.5% malnourishment (minor)<br />
|-<br />
| 3.75 || Fed state with 27.5–20% malnourishment (minor)<br />
|-<br />
| 2.50 || Fed state with 20–15% malnourishment (trivial)<br />
|-<br />
| 2.50 || Hungry state with 15–10% malnourishment (trivial)<br />
|-<br />
| 5.00 || Urgently hungry state with 10–0% malnourishment (trivial)<br />
|-<br />
| 50 || Starving until death from malnourishment<br />
|}<br />
Giving a total of 77.5 hours alive.<br />
<br />
[[Category:Status Level]]</div>YokoZarhttps://rimworldwiki.com/index.php?title=Pig&diff=92714Pig2021-09-21T01:58:08Z<p>YokoZar: /* Comparison with the wild boar */ Update for 1.3 life as a pen animal</p>
<hr />
<div>{{for|the wild animal|Wild boar}}{{infobox main|animal|<br />
|name = Pig<br />
|image = Pig.png<br />
|description = "The pig was one of the first animals domesticated by humans. It is commonly raised for meat and leather, and is easy to feed because of its omnivorous diet. Though pigs are self-serving by disposition, they can be trained in complex tasks."<br />
|type = Animals<br />
|type2 = Farm<br />
|bodysize = 1.7<br />
|healthscale = 0.7<br />
|movespeed = 3.9<br />
|attack1dmg = 7.3<br />
|attack1type = bite<br />
|attack1part = teeth<br />
|attack1cool = 2<br />
|attack2dmg = 6<br />
|attack2type = blunt<br />
|attack2part = head<br />
|attack2cool = 2<br />
|leathername = pigskin<br />
|manhunter = 0.0<br />
|manhuntertame = 0.0<br />
|hungerrate = 0.5<br />
|diet = omnivorous<br />
|trainable = none<br />
|wildness = 0<br />
|gestation = 5.661<br />
|lifespan = 12<br />
|offspring = 1-2<br />
|avg offspring = 1.318<br />
|maturityage = 0.3333<br />
|juvenileage = 0.1<br />
|marketvalue = 200<br />
|meatname = pork<br />
|massadult = 52.5<br />
|min comfortable temperature = -5<br />
|max comfortable temperature = 40<br />
|filth rate = 16<br />
|page verified for version = A14D<br />
}}{{Info|'''Pigs''' are a domesticated animal, obtainable from both land and space traders. Pigs are omnivorous, making them easy to feed. They will eat live plants and so should be kept away from the growing zones.}}<br />
<br />
==Comparison with the wild boar==<br />
A cousin of the [[wild boar]], the pig is a higher-yield version of its wild relative. Pigs can be butchered for more meat, produce more leather, and carry a higher market value. Wild boars have a considerably higher [[wildness]] rating and are more difficult to tame. Unlike wild boars, pigs tameness never decays. Pigs can be trained and handled by anyone; wild boars require skill 3 handlers.<br />
<br />
However, pigs have a slightly higher hunger rate than the wild boar, making them require slightly more food. Pigs and wild boars take the same amount of time to reach adulthood. The biggest advantage the boar holds is that it can be found naturally on most [[biome]]s, while pigs must be acquired through [[trading]] or an animals wander in event.<br />
<br />
Pigs are also not as strong at attacking as wild boars.<br />
<br />
==Training==<br />
{{TrainingTable}}<br />
<br />
== Health ==<br />
{{Animal Health Table}}<br />
<br />
== Version history ==<br />
* [[Version/0.12.906|0.12.906]] - Added<br />
* [[Version/1.3.3066|1.3.3066]] - Trainability changed from advanced to none, pigs now are predominantly a pen animal.<br />
{{nav|animal}}<br />
[[Category:Animals]]<br />
[[Category:Farm]]</div>YokoZarhttps://rimworldwiki.com/index.php?title=Comfort&diff=92510Comfort2021-09-18T22:37:34Z<p>YokoZar: /* Comfort need */ Clarify the comfort gain text.</p>
<hr />
<div>''Comfort'' has two meanings in ''Rimworld'':<br />
* Colonists have a [[need]] for comfort, which influences their [[mood]].<br />
* [[Furniture]] has a property ([[stat]]) called ''comfort''; using the furniture fills the ''comfort'' need.<br />
<br />
== Comfort need ==<br />
The ''comfort need'' is satisfied by sitting in or resting on comfortable [[furniture]].<br />
<br />
The ''comfort need'' mechanic is similar to the "rest" and "beauty" mechanics: the ''comfort need bar'' of a pawn grows while they are using comfortable furniture, and slowly decays otherwise.<br />
<br />
Depending on the (furniture) ''comfort stat'', a certain maximum level of the (colonist) ''comfort'' need can be obtained. The maximum possible ''comfort'' level is the ''comfort stat'' of the furniture item in percent, capped at 100% (eg. a bed with 0.75 ''comfort'' can raise the ''comfort need'' gauge to at most 75%). When the comfortable situation ends, the ''need'' level will gradually revert back to 0%.<br />
<br />
''Comfort'' levels of 60% or higher give increasingly beneficial mood thoughts, starting at "Comfortable +6". A particularly low ''comfort'' level of less than 10% incurs the "Uncomfortable -3" thought and mood penalty. This usually only occurs when the pawn had to sleep on the ground without even a sleeping spot. It is, however, unrelated to the "Slept on ground -4" negative mood effect (which would also occur in this situation).<br />
<br />
In most situations, the dominating source of "comfort" for a colonist is sleeping in a bed. Even a simple [[sleeping spot]] provides 0.4 of ''comfort'' and would leave the pawn at 40% of ''comfort need'' after sleeping on it for a few hours.<br />
<br />
To obtain ''comfort need'' gains, the pawn has to be actually "using" the piece of furniture, such as doing work on a workbench with a chair, or actively resting in a bed. Pawns moving over comfortable furniture, or drafted pawns forced to stand on it, do not gain comfort.<br />
<br />
== Furniture stat ==<br />
Every piece of furniture has a ''comfort'' stat, listed in the item's information panel. The ''comfort'' stat is determined by the base value for the item, the item's [[quality]] level, and sometimes other nearby pieces of furniture providing an "offset" to the base value.<br />
<br />
''Example'': a [[bed]] of "normal" quality has a base value of 0.75, that can be modified with an adjacent [[end table]] by +0.05, as well as a nearby [[dresser]] by another +0.05, yielding an effective ''comfort'' stat for this bed of 0.85.<br />
<br />
Furniture of normal quality has the following ''comfort'' stat values:<br />
{{#ask: [[Comfort Base::+]] OR [[Comfort Offset::+]] | ?Comfort Base | ?Comfort Offset }}<br />
Note: The comfort of animal beds and sleeping boxes has no effect, despite having a ''comfort stat'', because animals do not have a ''comfort need'' that could be satisfied. Instead, their only use is faster [[rest]] gain, and better medical outcomes.<br />
<br />
== Strategy ==<br />
<br />
'''tl;dr''': Use your best armchair for your research bench, not your TV viewing corner.<br />
<br />
This section is '''only''' concerned with the raw effectiveness of ''comfort'' with regards to colonist ''mood'', as there are no other ''comfort'' related effects in the game. We completely ignore the decor, ''beauty'' or role-playing value of furniture in this discussion.<br />
<br />
The value of the ''comfort'' stat is governed by two facts:<br />
# Comfort ''need'' falls rather slowly over time (about 5% per hour), but rises very quickly, to the currently effective ''comfort'' stat.<br />
# All ''comfort need'' levels between 10% and 60% are equally mood-neutral.<br />
<br />
This means that furniture with less than 0.6 ''comfort'' has hardly any effect. Even a [[sleeping spot]] would leave the pawn at 40% ''comfort'' when beginning a workday, and it would then require about 6 hours of complete ''comfort'' starvation for the negative mood effect to appear. In actual games, this is both quite rare and not very impactful. It also means that ''long-term use'' of furniture drowns out ''comfort'' effects that occured earlier.<br />
<br />
Especially [[stool]]s in front of workbenches are almost useless, because all they do is keep the ''comfort level'' at 50%. However, a pawn who slept in a bed even of ''poor'' quality runs a rather low risk of dropping to 10% ''comfort level'' regardless if stools are used or not. Do not bother crafting stools for workbenches, use dining chairs right away. Stools still make sense for a cheap eating setup, because colonists can only eat from a table if they have a seat.<br />
<br />
In other cases, the ''comfort stat'' of furniture is impactful only if the furniture is used for non-trivial durations – this is mainly the case for all kinds of beds as well as work station chairs that are used intensively (eg. in front of research benches and certain crafting stations).<br />
<br />
Beds are always used for daily and for extended durations, so their ''comfort'' stat matters. However, because colonists tend to spend long periods of time in bed, as long as the bed's comfort is 1 or highter, they typically will achieve a full comfort bar by the time they wake up. This may not be the case if pawn requires less sleep than normal, such as if they are a [[Traits#Quick sleeper|quick sleeper]], use a [[circadian assistant]] {{RoyaltyIcon}}, a [[sleep accelerator ]] {{IdeologyIcon}} or have an ehanced [[Rest Rate Multiplier]].<br />
<br />
Seating furniture, such as high quality chairs and armchairs, should be put in front of heavily used workstations, and not in places where this might be more intuitive like the "comfy TV section" in your recreation hall, for example. This, of course, ignores the role-playing aspect and ''beauty'' impact of these structures entirely. "Recreation furniture" is also less effective because the colonist usually goes to sleep after recreation time in a typical colony schedule, which completely drowns out any positive effect from recreation furniture.<br />
<br />
[[Category:Status Level]] [[Category:Stat]]</div>YokoZarhttps://rimworldwiki.com/index.php?title=Psychic_shock_lance&diff=92503Psychic shock lance2021-09-18T10:43:57Z<p>YokoZar: /* Analysis */ More on downing.</p>
<hr />
<div>{{infobox main|<br />
| name = Psychic shock lance<br />
| image = Psychic_shock_lance.png|Psychic shock lance<br />
| description = A limited-use psychic effector. It shocks the target's mind with chaotic images, blocking coherent perception and dropping him into a state of psychic shock. There is a risk of brain damage. It has a long range, but requires line of sight.<br />
| type = Artifact<br />
| marketvalue = 550<br />
| hp = 80<br />
| flammability = 1<br />
| mass base = 0.5<br />
| coverage = Waist<br />
| layer = Belt<br />
| thingCategories = ApparelUtility<br />
| tradeTags = Artifact<br />
| thingSetMakerTags = RewardStandardHighFreq<br />
}}<br />
{{Info|A '''psychic shock lance''' is a two-use [[artifact]] that can be equipped by pawns in the [[Utility]] slot and manually activated to inflict [[psychic shock]] on a target, rendering them unconscious.}}<br />
<br />
==Acquisition==<br />
Psychic shock lances can be found in [[ancient shrine]]s or purchased from Exotic Goods [[trade]]rs or [[faction base]]s.<br />
<br />
==Summary==<br />
Worn in "Waist" utility slot, the psychic shock lance can be equipped by pawns. Pawns that are incapable of violence can equip, but not use, the lance. Once the wearer is [[draft]]ed, it can be manually activated by the player to target a pawn within 35 tiles and within [[line of sight]]. Pawns with 0% [[psychic sensitivity]], such as those with the [[Traits#Psychically deaf|Psychically deaf]] trait, cannot be targeted by the lance however sensitivity does not otherwise affect the effect.<br />
<br />
After a 0.5s warm-up, the target will immediately be affected by [[psychic shock]], setting their [[Consciousness]] to a maximum of 10% and rendering them unconscious. This shock lasts for {{ticks|7500}}. There is also a 30% chance that the target will be set [[Fire|alight]] and given brain damage in the form of a burn scar. When targeting colonists, this 30% chance is multiplied by the Friendly Fire Chance in the [[Difficulty]] settings. <br />
<br />
If used on a non-hostile [[faction]]'s pawn, it will decrease Goodwill with that faction by 200 points.<br />
<br />
The lance cannot be recharged - when both charges are expended the item is completely destroyed.<br />
<br />
== Analysis ==<br />
{{Stub|section=1}}<br />
As it has a significantly smaller warmup time (just 0.5s vs 4.5s) and comparable range (35 vs 36), it can be useful for downing pesky [[triple rocket launcher]] and [[doomsday rocket launcher]] raiders before they can fire. <br />
<br />
Psychic shock lances bypass the game's "auto-death on down" chance, meaning they almost always leave the target alive. This makes them good for capturing specific enemies, however the chance of brain damage can ruin previously good potential colonists unless [[biosculpter pod|bioregeneration]] {{IdeologyIcon}}, [[healer mech serum]], or [[luciferium]] is used to heal them.<br />
<br />
It can also be useful in acquiring equipment for use or sale - the lance downs pawns without killing them, and thus avoids [[Tainted|tainting]] any [[apparel]], and only damages apparel if it causes burning and even then only by a small amount. As each charge effectively costs {{#expr:{{P|Market Value Base}}/2}} {{Icon small|silver}}, good target selection can give a value return significantly exceeding the cost. [[Raiders]] wearing [[marine armor]] worth {{Q|Marine armor|Market Value Base}} {{Icon small|silver}} are ideal targets, as are [[Empire#Pawns|Imperial Cataphracts]] {{RoyaltyIcon}}.<br />
<br />
==Gallery==<br />
<gallery><br />
Psychic shock lance burning.png|Shock lance victim burning<br />
</gallery><br />
<br />
== Version history ==<br />
* [[Version/0.12.906|0.12.906]] - Added<br />
* [[Version/1.2.2719|1.2.2719]] - changed from a single-use artifact that occupied the pawn's weapon slot, and had to be activated by selecting a colonist, then right-clicking the artifact and selecting 'Activate' manually. It now also has a limited range and no longer works through walls. <br />
<br />
[[Category:Artifact]]<br />
{{nav|utility|wide}}<br />
[[Category:Utility]]</div>YokoZarhttps://rimworldwiki.com/index.php?title=Artificial_body_parts&diff=92501Artificial body parts2021-09-18T10:35:29Z<p>YokoZar: Injuries do not cause pain</p>
<hr />
<div>There are a variety of different body parts that can be added to pawns. Some replace damaged natural body parts, others are improvements for the original organ. Some offer implanted weaponry or additional capabilities. All damaged artificial body parts will heal over time, and they cannot become infected or scar. They can, however, be destroyed if they reach 0 hit points. Injuries to an artificial body part do not cause [[pain]].<br><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 />
| [[Circadian assistant]] || Implant || <br />
* -20% Rest fall rate (less rest time needed)<br />
|| Yes<br />
|-<br />
| [[Circadian half-cycler]] || Implant || <br />
* Never sleep<br />
* -15% Consciousness<br />
|| Yes<br />
|-<br />
| [[Learning assistant]] || Implant || <br />
* Global Learning Factor +20% <br />
|| Yes<br />
|-<br />
| [[Mindscrew]] || Implant || <br />
* +20% pain <br />
|| No<br />
|-<br />
| [[Neurocalculator]] || Implant || <br />
* Research Speed + 20% <br />
|| Yes<br />
|-<br />
| [[Psychic harmonizer]] || Implant || <br />
* This pawn's mood affects others nearby <br />
|| Yes<br />
|-<br />
| [[Psychic reader]] || Implant || <br />
* Negotiation Ability +50% <br />
|| Yes<br />
|-<br />
| [[Psychic sensitizer]] || Implant || <br />
* Psychic Sensitivity +25% <br />
|| Yes<br />
|-<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 />
| [[Aesthetic nose]] || Prosthetic/Implant || <br />
* Beauty +1 <br />
|| Yes<br />
|-<br />
| [[Gastro-analyzer]] || Implant || <br />
* Cooking speed +5.0<br />
|| ?<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 />
| [[Venom fangs]] || Weapon || <br />
* 22% Armor Penetration<br />
* 7.5 melee dps<br />
* Toxic buildup in enemy<br />
|| ?<br />
|-<br />
| [[Aesthetic shaper]] || Implant || <br />
* +1 Beauty <br />
|| No<br />
|-<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 />
|| ?<br />
|-<br />
| [[Prosthetic arm]] || Prosthetic ||<br />
* 50% efficiency<br />
|| Yes<br />
|-<br />
| [[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 />
|| ?<br />
|-<br />
| [[Elbow blade]] || Weapon || <br />
* 27% Armor Penetration<br />
* 9.0 melee dps<br />
|| ?<br />
|-<br />
| [[Field hand]] || Prosthetic/Weapon || <br />
* Plant work speed + 160%<br />
* Moving -8%<br />
* 13% Armor Penetration<br />
* 4.5 melee dps<br />
|| ?<br />
|-<br />
| [[Hand talon]] || Weapon || <br />
* 15% Armor Penetration <br />
* 10.00 melee dps<br />
|| ?<br />
|-<br />
| [[Venom talon]] || Weapon || <br />
* 15% Armor Penetration<br />
* 7.33 melee dps<br />
* Toxic buildup in enemy<br />
|| No <br />
|-<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 />
| [[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 />
| [[Detoxifier stomach]] || Prosthetic || <br />
* 125% efficiency<br />
* Food Poisoning chance x0% <br />
|| Yes<br />
|-<br />
| [[Nuclear stomach]] || Prosthetic || <br />
* 125% efficiency<br />
* Hunger Rate x 25%<br />
* Food Poisoning chance x0%<br />
|| Yes<br />
|-<br />
| [[Reprocessor stomach]] || Prosthetic || <br />
* 125% efficiency<br />
* Hunger Rate x 75%<br />
|| Yes<br />
|-<br />
|-<br />
|}<br />
<br />
=== Body - Organs ===<br />
{| class="wikitable sortable"<br />
|-<br />
! Name !! Type !! Effects !! Removable<br />
|-<br />
| [[Bionic heart]] || Prosthetic || <br />
* 150% 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 />
| [[Coagulator]] || Implant || <br />
* Total bleed factor 50%<br />
|| Yes<br />
|-<br />
| [[Immunoenhancer]] || Implant || <br />
* Replaces a Kidney with a highly efficient version <br />
|| Yes<br />
|-<br />
| [[Love enhancer]] || Implant || <br />
* Provide more joy to romantic partners <br />
|| Yes<br />
|-<br />
|}<br />
<br />
=== Body - Skin and Body ===<br />
{| class="wikitable sortable"<br />
|-<br />
! Name !! Type !! Effects !! Removable<br />
|-<br />
| [[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 />
| [[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 />
| [[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 />
| [[Healing enhancer]] || Implant || <br />
* Natural Healing Factor x 150%<br />
|| Yes<br />
|-<br />
|}</div>YokoZarhttps://rimworldwiki.com/index.php?title=Ailments&diff=92500Ailments2021-09-18T10:31:23Z<p>YokoZar: /* Bad back */ Cured with bioregeneration</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 />
{{TOCright}}<br />
<br />
'''Ailments''' are [[health]] conditions that cannot be treated completely using medicine alone. For physical damage, see [[injury]]. For treatable conditions, see [[disease]].<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 />
== 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 />
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 />
=== 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 the lung with a non-diseased one.<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 />
=== 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 />
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 (requires a surgeon with at least 10 medicine skill), or healthy parts can be transplanted in some cases. Ordinary treatment (which can be performed by anybody) will prolong the development of a carcinoma or speed up remission, with better treatment being more effective. Installed [[nuclear stomach]]s {{RoyaltyIcon}} create a carcinoma on the torso with an MTB of 120 days.<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 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 factor of 0.7 - 1.5.<br />
<br />
Good treatment can slow progression by 0.0027 per day, meaning that the carcinoma will grow slower when in growing stage, regress slowly when stable (or for very slow-growing carcinomas), and 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 />
* Surgical removal; this needs 4 medicine (regular or above) and a doctor of medicine skill 10 or above, and has only 70% base chance to succeed<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.<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 />
* Impaired speech (-25%)<br />
** Net loss of 40% speech 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 />
|}<br />
<!--<br />
according to a curve, in loss of a skill level per day:<br />
**0.05% at level 4<br />
**0.15% at level 12<br />
**0.25% at level 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 />
<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 the ability to move. Extreme blood loss leads to death.<br />
<br />
Blood loss occurs when a pawn has untreated bleeding [[#Injury|wounds]]. Bleeding wounds are identified on the health tab by a blood icon and a tooltip shows the bleeding rate. Total blood loss is listed under whole body and its tooltip shows the total blood loss. Overall bleeding rate is shown at the bottom.<br />
<br />
Once all bleeding wounds are healed the pawn will start recovering from blood loss. It takes up to 4 days to fully recover.<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 />
* [[Consciousness]] 10% max.<br />
|-<br />
| '''Blood loss (extreme)''' || 100% blood loss || <br />
* Death<br />
|}<br />
<br />
=== Heatstroke ===<br />
Heat stroke occurs when a pawn has prolonged exposure to [[temperature]]s 10°C above their [[maximum comfortable temperature]].<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 />
The exact way the rate of severity gain is calculated is currently unknown to this wiki. <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 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 />
The exact way the rate of severity gain is calculated is currently unknown to this wiki. <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 />
{| class="wikitable"<br />
|-<br />
! Stage !! Begins at !! Symptoms<br />
|-<br />
| '''Hypothermia (minor)''' || >0.04 Severity || <br />
* [[Consciousness]] -5%<br />
* [[Moving]] -8%<br />
|-<br />
| '''Hypothermia (moderate)''' || >0.20 Severity || <br />
* [[Consciousness]] -20%<br />
* [[Moving]] -20%<br />
* [[Manipulation]] -20%<br />
* Hunger rate -10%<br />
|-<br />
| '''Hypothermia (serious)''' || >0.35 Severity || <br />
* [[Consciousness]] -40% <br />
* [[Moving]] -40%<br />
* [[Manipulation]] -50%<br />
* Hunger rate -40%<br />
|-<br />
| '''Hypothermia (extreme)''' || >0.62 Severity || <br />
* [[Consciousness]] max. 10%<br />
* Hunger rate -95%<br />
|}<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 />
<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 having eaten 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, which in turn is controlled entirely by their [[Skills#Cooking|cooking skill]]. <br />
{| class="wikitable"<br />
|-<br />
! Room Food Poison Chance<br />
|-<br />
| {{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 />
|}<br />
<br />
Raw food has a flat chance of 2% of causing food poisoning. Cooked meals roll two two seperate probabilities to determine if the food is poisonined. The first is the chance to get food poisoning due to a "Filthy Kitchen" as determined by the [[cleanliness]] of the room containing the cooking station in use. See the accompanying graph for specifics. Note that cleanliness above -2 appears prevent this roll from producing poisoned meals. If the cooking station being used is not inside a room, it instead defaults to a 2% chance. <br />
<br />
If the first roll fails to poison the meal, then the a second roll is performed, this time based on the [[food poison chance]] of the pawn. See that page for details on how the chance varies. <br />
<br />
Note that food poisoning starts at 100% severity and drops to zero (and goes away) over the course of 24 hours.<br />
{| class="wikitable"<br />
|-<br />
! Stage !! Begins at !! Symptoms<br />
|-<br />
| '''Food poisoning (minor)''' || 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 />
* Much 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 />
* Much slower [[Eating speed|eating]] (×30%)<br />
|}<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 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 />
=== 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 />
{| 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 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]] (max. 10%)<br />
* Loss of [[manipulation]] (max. 10%)<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.<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 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 />
== 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 />
== 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 />
<br />
[[Category:Health]]</div>YokoZarhttps://rimworldwiki.com/index.php?title=Comfort&diff=92166Comfort2021-09-14T07:58:58Z<p>YokoZar: /* Strategy */ Bed comfort much greater than 1 is not super helpful</p>
<hr />
<div>''Comfort'' has two meanings in ''Rimworld'':<br />
* Colonists have a [[need]] for comfort, which influences their [[mood]].<br />
* [[Furniture]] has a property ([[stat]]) called ''comfort''; using the furniture fills the ''comfort'' need.<br />
<br />
== Comfort need ==<br />
The ''comfort need'' is satisfied by sitting in or resting on comfortable [[furniture]].<br />
<br />
The ''comfort need'' mechanic is similar to the "rest" and "beauty" mechanics: the ''comfort need bar'' of a pawn grows while they are using comfortable furniture, and slowly decays otherwise.<br />
<br />
Depending on the (furniture) ''comfort stat'', a certain maximum level of the (colonist) ''comfort'' need can be obtained. The maximum possible ''comfort'' level is the ''comfort stat'' of the furniture item in percent, capped at 100% (eg. a bed with 0.75 ''comfort'' can raise the ''comfort need'' gauge to at most 75%). When the comfortable situation ends, the ''need'' level will gradually revert back to 0%.<br />
<br />
''Comfort'' levels of 60% or higher give increasingly beneficial mood thoughts, starting at "Comfortable +6". A particularly low ''comfort'' level of less than 10% incurs the "Uncomfortable -3" thought and mood penalty. This usually only occurs when the pawn had to sleep on the ground without even a sleeping spot. It is, however, unrelated to the "Slept on ground -4" negative mood effect (which would also occur in this situation).<br />
<br />
In most situations, the dominating source of "comfort" for a colonist is sleeping in a bed. Even a simple [[sleeping spot]] provides 0.4 of ''comfort'' and would leave the pawn at 40% of ''comfort need'' after sleeping on it for a few hours.<br />
<br />
To obtain ''comfort need'' gains, the pawn has to be actually "using" the piece of furniture, such as doing work on a workbench with a chair, or actively resting in a bed. It is not sufficient to be merely standing or lying on top of the furniture.<br />
<br />
== Furniture stat ==<br />
Every piece of furniture has a ''comfort'' stat, listed in the item's information panel. The ''comfort'' stat is determined by the base value for the item, the item's [[quality]] level, and sometimes other nearby pieces of furniture providing an "offset" to the base value.<br />
<br />
''Example'': a [[bed]] of "normal" quality has a base value of 0.75, that can be modified with an adjacent [[end table]] by +0.05, as well as a nearby [[dresser]] by another +0.05, yielding an effective ''comfort'' stat for this bed of 0.85.<br />
<br />
Furniture of normal quality has the following ''comfort'' stat values:<br />
{{#ask: [[Comfort Base::+]] OR [[Comfort Offset::+]] | ?Comfort Base | ?Comfort Offset }}<br />
(Animal beds and sleeping boxes have no effect, despite having a ''comfort stat'', because animals do not have a ''comfort need'' that could be satisfied. Currently the animal furniture merely marks a spot for animals to sleep or rest on, unless mods are used that enhance this behavior.)<br />
<br />
== Strategy ==<br />
<br />
'''tl;dr''': Use your best armchair for your research bench, not your TV viewing corner.<br />
<br />
This section is '''only''' concerned with the raw effectiveness of ''comfort'' with regards to colonist ''mood'', as there are no other ''comfort'' related effects in the game. We completely ignore the decor, ''beauty'' or role-playing value of furniture in this discussion.<br />
<br />
The value of the ''comfort'' stat is governed by two facts:<br />
# Comfort ''need'' falls rather slowly over time (about 5% per hour), but rises very quickly, to the currently effective ''comfort'' stat.<br />
# All ''comfort need'' levels between 10% and 60% are equally mood-neutral.<br />
<br />
This means that furniture with less than 0.6 ''comfort'' has hardly any effect. Even a [[sleeping spot]] would leave the pawn at 40% ''comfort'' when beginning a workday, and it would then require about 6 hours of complete ''comfort'' starvation for the negative mood effect to appear. In actual games, this is both quite rare and not very impactful. It also means that ''long-term use'' of furniture drowns out ''comfort'' effects that occured earlier.<br />
<br />
Especially [[stool]]s in front of workbenches are almost useless, because all they do is keep the ''comfort level'' at 50%. However, a pawn who slept in a bed even of ''poor'' quality runs a rather low risk of dropping to 10% ''comfort level'' regardless if stools are used or not. Do not bother crafting stools for workbenches, use dining chairs right away. Stools still make sense for a cheap eating setup, because colonists can only eat from a table if they have a seat.<br />
<br />
In other cases, the ''comfort stat'' of furniture is impactful only if the furniture is used for non-trivial durations – this is mainly the case for all kinds of beds as well as work station chairs that are used intensively (eg. in front of research benches and certain crafting stations).<br />
<br />
Beds are always used for extended durations, so their ''comfort'' stat matters. However, because colonists tend to spend very long amounts of time in bed, bed comfort levels substantially greater than 1 give little added benefit - the colonist will awaken fully comforted in either case.<br />
<br />
Seating furniture, such as high quality chairs and armchairs, should be put in front of heavily used workstations, and not in places where this might be more intuitive like the "comfy TV section" in your recreation hall, for example. This, of course, ignores the role-playing aspect and ''beauty'' impact of these structures entirely. "Recreation furniture" is also less effective because the colonist usually goes to sleep after recreation time in a typical colony schedule, which completely drowns out any positive effect from recreation furniture.<br />
<br />
[[Category:Status Level]] [[Category:Stat]]</div>YokoZarhttps://rimworldwiki.com/index.php?title=Jade&diff=92096Jade2021-09-11T11:16:29Z<p>YokoZar: /* Trivia */ It is green</p>
<hr />
<div>{{Define|Stone<br />
| description = A hard, green stone. Because of its beauty and rarity, jade is often used for ornaments and decorations. Its hardness and density also makes it a good material for blunt weapons.<br />
| color = (85,118,69)<br />
| always haulable = true<br />
| construct effect = ConstructMetal<br />
| def name = Jade<br />
| default color = (255,255,255)<br />
| draw gui overlay = true<br />
| graphic class = Graphic_Random<br />
| graphic path = Things/Item/Resource/Jade<br />
| label = jade<br />
| parent name = ResourceBase<br />
| path cost = 15<br />
| resource readout priority = Middle<br />
| rotatable = false<br />
| selectable = true<br />
| sound drop = ChunkRock_Drop<br />
| sound impact stuff = BulletImpactMetal<br />
| sound interact = ChunkDrop_Rock<br />
| stack limit = 75<br />
| thing class = ThingWithComps<br />
| sound melee hit blunt = MeleeHit_Stone<br />
| sound melee hit sharp = MeleeHit_Stone<br />
| use hit points = false<br />
| beauty base = -4<br />
| beauty factor = 2.5<br />
| beauty offset = 10<br />
| flammability factor = 0<br />
| market value base = 5<br />
| max hit points factor = 0.5<br />
| melee blunt damage factor = 1.5<br />
| melee cooldown factor = 1.3<br />
| melee sharp damage factor = 0.8<br />
| armor - sharp factor = 0.9<br />
| armor - blunt factor = 0.45<br />
| armor - heat factor = 0.54<br />
| insulation - cold factor = 3<br />
| insulation - heat factor = 0<br />
| work to make factor = 1.4<br />
| work to build factor = 5<br />
| mass = 0.5<br />
| volume = 1<br />
| door opening speed factor = 0.9<br />
| terrain affordance needed = Heavy<br />
}}<br />
{{Info|'''Jade''' is a rare [[materials|material]] with high [[beauty]] but little utility. [[Sculptures]] produced with jade can greatly improve their surroundings, while [[Weapons#Melee weapons|blunt weapons]] made of jade are tremendously effective. Its curious fragility makes it poorly suited to other situations, however, unless you appreciate its striking green color.}}<br />
<br />
===Obtaining===<br />
Jade veins occur rarely on most maps, and must be [[mine]]d before they can be used. Jade can occasionally be found in random cargo pods, and may be [[trade|purchased]] from [[Trader#Bulk Goods Trader|bulk goods traders]]. Once you've completed the [[Research#Deep drilling|research]] necessary to construct a [[deep drill]], it can also be found in small deposits underground.<br />
<br />
== Usage ==<br />
Jade is a high-value material best suited to use in high beauty items that can be made out of stone, especially sculptures and [[royal bed]]s. Unlike the common stone types, beds made from jade suffer no penalty to [[Rest Effectiveness]]. <br />
<br />
Jade is relatively scarce and hard to find, and may be worth saving until a constructor or artist has [[Inspiration#Inspired creativity|Inspired Creativity]].<br />
<br />
Jade is not specifically required for any recipes, but may be used in many recipes with the "Stony" stuff tag.<br />
<br />
==Ore==<br />
[[File:Jade_ore.png|frameless|left|Jade in game]]<br />
<br />
'''Jade''' tiles have 1,500 health each, making them one of the faster ores to mine. They can be found in smaller veins, ranging from 2 to 8 tiles in size. Each mined block has a base yield of 40 jade, however this is modified by factors such as the [[Difficulty]] setting and the [[Mining_Yield|mining yield]] of the pawn.<br />
<br />
== Trivia ==<br />
Despite being unavailable for use in any [[Apparel]] in the current version, it has stats for armor and insulation.<br />
<br />
Alongside [[Lizardskin]] and [[Standing lamp (green)|green lamps]], Jade is one of very few ways of making green things in the game.<br />
<br />
==Version history==<br />
* [[Version/0.17.1546|0.17.1546]] - no longer a small volume material.<br />
* ? - vein size increased from 1-6 -> 2-8 and yield increased from 35 -> 40<br />
<br />
{{DEFAULTSORT:Stones}}<!--sortkey added to have Jade listed in queries after, rather than amongst, stone blocks.--><br />
{{nav|materials|wide}}</div>YokoZarhttps://rimworldwiki.com/index.php?title=Jade&diff=92068Jade2021-09-11T05:15:05Z<p>YokoZar: /* Usage */ Link royal beds. Mention creative inspiration.</p>
<hr />
<div>{{Define|Stone<br />
| description = A hard, green stone. Because of its beauty and rarity, jade is often used for ornaments and decorations. Its hardness and density also makes it a good material for blunt weapons.<br />
| color = (85,118,69)<br />
| always haulable = true<br />
| construct effect = ConstructMetal<br />
| def name = Jade<br />
| default color = (255,255,255)<br />
| draw gui overlay = true<br />
| graphic class = Graphic_Random<br />
| graphic path = Things/Item/Resource/Jade<br />
| label = jade<br />
| parent name = ResourceBase<br />
| path cost = 15<br />
| resource readout priority = Middle<br />
| rotatable = false<br />
| selectable = true<br />
| sound drop = ChunkRock_Drop<br />
| sound impact stuff = BulletImpactMetal<br />
| sound interact = ChunkDrop_Rock<br />
| stack limit = 75<br />
| thing class = ThingWithComps<br />
| sound melee hit blunt = MeleeHit_Stone<br />
| sound melee hit sharp = MeleeHit_Stone<br />
| use hit points = false<br />
| beauty base = -4<br />
| beauty factor = 2.5<br />
| beauty offset = 10<br />
| flammability factor = 0<br />
| market value base = 5<br />
| max hit points factor = 0.5<br />
| melee blunt damage factor = 1.5<br />
| melee cooldown factor = 1.3<br />
| melee sharp damage factor = 0.8<br />
| armor - sharp factor = 0.9<br />
| armor - blunt factor = 0.45<br />
| armor - heat factor = 0.54<br />
| insulation - cold factor = 3<br />
| insulation - heat factor = 0<br />
| work to make factor = 1.4<br />
| work to build factor = 5<br />
| mass = 0.5<br />
| volume = 1<br />
| door opening speed factor = 0.9<br />
| terrain affordance needed = Heavy<br />
}}<br />
{{Info|'''Jade''' is a rare [[materials|material]] with high [[beauty]] (on par with [[silver]]) but little utility. [[Sculptures]] produced with jade can greatly improve their surroundings, while [[Weapons#Melee weapons|blunt weapons]] made of jade are tremendously effective. Its curious fragility makes it poorly suited to other situations, however, unless you appreciate its striking green color.}}<br />
<br />
===Obtaining===<br />
Jade veins occur rarely on most maps, and must be [[mine]]d before they can be used. Jade can occasionally be found in random cargo pods, and may be [[trade|purchased]] from [[Trader#Bulk Goods Trader|bulk goods traders]]. Once you've completed the [[Research#Deep drilling|research]] necessary to construct a [[deep drill]], it can also be found in small deposits underground.<br />
<br />
== Usage ==<br />
Jade is a high-value material best suited to use in high beauty items that can be made out of stone, especially sculptures and [[royal bed]]s. Unlike the common stones, beds made from Jade suffer no penalty to [[Rest Effectiveness]].<br />
<br />
Jade is relatively scarce and hard to find, and may be worth saving until a constructor or artist has a [[creative inspiration]].<br />
<br />
==Ore==<br />
[[File:Jade_ore.png|frameless|left|Jade in game]]<br />
<br />
'''Jade''' tiles have 1,500 health each, making them one of the faster ores to mine. They can be found in smaller veins, ranging from 2 to 8 tiles in size. Each mined block has a base yield of 40 jade, however this is modified by factors such as the [[Difficulty]] setting and the [[Mining_Yield|mining yield]] of the pawn.<br />
<br />
== Trivia ==<br />
Despite being unavailable for use in any [[Apparel]] in the current version, it has stats for armor and insulation. <br />
<br />
==History==<br />
Alpha 17 - no longer a small volume material.<br />
? - vein size increased from 1-6 -> 2-8 and yield increased from 35 -> 40<br />
<br />
{{DEFAULTSORT:Stones}}<!--sortkey added to have Jade listed in queries after, rather than amongst, stone blocks.--><br />
{{nav|materials|wide}}</div>YokoZarhttps://rimworldwiki.com/index.php?title=Jade&diff=92067Jade2021-09-11T05:10:37Z<p>YokoZar: Create usage section</p>
<hr />
<div>{{Define|Stone<br />
| description = A hard, green stone. Because of its beauty and rarity, jade is often used for ornaments and decorations. Its hardness and density also makes it a good material for blunt weapons.<br />
| color = (85,118,69)<br />
| always haulable = true<br />
| construct effect = ConstructMetal<br />
| def name = Jade<br />
| default color = (255,255,255)<br />
| draw gui overlay = true<br />
| graphic class = Graphic_Random<br />
| graphic path = Things/Item/Resource/Jade<br />
| label = jade<br />
| parent name = ResourceBase<br />
| path cost = 15<br />
| resource readout priority = Middle<br />
| rotatable = false<br />
| selectable = true<br />
| sound drop = ChunkRock_Drop<br />
| sound impact stuff = BulletImpactMetal<br />
| sound interact = ChunkDrop_Rock<br />
| stack limit = 75<br />
| thing class = ThingWithComps<br />
| sound melee hit blunt = MeleeHit_Stone<br />
| sound melee hit sharp = MeleeHit_Stone<br />
| use hit points = false<br />
| beauty base = -4<br />
| beauty factor = 2.5<br />
| beauty offset = 10<br />
| flammability factor = 0<br />
| market value base = 5<br />
| max hit points factor = 0.5<br />
| melee blunt damage factor = 1.5<br />
| melee cooldown factor = 1.3<br />
| melee sharp damage factor = 0.8<br />
| armor - sharp factor = 0.9<br />
| armor - blunt factor = 0.45<br />
| armor - heat factor = 0.54<br />
| insulation - cold factor = 3<br />
| insulation - heat factor = 0<br />
| work to make factor = 1.4<br />
| work to build factor = 5<br />
| mass = 0.5<br />
| volume = 1<br />
| door opening speed factor = 0.9<br />
| terrain affordance needed = Heavy<br />
}}<br />
{{Info|'''Jade''' is a rare [[materials|material]] with high [[beauty]] (on par with [[silver]]) but little utility. [[Sculptures]] produced with jade can greatly improve their surroundings, while [[Weapons#Melee weapons|blunt weapons]] made of jade are tremendously effective. Its curious fragility makes it poorly suited to other situations, however, unless you appreciate its striking green color.}}<br />
<br />
===Obtaining===<br />
Jade veins occur rarely on most maps, and must be [[mine]]d before they can be used. Jade can occasionally be found in random cargo pods, and may be [[trade|purchased]] from [[Trader#Bulk Goods Trader|bulk goods traders]]. Once you've completed the [[Research#Deep drilling|research]] necessary to construct a [[deep drill]], it can also be found in small deposits underground.<br />
<br />
== Usage ==<br />
Jade is a good material for high beauty items that can be made out of stone, mainly sculptures and beds.<br />
<br />
Unlike the common stones, beds made from Jade suffer no penalty to [[Rest Effectiveness]]. <br />
<br />
==Ore==<br />
[[File:Jade_ore.png|frameless|left|Jade in game]]<br />
<br />
'''Jade''' tiles have 1,500 health each, making them one of the faster ores to mine. They can be found in smaller veins, ranging from 2 to 8 tiles in size. Each mined block has a base yield of 40 jade, however this is modified by factors such as the [[Difficulty]] setting and the [[Mining_Yield|mining yield]] of the pawn.<br />
<br />
== Trivia ==<br />
Despite being unavailable for use in any [[Apparel]] in the current version, it has stats for armor and insulation. <br />
<br />
==History==<br />
Alpha 17 - no longer a small volume material.<br />
? - vein size increased from 1-6 -> 2-8 and yield increased from 35 -> 40<br />
<br />
{{DEFAULTSORT:Stones}}<!--sortkey added to have Jade listed in queries after, rather than amongst, stone blocks.--><br />
{{nav|materials|wide}}</div>YokoZarhttps://rimworldwiki.com/index.php?title=Jade&diff=92066Jade2021-09-11T05:07:42Z<p>YokoZar: No penalty to rest effectiveness.</p>
<hr />
<div>{{Define|Stone<br />
| description = A hard, green stone. Because of its beauty and rarity, jade is often used for ornaments and decorations. Its hardness and density also makes it a good material for blunt weapons.<br />
| color = (85,118,69)<br />
| always haulable = true<br />
| construct effect = ConstructMetal<br />
| def name = Jade<br />
| default color = (255,255,255)<br />
| draw gui overlay = true<br />
| graphic class = Graphic_Random<br />
| graphic path = Things/Item/Resource/Jade<br />
| label = jade<br />
| parent name = ResourceBase<br />
| path cost = 15<br />
| resource readout priority = Middle<br />
| rotatable = false<br />
| selectable = true<br />
| sound drop = ChunkRock_Drop<br />
| sound impact stuff = BulletImpactMetal<br />
| sound interact = ChunkDrop_Rock<br />
| stack limit = 75<br />
| thing class = ThingWithComps<br />
| sound melee hit blunt = MeleeHit_Stone<br />
| sound melee hit sharp = MeleeHit_Stone<br />
| use hit points = false<br />
| beauty base = -4<br />
| beauty factor = 2.5<br />
| beauty offset = 10<br />
| flammability factor = 0<br />
| market value base = 5<br />
| max hit points factor = 0.5<br />
| melee blunt damage factor = 1.5<br />
| melee cooldown factor = 1.3<br />
| melee sharp damage factor = 0.8<br />
| armor - sharp factor = 0.9<br />
| armor - blunt factor = 0.45<br />
| armor - heat factor = 0.54<br />
| insulation - cold factor = 3<br />
| insulation - heat factor = 0<br />
| work to make factor = 1.4<br />
| work to build factor = 5<br />
| mass = 0.5<br />
| volume = 1<br />
| door opening speed factor = 0.9<br />
| terrain affordance needed = Heavy<br />
}}<br />
{{Info|'''Jade''' is a rare [[materials|material]] with high [[beauty]] (on par with [[silver]]) but little utility. [[Sculptures]] produced with jade can greatly improve their surroundings, while [[Weapons#Melee weapons|blunt weapons]] made of jade are tremendously effective. Its curious fragility makes it poorly suited to other situations, however, unless you appreciate its striking green color.}}<br />
<br />
Unlike the common stones, beds made from Jade suffer no penalty to [[Rest Effectiveness]]. <br />
<br />
===Obtaining===<br />
Jade veins occur rarely on most maps, and must be [[mine]]d before they can be used. Jade can occasionally be found in random cargo pods, and may be [[trade|purchased]] from [[Trader#Bulk Goods Trader|bulk goods traders]]. Once you've completed the [[Research#Deep drilling|research]] necessary to construct a [[deep drill]], it can also be found in small deposits underground.<br />
<br />
==Ore==<br />
[[File:Jade_ore.png|frameless|left|Jade in game]]<br />
<br />
'''Jade''' tiles have 1,500 health each, making them one of the faster ores to mine. They can be found in smaller veins, ranging from 2 to 8 tiles in size. Each mined block has a base yield of 40 jade, however this is modified by factors such as the [[Difficulty]] setting and the [[Mining_Yield|mining yield]] of the pawn.<br />
<br />
== Trivia ==<br />
Despite being unavailable for use in any [[Apparel]] in the current version, it has stats for armor and insulation. <br />
<br />
==History==<br />
Alpha 17 - no longer a small volume material.<br />
? - vein size increased from 1-6 -> 2-8 and yield increased from 35 -> 40<br />
<br />
{{DEFAULTSORT:Stones}}<!--sortkey added to have Jade listed in queries after, rather than amongst, stone blocks.--><br />
{{nav|materials|wide}}</div>YokoZarhttps://rimworldwiki.com/index.php?title=Pain&diff=91974Pain2021-09-09T11:14:28Z<p>YokoZar: Add some more links to other things, note that pain from artificial parts is 0.</p>
<hr />
<div><noinclude><br />
{{Stub|reason=Needs detailed numbers on stat penalties}} <br />
{{Capacity<br />
| default base value = 1<br />
| to string style = PercentZero<br />
| description = How much pain a person feels.<br />
}}</noinclude><br />
<includeonly>:''Main Article: [[Pain]]''</includeonly><br />
Most biological creatures including [[colonist]]s, [[raider]]s, and [[animals]] feel pain caused by [[Injury|injuries]]. A pawn's pain level ranges from 0% to 100% and is displayed on their Health tab's Overview. Pain levels are None, Little, Moderate, Severe, and Extreme. Even a little pain causes unhappy [[Thoughts list|thoughts]]. Once pain passes 10%, it'll start to have an effect on [[consciousness]]. If a pawn's pain level meets or exceeds their [[Pain Shock Threshold]] they'll go into [[Injury#Shock|shock]], unable to move. Pawns with the Wimp [[traits|trait]] will be incapacitated with only minor pain of 20%.<br />
<br />
Most pain is temporary, but [[Injury#Scarring|scars]] and certain [[disease]]s can cause long-term pain. A [[painstopper]] implant or the the [[Psycasts#Painblock|Painblock]] psycast {{RoyaltyIcon}} will get rid of all a colonist's pain and negate any pain-related mood penalties. Note that colonists with the Masochist trait get a mood ''bonus'' from pain instead of a penalty, so it's usually better to leave them alone.<br />
<br />
Injuries to artificial parts do not cause any pain, so colonists with a lot of bionics will generally incur less pain during combat.<br />
<br />
===Formula===<br />
Pain for a given pawn is the sum of the pain from each individual injury, with two extra steps at the end:<br />
* <code>pain = pain / healthFactor</code> for pawns with a healthFactor other than 1.0 (like [[grizzly bear]]s and other large animals). Humans have a healthFactor of 1.0, so this doesn't impact humans<br />
* <code>pain = pain * painFactor</code> from health conditions which alter pain. This includes pain-reducing drugs like [[flake]] and [[yayo]] as well as anesthetic used during operations<br />
<br />
Pain from an individual injury is the product of the severity of the injury (the number of HP missing for things like cuts and burns) and the pain per severity for the injury type. For example:<br />
*30 burn damage causes 30 damage &times; 0.01875 pain per severity = 56.25% pain<br />
*30 cut damage causes 30 damage &times; 0.00625 pain per severity = 18.75% pain<br />
<br />
For the complete table of pain vs damage, see [[Health Difficulties]]<br />
<br />
===Thresholds===<br />
Pain creates moodlets of different values at 4 stages depending on pain severity.<br />
<br />
{| {{STDT|sortable c_10 text-center}}<br />
! Level !! Required Pain % !! Mood Penalty !! Stat Penalty<br />
|-<br />
| Minor || 1% || -5 || ? <br />
|-<br />
| Serious || 15% || -10 || ?<br />
|-<br />
| Intense || 40% || -15 || ?<br />
|-<br />
| Mind-shattering || 80% || -20 || ?<br />
|-<br />
|}<br />
<br />
=== Version history ===<br />
* [[Version/0.6.532|0.6.532]] - Added. Pain level is tracked. A character in too much pain will become incapacitated.<br />
* [[Version/0.10.785|0.10.785]] - Pain now creates unhappiness.<br />
<br />
{{nav|stats|wide}}</div>YokoZarhttps://rimworldwiki.com/index.php?title=Health_Difficulties&diff=91972Health Difficulties2021-09-09T11:06:47Z<p>YokoZar: Injuries to artificial parts do not cause any pain</p>
<hr />
<div><includeonly>:''Main article: [[Health Difficulties]]''</includeonly><br />
<includeonly>These are the general types of [[Injury|injuries]] that can be inflicted on a [[colonist]]. A bladed weapon would cut you, while a firearm would inflict gunshots, etc.</includeonly><br />
<noinclude>A table of the default [[health]] difficulties for RimWorld damage.</noinclude><br />
{| {{STDT| sortable c_08 text-center}}<br />
!Name !! [[Pain]]<ref>Pain per point of damage. See [[pain]] for how it works. Injuries to artificial parts do not cause any pain.</ref> !! Scar pain<ref>Pain per point of damage from scars. See [[pain]] for how it works.</ref> !! Old Label !! Combines?<ref>Whether or not this injury stacks to become something like 'Burn &times;2'</ref> !! Bleeding !! Infection Chance <ref>Base chance of getting infected if left untreated.</ref>!! Become Old Chance !! Naturally Heals !! Destroyed<ref>Prefix for external injuries that result in body part loss (e.g. Shot off left arm).</ref> !! Destroyed Out<ref>Prefix for internal injuries that result in body part loss (e.g. Torn out kidney).</ref> !! Treated !! Inner Treated !! Solid Treated<br />
|-<br />
!Burn<br />
| 1.875 || 0.625 || Burn scar || Yes || 0% || 30% || 1% || Yes || Burned off || Burned out || Bandaged || Sutured || Set<br />
|-<br />
!Chemical Burn<ref>Used when a pawn with [[Death acidifier]] hediff is killed.</ref><br />
| 1.875 || 0.625 || Burn scar || Yes || 0% || 30% || 1% || Yes || Burned off (chemical)|| Burned out (chemical)|| Bandaged || Tended || Tended<br />
|-<br />
!Crush<br />
| 1.25 || 0.625 || Scar || Yes || 1% || 15% || 1% || Yes || Crushed || Crushed || Bandaged || Sutured || Set <br />
|-<br />
!Crack<br />
| 1.0 || 0.625 || Scar || ?<ref>Not defined in the files whether or not it combines.</ref> || 0% || 0% || 0% || Yes || Shattered || Shattered || Set || Set || Set<br />
|-<br />
!Cut<br />
| 1.25 || 0.625 || Cut scar || Yes || 6% || 15% || 1% || Yes || Cut off || Cut out || Bandaged || Sutured || Set<br />
|-<br />
!Surgical Cut<br />
| 1.25 || 0.625 || Cut scar || Yes || 6% || 15% || 1% || Yes || Cut off || Cut out || Bandaged || Sutured || Set<br />
|-<br />
!Scratch<br />
| 1.25 || 0.625 || Scratch scar || No || 6% || 15 || 1% || Yes || Torn off || Torn out || Bandaged || Sutured || Set<br />
|-<br />
!Bite<br />
| 1.25 || 0.625 || Bite scar || No || 6% || 30% || 1% || Yes || Bitten off || Bitten out || Bandaged || Sutured || Set<br />
|-<br />
!Stab<br />
| 1.25 || 0.625 || Stab scar || No || 6% || 15% || 1% || Yes || Cut off || Cut out || Bandaged || Sutured || Set<br />
|-<br />
!Gunshot<br />
| 1.25 || 0.625 || Old gunshot || No || 6% || 15% || 1% || Yes || Shot off || Shot out || Bandaged || Sutured || Set<br />
|-<br />
!Shredded<br />
| 1.25 || 0.625 || Scar || Yes || 6% || 20% || 1% || Yes || Torn off || Torn out || Bandaged || Sutured || Set<br />
|-<br />
!Bruise<br />
| 1.25 || 0.625 || Old bruise || No || 0% || 0% || 0% || Yes || Destroyed || Destroyed || Bandaged || Sutured || Set<br />
|-<br />
!Frostbite<br />
| 1.25 || 0.625 || Frostbite scar || Yes || 0% || 25% || 1% || Yes || Lost to frostbite || N/A <ref>Internal organs cannot be affected by frostbite.</ref> || Bandaged || Sutured || Set<br />
|-<br />
!Missing Body Part<ref>Only applies to missing limbs. No values provided besides a name. Cannot be treated except for limb/organ transplants.</ref><br />
| - || - || - || -|| 12% || - || -|| -|| Gone || Gone || - || - || -<br />
|-<br />
!Misc<ref>Default/debug damage type. Doesn't occur in the normal game.</ref><br />
| 1.25 || 0.0 || Scar || No || 6% || ? <ref>Undefined.</ref> || 1% || Yes || Destroyed || Destroyed || Bandaged || Sutured || Set<br />
|}<br />
<br />
<references/><br />
<br />
<br />
[[Category:Health]]</div>YokoZarhttps://rimworldwiki.com/index.php?title=Bionic_tongue&diff=91965Bionic tongue2021-09-09T09:06:53Z<p>YokoZar: /* Analysis */ More analysis</p>
<hr />
<div>{{stub}}{{infobox main|<br />
| name = Bionic tongue<br />
| image = Health item bionic.png|Bionic tongue<br />
| type = Medical Items<br />
| type2 = Body Parts<br />
| description = An artificial tongue replacement. Made of synthetic smooth-fibers and connected through a neurogel interface, it can match the performance of a natural tongue in speaking, eating, and tasting.<br />
| class = Spacer<br />
| production facility 1 = Fabrication bench<br />
| research = Bionic Replacements<br />
| skill 1 = Crafting<br />
| skill 1 level = 8 <br />
| resource 1 = Plasteel<br />
| resource 1 amount = 8<br />
| resource 2 = Advanced component<br />
| resource 2 amount = 2<br />
| work to make = 26000<br />
| mass = 5<br />
| marketvalue = <br />
| max hit points base = 50<br />
| tradeTags = TechHediff, Bionic<br />
| techHediffsTags = Advanced<br />
}}<br />
A '''bionic tongue''' acts as a replacement for a removed tongue. It has 100% part efficiency, perfectly replacing but not exceeding the capabilities of a natural tongue. <br />
<br />
==Acquisition==<br />
They can be crafted at a [[fabrication bench]] for 8 {{icon|plasteel}} [[plasteel]] and 2 {{icon|advcomponent}} [[advanced component]]s and are sometimes offered for sale by exotic traders and at Outlander bases. They require a crafting skill of 8.<br />
<br />
== Summary ==<br />
{{stub|section=1}}<br />
Installing requires {{ticks|2500}} of work, and a [[Skills#Medical|Medical skill]] of 5.<br />
<br />
== Analysis ==<br />
Body modders and transhumanists {{IdeologyIcon}} will be happier when using a bionic tongue. Among the Vanilla artificial parts that don't have any downsides, bionic tongues require the fewest [[advanced component]]s. With [[Royalty DLC]], [[Venom fangs]] {{RoyaltyIcon}}, [[knee spike]]s {{RoyaltyIcon}}, and [[elbow blade]]s {{RoyaltyIcon}} can provide a similar benefit without requiring advanced components.<br />
<br />
If [[Ideology DLC]] is installed, the [[biosculpter pod]] {{IdeologyIcon}} can be used to fix the tongue instead. Otherwise, only rare [[healer mech serum]]s can fix it.<br />
<br />
Replacing a missing tongue may not be necessary at all, however. While very important on any pawn that uses their [[talking]] stat (wardening, trading, taming), other pawns face a tradeoff. Without a tongue a pawn will:<br />
<br />
* No longer initiate or responds to relationship requests<br />
* Won't feel bad for being rebuffed or make others feel bad for rebuffing them<br />
* Unable to become lovers or propose marriage to another pawn<br />
* No longer engage in conversations<br />
* Will not trigger social fights by insulting others<br />
* If currently in a relationship, will be unable to gain higher opinion of their partner<br />
* (to be checked): Unable to issue role commands {{IdeologyIcon}}<br />
<br />
== Version history ==<br />
* [[Version/1.3.3101|1.3.101]] - Added.<br />
<br />
{{nav|body parts|wide}}<br />
<br />
[[Category: Medical Item]]<br />
[[Category: Body Part]]</div>YokoZarhttps://rimworldwiki.com/index.php?title=Topic:Wg7jypvftskyi365&topic_postId=wg815s9tlw8mma31&topic_revId=wg815s9tlw8mma31&action=single-viewTopic:Wg7jypvftskyi3652021-09-09T08:37:04Z<span class="plainlinks"><a href="/index.php?title=User:YokoZar&action=edit&redlink=1" class="new mw-userlink" title="User:YokoZar (page does not exist)"><bdi>YokoZar</bdi></a> <span class="mw-usertoollinks">(<a href="/wiki/User_talk:YokoZar" class="mw-usertoollinks-talk" title="User talk:YokoZar">talk</a> | <a href="/wiki/Special:Contributions/YokoZar" class="mw-usertoollinks-contribs" title="Special:Contributions/YokoZar">contribs</a>)</span> <a rel="nofollow" class="external text" href="https://rimworldwiki.com/index.php?title=Topic:Wg7jypvftskyi365&topic_showPostId=wg815s9tlw8mma31#flow-post-wg815s9tlw8mma31">commented</a> on "Thoughts" (<em>I like it! One (rather unimportant) nitpick is that most of the other stat tables seem to have skill be vertical and we should probably b...</em>)</span>YokoZarhttps://rimworldwiki.com/index.php?title=Plant_Harvest_Yield&diff=91889Plant Harvest Yield2021-09-08T22:58:36Z<p>YokoZar: /* Factors */ reword</p>
<hr />
<div>{{Verified|1.2.2753}}{{Stat<br />
| default base value = 1<br />
| to string style = PercentZero<br />
| description = The yield this person gets when harvesting plants. Yields lower than 1 give a random chance that the entire harvest will be wasted. Yields above 1 will give a proportionate bonus to the amount of resources produced, on average.<br />
}}<br />
<br />
==Factors==<br />
<br />
* [[Skills#Plants|Plants]][[Skill::Plants| ]]: [[Skill Base Factor::0.60|60%]] plus [[Skill Bonus Factor::Varies|a different amount]] per skill level. See below.<br />
* [[Manipulation]]: [[Manipulation Importance::0.3|30%]] importance, [[Manipulation Limit::-|No]] max<br />
* [[Sight]]: [[Sight Importance::0.2|20%]] importance, [[Sight Limit::1|100%]] limit<br />
* [[Ideoligion#Plants_specialist|Plants specialists]] {{IdeologyIcon}} gain a 30% improvement to harvest yield.<br />
<br />
=== Skill Table === <br />
{{stub|section=1|reason=Add columns for improved manipulation, eg bionic arm.}}<br />
<br />
{| {{STDT| c_03 text-center}}<br />
!Growing Skill<br />
!0<br />
!1<br />
!2<br />
!3<br />
!4<br />
!5<br />
!6<br />
!7<br />
!8<br />
!9<br />
!10<br />
!11<br />
!12<br />
!13<br />
!14<br />
!15<br />
!16<br />
!17<br />
!18<br />
!19<br />
!20<br />
|- <br />
!Skill bonus<br />
|0.6<br />
|0.7<br />
|0.75<br />
|0.8<br />
|0.85<br />
|0.90<br />
|0.95<br />
|0.975<br />
|1<br />
|1.01<br />
|1.02<br />
|1.03<br />
|1.04<br />
|1.05<br />
|1.06<br />
|1.07<br />
|1.08<br />
|1.09<br />
|1.10<br />
|1.12<br />
|1.13<br />
|}<br />
<br />
== Version history ==<br />
* [[Version/0.12.906|0.12.906]] - Unskilled or injured growers can fail at harvesting, destroying the harvest for one plant<br />
* [[Version/1.3.3066|1.3.3066]] - PlantHarvestYield stat above 100% gives a bonus to yield.<br />
{{nav|stats|wide}}</div>YokoZarhttps://rimworldwiki.com/index.php?title=Shooting_Accuracy&diff=91888Shooting Accuracy2021-09-08T22:57:20Z<p>YokoZar: /* Factors */ Leader combat command</p>
<hr />
<div>{{See also| Skills#Shooting{{!}}Shooting}}<br />
{{Stat<br />
| default base value = 0<br />
| min value = 0<br />
| to string style = PercentOne<br />
| description = Base chance to not miss per square of shot distance.<br />
}}<br />
<br />
==Factors==<br />
* [[Skill::Shooting| ]][[Skills#Shooting|Shooting]] skill<br />
* [[Sight]]: [[Sight Importance::12|12x]] importance—capped at [[Sight Limit::2|200%]] efficiency here.<br />
* [[Manipulation]]: [[Manipulation Importance::8|8x]] importance—capped at [[Manipulation Limit::1|100%]] efficiency here<br />
* [[Traits]]<br />
** [[Traits#Trigger happy|Trigger Happy]]: -5.0<br />
** [[Traits#Careful shooter|Careful Shooter]]: +5.0<br />
* [[Gunlink]] {{RoyaltyIcon}} +3.0<br />
* [[Mental_inspiration#Shoot_frenzy|Shoot Frenzy (Inspiration)]]: +8.0<br />
* [[Ideoligion#Shooting specialist|Shooting specialist role]]{{IdeologyIcon}}: +7.0<br />
* [[Ideoligion#Shooting specialist|Shooting specialist's Marksman Command]]{{IdeologyIcon}}: +4.0<br />
* [[Ideoligion#Leaders|Leader's Combat Command]]{{IdeologyIcon}}: +3.0<br />
<br />
* Post-processing curve<br />
<br />
It is capped at 99.9% per tile, though ??.?% seems to be the highest achievable value in vanilla.<br />
* +20 from 20 [[Skills#Shooting|Shooting]] skill<br />
* +12 from 200% [[Sight]]<br />
* +0 from 100% [[Manipulation]]<br />
* +5 from Careful Shooter<br />
* +3 from [[Gunlink]] {{RoyaltyIcon}}<br />
* +8 from [[Mental_inspiration#Shoot_frenzy|Shoot Frenzy (Inspiration)]]<br />
* +7 from [[Ideoligion#Shooting specialist|Shooting specialist role]]{{IdeologyIcon}}<br />
* +4 from another [[Ideoligion#Shooting specialist|Shooting specialist's Marksman Command]]{{IdeologyIcon}}<br />
* +3 from a nearby [[Ideoligion#Leaders|Leader's Combat Command]]{{IdeologyIcon}}<br />
<br />
This results in a total of 59, which the post-processing curve translates into a ??.?% value.<br />
<br />
==Analysis==<br />
The table below shows post-processed shooting accuracy per tile of distance for each skill level and trait combination, assuming the pawn is healthy:<br />
<br />
{| {{STDT| c_12 text-center}}<br />
!Skill Level<br />
!Standard<br />
!Careful Shooter<br />
!Trigger-Happy<br />
!Skill Level<br />
!Standard<br />
!Careful Shooter<br />
!Trigger-Happy<br />
|-<br />
!0<br />
|89%<br />
|94.5%<br />
|84%<br />
! -<br />
| -<br />
| -<br />
| -<br />
|-<br />
!1<br />
|91%<br />
|95%<br />
|85%<br />
!11<br />
|97.25%<br />
|98.333%<br />
|95%<br />
|-<br />
!2<br />
|93%<br />
|95.5%<br />
|86%<br />
!12<br />
|97.5%<br />
|98.5%<br />
|95.5%<br />
|-<br />
!3<br />
|93.5%<br />
|96%<br />
|87%<br />
!13<br />
|97.75%<br />
|98.666%<br />
|96%<br />
|-<br />
!4<br />
|94%<br />
|96.5%<br />
|88%<br />
!14<br />
|98%<br />
|98.833%<br />
|96.5%<br />
|-<br />
!5<br />
|94.5%<br />
|97%<br />
|89%<br />
!15<br />
|98.167%<br />
|99%<br />
|97%<br />
|-<br />
!6<br />
|95%<br />
|97.25%<br />
|91%<br />
!16<br />
|98.333%<br />
|99.125%<br />
|97.25%<br />
|-<br />
!7<br />
|95.5%<br />
|97.5%<br />
|93%<br />
!17<br />
|98.5%<br />
|99.25%<br />
|97.5%<br />
|-<br />
!8<br />
|96%<br />
|97.75%<br />
|93.5%<br />
!18<br />
|98.666%<br />
|99.313%<br />
|97.75%<br />
|-<br />
!9<br />
|96.5%<br />
|98%<br />
|94%<br />
!19<br />
|98.833%<br />
|99.375%<br />
|98%<br />
|-<br />
!10<br />
|97%<br />
|98.167%<br />
|94.5%<br />
!20<br />
|99%<br />
|99.438%<br />
|98.167%<br />
|}<br />
Note that shooting accuracy for the pawn has exponential decay calculated '''per tile''', meaning that a small increase (even 1%) in shooting accuracy will have a significant effect at longer ranges.<br />
<br />
For example:<br />
*A colonist with shooting accuracy of 99% has a base accuracy of 72.5% against a target 32 tiles away (0.99<sup>32</sup> = 0.7249)<br />
*With 98% accuracy, the base accuracy against the same target becomes only 52.4% (0.98<sup>32</sup> = 0.5239).<br />
<br />
==Full Post-Processing Curve Table==<br />
<ref>\RimWorld\Data\Core\Defs\Stats\Stats_Pawns_Combat.xml</ref><br />
<br />
{| class="wikitable" <br />
|-<br />
! Modified [[Skills#Shooting|Shooting]] skill !! Shooting Accuracy per Tile<br />
|-<br />
| -20 || 70.000%<br />
|-<br />
| -10 || 80.000%<br />
|-<br />
| -6 || 83.000%<br />
|-<br />
| -4 || 85.000%<br />
|-<br />
| -2 || 87.000%<br />
|-<br />
| 0 || 89.000%<br />
|-<br />
| 2 || 93.000%<br />
|-<br />
| 4 || 94.000%<br />
|-<br />
| 6 || 95.000%<br />
|-<br />
| 8 || 96.000%<br />
|-<br />
| 10 || 97.000%<br />
|-<br />
| 12 || 97.500%<br />
|-<br />
| 14 || 98.000%<br />
|-<br />
| 16 || 98.333%<br />
|-<br />
| 18 || 98.666%<br />
|-<br />
| 20 || 99.000%<br />
|-<br />
| 22 || 99.250%<br />
|-<br />
| 26 || 99.500%<br />
|-<br />
| 30 || 99.650%<br />
|-<br />
| 40 || 99.800%<br />
|-<br />
| 60 || 99.900%<br />
|}<br />
<br />
==Version History==<br />
* [[Version/0.0.245|0.0.245]] - Shooting accuracy split into into misses due to equipment and misses due to skill.<br />
{{nav|stats|wide}}</div>YokoZarhttps://rimworldwiki.com/index.php?title=Plant_Harvest_Yield&diff=91887Plant Harvest Yield2021-09-08T22:54:33Z<p>YokoZar: Plants specialists</p>
<hr />
<div>{{Verified|1.2.2753}}{{Stat<br />
| default base value = 1<br />
| to string style = PercentZero<br />
| description = The yield this person gets when harvesting plants. Yields lower than 1 give a random chance that the entire harvest will be wasted. Yields above 1 will give a proportionate bonus to the amount of resources produced, on average.<br />
}}<br />
<br />
==Factors==<br />
<br />
* [[Skills#Plants|Plants]][[Skill::Plants| ]]: [[Skill Base Factor::0.60|60%]] plus [[Skill Bonus Factor::Varies|a different amount]] per skill level. See below.<br />
* [[Manipulation]]: [[Manipulation Importance::0.3|30%]] importance, [[Manipulation Limit::-|No]] max<br />
* [[Sight]]: [[Sight Importance::0.2|20%]] importance, [[Sight Limit::1|100%]] limit<br />
<br />
[[Ideoligion#Plants_specialist|Plants specialists]]{{IdeologyIcon}} additionally gain a 30% improvement to harvest yield.<br />
<br />
=== Skill Table === <br />
{{stub|section=1|reason=Add columns for improved manipulation, eg bionic arm.}}<br />
<br />
{| {{STDT| c_03 text-center}}<br />
!Growing Skill<br />
!0<br />
!1<br />
!2<br />
!3<br />
!4<br />
!5<br />
!6<br />
!7<br />
!8<br />
!9<br />
!10<br />
!11<br />
!12<br />
!13<br />
!14<br />
!15<br />
!16<br />
!17<br />
!18<br />
!19<br />
!20<br />
|- <br />
!Skill bonus<br />
|0.6<br />
|0.7<br />
|0.75<br />
|0.8<br />
|0.85<br />
|0.90<br />
|0.95<br />
|0.975<br />
|1<br />
|1.01<br />
|1.02<br />
|1.03<br />
|1.04<br />
|1.05<br />
|1.06<br />
|1.07<br />
|1.08<br />
|1.09<br />
|1.10<br />
|1.12<br />
|1.13<br />
|}<br />
<br />
== Version history ==<br />
* [[Version/0.12.906|0.12.906]] - Unskilled or injured growers can fail at harvesting, destroying the harvest for one plant<br />
* [[Version/1.3.3066|1.3.3066]] - PlantHarvestYield stat above 100% gives a bonus to yield.<br />
{{nav|stats|wide}}</div>YokoZarhttps://rimworldwiki.com/index.php?title=Plant_Harvest_Yield&diff=91886Plant Harvest Yield2021-09-08T22:46:16Z<p>YokoZar: /* Skill Table */</p>
<hr />
<div>{{Verified|1.2.2753}}{{Stat<br />
| default base value = 1<br />
| to string style = PercentZero<br />
| description = The yield this person gets when harvesting plants. Yields lower than 1 give a random chance that the entire harvest will be wasted. Yields above 1 will give a proportionate bonus to the amount of resources produced, on average.<br />
}}<br />
<br />
==Factors==<br />
<br />
* [[Skills#Plants|Plants]][[Skill::Plants| ]]: [[Skill Base Factor::0.60|60%]] plus [[Skill Bonus Factor::Varies|a different amount]] per skill level. See below.<br />
* [[Manipulation]]: [[Manipulation Importance::0.3|30%]] importance, [[Manipulation Limit::-|No]] max<br />
* [[Sight]]: [[Sight Importance::0.2|20%]] importance, [[Sight Limit::1|100%]] limit<br />
<br />
=== Skill Table === <br />
{{stub|section=1|reason=Add columns for improved manipulation, eg bionic arm.}}<br />
<br />
{| {{STDT| c_03 text-center}}<br />
!Growing Skill<br />
!0<br />
!1<br />
!2<br />
!3<br />
!4<br />
!5<br />
!6<br />
!7<br />
!8<br />
!9<br />
!10<br />
!11<br />
!12<br />
!13<br />
!14<br />
!15<br />
!16<br />
!17<br />
!18<br />
!19<br />
!20<br />
|- <br />
!Skill bonus<br />
|0.6<br />
|0.7<br />
|0.75<br />
|0.8<br />
|0.85<br />
|0.90<br />
|0.95<br />
|0.975<br />
|1<br />
|1.01<br />
|1.02<br />
|1.03<br />
|1.04<br />
|1.05<br />
|1.06<br />
|1.07<br />
|1.08<br />
|1.09<br />
|1.10<br />
|1.12<br />
|1.13<br />
|}<br />
<br />
== Version history ==<br />
* [[Version/0.12.906|0.12.906]] - Unskilled or injured growers can fail at harvesting, destroying the harvest for one plant<br />
* [[Version/1.3.3066|1.3.3066]] - PlantHarvestYield stat above 100% gives a bonus to yield.<br />
{{nav|stats|wide}}</div>YokoZarhttps://rimworldwiki.com/index.php?title=Field_hand&diff=91885Field hand2021-09-08T22:43:16Z<p>YokoZar: Mention effects on manipulation and Plant Harvest Yield</p>
<hr />
<div>{{Royalty}}<br />
{{infobox main|<br />
| name = Field hand<br />
| image = Health item prosthetic.png|Field hand<br />
| type = Medical Items<br />
| type2 = Body Parts<br />
| description = This mechanical hand replacement is made to speed up the sowing and harvesting tasks of a farmer. Multiple telescoping finger-like protrusions can simultaneously harvest from several points on the same plant, or precisely sow several holes at once. It also has a general-purpose manipulator. It is somewhat ungainly, which slows down movement slightly.<br />
| class = <br />
| meleeattack1dmg = 9<br />
| meleeattack1type = Punch<br />
| meleeattack1part = Knuckle<br />
| meleeattack1cool = 2<br />
| meleeattack1ap = 13<br />
| MeleeWeaponAverageDPS = 4.5<br />
| MeleeWeaponAverageAP = 13<br />
| mode = Melee<br />
| production facility 1 = Machining table<br />
| research = Specialized Limbs<br />
| skill 1 = Crafting<br />
| skill 1 level = 5<br />
| resource 1 = Steel<br />
| resource 1 amount = 60<br />
| resource 2 = Component<br />
| resource 2 amount = 8<br />
| work to make = 15000<br />
| damage type = Sharp<br />
| mass = 4<br />
| marketvalue = 425<br />
| max hit points base = 50<br />
| tradeTags = ImplantEmpireCommon<br />
| techHediffsTags = ImplantEmpireCommon<br />
| thingSetMakerTags = RewardStandardLowFreq<br />
}}<br />
The '''Field Hand''' gives a pawn that's been implanted with it an increased [[Plant Work Speed|Plant work speed]] by 160% but inflicts -8% [[Moving]] penalty.<br />
<br />
This is a hand replacement, and cannot be installed in a [[bionic arm|bionic]] or [[archotech arm]].<br />
<br />
== Acquisition ==<br />
Field hands can be made at a [[machining table]] once [[Research#Specialized limbs|Specialized Limbs]] has been researched. Crafting one requires {{Required Resources}}s, {{ticks|{{P|Work To Make}}}} of work and a [[crafting]] skill of 5.<br />
<br />
They can also be [[trade|bought]] from [[Outlanders]] and [[Empire]] settlements.<br />
<br />
== Analysis==<br />
It's a niche hand replacement that is good for pawns that spend most of their time growing. The effect is especially potent for pawns with [[traits]] that modify global work speed, as the +160% bonus is added '''before''' multiplicative modifiers.<br />
<br />
Example: a healthy pawn with a plants [[skills|skill]] of 12 (x146%), a single field hand(+160%), a combination of very neurotic and industrious traits (x(40+35)%) in a lit environment will have:<br />
(100% + 160%) x 146% x 175% = 664% plant work speed. This makes sowing and harvesting crops and trees very fast, while adding a second field hand results in a whopping (100% + 320%) x 146% x 175% = 1073% plant work speed, making work on simple crops like rice or grass cutting almost instant. Tree sowing and harvesting will take roughly the same amount of time that it would take an average worker to sow rice. Installing two field hands on a single pawn is quite an overkill, unless one needs a large amount of plant work done quickly for some reason.<br />
<br />
Unless replacing a missing or [[wooden hand]], the field hand does not improve [[manipulation]] and thus has no effect on [[Plant Harvest Yield]]. A colonist with a [[bionic arm]], by comparison, will spend more time per plant but generate slightly more output with each harvest.<br />
<br />
The [[drill arm]], a mining-oriented counterpart, has the same behaviour in terms of bonus speed calculation.<br />
<br />
== Combat ==<br />
<br />
Its attacks have 13% AP and 4.50 DPS.<br />
<br />
== Version History==<br />
Introduced in Royalty's initial release. <br />
<br />
Prior to version 1.1.2565 it had no movement penalty, a 50% part efficiency, and provided a 180% boost.<br />
<br />
{{nav|body parts|wide}}<br />
<br />
[[Category:Royalty]]<br />
[[Category:Medical Item]]<br />
[[Category:Body Part]]</div>YokoZarhttps://rimworldwiki.com/index.php?title=Plant_Harvest_Yield&diff=91884Plant Harvest Yield2021-09-08T22:24:59Z<p>YokoZar: Clarify chance is of total loss with less than 1</p>
<hr />
<div>{{Verified|1.2.2753}}{{Stat<br />
| default base value = 1<br />
| to string style = PercentZero<br />
| description = The yield this person gets when harvesting plants. Yields lower than 1 give a random chance that the entire harvest will be wasted. Yields above 1 will give a proportionate bonus to the amount of resources produced, on average.<br />
}}<br />
<br />
==Factors==<br />
<br />
* [[Skills#Plants|Plants]][[Skill::Plants| ]]: [[Skill Base Factor::0.60|60%]] plus [[Skill Bonus Factor::Varies|a different amount]] per skill level. See below.<br />
* [[Manipulation]]: [[Manipulation Importance::0.3|30%]] importance, [[Manipulation Limit::-|No]] max<br />
* [[Sight]]: [[Sight Importance::0.2|20%]] importance, [[Sight Limit::1|100%]] limit<br />
<br />
=== Skill Table === <br />
{| {{STDT| c_03 text-center}}<br />
!Growing Skill<br />
!0<br />
!1<br />
!2<br />
!3<br />
!4<br />
!5<br />
!6<br />
!7<br />
!8<br />
!9<br />
!10<br />
!11<br />
!12<br />
!13<br />
!14<br />
!15<br />
!16<br />
!17<br />
!18<br />
!19<br />
!20<br />
|- <br />
!Skill bonus<br />
|0.6<br />
|0.7<br />
|0.75<br />
|0.8<br />
|0.85<br />
|0.90<br />
|0.95<br />
|0.975<br />
|1<br />
|1.01<br />
|1.02<br />
|1.03<br />
|1.04<br />
|1.05<br />
|1.06<br />
|1.07<br />
|1.08<br />
|1.09<br />
|1.10<br />
|1.12<br />
|1.13<br />
|}<br />
<br />
== Version history ==<br />
* [[Version/0.12.906|0.12.906]] - Unskilled or injured growers can fail at harvesting, destroying the harvest for one plant<br />
* [[Version/1.3.3066|1.3.3066]] - PlantHarvestYield stat above 100% gives a bonus to yield.<br />
{{nav|stats|wide}}</div>YokoZarhttps://rimworldwiki.com/index.php?title=Trade&diff=91883Trade2021-09-08T22:16:18Z<p>YokoZar: /* Game progression */ Link Trade Price Improvement directly</p>
<hr />
<div><!--Top Nav Box--><br />
{| align=center<br />
| {{Gameplay_Nav}}<br />
|}<br />
----<br />
<!-- End of Nav --><br />
{{rewrite|reason=Need updated and verification, as well as integration of tags to list stock using [[Template: Tag List]]}}<br />
{{TOCright}}<br />
<onlyinclude><br />
Colonies can trade with other factions by using [[caravan]]s and orbital trade ships via a [[comms console]]. Tradeable commodities include [[colonists|slaves]]/[[prisoners]], [[furniture]], [[gear]], [[resources]], [[food]], [[drugs]], and [[sculptures|works of art]].<br />
<br />
The trade interface shows what commodities are available to trade, the colony's stock, the trader's stock, and the prices to buy and sell.<br />
<br />
{|class="wikitable" style="text-align: center;"<br />
!colspan="2"|BUY<br />
!QUANTITY<br />
!colspan="2"|SELL<br />
|-<br />
|ALL||ONE||<tt>positive = buy<br/>negative = sell</tt>||ONE||ALL<br />
|-<br />
|'''{{key|<<}}'''||'''{{key|<}}'''||<tt>may type # here</tt>||'''{{key|>}}'''||'''{{key|>>}}'''<br />
|}<br />
<br />
* Trade is influenced by your trader's ability to [[Talking|speak]] and [[Hearing|hear]]. Damage to any such parts will ruin trade prices.<br />
* Prices listed in green are cheap (does not appear with base-game traders), while prices listed in red are expensive.<br />
* Items that the foreign trader has no interest in are shown grayed out at the bottom of the list; other traders may want them instead.<br />
* Animals that have been downed are not listed for trade.<br />
* All traders carry a limited amount of [[silver]], so they may not be able to buy everything you wish to sell. You can still give them things over this value but everything they receive will be for free, as they cannot afford to pay. In this instance it is likely better to not sell the items or to take the excess in useful or resalable items rather than get nothing in return.<br />
* Selling a prisoner is profitable, but has a [[Thoughts#A prisoner was sold|negative impact on the happiness]] of all colonists (excludes [[Traits|psychopaths]]).<br />
<br />
<br />
== Game progression ==<br />
<br />
=== Early game ===<br />
<br />
Caravans consist of one or more faction members often with [[pack animal]]s and/or tamed [[animals]] in tow. Players can either form their own caravan or wait for others to visit their own colony. To trade with a foreign passing caravan, direct a colonist (preferably with high social skill and thus [[Trade Price Improvement]]) to speak with the caravan member who has a yellow question mark above the head. Stored items will be eligible to sell and appear in the trade window. Purchased items will be dropped in the location where the trader was standing and will need to be hauled.<br />
<br />
Sometimes, foreign caravan members may fight each other and accidentally drop items from their gear inventory.<br />
<br />
=== Later game ===<br />
<br />
After researching the [[research#Microelectronics|Microelectronics project]], a [[comms console]] and an [[orbital trade beacon]] can be built, which allow:<br />
<br />
* Satellite calls to request caravans to allied factions at a cost of 15 goodwill (or 700/1100 silver prior to 1.0). You can only call for a caravan from a given friendly faction once every four days.<br />
<br />
* Interaction with orbital trade ships which will stay around for a limited time. A blue notification will appear at the right of your screen to announce the trade ship and its type. After it's gone, a simple notice at the top of the screen will note when the same vessel leaves comms range and can no longer be traded with. Each trade ship varies in type, which determines its inventory.<br />
<br />
To trade, order a colonist to interact with the comms console. Only items located within range of an orbital trade beacon can be traded. Purchases will be sent via drop pods to a beacon's open-air tiles, drop pods will phase through constructed roofs otherwise. If all beacon tiles are covered, drop pods will land at the nearest eligible tile. Colonists using the comms console use the same [[Trade Price Improvement]] stat as when making trades in person. [[Prisoner]]s can be sold directly from their cell even if not in range of a beacon and tamed [[animals]] can be sold from anywhere on the map. The trade value of a prisoner or animal is based on their capabilities, injuries and skills.<br />
<br />
== Trade prices ==<br />
<br />
Hovering over an item's price opens a tooltip that displays price modifiers. Usually, goods from the colony are sold at 60% market value, and bought at 140% market value. These are further affected by the both the storyteller's [[AI Storytellers#Economy|economic]] and [[difficulty]] settings.<br />
<br />
Actual trade prices are also dependent on the [[Trade Price Improvement]] stat of chosen colonist, listed on the tooltip as <tt>"Your negotiator bonus: -''x''%"</tt>. <br />
<br />
Some traders will charge 2x the price of a good, in addition to the multiplier on buying. Selling remains at normal price.<br />
Faction bases don't have any goods-specific price penalties and will even offer a 2% discount when trading at a base.<br />
<br />
==Trade factors==<br />
{{stub|section=1}}<br />
Some types of item have a multiplier on their sell price on top of multiplier from Trade Price Improvement. For example, weapons have a 0.2x multiplier, significantly reducing their sale value, while art such as sculptures has a 1.1x multiplier, slightly increasing what they sell for. <br />
<br />
Note that these factors only apply the sale by the player - they are still sold for their normal value by non-player factions.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Type !! Factor<br />
|-<br />
| [[Weapons]] || x0.2<br />
|-<br />
| [[Sculptures]] || x1.1<br />
|}<br />
<br />
== Types of traders ==<br />
=== Land convoy ===<br />
* Visitors are small groups that carry all of their goods on their person. They may or may not have items for trade; even if they do, they often have few items and little silver to trade with.<br />
* Trade caravans are large groups that carry their goods on pack [[muffalo]] or [[dromedary|dromedaries]], depending on climate. They have a moderate amount of items and silver to buy trade with.<br />
<br />
Land convoys will leave the area if the temperature is deemed too dangerous for them to continue trading.<br />
<br />
[[File:Visitors but not traders.png|400px|thumb|none|Visitors but not traders, no character with ('''?''') sign overhead.]].<br />
<br />
=== Technological level ===<br />
* Neolithic traders are tribal in nature and will be limited to selling neolithic level items.<br />
* Outlander traders come from other faction settlements and are not restricted to a specific technology level of items.<br />
<br />
=== Faction bases ===<br />
Large faction settlements that engage in trading. They buy/sell everything within their technology level, have the most extensive stocks and offer a 2% discount.<br />
<br />
=== Physical presence ===<br />
* Outlander traders have a physical presence on the map and offer a small to medium amount of items and silver.<br />
* Orbital traders have no physical presence. They have large amounts of items and silver to trade with, and have the same trader types as outlanders.<br />
<br />
While the game does not specify where orbital traders hail from, the technologically advanced nature of items that they carry generally indicates that they are from urbworlds or glitterworlds.<br />
<br />
=== By inventory ===<br />
==== Bulk goods trader ====<br />
Bulk goods traders deal in [[food]] and basic materials, such as [[steel]], [[wood]], [[component]]s, [[gold]], [[textiles]], as well as [[clothing]], [[furniture]] and domesticated animals.<br />
<br />
==== Combat supplier ====<br />
Combat suppliers deal in [[weapons]], [[armor]], [[mortar shell]]s, and [[medicine]].<br />
<br />
The tribal variant of this is the "war merchant".<br />
<br />
==== Exotic goods trader ====<br />
Exotic goods traders deal in rare and valuable items such as artifacts, [[television]]s, [[telescope]]s, [[Gear|apparel]], [[Medical Items|bionic body parts]], [[neurotrainer]]s, some [[furniture]], [[plasteel]], [[gold]], [[uranium]], and [[glitterworld medicine]]. The may also carry animals of the wilder variety.<br />
<br />
The tribal variant of this is the "shaman merchant".<br />
<br />
==== Slaver ====<br />
Slavers deal in slaves/prisoners, weapons, body parts, medicine, and drugs. The chance of traders carrying prisoners should go down as colony population goes up.<br />
<br />
The [[outlander]] variant of this trader was previously called a "pirate merchant" and they are still referred to as such in both discussion and the game code. Note that despite the name, [[outlander]] factions sent pirate merchants, not [[pirate]] factions.<br />
<br />
== Trader inventories ==<br />
<br />
=== Faction base ===<br />
<br />
Faction bases have an extensive inventory and deal with most things. They take 30 days to restock. The remaining time can be checked in "Show what will buy".<br />
<br />
==== Outlander base ====<br />
<br />
{| {{STDT|sortable c_03}}<br />
! Name !! Price !! Min Stock !! Max Stock<br />
|-<br />
! [[Silver]]<br />
| N/A || 800 || 3000<br />
|-<br />
! [[Component]]<br />
| x1 || 20 || 70<br />
|-<br />
! [[Steel]]<br />
| x1 || 300 || 600<br />
|-<br />
! [[Wood]]<br />
| x1 || 200 || 400<br />
|-<br />
! [[Plasteel]]<br />
| x1 || -50 || 200<br />
|-<br />
! [[Cloth]]<br />
| x1 || 100 || 300<br />
|-<br />
! [[Gold]]<br />
| x1 || -50 || 200<br />
|-<br />
! [[Neutroamine]]<br />
| x1 || 50 || 200<br />
|-<br />
! [[Chemfuel]]<br />
| x1 || 300 || 500<br />
|-<br />
! [[Chocolate]]<br />
| x1 || -30 || 70<br />
|-<br />
! [[Beer]]<br />
| x1 || -40 || 100<br />
|-<br />
! [[Medicine]]<br />
| x1 || 25 || 50<br />
|-<br />
![[Telescope]]<br />
| x1 || 0 || 1<br />
|-<br />
|}<br />
<br />
'''Groups of items:'''<br />
{| {{STDT|sortable c_03}}<br />
! Group !! Price !! Variety !! Min Stock !! Max Stock !! Items<br />
|-<br />
! Mortar shells<br />
| x1 || 1 - 2 kinds || 20 each || 40 each || All [[mortar shell]]s except [[antigrain warhead]]<br />
|-<br />
! Textiles<br />
| x1 || 1 - 2 kinds || 400 {{icon|silver}} || 800 {{icon|silver}} || All [[Textiles]]<br />
|-<br />
! Resources<br />
| x1 || 2 - 4 kinds || 400 {{icon|silver}} || 800 {{icon|silver}} || All resources except [[silver]]<br />
|-<br />
! Raw food<br />
| x1 || 2 - 4 kinds || 400 {{icon|silver}} || 800 {{icon|silver}} || All except fertilized eggs<br />
|-<br />
! Meals<br />
| x1 || 1 - 2 kinds || 12 each || 50 each || All [[meal]]s<br />
|-<br />
! Furniture<br />
| x1 || 3 - 4 kinds || 1 each || 2 each || All [[furniture]]<br />
|-<br />
! Animals<br />
| x1 || 2 - 4 kinds || 3 each || 8 each || Most animals<br />
|-<br />
! Clothing<br />
| x1 || 10 - 16 kinds || 1 each || 1 each|| All [[clothing]]<br />
|-<br />
! Drugs<br />
| x1 || 3 - 4 kinds || 750 {{icon|silver}} || 1500 {{icon|silver}} || All [[drugs]]<br />
|-<br />
!Ranged weapons<br />
| x1 || 3 - 6 kinds || 1 each || 1 each || All ranged weapons<br />
|-<br />
!Melee weapons<br />
| x1 || 3 - 4 kinds || 1 each || 2 each || All melee weapons<br />
|-<br />
!Armor<br />
| x1 || 2 - 4 kinds || 1 each || 1 each || All [[armor]]<br />
|-<br />
!Body parts/ Implants<br />
| x1 || 2 - 4 kinds || 1 each || 1 each || All body parts or implants<br />
|-<br />
!Exotic items<br />
| x1 || 1 - 4 kinds || 1 each || 2 each || Rare items<br />
|-<br />
!Artifacts<br />
| x1 || 1 - 4 kinds || 1 each || 1 each || All artifacts<br />
|-<br />
!Apparel<br />
| x1 || 3 - 6 kinds || 1 each || 10 each || All [[apparel]]<br />
|-<br />
!Art<br />
| x1 || 5 - 10 kinds || 1 each || 1 each || [[Sculptures]]<br />
|-<br />
!Televisions<br />
| x1 || 1 - 2 kinds || 1 each || 2 each || [[Tube television]], [[Flatscreen television]], [[Megascreen television]]<br />
|-<br />
! Slaves<br />
| x1 || -1 - 2 || 1 each || 1 each || ---<br />
|-<br />
|}<br />
<br />
----<br />
<br />
==== Neolithic base ====<br />
<br />
{| {{STDT|sortable c_03}}<br />
! Name !! Price !! Min Stock !! Max Stock<br />
|-<br />
! [[Silver]]<br />
| N/A || 800 || 3000<br />
|-<br />
! [[Component]]<br />
| x2 || 3 || 10<br />
|-<br />
! [[Steel]]<br />
| x1 || 200 || 300<br />
|-<br />
! [[Wood]]<br />
| x1 || 500 || 600<br />
|-<br />
! [[Cloth]]<br />
| x1 || 200 || 300<br />
|-<br />
! [[Gold]]<br />
| x1 || -40 || 120<br />
|-<br />
! [[Pemmican]]<br />
| x1 || 500 || 1000<br />
|-<br />
! [[Herbal medicine]]<br />
| x1 || 15 || 30<br />
|-<br />
|}<br />
<br />
'''Groups of items:'''<br />
{| {{STDT|sortable c_03}}<br />
! Group !! Price !! Variety !! Min Stock !! Max Stock !! Items<br />
|-<br />
! Textiles<br />
| x1 || 1 - 2 kinds || 300 {{icon|silver}} || 700 {{icon|silver}} || All [[Textiles]]<br />
|-<br />
! Resources<br />
| x1 || 3 kinds || 200 {{icon|silver}} || 600 {{icon|silver}} || All resources except [[silver]]<br />
|-<br />
! Raw food<br />
| x1 || 3 - 5 kinds || 300 {{icon|silver}} || 800 {{icon|silver}} || All except fertilized eggs<br />
|-<br />
! Clothing<br />
| x1 || 4 - 12 kinds || 1 each || 1 each|| Neolithic [[clothing]]<br />
|-<br />
! Animals<br />
| x1 || 2 - 4 kinds || 1 each || 5 each || Wildness below 70%<br />
|-<br />
! Animals<br />
| x1 || 1 - 2 kinds || 1 each || 4 each || Powerful <!-- badass --> animals<br />
|-<br />
! Drugs<br />
| x1 || 1 - 2 kinds || 400 {{icon|silver}} || 1000 {{icon|silver}} || [[Beer]], [[smokeleaf joint]], [[psychite tea]]<br />
|-<br />
!Ranged weapons<br />
| x1 || 2 - 4 kinds || 1 each || 1 each || Neolithic ranged<br />
|-<br />
!Melee weapons<br />
| x1 || 2 - 4 kinds || 1 each || 2 each || Neolithic melee<br />
|-<br />
! Slaves<br />
| x1 || -1 - 2 || 1 each || 1 each || ---<br />
|-<br />
!Artifacts<br />
| x1 || 0 - 3 kinds || 1 each || 1 each || All artifacts<br />
|-<br />
|}<br />
<br />
----<br />
<br />
=== Orbital ===<br />
<br />
Orbital traders usually come with large stocks corresponding to their trader type.<br />
<br />
==== Bulk goods trader ====<br />
<br />
{| {{STDT|sortable c_03}}<br />
! Name !! Price !! Min Stock !! Max Stock<br />
|-<br />
! [[Silver]]<br />
| N/A || 2000 || 4000<br />
|-<br />
! [[Component]]<br />
| x1 || 15 || 30<br />
|-<br />
! [[Steel]]<br />
| x1 || 500 || 800<br />
|-<br />
! [[Wood]]<br />
| x1 || 500 || 800<br />
|-<br />
! [[Plasteel]]<br />
| x1 || 100 || 400<br />
|-<br />
! [[Cloth]]<br />
| x1 || 200 || 600<br />
|-<br />
! [[Medicine]]<br />
| x2 || 20 || 30<br />
|-<br />
! [[Gold]]<br />
| x1 || 50 || 200<br />
|-<br />
! [[Neutroamine]]<br />
| x1 || 100 || 200<br />
|-<br />
! [[Chemfuel]]<br />
| x1 || 200 || 600<br />
|-<br />
! [[Chocolate]]<br />
| x1 || -70 || 100<br />
|-<br />
! [[Beer]]<br />
| x1 || -70 || 100<br />
|-<br />
|}<br />
<br />
'''Groups of items:'''<br />
{| {{STDT|sortable c_03}}<br />
! Group !! Price !! Variety !! Min Stock !! Max Stock !! Items<br />
|-<br />
! Textiles<br />
| x1 || 1 - 2 kinds || 2200 {{icon|silver}} || 4000 {{icon|silver}} || All [[Textiles]]<br />
|-<br />
! Resources<br />
| x1 || 2 - 4 kinds || 800 {{icon|silver}} || 1500 {{icon|silver}} || All resources except [[silver]]<br />
|-<br />
! Raw food<br />
| x1 || 2 - 4 kinds || 800 {{icon|silver}} || 1500 {{icon|silver}} || All except fertilized eggs<br />
|-<br />
! Meals<br />
| x1 || 1 - 2 kinds || 15 each || 30 each || All [[meal]]s<br />
|-<br />
! Furniture<br />
| x1 || 0 - 3 kinds || 1 each || 2 each || All [[furniture]]<br />
|-<br />
! Clothing<br />
| x1 || 10 - 20 kinds || 1 each || 1 each|| All [[clothing]]<br />
|-<br />
! Drugs<br />
| x1 || 2 - 4 kinds || 1000 {{icon|silver}} || 2000 {{icon|silver}} || All [[drugs]]<br />
|-<br />
! Animals<br />
| x1 || 2 - 4 kinds || 10 each || 20 each || Animals with wildness below 70%<br />
|-<br />
|}<br />
<br />
Commonality: 2<br />
<br />
----<br />
<br />
==== Combat supplier ====<br />
<br />
{| {{STDT|sortable c_03}}<br />
! Name !! Price !! Min Stock !! Max Stock<br />
|-<br />
! [[Silver]]<br />
| N/A || 2000 || 4000<br />
|-<br />
! [[Component]]<br />
| x2 || 5 || 10<br />
|-<br />
! [[Medicine]]<br />
| x1 || 30 || 50<br />
|-<br />
|}<br />
<br />
'''Groups of items:'''<br />
{| {{STDT|sortable c_03}}<br />
! Group !! Price !! Variety !! Min Stock !! Max Stock !! Items<br />
|-<br />
! Mortar shells<br />
| x1 || 1 - 2 kinds || 20 each || 40 each || All [[mortar shell]]s except [[antigrain warhead]]<br />
|-<br />
!Ranged weapons<br />
| x1 || 5 - 6 kinds || 1 each || 1 each || All ranged weapons<br />
|-<br />
!Melee weapons<br />
| x1 || 5 - 6 kinds || 2 each || 3 each || All melee weapons<br />
|-<br />
!Armor<br />
| x1 || 8 - 10 kinds || 1 each || 1 each || All [[armor]]<br />
|-<br />
|}<br />
<br />
Commonality: 1<br />
<br />
----<br />
<br />
==== Exotic goods trader ====<br />
<br />
{| {{STDT|sortable c_03}}<br />
! Name !! Price !! Min Stock !! Max Stock<br />
|-<br />
! [[Silver]]<br />
| N/A || 2000 || 4000<br />
|-<br />
! [[Component]]<br />
| x2 || 5 || 30<br />
|-<br />
! [[Gold]]<br />
| x1 || 200 || 400<br />
|-<br />
! [[Plasteel]]<br />
| x1 || 100 || 400<br />
|-<br />
! [[Glitterworld medicine]]<br />
| x1 || 5 || 30<br />
|-<br />
! [[Neutroamine]]<br />
| x1 || 100 || 500<br />
|-<br />
![[Telescope]]<br />
| x1 || 1 || 1<br />
|-<br />
|}<br />
<br />
'''Groups of items:'''<br />
{| {{STDT|sortable c_03}}<br />
! Group !! Price !! Variety !! Min Stock !! Max Stock !! Items<br />
|-<br />
!Drugs<br />
| x1 || 3 - 4 kinds || 2000 {{icon|silver}} || 3000 {{icon|silver}} || All drugs<br />
|-<br />
!Exotic items<br />
| x1 || 3 - 5 kinds || 1 each || 2 each || Rare items<br />
|-<br />
!Body parts/ Implants<br />
| x1 || 3 - 5 kinds || 1 each || 1 each || All body parts or implants<br />
|-<br />
!Artifacts<br />
| x1 || 2 - 4 kinds || 1 each || 1 each || All artifacts<br />
|-<br />
!Art<br />
| x1 || 4 - 8 kinds || 1 each || 1 each || [[Sculptures]]<br />
|-<br />
!Televisions<br />
| x1 || 1 - 3 kinds || 1 each || 1 each || [[Tube television]], [[Flatscreen television]], [[Megascreen television]]<br />
|-<br />
! Furniture<br />
| x1 || 1 - 4 kinds || 1 each || 2 each || All [[furniture]]<br />
|-<br />
! Animals<br />
| x1 || 1 - 2 kinds || 2 each || 3 each || Animals with wildness above 60%<br />
|-<br />
|}<br />
<br />
Commonality: 1<br />
<br />
----<br />
<br />
==== Pirate merchant ====<br />
<br />
{| {{STDT|sortable c_03}}<br />
! Name !! Price !! Min Stock !! Max Stock<br />
|-<br />
! [[Silver]]<br />
| N/A || 2000 || 4000<br />
|-<br />
! [[Component]]<br />
| x2 || 5 || 10<br />
|-<br />
! [[Beer]]<br />
| x1 || -300 || 300<br />
|-<br />
! [[Medicine]]<br />
| x2 || 5 || 15<br />
|-<br />
! [[Neutroamine]]<br />
| x2 || 100 || 400<br />
|-<br />
! [[Chemfuel]]<br />
| x2 || 50 || 200<br />
|-<br />
|}<br />
<br />
'''Groups of items:'''<br />
{| {{STDT|sortable c_03}}<br />
! Group !! Price !! Variety !! Min Stock !! Max Stock !! Items<br />
|-<br />
! Slaves<br />
| x1 || 2 - 3 || 1 each || 1 each || ---<br />
|-<br />
!Ranged weapons<br />
| x1 || -1 - 2 kinds || 1 each || 1 each || All ranged weapons<br />
|-<br />
!Armor<br />
| x1 || -2 - 2 kinds || 1 each || 1 each || All armor<br />
|-<br />
!Body parts/ Implants<br />
| x1 || -4 - 5 kinds || 1 each || 1 each || All body parts or implants<br />
|-<br />
!Artifacts<br />
| x1 || -5 - 1 kinds || 1 each || 1 each || All artifacts<br />
|-<br />
!Drugs<br />
| x1 || 3 - 6 kinds || 2000 {{icon|silver}} || 3000 {{icon|silver}} || All drugs<br />
|-<br />
|}<br />
<br />
Commonality: 1<br />
<br />
== Trader behavior ==<br />
<br />
Trade caravans that come to your colony usually pick a random spot outdoors where they will simply wander around and wait for your colonists to send a negotiator for trade. This spot may be in a ridiculous place, such as the middle of a river. When hungry visitors may use the colony's tables and chairs for dining.<br />
<br />
=== Leaving the map ===<br />
<br />
A trade caravan will usually leave as soon as the merchant pawn becomes tired (the first notch on their sleep need), though they can still be traded with while walking towards the edge of the map. If the merchant has a different sleep need than other members of the caravan for some reason, caravan members may end up sleeping on the floor when exhausted.<br />
<br />
Sometimes, foreigners will leave your map before you have the chance to interact with them. They may start social fights amongst themselves, fight rival factions, or get attacked by wild animals. The caravan may also leave the map on their own if the temperature becomes too high or too low for them or their animals, similar to raiders. Foreigners who get downed can be rescued, either by their own members or by yourself for a goodwill bonus. Any items dropped can be unforbidden without damaging relations, however stripping clothes from anyone unconscious causes a loss of goodwill.<br />
<br />
<gallery widths="400px" heights="400px" class="center" mode="nolines"><br />
File:Foreign traders taking a downed guest.png|'''Foreign traders taking a wounded guest (wild animal attack) back to their base.'''<br />
File:Foreign trader downed due to overdose.png|'''Foreign trader downed due to overdose.'''<br />
</gallery><br />
<br />
== Notes ==<br />
<br />
* You cannot buy back prisoners you just sold as a way to insta-recruit anyone (exploit prevention).<br />
* You can trade your expensive items (weapons, sculptures) for other desirable items if the trade ship doesn't have enough silver to complete the transaction. Of course, the amount of silver you can gain is lower, but it is usually better to have a lot of cheap items than an expensive one in your store. Sometimes you have items so expensive that no trader can buy them.<br />
*When selling pack animals, they will bring any items that they are carrying along with them.<br />
<br />
==Version History==<br />
* [[Version/0.0.245|0.0.245]] - Traders are now rarer but carry more goods.<br />
* [[Version/0.11.877|0.11.877]] - Slave trader changed to pirate merchant, can still show up to buy slaves even when your population is high (though they may not carry any). A11B Fixed pirate merchants only bringing slaves when population is high. Reworked how slave prices are calculated so they take injuries, capacities, and skills into account better.<br />
* [[Version/0.13.1135|0.13.1135]] - Ground-traveling trade caravans from other [[factions]] added.<br />
[[Category:Trade| ]]</div>YokoZarhttps://rimworldwiki.com/index.php?title=Elephant&diff=91508Elephant2021-09-07T21:59:22Z<p>YokoZar: Add analysis section - Elephants should probably be tamed instead of hunted</p>
<hr />
<div>{{Stub}}{{infobox main|animal|<br />
|page verified for version = 1.3.3101<br />
|name = Elephant<br />
|image = Elephant.png|180px<br />
|description = The largest unmodified land animal. Elephants has a long trunk they use to manipulate objects, and sharp tusks they use to gore attackers. A dead elephant's valuable tusks can be recovered by butchering it.<br>Intelligent creatures with complex social relationships, elephants can be used as Pack animals or trained to carry out the most complex of tasks. They live a long time, and are known to remember events and relationships from many decades before<br />
|type = Animals<br />
|type2 = Wild<br />
|bodysize = 4.0<br />
|healthscale = 3.6<br />
|movespeed = 4.8<br />
|attack1dmg = 25<br />
|attack1type = scratch<br />
|attack1part = tusks<br />
|attack1cool = 156<br />
|attack2dmg = 16.9<br />
|attack2type = blunt<br />
|attack2part = left foot<br />
|attack2cool = 120<br />
|attack3dmg = 16.9<br />
|attack3type = blunt<br />
|attack3part = right foot<br />
|attack3cool = 120<br />
|attack4dmg = 14<br />
|attack4type = blunt<br />
|attack4part = head<br />
|attack4cool = 120<br />
|meatyield = 560<br />
|leathername = elephant leather<br />
|leatheryield = 160<br />
|manhunter = 0.5<br />
|manhuntertame = 0<br />
|hungerrate = 1.605<br />
|diet = herbivorous<br />
|trainable = advanced<br />
|wildness = 0.75<br />
|gestation = 13.32<br />
|lifespan = 50<br />
|offspring = 1<br />
|maturityage = 0.666<br />
|juvenileage = 0.3<br />
|marketvalue = 600<br />
|livesin_aridshrubland = true<br />
|livesin_tropicalrainforest = true<br />
|massadult = 280<br />
|min comfortable temperature = -12<br />
|max comfortable temperature = 50<br />
|filth rate = 24<br />
}}<br />
'''Elephants''' are large land animals often found in arid shrublands and tropical rainforests. They have two [[Elephant tusk]]s which are highly priced in the ivory market and can be butchered for trade. They are relatively hard to tame, with a wildness of 75 percent, but once tamed, they can be trained in high level animal skills due to their intelligence. It can be employed in the [[Defense tactics#Animal melee blocking|animal melee blocking tactic]] because of their tankiness and high damage output.<br />
Elephants can be brought on [[caravan]]s as [[pack animal]]s, they can carry 140kg of weight, which is four times more than the [[alpaca]] and almost double that of the [[muffalo]].<br />
<br />
==Analysis==<br />
Elephants have a high revenge chance on harm and zero revenge chance on tame. Consider taming elephants for future slaughter rather than hunting them, especially because the slaughter of tame animals produces 50% bonus meat.<br />
<br />
==Training==<br />
{{TrainingTable}}<br />
<br />
== Health ==<br />
{{Animal Health Table}}<br />
<br />
== Version history ==<br />
* [[Version/0.12.906|0.12.906]] - Added<br />
{{nav|animal}}<br />
[[Category:Animals]]<br />
[[Category:Pack Animal]]<br />
[[Category:Wild animal]]</div>YokoZarhttps://rimworldwiki.com/index.php?title=Animals&diff=91507Animals2021-09-07T21:55:04Z<p>YokoZar: /* Slaughtering */ As of Version/1.1.2647, tame animals provide bonus meat</p>
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{| align=center<br />
| {{Characters_Nav}}<br />
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{{TOCright}}<br />
<onlyinclude><br />
{{for|the skill of the same name|Skills#Animals{{!}}Skills}}<br />
{{for|a complete search|List of animals|}}<br />
<br />
<br />
Wild animals occasionally spawn on the map according to the [[biomes|biome]] and from random events. These wild animals and tamed animals will wander and graze on vegetation, including player-grown plants, regardless of type. Growing [[Resources#Raw food|food]] outdoors can sometimes attract animals to your base perimeter. Animals are an important source of [[food]] by the meat they provide once [[Orders#Hunt|hunted]] and [[butcher table|butchered]].<br />
<br />
Raiders will target tamed animals as often as colonists.<br />
<br />
Animal trainers receive 90 XP per training or taming attempt. When animals nuzzle a colonist, it counts as a social interaction and is logged in the social tab of both the colonist and animal. <br />
<br />
</onlyinclude><br />
<br />
== Animals tab ==<br />
The Animals tab is in the menu bar at the bottom of the screen. The default hotkey is {{key|F4}}.<br />
* The Animals tab lists all the colony animals. Clicking an animal name will center the map to that animal. <br />
* A button lists the animal's master, if it has one. Click the button to assign a new master.<br />
* [[Zone/Area#Allowed area|Allowed areas]] are also listed here including Unrestricted, [[Home area]], and animal areas. Each animal stays in its assigned area unless its master is drafted. <br />
** Farm animals and some pack animals cannot be assigned zones, and are instead controlled by pawns with roping and pen settings.<br />
* The <tt>[Manage areas...]</tt> button at the top of the tab opens a window to edit allowed areas.<br />
<br />
{{asof|A14}} several features have been added to the Animals tab:<br />
* Gender and life stage informational columns<br />
* A "Slaughter" checkbox column to allow easy slaughtering of multiple tamed animals at once<br />
* Checkbox columns for each trainable skill to allow easy training of many animals<br />
<br />
== Appearance ==<br />
Most animals appear to have no limbs, just as colonists do.<br />
<br />
Some animals have different appearances between males and females.<br />
<br />
== Behavior ==<br />
*'''Wandering:''' Animals will wander the area when they have nothing else to do, e.g. eating or hunting. When wandering, some species of animals will tend to stay together in a herd. Others will spread out alone across the map.<br />
*'''Roaming:''' Tame farm animals will occasionally attempt to leave the map if not in a pen or if a door is obstructed, with its frequency determined by the animal's roam interval [[stat]].<br />
*'''Filth:''' While walking on constructed floors they can leave animal filth. The rate of producing filth is proportional to body size and wildness. Farm animals tend to produce massive amounts of filth. This can be mitigated by the [[straw matting]] floor type, reducing filth by 95%.<br />
*'''Forbidden food:''' Hungry tame animals will eat forbidden food and non-farm animals may even leave their allowed area to eat food. <br />
<br />
=== Mating ===<br />
Occasionally tamed males will approach a tamed female of the same species to initiate mating. The female will stand there, allowing males to mate with her. Afterwards the female can get pregnant.<br><br />
More than one male can mate with the same female at once.<br />
<br />
Wild animals do not mate.<br />
<br />
Incest has no effect on animal health.<br />
<br />
=== Fleeing ===<br />
Passive animals will mostly flee when harmed. They will not flee if they are engaging in combat with an adversary. <br><br />
More aggressive animals have a chance to revenge and turn and attack instead of fleeing.<br />
Be aware that packs of animals may seek revenge together, quickly overpowering a single colonist.<br />
<br />
If a member of a herd is harmed or killed, the rest of the herd will flee as well, scattering around.<br />
<br />
=== Aggression ===<br />
<br />
Sometimes a single animal may go mad, or every animal of the same species be driven mad by a psychic wave, and attack any humans not behind closed doors. <br />
<br />
If injured by a colonist or tamed pet, certain species of animals will become maddened into a manhunter state and will relentlessly seek out humans to attack. Sometimes nearby animals of the same species will be simultaneously enraged. Unless otherwise neutralized, a maddened animal will eventually return to a normal mood after sleeping. Animals in manhunter state will attack doors if colonists try to go in and out of them.<br />
<br />
Manhunter chances are listed in the Wildlife tab of the map screen with a red lightning bolt next to their name, and also on the Info tab of each individual animal's information window.<br />
<br />
[[File:Manhunter due to pet hunting.png|400px]]<br />
<br />
=== Predation ===<br />
Most carnivores are predators. When hungry, a predator will prefer an easy meal. They'll first go for meals or food types within their diet. They may go for a downed or dead animal or a human corpse. But when a hungry predator has no other food nearby, they will hunt, kill and consume almost any animal smaller than them, including your tamed animals or even your colonists. This can especially be a problem on maps with little wildlife, like on [[Biomes#Ice sheet|Ice sheets]] when a polar bear wanders in. Still, predators tend to choose more vulnerable and weaker animals, and wisely avoid boomrats and boomalopes. Their attacks usually stun their prey, leaving them unable to fight back or flee. A predator will focus all their attacks on their downed prey, so if they do down your colonists or livestock and you have a colonist nearby, then direct them to Rescue that downed pawn. It could mean the difference between life and death.<br />
<br />
Predators include the {{#ask: [[Category:Animals]] [[Is Predator::true]]}}.<br />
<br />
If you successfully hide all colonists and tamed animals away from a predator's reach, it will hunt any other available wildlife.<br />
<br />
It is not possible to view the Needs tab of a wild animal, so you may have to deduce whether or not a predator is hungry based on its behavior. They sometimes remain near the area where they last killed and ate an animal for about a day. Bloodstains or partially-consumed animal corpses on the ground are a fairly reliable guide, as well as a source of free leather and delicious leftovers. Be careful not to let a hauler take away a predator's food before it has finished eating. It will still be hungry and will hunt your colonist instead.<br />
<br />
Remember that [[fence]]s and [[fence gate]]s do not count as impassable for all pawns except for farm animals, meaning that predators can leap over.<br />
<br />
=== Body heat ===<br />
<br />
Animals will give out body heat, slightly heating up their surroundings. This is insignificant most of the time. In enclosed barns with many animals packed, the heat can become a problem in warm weather or hot biomes, and a benefit in cold biomes or during winter.<br />
<br />
== Breeding ==<br />
Animals are born by live birth or by hatching from a fertilized egg.<br />
<br />
=== Live birth ===<br />
Female animals that give live birth become pregnant when a male animal approaches them and mates. Only tamed animals may breed. An animal's gestation period specifies how long a female's pregnancy will last.<br />
<br />
A pregnant animal suffering [[malnutrition]] or is injured may miscarry. Miscarriages are noted by an in-game message.<br />
<br />
Live births produce amniotic fluid (see [[Filth]]).<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 />
Animals can breed with their own family members without penalty, even for repeated generational incest, allowing a pair of 2 animals to eventually propagate into a packed room of the species of animal.<br />
<br />
{| style="border-style: solid; border-width: 0px; text-align:left;"<br />
|+ style="text-align:left;" | Pregnancy progresses in stages.<br />
! scope="row" | Early stage (hidden) <br />
|: Starts at 0%. This stage is not displayed but may be surmised by the vomiting it causes.<br />
|-<br />
! scope="row" | Middle stage<br />
|: Starts at 33%. At this stage [[Health#Moving|Moving]] is reduced by 15%.<br />
|-<br />
! scope="row" | Late stage<br />
|: Starts at 66%. At this stage [[Health#Moving|Moving]] is reduced by 30% and may include vomiting.<br />
|-<br />
! scope="row" | Full term<br />
|: At 100%. At this point the female will give birth. Some species may have multiple offspring in a litter.<br />
|}<br />
<br />
=== Eggs ===<br />
Egg-laying animals include the {{#ask: [[Category:Animals]] [[Egg Laying Interval::+]]}} as of 1.1. Females become fertilized after mating with males, causing them to lay fertilized eggs. Most animals will not lay unfertilized eggs, with the exception of [[chicken]]s.<br />
<br />
Fertilized eggs display their progress on the inspect pane and hatch when ready.<br />
<br />
Fertilized eggs can be ruined by temperature if not kept within their safe temperature range of {{temperature|1}} to {{temperature|49}}.<br />
: Eggs may start to overheat at/above {{temperature|50}}.<br />
: Eggs may start to freeze at/below {{temperature|0}}.<br />
<br />
The inspect pane will indicate 'Overheating' or 'Freezing' followed by a percentage rising up to 100%. This status is halted when safe temperate is restored, but it is not reset - if the temperature is unsafe again, it will pick up where it left off. If it reaches 100% the egg is 'ruined by temperature' and will not hatch even if returned to a suitable area. A ruined egg still has full nutritional value and can be used to make a meal (or eaten raw, with a mood debuff).<br />
<br />
== Diet ==<br />
While most carnivorous animals can eat raw meat, corpses, kibble, and meals, [[Warg]]s can ''only'' eat raw meat and corpses. <br />
<br />
All strictly herbivorous animals and some omnivorous animals (notably pigs and boars) can eat live plants (except trees) and haygrass. <br><br />
Dendrovorous animals such as the [[alphabeaver]] and [[thrumbo]] can eat trees, in addition to other plant-based foods.<br />
<br />
Because all animals except wargs can eat meals, [[kibble]], and [[pemmican]], it is possible to feed meat to herbivores or plants to carnivores if it is prepared first.<br />
<br />
== Health ==<br />
Animals have the same set-up as humans when it comes to health, minus the ability to operate on them (except euthanasia)(The option to amputate an infected limb can become available once infection sets in, at least on Thrumbos—assuming other animals as well). They feel pain, and have all of the different health stats that human pawns possess. Animals can become addicted to beer, and they suffer the same negative health alcohol effects as humans. Keep them away from alcohol.<br />
Animals need to have an animal bed (or sleeping spot) in order to be healed.<br />
<br />
Like humans, they have a life expectancy, and are affected by [[Ailments|chronic diseases]]. There is no way to cure them in the base game other than [[Healer mech serum]], which would be incredibly expensive.<br />
<br />
A tamed animal that requires tending will find the nearest animal bed or animal sleeping spot in their [[allowed area]] and rest there until it is either fully healed or dead. Pawns assigned to doctoring will tend its wounds or illnesses and feed it, just as they would do for a humanlike pawn. If all human colonists are absent or unable to care for a sick animal, it can die of starvation even if there is food nearby and it is capable of walking.<br />
<br />
Animals have half the [[Toxic Sensitivity]] of humans by default.<br />
<br />
== Hunting ==<br />
[[File:Hunt.png|42px]]<br />
<br />
Wild animals may be marked for hunting, done by [[Menus#Hunt|hunters]] with ranged weapons, who will proceed to shoot them at maximum range, before executing them with a neck cut when they are downed (except explosive animals). After killing their target, they will haul the carcass to a [[stockpile zone]] even if they are naturally incapable of hauling, but will not start hauling it again if they're interrupted.<br />
<br />
Animals harmed by hunting that were not killed yet may become enraged and if its a pack type, its full horde may turn hostile against the entire colony. If they are non-aggressive animals they usually flee instead.<br />
<br />
Hunting may take longer during bad weather since there's a shooting modifier while it's raining or snowing that makes it more likely for shots to miss.<br />
* Fog (with or without rain): hit chance multiplier is 50%.<br />
* Rain or snow: hit chance multiplier is 80%.<br />
<br />
{{clear|left}}<br />
To mark animals to be hunted use one of the following methods: <br />
*Click Wildlife, Click the first red X to the right of the animal you want to hunt and change it to a green check mark<br />
*Click Orders, Hunt, then click one or more individual animals.<br />
*Click Orders, Hunt, then click and drag a box to surround and select multiple animals.<br />
*Select one or more animals, click Hunt.<br />
<br />
=== Hunting tips ===<br />
<br />
* Animals can be hunted manually instead of just using the hunt order by drafting a colonist and right clicking to fire at animals. This allows the killing of multiple animals in one session, or hunting from close range. Closer range reduces the chance of missing shots or unintended friendly fire, but raises the chance of provoking animal revenge.<br />
<br />
* In the occasion of a full horde revenge, early-stage colonies may easily become overrun, leaving all colonists downed. But down is not out. Eventually, one or more of your colonists may recover. With luck, this miracle may take place at nightfall, when wildlife sleep (except for the most enraged beasts among those), or they have wandered far enough, opening a chance to rescue everybody else. The manhunter status of the horde will disappear overnight.<br />
**[[Defense tactics#Melee blocking|Melee blocking]] could be a valuable tactic to defeat the rampaging animals. In addition to making it easier to defeat the animals even when outnumbered, it also keeps your downed colonists near your base for easy rescue.<br />
<br />
== Life stages ==<br />
Animals all have three different life stages. The age at which they enter the juvenile and adult life stages is determined for each animal separately. Animals may have different graphics for different life stages, or may simply appear smaller. Animals start out as babies and their age is listed as minutes, hours, or months. Some animals have a specific name for this stage (e.g. chick). They then move on to juveniles (teenagers). Eventually, they reach the final life stage, adulthood. In the stages before adulthood, animals have lower stats (body size, health scale, mass, carrying capacity, move speed, hunger rate, meat amount, leather amount, market value) that normalize when they reach adulthood. Animals have different sounds (call, anger, wounded, death) for different life stages. Babies may simply make a higher pitched sound, or have a different sound altogether (such as chicks). Depending on the species, animals will need to reach the juvenile or adult stage before they can reproduce.<br />
<br />
Babies have 40% of the hunger of adults, and juveniles have 75% of the hunger of adults. Babies have 20% of the body size of adults (other than baby birds, which have 10% of the body size), and juveniles have 50% of the body size of adults. This also determines their [[Property:Meat Yield| meat yield]] and [[Property:Leather Yield|leather yield]]. <br />
<br />
<br />
== Needs ==<br />
Animals require food and sleep and will fulfil their needs on their own.<br />
<br />
'''Food:''' Animals will eat any available food according to their diet. Herbivorous animals of the colony can be left to eat grass on their own. Note that animals require different amounts of food compared to humans, as represented by their [[Hunger Rate]].<br />
<br />
'''Rest:''' Animals will sleep as needed. Tamed animals will sleep in [[animal sleeping spot]]s, [[animal sleeping box]]es, or [[animal bed]]s. If none of which are available, the animal will crash out on the ground inside its allowed zone. A tamed animal will not sleep as long as its master is drafted.<br />
<br />
== Animal husbandry ==<br />
<br />
Animals can be tamed and put to use in the colony, providing several benefits.<br />
<br />
=== Taming ===<br />
Wild animals can be tamed by a [[Menus#Handle|animal handler]] with sufficient Animal skill and available food. Tamed animals may be bred, trained, traded, slaughtered, or farmed.<br />
<br />
Wild animals may be marked for taming using the Tame button. <br />
[[File:TameButton.png|52px|left|link=]]{{clear}}<br />
<br />
An [[Menus#Handle|animal handler]] will attempt to tame marked animals using food fitting that animal's diet. The chance to tame an animal depends on the animal's wildness (displayed on the info window) and the handler's 'Tame animal chance' stat. This stat is determined by the colonist's [[Skills#Animals|animals skill]], [[Health#Manipulation|manipulation]], [[Health#Talking|talking]], and [[Health#Hearing|hearing]]. When a handler fails to tame an animal there is a cooldown period before another attempt can be made. There is also a chance it will turn manhunter and start attacking the handler and others. The revenge chance is shown on the Wildlife menu. After a while the handler may drop unused food. Tamed animals will remain in or near the colony or they may be assigned to animal areas to contain them. Setting animal areas is usually necessary to restrict them from eating food not intended for them.<br />
<br />
==== Tame chances ====<br />
Besides the animal handler's own skill, the wildness of the animals also counts.<br />
<br />
Tame chances undergo a post-processing curve.<br />
*An animal with 0% wildness has a x2 taming chance.<br />
*An animal with 50% wildness has normal taming chance.<br />
*An animal with 100% wildness cannot be tamed at all.<br />
<br />
Currently, the hardest to tame animal is the [[Thrumbo]] with a post-processed taming chance of 3%.<br />
<br />
[[List of animals|Animals]] with 0% wildness remain tame forever. An animal with a wildness above 0% (shown on the wildlife tab) needs to have maintenance training in Tameness. If it loses all Tameness it will go back to being wild. <br />
<br />
==== Minimum skill ====<br />
Some animals require a minimum skill before they can be handled. The game will prompt the player if no colonist has enough skill to handle the animal. In this case a colonist has only 1 point as an utter beginner and has learning ability, the easiest...<br />
<br />
* Animals that require no points (zero) to tame are: Alpaca, Cat, Chicken, Cow, Dromedary, Husky, Labrador retriever, Pig and Yorkshire terrier.<br />
<br />
An animal's handling skill requirement is calculated as follows:<br />
<br />
'''Skill = 9 * (wildness - 0.3) / 0.7'''<br />
<br />
So animals with a wildness of 30% or less won't require any handling skill whatsoever.<br />
<br />
=== Starting pets ===<br />
<br />
For most [[Scenario system|scenarios]], new colonies will include a random pet that is already tamed. These pets will have a random name and have a chance to be bonded with a pawn. The animals available are determined by the handling skills of the starting pawn(s), as the game will not provide a pet that cannot be handled by the colony. This rule is broken when all colonists have animal handling disabled, as the game will still provide animals that require periodic taming.<br />
<br />
The chance of getting an animal is influenced by the "petness" stat, with a higher value resulting in a higher chance. The selection of animals also influences the chances, as a Husky has a 26% chance of being selected with the highest handling skill at 0, while at level 8+ the chance is only 12%. Hares, snowhares, capybaras and cobras are all under 1% chance due to the petness being so low and the animal handling being so high.<br />
<br />
{|class="wikitable sortable" style="text-align: center;"<br />
|+ '''Animals that can be starting pets'''<br />
! Animal !! Handling skill required !! Petness !! Chance (with 8+ handling)<br />
|-<br />
| [[Yorkshire terrier]] || 0 || 1 || 12.06%<br />
|-<br />
| [[Husky]] || 0 || 1 || 12.06%<br />
|-<br />
| [[Labrador retriever]] || 0 || 1 || 12.06%<br />
|-<br />
| [[Donkey]] || 0 || 0.6 || 7.24%<br />
|-<br />
| [[Yak]] || 0 || 0.3 || 3.62%<br />
|-<br />
| [[Cat]] || 1 || 1 || 12.06%<br />
|-<br />
| [[Horse]] || 4 || 0.6 || 7.24%<br />
|-<br />
| [[Iguana]] || 4 || 0.15 || 1.81%<br />
|-<br />
| [[Rat]] || 4 || 0.15 || 1.81%<br />
|-<br />
| [[Monkey]] || 5 || 0.5 || 6.03%<br />
|-<br />
| [[Warg]] || 5 || 0.5 || 6.03%<br />
|-<br />
| [[Guinea pig]] || 5 || 0.3 || 3.62%<br />
|-<br />
| [[Chinchilla]] || 5 || 0.2 || 2.41%<br />
|-<br />
| [[Boomrat]] || 7 || 0.2 || 2.41%<br />
|-<br />
| [[Fennec fox]] || 7 || 0.1 || 1.21%<br />
|-<br />
| [[Red fox]] || 7 || 0.1 || 1.21%<br />
|-<br />
| [[Arctic fox]] || 7 || 0.1 || 1.21%<br />
|-<br />
| [[Hare]] || 7 || 0.08 || 0.97%<br />
|-<br />
| [[Snowhare]] || 7 || 0.08 || 0.97%<br />
|-<br />
| [[Capybara]] || 7 || 0.08 || 0.97%<br />
|-<br />
| [[Cobra]] || 7 || 0.05 || 0.60%<br />
|-<br />
| [[Timber wolf]] || 8 || 0.1 || 1.21%<br />
|-<br />
| [[Arctic wolf]] || 8 || 0.1 || 1.21%<br />
|}<br />
<br />
=== Bonding ===<br />
<br />
Animals may also form bonds with their handlers, or doctors.<br />
<br />
*When an animal has its wounds tended by a colonist, there is a constant 0.4% chance of the animal will bond with the colonist, regardless of Animals skill. If the animal is wild, the animal will instantly self-tame, disregarding wildness.<br />
*When tamed, an animal also has a 1% chance to bond with the tamer.<br />
<br />
Bonded animals will provide a constant mood buff to their masters if bonded. They will also be easier to train (5x multiplier on chance). <br />
<br />
On the death of the pawn an animal is bonded with, it can go into one of two animal mental breaks; [[Mental break#Manhunter|manhunter]], in which it will attack all nearby entities, and [[Mental break#Confusion|confusion]], in which it will wander around, uncontrollable, similar to dazed humans.<br />
<br />
=== Interaction ===<br />
Tamed animals can be trained by colonists. With Guard trained, they will follow their master around if designated to do so.<br />
<br />
Some animals can be milked or sheared, which will be handled if necessary. Only adult animals can be milked.<br />
<br />
Occasionally, animals can nuzzle colonists, giving the colonist a mood buff. Animals can nuzzle anyone regardless of handling skill.<br />
<br />
When injured, they will go to animal sleeping spots/ beds for rest and treatment.<br />
<br />
=== Naming ===<br />
Newly tamed animals get numerical designations so you can tell them apart (“Muffalo 1”, “Muffalo 2”, etc.). The game names certain animals when tamed or bought. Others are named when they form a bond with a colonist Names can be changed by the player from the "Training" Tab.<br />
<br />
Animals without a pet name may have a gender-specific name (i.e. hen, rooster, buck, doe), or a lifestage-specific name (piglet, warg puppy), or even a gender/lifestage-specific name (cockerel).<br />
<br />
Names of tamed animals are not shown on the map unless the option is turned on. See Menu, Options, 'Show animal names'.<br />
<br />
It is possible for animals which have been lost or sold to reappear later as part of a wild herd. This will only happen with animals which occur naturally on your colony's biome. They will still have the name you gave them (including automatic names like "Muffalo 2"), but will need to be tamed and trained again.<br />
<br />
=== Training ===<br />
Tamed animals may be trained depending on their trainable intelligence. Click the animal's training tab to specify training and view progress.<br />
<br />
The stats of the training pawn, including Animals skill or [[Global Work Speed]], have no effect on how fast each training session is completed. Instead, increased skill improves a pawn's [[Train Animal Chance]], resulting in the animal requiring fewer training attempts in the first place. <br />
<br />
Once Guard is trained, they can be assigned a master which they will follow. You can configure when the animals will follow their master, by toggling whether or not the animal will follow while doing field work (hunting/taming), or while drafted.<br />
<br />
Many skills require multiple steps to fully train.<br />
<br />
After a training attempt on a tamed animal, there is a 6 in-game hour waiting period before that same animal can be trained again.<br />
<br />
Since Beta 19 skills now decay over time. The speed at which skills decay is dependent on wildness of the animal. For most animals their wildness is high enough such that their tameness decrease over time, such that they will eventually return to the wild if not maintained. For this reason, if you do not have enough skilled animal handlers to keep an animal's skills fresh, it is best to sell or slaughter it before it loses tameness.<br />
<br />
[[File:Obedience.png|link=]] '''Guard:''' (Training intelligence required: Simple, Steps: 3)<br />
: An animal trained in guard will follow its master and attack nearby aggressors. An animal's master is listed on the Training tab and on the Animals menu. Multiple animals may be assigned to a single master. Note that assigning an animal to the pawn it is bonded with will give that pawn a permanent +5 moodlet, and if a bonded animal is ''not'' assigned to its bonded pawn, that pawn gets a permanent -3 moodlet. Mood effects stack with multiple bonded animals, and one pawn can have both the positive and negative moodlets from two bonded animals.<br />
<br />
[[File:Release.png|link=]] '''Attack:''' (Training intelligence required: Intermediate, Steps: 5)<br />
: Using the 'attack' command, animals may leave their master's immediate area to attack enemies. When the 'release animals' command is turned off, animals will guard their master and only attack enemies nearby. <br />
<br />
[[File:Rescue.png|link=]] '''Rescue:''' (Training intelligence required: Advanced, Steps: 2)<br />
: Animals trained in rescue will rescue its master as well as nearby colonists. Only species of sufficient size can rescue.<br />
<br />
[[File:Haul_animal.png|link=]] '''Haul:''' (Training intelligence required: Advanced, Steps: 7)<br />
: Animals trained in hauling will haul just as colonists do, although each species has a specific carrying capacity according to its size. Only species of sufficient size can haul, but the size required is less than it is for rescuing, meaning some animals can haul items but cannot rescue. Animals will perform hauling intermittently.<br />
<br />
=== Combat ===<br />
Once Guard is trained, animals will gather around their master upon drafting, and will attack nearby threats, or (unintentionally) block ranged attacks for their master.<br />
<br>This is configurable and can be disabled by disabling follow during drafted.<br />
<br />
With Attack trained, animals can be released to attack threats from a distance. Even colonists incapable of Violence can send their assigned animals into battle.<br />
<br />
Animals can be downed during combat, and can be rescued by colonists or other animals capable of Rescue.<br />
<br />
=== Products ===<br />
Certain tame animals produce milk, wool, or eggs. Shearing sometimes fails, indicated with a brief "product wasted" message.<br />
<br />
==== [[Eggs]] ====<br />
[[File:Eggs.png|32px|left|link=Eggs]]<br />
{| {{STDT| sortable c_08 text-center}}<br />
! Animal !! Eggs Per Clutch Average !! Egg Laying Interval !! Eggs Per Season Average !! Can Lay Unfertilized Eggs<br />
|-<br />
{{#ask: [[Concept:Production Animals]] [[Egg Laying Interval::+]]<br />
| ?Eggs Per Clutch Average<br />
| ?Egg Laying Interval<br />
| ?Eggs Per Season Average<br />
| ?Can Lay Unfertilized Eggs<br />
| format = template<br />
| template = Animals/EggProductsRow<br />
| link = subject}}<br />
|}<br />
<br />
==== [[Milk]] ====<br />
[[File:Milk.png|32px|left|link=Milk]]<br />
{| {{STDT| sortable c_08 text-center}}<br />
! Animal !! Milk Amount !! Milking Interval !! Daily Milk Average<br />
|-<br />
{{#ask: [[Concept:Production Animals]] [[Milk Amount::+]]<br />
| ?Milk Amount<br />
| ?Milking Interval Days<br />
| ?Daily Milk Average<br />
| format = template<br />
| template = Animals/ProductsRow<br />
| link = subject}}<br />
|}<br />
<br />
==== [[Wool]] ====<br />
[[File:Wool.png|32px|left|link=Wool]]<br />
{| {{STDT| sortable c_08 text-center}}<br />
! Animal !! Wool Amount !! Shearing Interval !! Daily Wool Average<br />
|-<br />
{{#ask: [[Concept:Production Animals]] [[Wool Amount::+]]<br />
| ?Wool Amount<br />
| ?Shearing Interval Days<br />
| ?Daily Wool Average<br />
| format = template<br />
| template = Animals/ProductsRow<br />
| link = subject}}<br />
|}<br />
<br />
=== Slaughtering ===<br />
<br />
Tamed animals may be slaughtered selecting the animal and clicking the Slaughter button, or by using the Slaughter tool from the Orders menu. An animal marked in this way will be slaughtered by an animal handler. The handler need not be equipped with a weapon. You can also set up an auto-slaughter order in the animals tab, configurable to limit the amount of male, female, and pregnant animals in a pen.<br />
<br />
Slaughtered tame animals provide 50% bonus meat.<br />
<br />
If you try to slaughter a bonded animal, the game will warn you about it due to the mood impact this has on the animal's master.<br />
[[File:SlaughterButton.png|52px|left|link=]]{{clear|left}}<br />
<br />
=== Pack animals ===<br />
{| {{STDT| sortable c_08 text-center}}<br />
{{#ask: [[Concept:Pack Animals]] [[Carrying Capacity::+]] [[Mass - Adult::+]]<br />
| ?Carrying Capacity<br />
| ?Mass - Adult<br />
| link = subject}}<br />
|}<br />
These animals can can graze meaning they don't usually require food during a [[caravan]]. When carrying items in their inventory, they will appear to have packs on, which disappear when unloaded.<br />
<br />
=== Release to Wild ===<br />
Unwanted animals can be released to the wild using a command next to the slaughter button. Releasing bonded animals also causes a mood debuff to master of the animal.<br />
<br />
=== Social ===<br />
Each animal has a Social tab that lists that animal's bonds and relations. Clicking an entry jumps to that bond's counterpart. Bonded humans have a persistent mood bonus, unless they have the psychopath trait, while set as that animal's master. Animals do not have such thoughts or bonuses.<br />
<br />
Occasionally, tame animals will nuzzle your colonists. More pet-like animals such as Yorkshire Terriers and Cats will nuzzle often, whereas wilder animals such as Timber Wolves and Grizzly Bears can still nuzzle colonists, but rarely do so. Animals can nuzzle patients in bed. A colonist who is nuzzled receives a +4 mood buff for 1 day.<br />
<br />
=== Trade goods ===<br />
<br />
Tamed animals may be sold to [[trade]]rs. Animals purchased from traders will be already tamed. Bulk goods traders offer pets and farm animals while exotic goods traders carry most of the wild species. Traders offering animals will attempt to at least carry a breeding pair of a core farm animal.<br />
<br />
=== Raising animals ===<br />
==== Feeding animals ====<br />
The simplest way to feed non-strictly-carnivorous animals is to create a large [[Pens|pen]] where animals can graze on the wild grass and brambles. The [[pen marker]] will show the number of animals the wild plants can sustain (measured in [[cow]]s, [[goat]]s, and [[chicken]]s. When the weather is too cold or too hot though, plants grow slower or even stop growing. Furthermore, plants become totally inedible when the temperature drops below {{Temperature|-10}}, because they all are considered leafless, grass as well as trees. This unrealistic mechanics is not explained in-game, and is quite puzzling to unaware players. It looks like animals starve on top of good-looking grass. See [[Plants#Temperature]] for more info.<br />
<br />
{| class="wikitable sortable"<br />
|-<br />
! Animal Name !! Type !! Diet !! Produces !! Average Production/Day !! Average Nutrition Produced/Day !! Nutrition Needed/Day !! Hay/Kibble/Day<br />
|-<br />
| [[Alpaca]] || Farm, Pack, Wild || Herbivorous || Wool || 6.67 || - || 0.72 || 14.4<br />
|-<br />
| [[Alphabeaver]] || Wild || Dendrovorous || - || - || - || 4.8 || 96<br />
|-<br />
| [[Arctic fox]] || Wild || Carnivorous || - || - || - || 0.29 || 5.8<br />
|-<br />
| [[Arctic wolf]] || Wild || Carnivorous || - || - || - || 0.29 || 5.8<br />
|-<br />
| [[Bison]] || Farm, Pack, Wild || Herbivorous || Wool|| 4 || - || 1.36 || 27.2<br />
|-<br />
| [[Boomalope]] || Farm, Wild || Herbivorous || Chemfuel || 6 || - || 2.08 || 41.6 <br />
|-<br />
| [[Boomrat]] || Wild || Omnivorous || - || - || - || 0.56 || 11.2<br />
|-<br />
| [[Capybara]] || Wild || Herbivorous || - || - || - || 0.48 || 9.6<br />
|-<br />
| [[Caribou]] || Farm, Wild || Herbivorous || Milk || 6 || 0.3 || 1.44 || 28.8<br />
|- <br />
| [[Cassowary]] || Farm, Wild || Herbivorous || Eggs|| 0.059 || 0.015 || 0.64 || 12.8<br />
|-<br />
| [[Cat]] || Pet || Carnivorous || - || - || - || 0.16|| 3.2 <br />
|-<br />
| [[Chicken]] || Farm, Pet || Herbivorous || Eggs || 0.5 || 0.125 || 0.56 || 11.2<br />
|-<br />
| [[Chinchilla]] || Wild || Herbivorous || - || - || - || 0.48 || 9.6<br />
|-<br />
| [[Cobra]] || Farm, Wild || Carnivorous || Eggs || 0.075 || 0.019 || 0.11 || 2.2<br />
|-<br />
| [[Cougar]] || Wild || Carnivorous || - || - || - || 0.48 || 9.6<br />
|-<br />
| [[Cow]] || Farm, Pet || Herbivorous || Milk || 18 || 0.9 || 1.36 || 27.2<br />
|-<br />
| [[Deer]] || Wild || Herbivorous || - || - || - || 0.64 || 12.8<br />
|-<br />
| [[Donkey]] || Pack, Wild || Herbivorous || - || - || - || 1.2 || 24<br />
|-<br />
| [[Dromedary]] || Farm, Pack, Wild || Herbivorous || Milk || 6 || 0.3 || 1.28 || 25.6<br />
|-<br />
| [[Duck]] || Farm, Wild || Herbivorous || Eggs || 0.286 || 0.071 || 0.56 || 11.2<br />
|-<br />
| [[Elephant]] || Pack, Wild || Herbivorous || - || - || - || 3.2 || 64<br />
|-<br />
| [[Elk]] || Farm, Wild || Herbivorous || Milk || 6 || 0.3 || 1.36 || 27.2<br />
|-<br />
| [[Emu]] || Farm, Wild || Herbivorous || Eggs || 0.059 || 0.015 || 0.64 || 12.8<br />
|-<br />
| [[Fennec fox]] || Wild || Carnivorous || - || - || - || 0.19 || 3.8<br />
|-<br />
| [[Gazelle]] || Wild || Herbivorous || - || - || - || 0.56 || 11.2<br />
|-<br />
| [[Goat]] || Farm, Wild || Herbivorous || Milk || 6 || 0.3|| 0.72 || 14.4<br />
|-<br />
| [[Goose]] || Farm, Wild || Herbivorous || Eggs || 0.625 || 0.156 || 0.72 || 14.4<br />
|-<br />
| [[Grizzly bear]] || Wild || Omnivorous || - || - || - || 0.56 || 11.2<br />
|-<br />
| [[Guinea pig]] || Wild || Herbivorous || - || - || - || 0.54 || 10.8<br />
|-<br />
| [[Hare]] || Wild || Herbivorous || - || - || - || 0.37 || 7.4<br />
|-<br />
| [[Horse]] || Pack, Wild || Herbivorous || - || - || - || 1.36 || 27.2<br />
|-<br />
| [[Husky]] || Pet || Omnivorous || - || - || - || 0.8 || 16<br />
|-<br />
| [[Ibex]] || Wild || Herbivorous || - || - || - || 0.56 || 11.2<br />
|-<br />
| [[Iguana]] || Farm, Wild || Omnivorous || Eggs || 0.100 || 0.025 || 0.45 || 9<br />
|-<br />
| [[Labrador retriever]] || Pet || Omnivorous || - || - || - || 0.64 || 12.8<br />
|-<br />
| [[Lynx]] || Wild || Carnivorous || - || - || - || 0.3 || 6<br />
|-<br />
| [[Megascarab]] || Insectoid, Wild || Omnivorous || - || - || - || 0.16 || 3.2<br />
|-<br />
| [[Megasloth]] || Farm, Wild || Herbivorous || Wool || 8 || - || 3.2 || 64<br />
|-<br />
| [[Megaspider]] || Insectoid, Wild || Omnivorous || - || - || - || 0.56 || 11.2<br />
|-<br />
| [[Monkey]] || Wild || Omnivorous || - || - || - || 0.4 || 8<br />
|-<br />
| [[Muffalo]] || Farm, Pack, Wild || Herbivorous || Wool || 4 || - || 1.36 || 27.2<br />
|-<br />
| [[Ostrich]] || Farm, Wild || Herbivorous || Eggs || 0.053 || 0.013 || 0.88 || 17.6<br />
|-<br />
| [[Panther]] || Wild || Carnivorous || - || - || - || 0.48 || 9.6<br />
|-<br />
| [[Pig]] || Pet || Omnivorous || - || - || - || 0.72 || 14.4<br />
|-<br />
| [[Polar bear]] || Wild || Omnivorous || - || - || - || 0.56 || 11.2<br />
|-<br />
| [[Raccoon]] || Wild || Omnivorous || - || - || - || 0.51 || 10.2<br />
|-<br />
| [[Rat]] || Wild || Omnivorous || - || - || - || 0.32 || 6.4<br />
|-<br />
| [[Red fox]] || Wild || Carnivorous || - || - || - || 0.19 || 3.8<br />
|-<br />
| [[Rhinoceros]] || Wild || Herbivorous || - || - || - || 2.4 || 48 <br />
|-<br />
| [[Sheep]] || Farm, Wild || Herbivorous || Wool || 4.5 || - || 0.72 || 14.4<br />
|-<br />
| [[Snowhare]] || Wild || Herbivorous || - || - || - || 0.37 || 7.4<br />
|-<br />
| [[Spelopede]] || Insectoid, Wild || Omnivorous || - || - || - || 0.4 || 8<br />
|-<br />
| [[Squirrel]] || Wild || Herbivorous || - || - || - || 0.32 || 6.4<br />
|-<br />
| [[Thrumbo]] || Wild || Dendrovorous || - || - || - || 5.6 || 112<br />
|-<br />
| [[Timber wolf]] || Wild || Carnivorous || - || - || - || 0.29 || 5.8<br />
|-<br />
| [[Tortoise]] || Farm, Wild || Omnivorous || Eggs || 0.100 || 0.025 || 0.53 || 10.6<br />
|-<br />
| [[Turkey]] || Farm, Wild || Herbivorous || Eggs || 0.091 || 0.023 || 0.8 || 16<br />
|-<br />
| [[Warg]] || Wild || Carnivorous || - || - || - || 0.4 || Cannot eat kibble<br />
|-<br />
| [[Wild boar]] || Wild || Omnivorous || - || - || - || 0.72 || 14.4<br />
|-<br />
| [[Yak]] || Farm, Pack, Wild || Herbivorous || Milk || 6 || 0.3 || 1.36 || 27.2<br />
|-<br />
| [[Yorkshire terrier]] || Pet || Omnivorous || - || - || - || 0.48 || 9.6<br />
|-<br />
|}<br />
''Farm = Produces, Pack = Pack Animal, Pet = Cannot be found in wild, Wild = Can be found in wild''<br />
<br />
==== Growing haygrass ====<br />
While the land can sustain a sizable population of animals grazing on it, it doesn't have an infinite supply and can still be depleted. Winter can also stop grass growth, leaving nothing for your grazing animals to eat. <br />
<br />
If you need to raise a lot of animals, e.g. an exponentially growing flock of [[chicken]]s, you will need to grow haygrass to sustain them all. You also need to have a stock of haygrass to keep animals fed through the winter.<br />
<br />
Haygrass gives a total of 0.9 nutrition (18 units of [[hay]]) when fully grown and harvested, compared to 0.5 of grass. However, you have to keep your hungry animals from getting to it otherwise they'll only get a max of 0.2 nutrition from eating the plant.<br />
<br />
==== Making kibble ====<br />
[[Kibble]] is a kind of animal feed made with both plant and animal sources. It can be made using haygrass and any kind of meat, including human or insect meat.<br />
<br />
All animals except [[warg]]s can eat it, so it makes a good way to feed your animals using mixed sources of nutrition, including those that animals won't normally eat. Kibble also lasts forever under a roof so you can store it and use it to feed animals when in need, such as in winter when there is nothing to eat. <br />
<br />
==== Pens ====<br />
{{main|pens}}<br />
Pens are areas which farm animals are assigned to. These [[pen animals]] will be passive, meaning that hostiles will not attack these animals, and vice versa. Tamed pen animals must be put in a pen, or they will occasionally attempt to leave the map, meaning they disappear forever. Colonists will automatically rope roaming farm animals and place them in the pen. The borders of pens can be marked with: solid [[wall]]s, [[door]]s, [[fence]]s, [[fence gate]]s, and [[animal flap]]s. To mark an enclosed area as a pen, place a pen marker inside. The pen marker allows you to configure auto-slaughter orders and also tells you the amount of animals that can be sustained in a pen with wild plants, measured in [[cow]]s, [[goat]]s, and [[chicken]]s. An attached, roofed, and heated/cooled coop can be built with an [[animal flap]] as a door instead of a regular [[door]] for animals to stay warm or cool down during extreme temperatures.<br />
<br />
==== Corpse freezer ====<br />
<br />
In typical RimWorlder fashion, you can use a freezer to preserve the corpses of raiders (or dead colonists if you're desperate) so you can feed omnivorous and carnivorous animals. This allows you to make use of corpses while avoiding heavy mood penalties from butchering humans or eating their flesh.<br />
<br />
==== Pet care ====<br />
<br />
Tamed animals that have a social bond to a person will affect the master's mood positively while living and negatively if killed (-8 for 20 days). This bond will either improve resistance against mental breaks or cause them. Because of the effect they cause on feelings, these creatures should be given special treatment, or any animal worth keeping alive.<br />
<br />
These are a few tips to keep them safe:<br />
<br />
* Keep them indoors by creating a new animal zone within a room. <br />
* Keep them at the Home area after building a base wall.<br />
* Prey pets should not be left wandering around in unrestricted area.<br />
* Hunt their predators to prevent surprise attacks (or just wall the base in to prevent predators from coming in).<br />
* Patrol your perimeter by zooming your view out to a larger scale but not to full, just enough to spot their sleeping animation of flying ZZZs while they rest at night. Sweeping your surroundings once every night shall keep you aware of threat presence.<br />
<br />
Note: The first three of these tips only apply to pet animals. Farm animals are passive while in pens, though if the pen is built with [[fence]]s, predators can still pass through.<br />
<references/><br />
<br />
== Version history ==<br />
* [[Version/0.12.906|0.12.906]] - Animals can now be tamed and trained. nimals now sleep. Animals can be pregnant and give birth. Animals can be named when tamed or when nuzzling. Animals produce animal filth. Animals have “life stages” related to their ages. Eggs, Milk and Wool production added. Nuzzling added. Animals have life expectancies.<br />
* [[Version/0.12.910|0.12.910]] - Rebalanced animal hunger rate and animal hauling.<br />
* [[Version/0.13.1135|0.13.1135]] - Added new animals, some of which will hunt people. Some animals are now predators, including colony pets (e.g. cats catch squirrels). Animals can gnaw corpses apart directly now. Animal bonding added.<br />
* [[Version/1.2.2719|1.2.2719]] - Removed naming animals through nuzzling. Animals only get names by bonding, or if given names by the player (so you can implicitly tell which animals are bonded by seeing which have names).<br />
* [[Version/1.3.3066|1.3.3066]] - Major overhaul to animals: added multiple animal-related buildings, added pens, decreased trainability of [[boomalope]] to none, added sterilization, added release to wild.<br />
{{nav|animal}}<br />
[[Category:Animals]]</div>YokoZarhttps://rimworldwiki.com/index.php?title=Infestation&diff=91505Infestation2021-09-07T21:14:35Z<p>YokoZar: Can find them in old ancient complexes</p>
<hr />
<div>{{TOCright}}<br />
Infestations are an [[event]] and are a big threat. They can happen randomly or can be caused by a [[quest]], quests will warn you if this is an outcome. Infestations can also occur upon entering rooms in an [[Quests#Old_Ancient_Complex|old ancient complex]].<br />
<br />
== Spawning ==<br />
<br />
Insect [[hive]]s spawn in an area below an Overhead Mountain and within 30 tiles of a colony [[structure]]. Other factors such as rock walls and light have some influence on their spawn point of choice. Temperatures under -8°C (17.6°F) gradually reduce the spawn chances, with the chance dropping to zero at -17°C (1.4°F). A well-lit base discourages insects from nesting, though it can still happen. <br />
<br />
Upon spawning, infestation choose a single "valid" tile, i.e. one with Overhead Mountain and a temperature higher than -17°C (1.4°F), then spawn the hives in any available spot within a certain<!-- 15 tile?--> radius, regardless of whether those tiles are "valid" or not. Note that a hive may or may not spawn in the triggering tile. <br />
<br />
This has two primary consequences. The first is, when spawn proofing a base, care must be taken to remove all valid tiles as even a single warm tile can cause a full infestation.<br />
Secondly, infestations can spread into seemingly safe areas, even if there is a wall between it and the spawning area. This is especially frequent with late game infestations, which are usually quite large and thus have larger spawn radii. This has the effect of allowing them to spawn pretty far inside your base.<br />
<br />
== Behavior ==<br />
[[File:Insectoid hive aggro range.png|thumb|right|Range at which insects will defend a hive]]<br />
[[Insectoids]] ([[Megascarab]]s, [[Megaspider]]s and [[Spelopede]]s) will spawn near hives and spend their time roaming around them. They will attack and chase any intruder that comes within a 10-tile circular radius from the hive that spawned them, returning to their hives once the threat is gone. Insectoids will only attack creatures they can see, and will not attack while they are sleeping provided they are not woken up.<br />
<br />
If any of the insectoids is downed or damaged, the entire infestation will go after colonists on the map, attacking and breaking down structures in the progress. This also applies to outside factors, such as the insectoids being attacked by pirates or downed by hypothermic slowdown. After a while, the insectoids will give up and return to their hives.<br />
<br />
Insectoids will also randomly dig at stone and structures while wandering around their hives, potentially breaching into new areas.<br />
<br />
== Strategy ==<br />
<br />
{{main|Defense tactics#Infestations}}<br />
<br />
Infestations are most threatening in mountain bases, as they can spawn practically anywhere inside your base. They are much less harmful in other bases though, and can be considered as a normal-level threat there. Insectoids are melee fighters so colonists with ranged equipment can try to kill them from a safe distance. When fighting an infestation always ensure you completely annihilate every hive. If even one is left, insectoids can keep spawning and leave you back where you started. One way of dealing with infestations in mountain bases is to make the structure with non-flammable materials and wood floors/furniture on the inside. Once you have done this you can place an [[IED incendiary trap]] so insects trigger them and light themselves on fire with minimal risk to the rest of your base.<br />
<br />
Since insectoids do not attack creatures while sleeping, it is possible to haul materials in and out of the area near their nests at night, including flammable material. This is however extremely risky, since attacking one of them or doing construction near the insectoids will wake them up. They also wake up when their individual need for rest has been filled.<br />
<br />
When attacked, insectoids will go after colonists without any walls between them first. This allows the insectoids to be lured away from their hives, chasing a runner colonist across the map. While they are away the hives can be destroyed. As long as hives are being damaged, the insectoids will keep chasing after colonists instead of returning to their hives. To keep the hive destroying pawns safe from having the insectoids' attention turned to them rather than the runner, a wall can first be built to block off the insectoids from the hives. Note that some new insectoids are likely to spawn at the hives during the process. Once all the hives are destroyed, the insectoids will wander the map like normal animals and soon starve to death.<br />
=== Mitigation ===<br />
<br />
If you bait insects to spawn elsewhere the chance of an infestation spawning inside is greatly reduced. Temperatures above -8°C (17.6°F) have no bearing on hive spawning (e.g. very hot weather), neither does flooring. If spawned by a quest they may spawn outside in the open.<br />
<br />
[[File:Planned infestation.jpg|400px|thumb|right|An infestation spawn point trapped with incendiary IEDs, surrounded by stone walls and doors.]]<br />
<br />
If you are able to ensure that there is only one valid spawn location on your base map, you can prepare this area to automatically trap and kill the insects when they appear. (Though never rely on this completely unless you know exactly what you are doing. If your base is in a mountain, be prepared for infestations no matter what.)<br />
<br />
Another good tactic to avoid or minimize this risk of them spawning in your base is by strip mining into many different mountain areas. If you then segment the spaces under the mountain into rooms around 20-40 cells big, this will allow more spaces for the infestations to spawn, and can help drastically odds of one spawning in your base, that they may rarely spawn in your base.<br />
<br />
If the hives are kept intact, they will reproduce progressively. If all Megaspiders or Spelopedes are killed, the hives will deteriorate due to lack of maintenance.<br />
<br />
<br style="clear:both" /><br />
<br />
== Products ==<br />
<br />
Hives spawn [[insect jelly]] in stacks of 20 units every day or so. You can farm these by building walls and doors, but insects may dig out and attack your colony. You can retrieve the jelly when the insects are asleep. <br><br />
Hives also spawn [[glow pod]]s, which provide light for 20 days (as long as they’re installed). These can only be reinstalled should the hive be destroyed in version stable 1.0.<br />
<br />
[[File:Infestation.png|400px]]<br />
<br />
<br />
[[Category:Game mechanics]]</div>YokoZarhttps://rimworldwiki.com/index.php?title=User:Dr._Strangelove/Test/Alpha&diff=91477User:Dr. Strangelove/Test/Alpha2021-09-07T12:22:56Z<p>YokoZar: Remove category tags</p>
<hr />
<div>{{User:Dr. Strangelove/Template:Infobox|animal|<br />
|page verified for version = A14C<br />
|name = Arctic wolf<br />
|image = Arctic wolf.png<br />
|description = "An arctic variant of the old Earth wolf. As pack hunters, wolves have a complex social life and are fiercely intelligent."<br />
|type = Animals<br />
|type2 = Wild<br />
|attack1cool = 100<br />
|attack1dmg = 9<br />
|attack1part = front left paw<br />
|attack1stun = 20<br />
|attack1type = scratch<br />
|attack2cool = 100<br />
|attack2dmg = 9<br />
|attack2part = front right paw<br />
|attack2stun = 20<br />
|attack2type = scratch<br />
|attack3cool = 130<br />
|attack3dmg = 11<br />
|attack3part = teeth<br />
|attack3stun = 20<br />
|attack3type = bite<br />
|bodysize = 0.85<br />
|diet = carnivorous<br />
|gestation = 26<br />
|healthscale = 0.99<br />
|hungerrate = 0.18<br />
|leathername = wolfskin<br />
|leatheryield = 29<br />
|lifespan = 12<br />
|livesin_borealforest = true<br />
|livesin_icesheet = true<br />
|livesin_seaice = true<br />
|livesin_tundra = true<br />
|manhunter = 0.1<br />
|manhuntertame = 0.1<br />
|marketvalue = 350<br />
|maturityage = 0.45<br />
|meatname = wolfmeat<br />
|movespeed = 5.00<br />
|offspring = 1-3<br />
|predator = true<br />
|trainable = advanced<br />
|wildness = 0.85<br />
|is exotic species = true<br />
|massadult = 59.5<br />
|nuzzleMtb = 120<br />
|petness = 0.1<br />
|min comfortable temperature = -55<br />
|max comfortable temperature = 40<br />
}}<br />
The '''arctic wolf''' is a pack hunter but it's often seen alone or in pairs in-game. They are almost identical to [[timber wolf|timber wolves]], differing only in habitat, resistance to cold temperatures and coloration. <br />
<br />
==Diet==<br />
Arctic wolves feed on raw meat, corpses, meals, any processed foods, and kibble. When especially hungry, they will frequently attempt to attack, kill, and eat pets or even colonists for food.<br />
<br />
==Habitat==<br />
They live in [[boreal forest]]s, [[tundra]]s, [[ice sheet]]s and [[sea ice]].<br />
<br />
==Training==<br />
{{TrainingTable}}<br />
<br />
== Health ==<br />
{{Animal Health Table}}<br />
<br />
{{nav|animal}}</div>YokoZarhttps://rimworldwiki.com/index.php?title=Template:Nav/Food&diff=91446Template:Nav/Food2021-09-07T09:28:30Z<p>YokoZar: Remove nonexistant unfertilized eggs from navigation (they were removed some time in early beta)</p>
<hr />
<div>;[[Meals]]<br />
: [[Chocolate]] &bull; [[Fine meal]] <small>([[Carnivore fine meal|Carnivore]], [[Vegetarian fine meal|Vegetarian]])</small> &bull; [[Kibble]] &bull; [[Lavish meal]] <small>([[Carnivore lavish meal|Carnivore]], [[Vegetarian lavish meal|Vegetarian]])</small> &bull; [[Nutrient paste meal]] &bull; [[Packaged survival meal]] &bull; [[Pemmican]] &bull; [[Simple meal]]<br />
;[[Raw Food]] - Animal<br />
: [[Meat]] &bull; [[Insect jelly]] &bull; [[Milk]]<br />
;[[Raw Food]] - [[Eggs]]<br />
: [[Cassowary egg (fert.)]] &bull; [[Chicken egg (fert.)]] &bull; [[Chicken egg (unfert.)]] &bull; [[Cobra egg (fert.)]] &bull; [[Duck egg (fert.)]] &bull; [[Duck egg (unfert.)]] &bull; [[Emu egg (fert.)]] &bull; [[Goose egg (fert.)]] &bull; [[Goose egg (unfert.)]] &bull; [[Iguana egg (fert.)]] &bull; [[Ostrich egg (fert.)]] &bull; [[Tortoise egg (fert.)]] &bull; [[Turkey egg (fert.)]]<br />
;[[Raw Food]] - Vegetarian<br />
:[[Agave fruit]] &bull; [[Berries]] &bull; [[Corn]] &bull; [[Hay]] &bull; [[Potatoes]] &bull; [[Raw fungus]] &bull; [[Rice]]<br />
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{{nav|Food|wide}}<br />
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</noinclude></div>YokoZar