https://rimworldwiki.com/api.php?action=feedcontributions&user=SyntaxTerror&feedformat=atomRimWorld Wiki - User contributions [en]2024-03-29T13:02:24ZUser contributionsMediaWiki 1.35.8https://rimworldwiki.com/index.php?title=Topic:Xyl9gdprmk5cgr44&topic_postId=xymu59c3l2e0crb8&topic_revId=xymu59c3l2e0crb8&action=single-viewTopic:Xyl9gdprmk5cgr442024-02-05T16:27:18Z<span class="plainlinks"><a href="/wiki/User:SyntaxTerror" class="mw-userlink" title="User:SyntaxTerror"><bdi>SyntaxTerror</bdi></a> <span class="mw-usertoollinks">(<a href="/wiki/User_talk:SyntaxTerror" class="mw-usertoollinks-talk" title="User talk:SyntaxTerror">talk</a> | <a href="/wiki/Special:Contributions/SyntaxTerror" class="mw-usertoollinks-contribs" title="Special:Contributions/SyntaxTerror">contribs</a>)</span> <a rel="nofollow" class="external text" href="https://rimworldwiki.com/index.php?title=Topic:Xyl9gdprmk5cgr44&topic_showPostId=xymu59c3l2e0crb8#flow-post-xymu59c3l2e0crb8">commented</a> on "Dark theme" (<em>I don't seem to be able to put an exception on Firefox's automatic or dark theme.</em>)</span>SyntaxTerrorhttps://rimworldwiki.com/index.php?title=Topic:Xyl9gdprmk5cgr44&topic_postId=xymtx07s69pv1744&topic_revId=xymu0iissqkj5oas&action=single-viewTopic:Xyl9gdprmk5cgr442024-02-05T16:24:56Z<span class="plainlinks"><a href="/wiki/User:SyntaxTerror" class="mw-userlink" title="User:SyntaxTerror"><bdi>SyntaxTerror</bdi></a> <span class="mw-usertoollinks">(<a href="/wiki/User_talk:SyntaxTerror" class="mw-usertoollinks-talk" title="User talk:SyntaxTerror">talk</a> | <a href="/wiki/Special:Contributions/SyntaxTerror" class="mw-usertoollinks-contribs" title="Special:Contributions/SyntaxTerror">contribs</a>)</span> edited a <a rel="nofollow" class="external text" href="https://rimworldwiki.com/index.php?title=Topic:Xyl9gdprmk5cgr44&topic_showPostId=xymtx07s69pv1744#flow-post-xymtx07s69pv1744">post</a> on "Dark theme"</span>SyntaxTerrorhttps://rimworldwiki.com/index.php?title=Topic:Xyl9gdprmk5cgr44&topic_postId=xymtx07s69pv1744&topic_revId=xymtx07s69pv1744&action=single-viewTopic:Xyl9gdprmk5cgr442024-02-05T16:23:11Z<span class="plainlinks"><a href="/wiki/User:SyntaxTerror" class="mw-userlink" title="User:SyntaxTerror"><bdi>SyntaxTerror</bdi></a> <span class="mw-usertoollinks">(<a href="/wiki/User_talk:SyntaxTerror" class="mw-usertoollinks-talk" title="User talk:SyntaxTerror">talk</a> | <a href="/wiki/Special:Contributions/SyntaxTerror" class="mw-usertoollinks-contribs" title="Special:Contributions/SyntaxTerror">contribs</a>)</span> <a rel="nofollow" class="external text" href="https://rimworldwiki.com/index.php?title=Topic:Xyl9gdprmk5cgr44&topic_showPostId=xymtx07s69pv1744#flow-post-xymtx07s69pv1744">commented</a> on "Dark theme" (<em>Sorry for the images, I really don't know how to just put a link (I hate Flow...)</em>)</span>SyntaxTerrorhttps://rimworldwiki.com/index.php?title=Topic:Xyl9gdprmk5cgr44&topic_postId=xymtuwfkll7gk404&topic_revId=xymtuwfkll7gk404&action=single-viewTopic:Xyl9gdprmk5cgr442024-02-05T16:22:08Z<span class="plainlinks"><a href="/wiki/User:SyntaxTerror" class="mw-userlink" title="User:SyntaxTerror"><bdi>SyntaxTerror</bdi></a> <span class="mw-usertoollinks">(<a href="/wiki/User_talk:SyntaxTerror" class="mw-usertoollinks-talk" title="User talk:SyntaxTerror">talk</a> | <a href="/wiki/Special:Contributions/SyntaxTerror" class="mw-usertoollinks-contribs" title="Special:Contributions/SyntaxTerror">contribs</a>)</span> <a rel="nofollow" class="external text" href="https://rimworldwiki.com/index.php?title=Topic:Xyl9gdprmk5cgr44&topic_showPostId=xymtuwfkll7gk404#flow-post-xymtuwfkll7gk404">commented</a> on "Dark theme" (<em>I have a dark mode on Firefox (or rather automatic, aligning on system dark theme), and I had Dark Vector also. Going back to Vector stop...</em>)</span>SyntaxTerrorhttps://rimworldwiki.com/index.php?title=Topic:Xyl9gdprmk5cgr44&topic_postId=xyl9gdprmo3eov2c&topic_revId=xyl9hun6mpu759ac&action=single-viewTopic:Xyl9gdprmk5cgr442024-02-04T23:30:04Z<span class="plainlinks"><a href="/wiki/User:SyntaxTerror" class="mw-userlink" title="User:SyntaxTerror"><bdi>SyntaxTerror</bdi></a> <span class="mw-usertoollinks">(<a href="/wiki/User_talk:SyntaxTerror" class="mw-usertoollinks-talk" title="User talk:SyntaxTerror">talk</a> | <a href="/wiki/Special:Contributions/SyntaxTerror" class="mw-usertoollinks-contribs" title="Special:Contributions/SyntaxTerror">contribs</a>)</span> edited a <a rel="nofollow" class="external text" href="https://rimworldwiki.com/index.php?title=Topic:Xyl9gdprmk5cgr44&topic_showPostId=xyl9gdprmo3eov2c#flow-post-xyl9gdprmo3eov2c">post</a> on "Dark theme"</span>SyntaxTerrorhttps://rimworldwiki.com/index.php?title=Topic:Xyl9gdprmk5cgr44&topic_postId=xyl9gdprmo3eov2c&topic_revId=xyl9h0kk72yw9c1w&action=single-viewTopic:Xyl9gdprmk5cgr442024-02-04T23:29:39Z<span class="plainlinks"><a href="/wiki/User:SyntaxTerror" class="mw-userlink" title="User:SyntaxTerror"><bdi>SyntaxTerror</bdi></a> <span class="mw-usertoollinks">(<a href="/wiki/User_talk:SyntaxTerror" class="mw-usertoollinks-talk" title="User talk:SyntaxTerror">talk</a> | <a href="/wiki/Special:Contributions/SyntaxTerror" class="mw-usertoollinks-contribs" title="Special:Contributions/SyntaxTerror">contribs</a>)</span> edited a <a rel="nofollow" class="external text" href="https://rimworldwiki.com/index.php?title=Topic:Xyl9gdprmk5cgr44&topic_showPostId=xyl9gdprmo3eov2c#flow-post-xyl9gdprmo3eov2c">post</a> on "Dark theme"</span>SyntaxTerrorhttps://rimworldwiki.com/index.php?title=Topic:Xyl9gdprmk5cgr44&topic_postId=xyl9gdprmo3eov2c&topic_revId=xyl9gdprmo3eov2c&action=single-viewTopic:Xyl9gdprmk5cgr442024-02-04T23:29:20Z<span class="plainlinks"><a href="/wiki/User:SyntaxTerror" class="mw-userlink" title="User:SyntaxTerror"><bdi>SyntaxTerror</bdi></a> <span class="mw-usertoollinks">(<a href="/wiki/User_talk:SyntaxTerror" class="mw-usertoollinks-talk" title="User talk:SyntaxTerror">talk</a> | <a href="/wiki/Special:Contributions/SyntaxTerror" class="mw-usertoollinks-contribs" title="Special:Contributions/SyntaxTerror">contribs</a>)</span> <a rel="nofollow" class="external text" href="https://rimworldwiki.com/index.php?title=Topic:Xyl9gdprmk5cgr44&topic_showPostId=xyl9gdprmo3eov2c#flow-post-xyl9gdprmo3eov2c">commented</a> on "Dark theme" (<em>Hello Harakoni. Have tyou recently modified the dark theme ? The light grey is really too bright, and on some pages, like this one the te...</em>)</span>SyntaxTerrorhttps://rimworldwiki.com/index.php?title=Wall&diff=136227Wall2023-09-02T10:08:09Z<p>SyntaxTerror: layout ; typo ; style</p>
<hr />
<div>{{About|the constructable building only|natural and smoothed walls|Structure#Walls{{!}}Structure}}<br />
{{infobox main|structure|<br />
| name = Wall<br />
| image = Wall.png<br />
| imagesize = 128px<br />
| description = An impassable wall. Capable of holding up a roof.<br />
| type = Building<br />
| type2 = Structure<br />
| placeable = true<br />
| passability = impassable<br />
| blockswind = true<br />
| cover = 1<br />
| minifiable = false<br />
| size = 1 × 1<br />
| flammability = 1<br />
| hp = 300<br />
| terrain affordance = depends on materials<br />
| work to make = 135<br />
| stuff tags = Metallic, Woody, Stony<br />
| resource 1 = Stuff<br />
| resource 1 amount = 5<br />
| destroyyield = nothing<br />
}}<br />
{{Info|'''Walls''' are impassable structures primarily used to create [[room roles|rooms]].}}<br />
<br />
== Acquisition ==<br />
Walls are built and repaired by colonists assigned to [[Work#Construct|construct]]. Walls are constructed with {{Required Resources}} and take {{Ticks|{{P|Work To Make}}}} to build.<br />
<br />
Wall construction may sometimes fail and waste the materials, more often with lower construction skill.<br />
<br />
== Summary ==<br />
Walls are impassible objects that block movement, line of sight, and line of fire. An area enclosed by walls, [[door]]s, or other impassible objects like [[cooler]]s is considered a [[room]]. Each room has its own [[room stats]] - consisting of cleanliness, beauty, wealth, and spaciousness. [[Power conduit]]s can be constructed below a wall, negating the conduit's [[beauty]] penalty. [[Floor]]s under a wall are also negated for room stats.<br />
<br />
Walls can also support [[roof]]ing, up to 6 tiles away in all directions. If walls, [[column]]s, and all other supporting objects are removed, then the roof will collapse and injure pawns and objects below. While most natural walls count as walls for the purposes of rooms, [[collapsed rocks]] do not.<br />
<br />
Corners, i.e., diagonal walls, are not required to complete a room. Corners will provide weaker temperature and beauty insulation than vertical or horizontal aligned walls, but still create rooms. Pawns cannot travel or shoot through diagonal gaps. However, [[fire]] ''can'' go through diagonals. If there is an open [[door]] on the other side of the diagonal, then pawns can [[melee]] attack through.<br />
<br />
Walls also provide excellent [[cover]] from projectile attacks, blocking 75% of shots. Pawns behind a wall with an adjacent free space will "lean" around the wall to shoot at enemies on the other side.<br />
<br />
===Special===<br />
Certain [[damage type]]s are designed to deal more damage to impassible terrain, and to walls specifically:<br />
* Walls take 8× damage from [[Damage Type#Bomb|Bomb]] type damage; 4× from being an impassable, and 2× for being a wall<br />
* Walls take 30× damage from [[Damage Type#Thump|Thump]] type damage; 15× from being an impassable, and 2× for being a wall<br />
* Walls take 7.5× damage from [[Damage Type#Breach|Breach]] type damage; 10× from being impassable, but 0.75× for being a wall<br />
<br />
===Meditation===<br />
{{Royalty|section=1}}<br />
[[Ascetic]]s can [[psyfocus|meditate]] at a wall for a Meditation Focus Strength of 22%.<br />
<br />
==Analysis==<br />
Walls, or natural rock, are practically essential to create rooms and defensive structures. It's certainly possible to create a room of [[door]]s or [[cooler]]s, but that is just more expensive. As impassible structures, they are important when controling enemy flow and creating [[killbox]]es. Sapper and breach [[raid]]s will explicitly try and break them, but other raiders will path around so long as ''any'' target can be reached.<br />
<br />
=== Material choice ===<br />
Wall materials each have their own advantages and disadvantages:<br />
<br />
==== Wood ====<br />
[[Wood]] is easily obtainable in a vast majority of [[biome]]s, and are the fastest wall to create. They are very helpful when first starting a Crashlanded [[scenario]], and often essential for Lost Tribe and Naked Brutality starts. However, wood is [[fire|flammable]]. Other than [[raider]]s lighting it on fire, a bad [[weather|dry thunderstorm]] or [[Events#Zzztt...|conduit explosion]] could end up engulfing your entire base in flames. Especially by the time you get to using [[Research#Electricity|Electricity]], you should replace wood with another material.<br />
<br />
==== Stone ====<br />
Stone is very abundant, but very time consuming. In addition to actually creating the wall, cutting up [[stone block]]s takes quite a bit of work. However, stone is a fairly hardy material, and is completely fire-proof. Strategically placed sections of stone walls will act as a "fire break" to limit the spread of a fire while your colonists fight it.<br />
* [[Granite]] is the most durable wall material. [[Limestone blocks|Limestone]] is the 2nd most durable. Limestone and [[slate blocks|slate]] have no redeeming qualities as walls over granite, unless your biome happens to lack the harder stone.<br />
* [[Marble blocks|Marble]] walls give +1 [[beauty]] to a room and colonists looking at it. They are otherwise the least durable stone wall.<br />
* [[Sandstone blocks|Sandstone]] walls are the quickest stone wall to build, which can save a lot of time for large bases.<br />
<br />
==== Metal ====<br />
[[Steel]] isn't as durable as stone, but is much quicker to make. Steel may be a necessity in stone-scare biomes like the [[Biomes#Ice sheet|ice sheet]]. Steel walls are also flammable, unlike [[concrete]] and the actual steel item. Overall, it's useful as a quick installation when creating defensive fortifications.<br />
<br />
[[Plasteel]] and [[Uranium]] are even bulkier than stone, but these materials shouldn't be wasted except on the most important of wall sections, like the entrance of a [[killbox]].<br />
<br />
[[Gold]] and [[Jade]] walls are more beautiful than regular walls, but are inferior to [[sculpture]]s when increasing room stats.<br />
<br />
{{Building Material Table|Wall||Terrain affordance}}<br />
<br />
== Version history ==<br />
* [[Version/0.7.581|0.7.581]] - '''Wood wall''' and '''metal wall''' merged into '''wall''' with the introduction of the [[stuff]] system. <br />
* [[Version/1.1.0|1.1.0]] - Terrain requirements now depends on what they’re built from. This means stone walls can’t be built on bridges any more.<br />
* [[Version/1.1.2654|1.1.2654]] - Increase psyfocus gain of wall from 11 to 22.<br />
* [[Version/1.3.3200|1.3.3200]] - [[Damage types#Thump|Thump damage]] multiplier versus walls reduced from 4× to 2×.<br />
<br />
{{nav|structure|wide}}<br />
<br />
[[Category:Structure]]</div>SyntaxTerrorhttps://rimworldwiki.com/index.php?title=Forage&diff=136170Forage2023-08-21T14:25:36Z<p>SyntaxTerror: Redirected page to Caravan#Foraging</p>
<hr />
<div>#REDIRECT [[Caravan#Foraging]]</div>SyntaxTerrorhttps://rimworldwiki.com/wiki/Topic:Xnigex6cbn3eyfk4Topic:Xnigex6cbn3eyfk42023-08-11T03:58:31Z<span class="plainlinks"><a href="/wiki/User:SyntaxTerror" class="mw-userlink" title="User:SyntaxTerror"><bdi>SyntaxTerror</bdi></a> <span class="mw-usertoollinks">(<a href="/wiki/User_talk:SyntaxTerror" class="mw-usertoollinks-talk" title="User talk:SyntaxTerror">talk</a> | <a href="/wiki/Special:Contributions/SyntaxTerror" class="mw-usertoollinks-contribs" title="Special:Contributions/SyntaxTerror">contribs</a>)</span> created topic summary on Wooden 'small' throne satisfies emperor</span>SyntaxTerrorhttps://rimworldwiki.com/index.php?title=Topic:Xnigex6cbn3eyfk4&topic_revId=xnl5qb60wbttcj7o&action=single-viewTopic:Xnigex6cbn3eyfk42023-08-11T03:56:13Z<span class="plainlinks"><a href="/wiki/User:SyntaxTerror" class="mw-userlink" title="User:SyntaxTerror"><bdi>SyntaxTerror</bdi></a> <span class="mw-usertoollinks">(<a href="/wiki/User_talk:SyntaxTerror" class="mw-usertoollinks-talk" title="User talk:SyntaxTerror">talk</a> | <a href="/wiki/Special:Contributions/SyntaxTerror" class="mw-usertoollinks-contribs" title="Special:Contributions/SyntaxTerror">contribs</a>)</span> marked the <a rel="nofollow" class="external text" href="https://rimworldwiki.com/wiki/Topic:Xnigex6cbn3eyfk4">topic</a> "Wooden 'small' throne satisfies emperor" as resolved (<em>marked as resolved</em>)</span>SyntaxTerrorhttps://rimworldwiki.com/index.php?title=File:Wooden_Throne_for_Emperor.jpg&diff=136096File:Wooden Throne for Emperor.jpg2023-08-09T22:47:00Z<p>SyntaxTerror: == Summary ==
See Talk:Grand meditation throne.
== License ==
{{Copyright game}}
Category:Images - Screenshots</p>
<hr />
<div>== Summary ==<br />
See [[Talk:Grand meditation throne]].<br />
<br />
== License ==<br />
{{Copyright game}}<br />
<br />
[[Category:Images - Screenshots]]</div>SyntaxTerrorhttps://rimworldwiki.com/index.php?title=Topic:Xnigex6cbn3eyfk4&topic_postId=xnigex6cbr1h6jic&topic_revId=xnigex6cbr1h6jic&action=single-viewTopic:Xnigex6cbn3eyfk42023-08-09T22:48:46Z<span class="plainlinks"><a href="/wiki/User:SyntaxTerror" class="mw-userlink" title="User:SyntaxTerror"><bdi>SyntaxTerror</bdi></a> <span class="mw-usertoollinks">(<a href="/wiki/User_talk:SyntaxTerror" class="mw-usertoollinks-talk" title="User talk:SyntaxTerror">talk</a> | <a href="/wiki/Special:Contributions/SyntaxTerror" class="mw-usertoollinks-contribs" title="Special:Contributions/SyntaxTerror">contribs</a>)</span> <a rel="nofollow" class="external text" href="https://rimworldwiki.com/index.php?title=Topic:Xnigex6cbn3eyfk4&topic_showPostId=xnigex6cbr1h6jic#flow-post-xnigex6cbr1h6jic">commented</a> on "Wooden 'small' throne satisfies emperor" (<em>Hello. This page and Meditation throne state that "Barons or higher will need a grand meditation throne" (the nobility title is also ment...</em>)</span>SyntaxTerrorhttps://rimworldwiki.com/index.php?title=Alphabeaver&diff=136091Alphabeaver2023-08-09T12:38:44Z<p>SyntaxTerror: /* Analysis */ correcting link</p>
<hr />
<div>{{for|Alphabeavers event|Events#Beavers!{{!}}Events}}{{infobox main|animal|<br />
| page verified for version = A14D<br />
| name = Alphabeaver<br />
| image = AlphaBeaver.png<br />
| description = A large beaver-like creature genetically engineered to harvest wood with machine-like efficiency. In the absence of specialized feed, these animals will enter a manic state that compels them to eat trees whole, and are likely to attack if disturbed.<br />
| type = Animal<br />
| movespeed = 3.7<br />
| min comfortable temperature = -40<br />
| max comfortable temperature = 40<br />
| flammability = 0.7<br />
| marketvalue = 250<br />
| filth rate = 8<br />
| herdanimal = true<br />
| bodysize = 0.45<br />
| healthscale = 0.7<br />
| hungerrate = 3<br />
| diet = dendrovorous<br />
| leathername = lightleather<br />
| wildness = 0.75<br />
| manhuntertame = 0.1<br />
| manhunter = 0.5<br />
| trainable = none<br />
| mateMtb = 12<br />
| gestation = 8.5<br />
| offspring = 1-3<br />
| avg offspring = 2<br />
| lifespan = 12<br />
| juvenileage = 0.1<br />
| maturityage = 0.3333<br />
| tradeTags = AnimalUncommon<br />
| attack1dmg = 7.2<br />
| attack1type = Scratch<br />
| attack1cool = 2<br />
| attack1part = front left paw<br />
| attack2dmg = 7.2<br />
| attack2type = Scratch<br />
| attack2cool = 2<br />
| attack2part = front right paw<br />
| attack3dmg = 8.5<br />
| attack3type = Bite<br />
| attack3cool = 2<br />
| attack3part = teeth<br />
| attack3chancefactor = 0.7<br />
| attack4dmg = 3<br />
| attack4type = Blunt<br />
| attack4cool = 2<br />
| attack4part = head<br />
| attack4chancefactor = 0.2<br />
}}{{info|Instead of silently spawning as other animals do, '''Alphabeavers''' appear in a group only when the [[Events#Beavers!|Alphabeavers event]] triggers. The event will only trigger in [[arid shrubland]] and [[tundra]].}}<br />
<br />
== Occurrence ==<br />
Wild alphabeavers can only appear in the [[Events#Beavers!|Alphabeavers event]], which itself only appears in the [[arid shrubland]] and [[tundra]]. This event requires that the [[temperature]] be above the alphabeaver's [[minimum comfortable temperature]] of {{temperature|{{Q|Alphabeaver|Min Comfortable Temperature}}}}. The amount of beavers scales with a colony's [[raid points]].<br />
<br />
In addition, alphabeavers can appear in [[manhunter pack]]s or in any biome in the possession of [[trader]]s. They will still eat any trees they can come across.<br />
<br />
== Summary ==<br />
Alphabeavers are dendrovores. As they hunger rapidly, alphabeavers will need to eat trees constantly. They will consume any trees that they can reach, including [[anima tree]]s{{RoyaltyIcon}}, [[gauranlen tree]]s{{IdeologyIcon}}, and [[polux tree]]s{{BiotechIcon}}. Alphabeavers will not and cannot eat the {{icon small|wood}} [[wood]] item, [[wood]]en buildings, or any other item made out of wood.<br />
<br />
They will not attack any player structure unless they go [[manhunter]]. The entire herd of alphabeavers can get angry if one is attacked. It is also possible for them to be driven [[manhunter|mad]] by a [[Events#Psychic wave|psychic wave]] or [[psychic drone]].<br />
<br />
== Analysis ==<br />
If wood isn't required by a colony, then alphabeavers pose little or no threat. Any trees that you are growing can be protected by enclosing them in walls. It may be worthwhile to cover the anima and guaranlen trees with walls, despite the penalties for doing so. As the anima tree gives the {{--|6}} ''Anima tree scream'' [[mood]]let when destroyed, even colonies not reliant on one should protect it. Note that trees will automatically be cut down if a [[roof]] area is assigned to it, so use a [[remove roof area]] zone to prevent this.<br />
<br />
Alphabeavers are not a particularly common animal for traders to have, but trader alphabeavers have no special regard towards any of the "super" trees you may be relying on. The best protection is to create temporary walls around any important trees.<br />
<br />
There's no purpose to taming or buying an alphabeaver, beyond its novelty. While they can eat vegetable food and prepared meals, alphabeavers still have an enormous hunger rate. Their leather, [[lightleather]], is also yielded by many other animals that don't hunger as quickly.<br />
<br />
However, as they are assigned to an [[allowed area]], not a [[pen]], they can be used to eliminate trees outside colony walls without effort, thus reducing opportunities for attackers to take [[cover]]. Nevertheless, they have to be moved inside in the event of a raid, as enemies will try to kill them.<br />
<br />
== Training ==<br />
{{TrainingTable}}<br />
<br />
Contrary to their description, Alphabeavers can't be trained (at least yet) to harvest trees around the map for wood. They will simply devour any trees available without leaving any wood behind.<br />
<br />
== Health ==<br />
{|class="wikitable"<br />
!Body part !!Health<br />
|-<br />
|Head ||21<br />
|-<br />
|Skull ||21<br />
|-<br />
|Brain ||7<br />
|-<br />
|Nose ||7<br />
|-<br />
|Neck ||21<br />
|-<br />
|Jaw ||7<br />
|-<br />
|Eye <ref name="Head">Located inside of Head.</ref><br>(left, right) ||7<br />
|-<br />
|Ear<br>(left, right) ||7<br />
|-<br />
|Body ||28<br />
|-<br />
|Kidney<ref name="Body">Located inside of Body.</ref><br>(left, right) ||14<br />
|-<br />
|Lung<ref name="Body">Located inside of Body.</ref><br>(left, right) ||14<br />
|-<br />
|Liver<ref name="Body"/> ||14<br />
|-<br />
|Heart<ref name="Body"/> ||14<br />
|-<br />
|Spine<ref name="Body"/> ||14<br />
|-<br />
|Stomach<ref name="Body"/> ||18<br />
|-<br />
|Legs<br>(left, right, rear, front) ||21<br />
|-<br />
|Tail ||7<br />
|}<br />
<references/><br />
<br />
== Gallery ==<br />
<gallery><br />
Beaver east.png|Alphabeaver facing east<br />
Beaver north.png|Alphabeaver facing north<br />
Beaver south.png|Alphabeaver facing south<br />
Dessicated beaver east.png|Alphabeaver decaying<br />
</gallery><br />
<br />
== Version history ==<br />
* [[Version/0.8.657|0.8.657]] - Added<br />
* Beta 19/1.0 - Alphabeavers incident now only occurs in biomes with sparse plants ([[arid shrubland]] and [[tundra]]), body size 0.6 -> 0.45<br />
* [[Version/1.3.3066|1.3.3066]] - Alphabeaver event will only happen even if the outdoor temperature is above their minimum comfortable temperature.<br />
<br />
{{nav|animal}}<br />
<br />
[[Category:Animals]]<br />
[[Category:Wild animal]]</div>SyntaxTerrorhttps://rimworldwiki.com/index.php?title=Area&diff=136082Area2023-08-07T19:29:43Z<p>SyntaxTerror: redirect to the proper section</p>
<hr />
<div>#REDIRECT [[Zone/Area#Areas]]</div>SyntaxTerrorhttps://rimworldwiki.com/index.php?title=Alphabeaver&diff=136081Alphabeaver2023-08-07T19:54:39Z<p>SyntaxTerror: /* Analysis */ +</p>
<hr />
<div>{{for|Alphabeavers event|Events#Beavers!{{!}}Events}}{{infobox main|animal|<br />
| page verified for version = A14D<br />
| name = Alphabeaver<br />
| image = AlphaBeaver.png<br />
| description = A large beaver-like creature genetically engineered to harvest wood with machine-like efficiency. In the absence of specialized feed, these animals will enter a manic state that compels them to eat trees whole, and are likely to attack if disturbed.<br />
| type = Animal<br />
| movespeed = 3.7<br />
| min comfortable temperature = -40<br />
| max comfortable temperature = 40<br />
| flammability = 0.7<br />
| marketvalue = 250<br />
| filth rate = 8<br />
| herdanimal = true<br />
| bodysize = 0.45<br />
| healthscale = 0.7<br />
| hungerrate = 3<br />
| diet = dendrovorous<br />
| leathername = lightleather<br />
| wildness = 0.75<br />
| manhuntertame = 0.1<br />
| manhunter = 0.5<br />
| trainable = none<br />
| mateMtb = 12<br />
| gestation = 8.5<br />
| offspring = 1-3<br />
| avg offspring = 2<br />
| lifespan = 12<br />
| juvenileage = 0.1<br />
| maturityage = 0.3333<br />
| tradeTags = AnimalUncommon<br />
| attack1dmg = 7.2<br />
| attack1type = Scratch<br />
| attack1cool = 2<br />
| attack1part = front left paw<br />
| attack2dmg = 7.2<br />
| attack2type = Scratch<br />
| attack2cool = 2<br />
| attack2part = front right paw<br />
| attack3dmg = 8.5<br />
| attack3type = Bite<br />
| attack3cool = 2<br />
| attack3part = teeth<br />
| attack3chancefactor = 0.7<br />
| attack4dmg = 3<br />
| attack4type = Blunt<br />
| attack4cool = 2<br />
| attack4part = head<br />
| attack4chancefactor = 0.2<br />
}}{{info|Instead of silently spawning as other animals do, '''Alphabeavers''' appear in a group only when the [[Events#Beavers!|Alphabeavers event]] triggers. The event will only trigger in [[arid shrubland]] and [[tundra]].}}<br />
<br />
== Occurrence ==<br />
Wild alphabeavers can only appear in the [[Events#Beavers!|Alphabeavers event]], which itself only appears in the [[arid shrubland]] and [[tundra]]. This event requires that the [[temperature]] be above the alphabeaver's [[minimum comfortable temperature]] of {{temperature|{{Q|Alphabeaver|Min Comfortable Temperature}}}}. The amount of beavers scales with a colony's [[raid points]].<br />
<br />
In addition, alphabeavers can appear in [[manhunter pack]]s or in any biome in the possession of [[trader]]s. They will still eat any trees they can come across.<br />
<br />
== Summary ==<br />
Alphabeavers are dendrovores. As they hunger rapidly, alphabeavers will need to eat trees constantly. They will consume any trees that they can reach, including [[anima tree]]s{{RoyaltyIcon}}, [[gauranlen tree]]s{{IdeologyIcon}}, and [[polux tree]]s{{BiotechIcon}}. Alphabeavers will not and cannot eat the {{icon small|wood}} [[wood]] item, [[wood]]en buildings, or any other item made out of wood.<br />
<br />
They will not attack any player structure unless they go [[manhunter]]. The entire herd of alphabeavers can get angry if one is attacked. It is also possible for them to be driven [[manhunter|mad]] by a [[Events#Psychic wave|psychic wave]] or [[psychic drone]].<br />
<br />
== Analysis ==<br />
If wood isn't required by a colony, then alphabeavers pose little or no threat. Any trees that you are growing can be protected by enclosing them in walls. It may be worthwhile to cover the anima and guaranlen trees with walls, despite the penalties for doing so. As the anima tree gives the {{--|6}} ''Anima tree scream'' [[mood]]let when destroyed, even colonies not reliant on one should protect it. Note that trees will automatically be cut down if a [[roof]] area is assigned to it, so use a [[remove roof area]] zone to prevent this.<br />
<br />
Alphabeavers are not a particularly common animal for traders to have, but trader alphabeavers have no special regard towards any of the "super" trees you may be relying on. The best protection is to create temporary walls around any important trees.<br />
<br />
There's no purpose to taming or buying an alphabeaver, beyond its novelty. While they can eat vegetable food and prepared meals, alphabeavers still have an enormous hunger rate. Their leather, [[lightleather]], is also yielded by many other animals that don't hunger as quickly.<br />
<br />
However, as they are assigned to an [[authorized area]], not a [[pen]], they can be used to eliminate trees outside colony walls without effort, thus reducing opportunities for attackers to take [[cover]]. Nevertheless, they have to be moved inside in the event of a raid, as enemies will try to kill them.<br />
<br />
== Training ==<br />
{{TrainingTable}}<br />
<br />
Contrary to their description, Alphabeavers can't be trained (at least yet) to harvest trees around the map for wood. They will simply devour any trees available without leaving any wood behind.<br />
<br />
== Health ==<br />
{|class="wikitable"<br />
!Body part !!Health<br />
|-<br />
|Head ||21<br />
|-<br />
|Skull ||21<br />
|-<br />
|Brain ||7<br />
|-<br />
|Nose ||7<br />
|-<br />
|Neck ||21<br />
|-<br />
|Jaw ||7<br />
|-<br />
|Eye <ref name="Head">Located inside of Head.</ref><br>(left, right) ||7<br />
|-<br />
|Ear<br>(left, right) ||7<br />
|-<br />
|Body ||28<br />
|-<br />
|Kidney<ref name="Body">Located inside of Body.</ref><br>(left, right) ||14<br />
|-<br />
|Lung<ref name="Body">Located inside of Body.</ref><br>(left, right) ||14<br />
|-<br />
|Liver<ref name="Body"/> ||14<br />
|-<br />
|Heart<ref name="Body"/> ||14<br />
|-<br />
|Spine<ref name="Body"/> ||14<br />
|-<br />
|Stomach<ref name="Body"/> ||18<br />
|-<br />
|Legs<br>(left, right, rear, front) ||21<br />
|-<br />
|Tail ||7<br />
|}<br />
<references/><br />
<br />
== Gallery ==<br />
<gallery><br />
Beaver east.png|Alphabeaver facing east<br />
Beaver north.png|Alphabeaver facing north<br />
Beaver south.png|Alphabeaver facing south<br />
Dessicated beaver east.png|Alphabeaver decaying<br />
</gallery><br />
<br />
== Version history ==<br />
* [[Version/0.8.657|0.8.657]] - Added<br />
* Beta 19/1.0 - Alphabeavers incident now only occurs in biomes with sparse plants ([[arid shrubland]] and [[tundra]]), body size 0.6 -> 0.45<br />
* [[Version/1.3.3066|1.3.3066]] - Alphabeaver event will only happen even if the outdoor temperature is above their minimum comfortable temperature.<br />
<br />
{{nav|animal}}<br />
<br />
[[Category:Animals]]<br />
[[Category:Wild animal]]</div>SyntaxTerrorhttps://rimworldwiki.com/index.php?title=File:Tynan,_Game_dev_(dead).png&diff=135784File:Tynan, Game dev (dead).png2023-07-25T17:20:13Z<p>SyntaxTerror: == Summary ==
Frozen body of Shadow Nukes raider "Tynan, Game dev", used to feed the colony's cougars.
== License ==
{{Copyright game}}
Category:Images - Screenshots</p>
<hr />
<div>== Summary ==<br />
Frozen body of Shadow Nukes raider "Tynan, Game dev", used to feed the colony's cougars.<br />
<br />
== License ==<br />
{{Copyright game}}<br />
<br />
[[Category:Images - Screenshots]]</div>SyntaxTerrorhttps://rimworldwiki.com/index.php?title=EMP_grenades&diff=135770EMP grenades2023-07-24T22:23:09Z<p>SyntaxTerror: /* Weapon */ link to stomach implants (the space inside the brackets is there on purpose to make a link to stomach showing "stomach implants" in blue)</p>
<hr />
<div>{{Infobox main|weapon<br />
| name = EMP grenades<br />
| image = EMP grenades.png<br />
| description = Electromagnetic pulse grenades damaging to electronic equipment.<br />
| type = Equipment<br />
| type2 = Weapons<br />
| tech level = Industrial<br />
| class = Modern<br />
| damage = 50<br />
| damage type = EMP<br />
| range = 12.9<br />
| accuracy = -<br />
| mode = Single Thrown<br />
| warmup = 90<br />
| cooldown = 160<br />
| missRadius = 1.9<br />
| burst = 1<br />
| blastRadius = 3.5<br />
| DPS = DPS<br />
| velocity = 12<br />
| production facility 1 = Machining table<br />
| research = Microelectronics<br />
| resource 1 = Steel<br />
| resource 1 amount = 20<br />
| resource 2 = Component<br />
| resource 2 amount = 6<br />
| marketvalue = 315<br />
| work to make = 24000<br />
| mass base = 1<br />
| has quality = False<br />
| weaponTags = GrenadeEMP<br />
}}<br />
'''EMP grenades''' are short ranged, thrown [[weapons]] that have a forced miss radius but deal EMP damage in a small radius around their target, allowing them to stun mechanical targets and deplete shields. They are not consumed on use and do not use any ammo.<br />
<br />
== Acquisition ==<br />
EMP grenades can be crafted at a [[{{P|Production Facility 1}}]] once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. They require {{Required Resources}} and {{Ticks|{{P|Work To Make}}}} of work.<br />
<br />
They can also be [[Trade|purchased]] from orbital pirate merchants and orbital combat suppliers, [[outlander]] [[faction base]]s, and can be recovered after defeating the following [[raider]] types:<br />
{| class="wikitable sortable"<br />
! Raider Kind !! Chance !! Average Quality !! Health<br />
|-<br />
| EMP Grenadier || 100% || Normal || 70-230%<br />
|}<br />
<br />
== Summary ==<br />
=== Weapon ===<br />
{{For|a full exploration of the effects of EMP damage|EMP}}<br />
EMP grenades are weapons. They take up the weapon slot and will not run out of ammo. Grenades are blocked by walls, but the blast ignores [[cover]]. When choosing a target, a circular zone will generate to indicate range, then another 3x3 indicator with a circular center will become the aiming spot.<br />
<br />
EMP grenades deal {{P|Damage Base}} [[EMP]] damage in a {{P|Blast Radius}} tile radius. They are thrown from a very short range of {{P|Range}} tiles, and have moderate aiming time. Once landed, grenades have a {{ticks|100}} delay before exploding. With a forced miss radius of 1.9 tiles, an unobstructed grenade always lands within 1 grid tile (including diagonals) of the target. Therefore, the blast will always hit the intended tile. This means [[Skills#Shooting|Shooting]] skill, [[shooting accuracy]], and health of the grenadier is irrelevant. [[Aiming time]] effects still apply, however. <br />
<br />
EMP does not deal physical damage. Instead, EMP grenades stun [[turret]]s, [[mechanoid]]s, and [[mortar]]s for 50 EMP damage, or 25 seconds. After being stunned, mechanoids become "Adapted" and gain immunity against further stuns for {{Ticks|2200}}. Immunity is applied on stun, and further EMPs won't extend adaptation. EMP also disables [[shield belt]]s, causes [[brain shock]] on humanoids with brain implants, and vomiting on those with certain [[stomach ]]implants.<br />
<br />
=== Item ===<br />
When damaged with [[Damage Types#Flame|Flame]] damage{{Check Tag|How much?|Any damage? Below a certain threshold? What threshold?}}, the grenade item may explode. The grenades will spark and emit a hissing sound shortly before exploding some time later. The explosion deals 50 EMP damage in a 2.66 tile radius around itself.<br />
<br />
EMP grenades have no [[quality]] - every set of grenades will have the same stats, regardless of the skill of the crafter.<br />
<br />
== Analysis ==<br />
While harmless against most organic life, EMP weaponry is incredibly useful against mechanoids, like [[centipede]]s, a decisive advantage against some of the toughest enemies in the game. Due to the forced miss radius, EMP grenades are a viable combat alternative for those with health issues or low shooting skill. [[Trigger-happy]] is beneifical, while the [[careful shooter]] trait is strictly detrimental.<br />
<br />
Usage without oversight is prone to vulnerable positioning, inefficiency against moving target, and unwanted collateral damage. It therefore is a good idea to manually aim EMP grenades instead of relying on the colonists' AI to do that. They will not lead a moving target and will not attack targets which can only be hit by area of effect (e.g. well behind the corner of a wall). Repeated throwing will not stun mechs for any longer.<br />
<br />
When throwing a grenade down an 1-tile wide alley, a pawn can consistently throw a grenade 4 tiles, not including the tile the pawn is standing on, without intersecting the two side walls. Beyond 4 tiles, there is a risk of hitting the wall and dropping short.<br />
<br />
With the [[Royalty DLC]] active, they also play a vital role in suppressing [[low-shield pack]]s {{RoyaltyIcon}} and downing [[mech low-shield]]s {{RoyaltyIcon}}, ensuring that colonists can maintain damage output. [[Mech cluster]]s{{RoyaltyIcon}} are another great target of EMPs, even if their [[proximity activator]]s prevent the best firing angle. There are also niche uses in [[brain shock]]ing pawns with certain implants to safely down them as a method of safely downing [[Mental break#Beserk|berserking]] supersoldier colonists or rebellious [[slaves]].{{IdeologyIcon}}<br />
<br />
=== Comparison to EMP launchers ===<br />
{{See also|EMP launcher}}<br />
The key differences between EMP grenades and launchers are: Range, Rate of Fire, Blast Radius, and Quality. <br />
<br />
While both have the same miss radius, grenades have a significantly larger blast radius. This means that grenades will always hit their intended tile, while the launcher may miss. Grenades are also faster to throw, which is a key advantage in most practical situations. <br />
<br />
Launchers have a higher range, which may be useful with good terrain/[[cover]] or against [[low shield pack]]s{{RoyaltyIcon}} or [[mech low-shield|mechanoid shields]]{{RoyaltyIcon}}. However, most [[mechanoid]]s will still outrange the launcher, including all mechanoids without the [[Biotech DLC]]. The [[militor]]{{BiotechIcon}} and [[diabolus]]{{BiotechIcon}} in particular are vulnerable to the launcher's extra range - the rest really aren't.<br />
<br />
Unlike grenades, launchers are affected by [[quality]]. Masterwork and Legendary launchers in particular see an increase in damage (i.e. stun duration). Legendary launchers will stun for long enough that it's technically possible to 100% stun lock those without EMP resistance. In practice, it is almost impossible to get the timing perfect even before accounting for the risk of missed shots, unless you have multiple colonists with legendary launchers. Conversely, this makes grenades relatively better if you don't have good crafters - Awful launchers are worse at their job.<br />
<br />
Overall, grenades are often the stronger and more practical choice. Their higher blast radius and faster fire rate make up for the range.<br />
{| class="wikitable"<br />
! Source !! Damage !! Stun Duration !! Post-Stun Adaption Duration !! Ideal Stun Uptime<br />
|-<br />
| Awful EMP launcher || 45 ||{{ticks|{{#expr: 30*45 }} }} || {{ticks|{{#expr: 2200-(30*45)}}}} || {{#expr: 100* (30*45) / ((30*45)+(2200-(30*45))) round 2}}%<br />
|-<br />
| EMP Grenades, Poor/Norm/Good/Exc EMP launcher || 50 || {{ticks|{{#expr: 30*50 }} }} || {{ticks|{{#expr: 2200-(30*50)}}}} || {{#expr: 100* (30*50) / ((30*50)+(2200-(30*50))) round 2}}%<br />
|-<br />
| Masterwork EMP launcher || 62.5 || {{ticks|{{#expr: 30*62.5 }} }} || {{ticks|{{#expr: 2200-(30*62.5)}}}} || {{#expr: 100* (30*62.5) / ((30*62.5)+(2200-(30*62.5))) round 2}}%<br />
|-<br />
| Legendary EMP launcher || 75 || {{ticks|{{#expr: 30*75 }} }} || {{ticks|0}} (''{{ticks|{{#expr: 2200-(30*75)}}}}'') || 100%<br />
|}<br />
<br />
== Version history ==<br />
* [[Version/0.6.532|0.6.532]] - Added.<br />
* On or before 1.0.2096 - Texture updated.<br />
* [[Version/1.3.3066|1.3.3066]] - Grenade throws are rendered in an arc.<br />
<br />
<gallery><br />
EMP grenades old.png|Old texture <br />
</gallery><br />
<br />
{{Nav|weapon|wide}}<br />
[[Category:Equipment]] [[Category:Weapons]] [[Category:Industrial Weapons]] [[Category:EMP Weapons]]<br />
[[Category:Ranged Weapons]] [[Category:Single Thrown Weapons]] [[Category:Grenades]]</div>SyntaxTerrorhttps://rimworldwiki.com/index.php?title=Human_resources&diff=135749Human resources2023-07-21T15:33:01Z<p>SyntaxTerror: /* Mood table (Core) */ "an organ is harvested" is different from "harvests organ", for the latter, a +4 mood is given to bloodlust colonists, nothing to others (tested in each case) + only butchering humans is colony-wide, others are worldwide + layout</p>
<hr />
<div>{{TOCright}}<br />
<br />
'''Human Resources''' are everything that a human body can offer: '''[[slavery]]''', '''[[Human Resources#Organ Harvesting|organ harvesting]]''', wearing '''[[Human leather|human skin]]''', and outright '''[[Human meat|cannibalism]]'''. Most pawns have a severe distaste for these things, but in dire circumstances it can be necessary to use every resource.<br />
<br />
Most forms of HR impart significant [[mood]] penalties on many colonists, but they are also a potential route to survival and even a source of income. A number of traits can make this feasible as a core strategy for a colony. Some colonies might even make it the preferred standard for living, especially with mods or the [[Ideology DLC]].<br />
<br />
== Mood penalties ==<br />
"Normal" colonists in base game (Core RimWorld) receive penalties whenever ''anyone'' in the colony: butchers corpses, harvest organs, kills a pawn through organ harvest, or sells slaves. Colonists will also receive penalties for seeing corpses, eating human flesh, or wearing human leather. They also don't like butchering corpses themselves. Colonists will know about organ harvesting and slavery (but ''not'' butchering) even while on a [[caravan]], or in another settlement. Debuffs from slavery, organ harvesting, and for a human butcher all stack, so it becomes very dangerous unless your colony is filled with psychopaths/cannibals.<br />
<br />
Some additional care can be taken to maintain mood levels through other means, such as providing additional [[recreation]], [[psychic soothe pulser]]s, better [[meal]]s, [[drugs]] or improved quality bed. However, reserving these mood regulators for your organ farm could mean that a poorly timed [[psychic drone]] on top could seriously mess with your colony.<br />
<br />
A pawn's [[Ideoligion]]{{IdeologyIcon}} may change what they feel about these practices - they might enjoy or even ''require'' them. See [[Human resources#Ideoligion]] for more details.<br />
<br />
=== Mood table (Core) ===<br />
With [[ideoligion]] disabled:<br />
{| class="wikitable center"<br />
! Trait !! [[Mood#Observed corpse|Observes corpse]] !! [[Mood#Observed rotting corpse|Observes rotting corpse]] !! [[Mood#I butchered humanlike|Butchers human]] !! [[Mood#We butchered humanlike|Somebody butchers human (colony-wide)]] !! [[Mood#Raw cannibalism|Eats raw human flesh]] !! [[Mood#Cooked cannibalism|Eats meal with human flesh]] !! Wears human skin clothing !! Trades human flesh or leather !! [[Mood#A prisoner was sold|A slave is sold]] (world-wide) !! [[Mood#Someone's organ harvested|An organ is harvested]] (world-wide) !! Harvests organ<br />
|-<br />
! None<br>(average<br>colonist)<br />
| {{--|4 Mood}}<br>(0.5 days,<br> 3 stacks,<br> 0.5 stack multiplier) || {{--|6 Mood}}<br>(0.5 days,<br> 5 stacks,<br> 0.5 stack multiplier) || {{--|6 Mood}}<br>(6 days,<br> 4 stacks,<br> 0.75 stack multiplier) || {{--|6 Mood}}<br>(6 days,<br> 1 stack) || {{--|20 Mood}}<br>(1 day,<br> 1 stack) || {{--|15 Mood}}<br>(1 day,<br> 1 stack) || {{--|3/−5/−7/−8 Mood}} || – || {{--|3 Mood}}<br>(4 days,<br> 5 stacks) || {{--|5 Mood}}<br>(7.5 days,<br> 5 stacks,<br> 0.75 stack multiplier) || –<br />
|-<br />
! [[Psychopath]]<br />
| – || <span style="color:firebrick">'''Normal penalty'''</span> || – || – || <span style="color:firebrick">'''Normal penalty'''</span> || <span style="color:firebrick">'''Normal penalty'''</span> || <span style="color:firebrick">'''Normal penalty'''</span> || – || – || – || –<br />
|-<br />
! [[Bloodlust]]<br />
| – || – || – || – || <span style="color:firebrick">'''Normal penalty'''</span> || <span style="color:firebrick">'''Normal penalty'''</span> || {{+|3/+5/+7/+8 Mood}} || – || <span style="color:firebrick">'''Normal penalty'''</span> || – || {{+|4 Mood}}<br>(1 stack)<br />
|-<br />
! [[Cannibal]]<br />
| – || <span style="color:firebrick">'''Normal penalty'''</span> || – || – || {{+|20 Mood}}<br>(1 day,<br> 1 stack) || {{+|15 Mood}}<br>(1 day,<br> 1 stack) || {{+|3/+5/+7/+8 Mood}} || – || <span style="color:firebrick">'''Normal penalty'''</span> || <span style="color:firebrick">'''Normal penalty'''</span> || –<br />
|-<br />
|}<br />
Note that the "[[Mood#Someone's organ harvested|Someone's organ harvested]]" debuff does not affect the colonist performing the operation, nor the patient, that will have the "[[Mood#My organ harvested|My organ harvested]]" debuff instead.<br />
<br />
All [[Ideoligion]]s{{IdeologyIcon}} have precepts for corpses, cannibalism, etc., which will change the moodlet accordingly. While some precept values are designed to be similar to the base game, they are not identical. For example, the value Corpses: Ugly, used if you select the option "Classic-like", provides a -4 moodlet for observing a fresh corpse, instead of the -3 with ideoligions disabled. See [[Human resources#Ideoligion Table]] for more details.<br />
<br />
=== Traits ===<br />
The three [[traits]] below make a colonist react indifferently or even enthusiastically towards human suffering or abuse. If there are more than one of the traits on the same person, the most beneficial one applies (e.g. a Cannibal will always receive +20 mood per day by eating raw human flesh, no matter what other traits that colonist has).<br />
<br />
* '''[[Psychopath]]''': No issue with slavery or organ harvesting<br />
:*No issue with seeing fresh corpses or butchering corpses<br />
:* does '''NOT''' like seeing rotten corpses, eating human flesh, or wearing human skin clothing<br />
<br />
* '''[[Bloodlust]]''': No issue with organ harvesting. Likes to wear human leather, doesn't mind wearing [[tainted]] apparel (i.e. taken from a dead body)<br />
:*No issue with seeing corpses (even rotten) or butchering corpses<br />
:* does '''NOT''' like cannibalism or slavery<br />
<br />
* '''[[Cannibal (Trait)|Cannibal]]''': Loves human flesh and likes to wear human leather<br />
:*No issue with seeing fresh corpses or butchering corpses<br />
:* does '''NOT''' like slavery or organ harvesting.<br />
<br />
== Uses ==<br />
Humans and their corpses can be used for many valuable services:<br />
<br />
== Unprocessed corpses ==<br />
[[Animal]]s don't mind eating humans - it isn't cannibalism, after all. You may want to leave a pile of [[raider]] corpses for your [[warg]]s and other carnivores/non-grazing omnivores to eat, which also acts as free corpse disposal. Feeding human corpses has no penalty for the colony, except for those who see the corpses. Haulers will invariably see the corpses, but [[Carrier]] [[dryad]]s {{IdeologyIcon}} and [[Lifter]] mechs {{BiotechIcon}} don't even mind (set a [[zone]] so that human haulers won't go to the corpse area).<br />
<br />
Corpses may also be stripped from their clothes. With an [[electric smelter]], you may scrap armor and weapons for small amounts of resources like [[steel]], which is useful once ore deposits are depleted. Apparel stripped from a corpse is considered [[tainted]], so actually wearing it will give mood penalties to non-Bloodlusted colonists. However, it's often worth the small penalty to use a set of [[marine armor]], or that [[megasloth wool]] [[parka]] in an [[biomes#Ice Sheet|ice sheet]].<br />
<br />
== Organ harvesting ==<br />
{{See also|Surgery|Medical Surgery Success Chance}}<br />
Organ harvesting requires a live pawn, a doctor and 2 units of [[herbal medicine]] or better. Organs must be undamaged; diseased organs are not available to harvest. The [[kidney]]s, [[lung]]s, [[liver]] and [[heart]] are all options for harvesting, for use in other colonists or selling on the market. You can harvest the following from a healthy pawn until they die:<br />
<br />
* 1 kidney worth {{Icon Small|silver||{{Q|Kidney|Market Value Base}}}}<br />
* 1 lung worth {{Icon Small|silver||{{Q|Lung|Market Value Base}}}}<br />
* ''Either'' 1 heart or 1 liver, worth {{Icon Small|silver||{{Q|Liver|Market Value Base}}}}.<br />
Harvesting three organs is worth a total of {{Icon Small|silver||{{Q|Kidney|Market Value Base #}}}} + {{Icon Small|silver||{{Q|Lung|Market Value Base #}}}} + ({{Icon Small|silver||{{Q|Heart|Market Value Base}}}} or {{Icon Small|silver||{{Q|Liver|Market Value Base}}}}) = {{Icon Small|silver||{{#expr: {{Q|Lung|Market Value Base #}} + {{Q|Kidney|Market Value Base #}} + {{Q|Heart|Market Value Base #}}}}}} market value. <br />
*If you have a [[prosthetic heart]], which costs {{Icon Small|silver||{{Q|Prosthetic heart|Market Value Base}}}}, you can install it to obtain the more valuable organic heart. Then, you can harvest the liver worth {{Icon Small|silver||{{Q|Liver|Market Value Base}}}}, for a total of {{Icon Small|silver||{{#expr: {{Q|Lung|Market Value Base #}} + {{Q|Kidney|Market Value Base #}} + {{Q|Liver|Market Value Base #}} + {{Q|Heart|Market Value Base #}} - {{Q|Prosthetic heart|Market Value Base #}}}}}}. This is more efficient if you can craft your own prosthetic hearts, as items are always bought and sold at a loss.<br />
*If the pawn has the [[Genes#Deathless|Deathless]] gene{{BiotechIcon}}, then you can harvest all 6 organs for a total of {{Icon Small|silver||{{#expr: 2*{{Q|Lung|Market Value Base #}} + 2*{{Q|Kidney|Market Value Base #}} + {{Q|Heart|Market Value Base #}} + {{Q|Liver|Market Value Base #}}}}}}. A [[sanguophage]] quest can net a huge sum of money. <br />
** If installing the [[xenogerm]] yourself, 1 [[archite capsule]] costs {{Icon Small|silver||{{Q|Archite capsule|Market Value Base}}}} to buy, for a net profit of {{Icon Small|silver||{{#expr: 2*{{Q|Lung|Market Value Base #}} + 2*{{Q|Kidney|Market Value Base #}} + {{Q|Heart|Market Value Base #}} + {{Q|Liver|Market Value Base #}} - {{Q|Archite capsule|Market Value Base #}} }}}}.<br />
*If the heart and liver are both unavailable, you may harvest a second kidney for a total of {{Icon Small|silver||{{#expr: {{Q|Lung|Market Value Base #}} + 2* {{Q|Kidney|Market Value Base #}}}}}} or lung for a total of {{Icon Small|silver||{{#expr: 2*{{Q|Lung|Market Value Base #}} + {{Q|Kidney|Market Value Base #}}}}}}.<br />
<br />
If unwilling to organ-murder the donor, then you shouldn't remove the heart or the liver, leading to a value of {{Icon Small|silver||{{#expr: {{Q|Lung|Market Value Base #}} + {{Q|Kidney|Market Value Base #}}}}}}. If a [[prosthetic heart]] is available, then you'll profit to {{Icon Small|silver||{{#expr: {{Q|Lung|Market Value Base #}} + {{Q|Kidney|Market Value Base #}} + {{Q|Heart|Market Value Base #}} - {{Q|Prosthetic heart|Market Value Base #}}}}}}. If the organ "donor" is still alive, they'll receive a -30 mood penalty ''per organ'' removed, at 75% stacking, up to 5 times. Expect survivors to [[break]], so check their melee skill accordingly. Alternatively, you can install [[peg leg]]s and [[wooden hand]]s to reduce their effectiveness, at the cost of 1 [[wood]] and even more medicine.<br />
<br />
Pawns with [[bionic]]s or other artificial body parts are much more valuable: the full part may be retrieved and worth its normal value. Removing an artificial part doesn't count as organ harvesting.<br />
<br />
Their default <u>market</u> value is displayed above. In practice the actual buying/selling price is the market price modified by [[Trade Price Improvement|trading skills/etc.]], and failing the surgery makes things more expensive.<br />
<br />
===Mood===<br />
To the entire colony:<br />
*{{--|5}} - Any organ harvested. This moodlet "stacks" dimminishingly; 5 organs give -15 mood.<br />
*{{--|6}} - Organ-murder. Harvesting the heart, liver, or 2nd lung/kidney.<br />
<br />
To the harvester:<br />
*{{--|5}} - I harvested organ. 5 organs give -15 mood.<br />
*Mood penalties for seeing [[corpse]]s<br />
*Social penalty.<br />
<br />
Cannibals don't like organ harvesting - if it isn't on the plate, it probably isn't ok. Bloodlusted pawns and Psychopaths don't mind, however. Single organ harvests (say, to replace a lost lung) are manageable, if the surgeon doesn't mind or is treated well. But mass organ farms require a colony filled with special traits, suitable [[ideoligion]], or massive mood buffs to function.<br />
<br />
== Human butchering ==<br />
By default, "humanlike corpses" is turned ''off'' under the [Details...] tab under [Bills] on a [[butcher table]], to avoid accidental over-enthusiasm. Simply go in and turn click it back ''on'', and get to your dark deeds. Butchering a human produces a base yield of {{Icon Small|human meat||{{Q|Human|Meat Yield}}}} [[human meat]] and {{Icon Small|human leather||{{Q|Human|Leather Yield}}}} [[human leather]]. <br />
<br />
Before [[AI Storytellers#Butchering yield|Difficulty and Storyteller]] modifiers, each undamaged adult corpse, butchered by a pawn with 100% [[Butchery Efficiency]] (or 10+ Cooking skill), is worth {{Icon Small|silver||{{#expr:{{Q|Human|Meat Yield}}*{{Q|Human meat|Market Value Base}} + {{Q|Human|Leather Yield}}*{{Q|Human leather|Market Value Base}}}}}} in market value from raw resources - human meat and human leather. Corpses may be further processed - converting them to [[packaged survival meal]]s and [[duster]]s provides an average of {{Icon Small|silver||338}} per corpse.{{Check Tag|Detail|Expected value at say, skill 10?}} This is before considering corpse damage, duster quality, [[Trade Price Improvement|trading skills]] etc. In most practical scenarios, pawns will die from damage, and you'll receive less material.<br />
<br />
=== Human meat ===<br />
[[Human meat]] is nutrition like any other. The meat itself can be used as a last resort, or as a nice mood buff for cannibals. To cannibals, raw flesh is even better than a [[lavish meal]], with a +20 positive moodlet. Cooked human meat still counts as human meat, although it gives a lesser debuff/buff. Like butchering, you must edit a meal's bill in order for your pawns to start cooking with humans.<br />
<br />
*Raw human meat inflicts a massive mood penalty. This can activate inspirations for a [[tortured artist]]. Low mood makes [[Ideoligion#Conversion|conversion]]{{IdeologyIcon}} easier, and even cause a [[Mental break#Crisis of Belief|Crisis of Belief]]. <br />
*The action of cooking human meat has no penalty, but eating the meat is another story. It can also be used in a [[biofuel refinery]] to create [[chemfuel]], used to make [[kibble]] and other animal meals, and used in a [[biosculpter pod]]{{IdeologyIcon}} with no penalties, beyond the initial butchering. <br />
*Alternatively, human meat may be made into [[carnivore lavish meal]]s, or supplement vegetables in [[lavish meal]]s. This reduces the net mood loss from eating the meat down to only {{--|3}} for non-cannibals, plus those accrued from butchering the corpse. This can be useful when food is scarce, but raider corpses are not.<br />
<br />
A human corpse provides an average of {{Q|Human|Meat Yield}} human meat, before violent death, missing body parts, and [[difficulty]] modifiers are taken into account, for a market value of {{Icon Small|silver||{{#expr:{{Q|Human|Meat Yield}}*{{Q|Human meat|Market Value Base}}}}}}. Human meat itself is worth less than ordinary meat, but not when processed. It can be used in any meal that requires meat, however it cannot be processed into saleable meals without vegetables. Human meat can also processed in a biofuel refinery for {{Icon Small|chemfuel||{{#expr: 35*{{Q|Human|Meat Yield}}/70}}}} [[chemfuel]], worth {{Icon Small|silver||{{#expr: 35*{{Q|Chemfuel|Market Value Base}} * {{Q|Human|Meat Yield}}/70}}}}.<br />
<br />
=== Human leather ===<br />
{{Recode|section=1|reason= Verify and automating math for profitability calculations.}}<br />
[[Human leather]], the other by-product of butchering a human, is terrible as a protective [[textile]], but has a high [[market value]]. If made into clothing, wearing such items give a mood boost to pawns with the [[bloodlust]] or [[Cannibal (Trait)|cannibal]] traits and a mood penalty to those without.<br />
<br />
Without [[DLC]], creating human [[armchair]]s or [[duster]]s is the most valuable way to use textiles. If the [[Royalty DLC]]{{RoyaltyIcon}} is enabled, this role is instead taken by [[formal vest]]s and [[corset]]s. Like human meat, working human leather does not have any penalties, once it has been butchered.<br />
<br />
Corpses provide an average of 50 human leather, worth {{Icon Small|silver||210}} on its own. It is enough for 5/8ths of a [[duster]]; when converted into normal quality dusters, each corpse is worth around {{Icon Small|silver||231.25}} for 105 work. However, there may be leftover human leather, which is not accounted for.<br />
<br />
=== Mood ===<br />
To the colony:<br />
* {{--|6}} - Butchering a corpse at all. This does ''not'' stack - butchering 1 or 100 corpses has the same moodlet, but refreshes the duration.<br />
* {{--|3}} - Seeing a corpse.<br />
<br />
To the butcher<br />
* {{--|6}} - I butchered corpse. This does stack, up to 4 corpses.<br />
<br />
Other than the initial butcher, there isn't a special penalty to using human material. Pawns don't like eating human meat (even in [[nutrient paste meal|nutrient paste]]) or human clothes - but they don't mind human meat used for [[kibble]], for instance.<br />
<br />
Cannibal, Bloodlusted, or a Psychopath pawns do not mind butchering at all, and the colony-wide debuff is manageable. Cannibals alone don't mind eating human meat, and receive a great mood boost for eating it, raw or cooked. Of course, an Ideoligion friendly to cannibalism makes things easy.<br />
<br />
== Selling slaves ==<br />
{{Main|Slavery}}<br />
<br />
Slavery in Core RimWorld is the [[trade|sale]] of [[prisoner]]s to other factions. Humans have a base value of {{Icon Small|silver}} {{Q|Human|Market Value Base #}}. This is reduced and increased by various traits (including skills), reduced by injuries, ailments, and organ loss, and increased directly by their bionics' value. It is a quick way to get decent amounts of money quickly. However, not all traders accept slaves - only slave caravans, slave ships, and [[faction base]]s, and only the last of which is reliably available for trade but requires [[caravan]]ing.<br />
<br />
A healthy pawn can give a lung, a kidney, and a heart/liver, worth {{Icon Small|silver||{{#expr:{{Q|Lung|Market Value Base #}}+{{Q|Kidney|Market Value Base #}}+{{Q|Heart|Market Value Base #}}}}}}, and you can still butcher their corpse. Meanwhile, the value of a slave is proportional to their skills and injuries. Most often, it's less than the base human market value, so much less than their organs - see the information tab (once they've healed) for their value. However, organ harvesting has a larger mood cost than selling slaves. Meanwhile, if a pawn ''is'' highly valuable, then they'll likely have skills or traits valuable to ''you'', so consider recruiting them instead.<br />
<br />
In the [[Royalty DLC]]{{RoyaltyIcon}}, prisoners can also be sold for [[Titles#Honor|honor]] to a Royal Tribute Collector - 3 honor each, equal to {{Icon Small|gold||200}} [[gold]] or {{Icon Small|silver||2000}} silver's worth in gold. Mood debuffs happen as usual. The quality of the prisoner, so long as they can walk, doesn't matter. Therefore, you can organ-harvest a lung and kidney ({{Icon Small|silver||{{#expr:{{Q|Lung|Market Value Base #}}+{{Q|Kidney|Market Value Base #}}}}}}), then convert the prisoner into honor. Like slavers, the empire only comes every so often.<br />
* Honor itself can be converted into silver at a 4 honor : 500 silver rate, or {{Icon Small|silver||375}} silver per prisoner. It is important to note that unlike honor conversion, all other ways of selling human resources gets less than market value. However, even a [[Skills#Social|Social]] skill 0 pawn would still only need to sell items with a total ''base'' market value of {{Icon Small|silver||{{#expr:375/0.6}}}} to be more profitable. Generally, its best to only take the honor if you actually want it as the final product, not to convert it into silver.<br />
<br />
=== Mood ===<br />
* {{--|3}} - Slave sold (4 days). Stacks up to -15 for 5 slaves.<br />
* Significant [[Social|negative opinion]] of whoever sells the slaves.<br />
<br />
Selling slaves incurs a smaller mood decrease than organ harvest. Selling slaves in small amounts - 1 or 2 slaves every 4 days - provides a small and easily manageable mood debuff. You can improve their rooms, temporarily use [[drug]]s or [[lavish meal]]s, or simply tank the mood if the colony is happy otherwise. However, slavers only appear occasionally and stay around for 1-2 days, which makes selling slowly difficult without a nearby [[faction base]].<br />
<br />
Alternatively, as the penalty caps out at a stack of 5, selling more than 5 prisoners does not increase the debuff further. Thus, selling in a single burst can be more efficient so long as the larger debuff can be withstood. Timing the sale with the occurrence of a wedding or party for example can help. Slaves can be stored in [[cryptosleep casket]]s to eliminate their upkeep cost while waiting to sell them. Note that prisoners must generally be anaesthetized to do so, and after removing them from the casket they will take some time to both wake up and fully recover which can affect both whether they can be sold and their price. Plan ahead to give them time to recover before their time of sale.<br />
<br />
== Slaves (Ideology DLC) ==<br />
{{Main|Slavery#Ideology}}<br />
With [[Ideology]]{{IdeologyIcon}}, slaves become controllable workers. Slaves are acquired through threatening prisoners and dropping their will down to zero. Slaves are unable to do certain tasks, like research or artistry. However, they will ignore other incapabilities, so enslaving a pawn will override their refusal to do [[dumb labor]].<br />
<br />
Compared to colonists, slaves have a large mood boost and no recreation need. However, they work at 85% speed, and you run the risk of a slave rebellion, similar to a prison break. The frequency of slave rebellions are determined by [[mood]], [[suppression]], proximity of weapons, and the presence of colonists.<br />
<br />
Slaves in the colony provides a variable mood increase or decrease per individual slave, depending on Ideoligion. In exchange, they are potentially worth infinite value, so long as you can keep them fed and suppressed. And like in the base game, you can sell them for a tidy profit.<br />
<br />
== Prisoners == <br />
There are several reasons to keep [[prisoner]]s long term or even permanently. These include [[#Selling slaves|keeping slaves]] while waiting to sell them for silver or honor when [[cryptosleep casket]]s are unavailable or untenable, [[#Hemogen|Hemogen farming]], [[#Genetic extraction|Genetic extraction]], and [[#Subcore production|Subcore production]]. These strategies can combined to further justify the cost of feeding the prisoners. Some strategies can even be combined with pawns being converted or recruited.<br />
<br />
Prison breaks will eventually atrit prisoner populations to nothing. Leg removal via installing peg legs and removing them will prevent breaks, but also prevent them from being able retrieve meals from stockpiles or [[nutrient paste dispenser]]s meaning they'll have to be manually fed by colonists to prevent starvation. Implanting the [[Genes#Dead calm|Dead Calm]]{{BiotechIcon}} gene, or imprisoning a xenotype that already has it, such as [[Genies]],{{BiotechIcon}} will prevent prison breaks and allow them to feed themselves from dispensers. This will remove any existing xenotype however.<br />
<br />
[[Deathrest]] {{BiotechIcon}} can also be used.<br />
<br />
=== Hemogen ===<br />
{{Biotech|section=1}}<br />
Pawns can be kept for [[hemogen pack]] production, or directly bloodfed on by those with Hemogen needs. Hemogen packs take a long time to create and are only worth {{Icon small|Silver||{{Q|Hemogen pack|Market Value Base}}}} [[silver]] per pack, so this is not profitable, but it is valuable for building a stable supply of packs for your hemogen-reliant pawns and as a way of completely automating the training of [[medical]] skill.<br />
<br />
=== Genetic extraction ===<br />
{{Biotech|section=1}}<br />
Pawns can be kept as prisoners for their genetic potential, to perform periodic [[Gene]] extractions and extract [[Ovum|ova]] from female prisoners. They can be kept long term to safely extract genes after the genetic shock wears off, or they can be extracted in rapid succession to get two extractions done quickly at the cost of killing them. <br />
<br />
Pawns can also be implanted using genepacks that have multiple genes, and then extractions run on them to get separate genepacks for the genes. This works best on baseliners who are less likely to give a genepack with a non-cosmetic gene attached to the individual gene you want to extract.<br />
<br />
[[Sanguophages]] can also be forced to spread their xenotype.<br />
<br />
=== Subcore production === <br />
{{Biotech|section=1}}<br />
{{Stub|section=1|reason=Are subcores ever profitable?}} <br />
Prisoners can be kept to continually scan in a [[Subcore softscanner]] to prevent dealing with scanning sickness in your colonists while producing [[standard subcore]]s or ripscanned killed in [[subcore ripscanner]] to create [[high subcore]]s. The former is generally not worth keeping a prisoner by itself, but can be worth it when you're already keeping them for other reasons. The latter can be combined with organ harvesting and butchering to maximise the profits - take a kidney and a lung, ripscan them, and the butcher the corpse.<br />
<br />
For selling, standard subcores are just barely profitable compared to their base components and are not worth the time. A high subcore requires {{Icon Small|silver||{{#expr:50*{{Q|Steel|Market Value Base}} + 4*{{Q|Component|Market Value Base}}}}}} [[silver]] of non-human material and is worth {{icon Small|silver||{{Q|High subcore|Market Value Base}}}} [[silver]], for a Market Value profit of {{Icon Small|silver}} {{#expr:1000 - 223}}. This is still less than a [[heart]] or [[liver]], however.<br />
<br />
== Ideoligion ==<br />
{{Ideology|section=1}}<br />
{{Stub|section=1|reason=1) Mood debuffs involving the Ideology DLC needed. 2) Benefits of executions for development points as a human resource}}<br />
With the [[Ideology]] DLC, pawns can tolerate - or even enjoy - certain illicit practices. The following precepts are relevant:<br />
*'''Cannibalism: '''<br />
:*Cannibalism: Acceptable - Negates penalties for butchering humans and eating human flesh.<br />
:*Cannibalism: Preferred (or greater) - Negates penalties for butchering humans, enjoys eating human flesh and wearing human leather<br />
*'''Corpses:''' Don't Care - Negates penalties from seeing corpses, fresh or rotten.<br />
*'''Organ Use:''' Acceptable - Negates all penalties from organ harvesting.<br />
*'''Slavery:'''<br />
:*Slavery: Acceptable - Negates penalties for selling prisoners or using slave labor<br />
:*Slavery: Honorable - Mood buffs for selling slaves and enslaving others<br />
<br />
=== Ideoligion table ===<br />
{| class=wikitable<br />
! Cannibalism Precepts!! Butchers human !! Somebody butchers human (colonywide) !! Eats human flesh !! Wears human skin clothing !! Eats non-human flesh meal<br />
|-<br />
! Cannibalism: Abhorrent<br />
| {{--|12 Mood}}<br/>(6&nbsp;days) || {{--|5 Mood}}<br/>(5&nbsp;days. 5&nbsp;stacks. 0.75&nbsp;stack multiplier) || {{--|20 Mood}}<br/>(1&nbsp;day. 1&nbsp;stack) || {{--|2/−4/−6/−8 Mood}} || –<br />
|-<br />
! Cannibalism: Horrible<br />
| {{--|6 Mood}}<br/>(6&nbsp;days) || {{--|3 Mood}}<br/>(5&nbsp;days. 5&nbsp;stacks. 0.75&nbsp;stack multiplier) || {{--|12 Mood}}<br/>(1&nbsp;day. 1&nbsp;stack) || {{--|2/−3/−5/−6 Mood}} || –<br />
|-<br />
! Cannibalism: Disapproved<br />
| {{--|3 Mood}}<br/>(6&nbsp;days) || {{--|1 Mood}}<br/>(5&nbsp;days. 5&nbsp;stacks. 0.75&nbsp;stack multiplier) || {{--|5 Mood}}<br/>(1&nbsp;day. 1&nbsp;stack) || {{--|1/−2/−3/−4 Mood}} || –<br />
|-<br />
! Cannibalism: Acceptable<br />
| – || – || – || – || –<br />
|-<br />
! Cannibalism: Preferred<br />
| – || – || {{+|2 Mood}}<br/>(1&nbsp;day. 1&nbsp;stack) || {{+|1/+2/+3/+4 Mood}} || –<br />
|-<br />
! Cannibalism: Required (Strong)<br />
| – || – || {{+|4 Mood}}<br/>(1&nbsp;day. 1&nbsp;stack) || {{+|2/+3/+5/+6 Mood}} || {{--|2 Mood}}<br/>(1&nbsp;day. 1&nbsp;stack)<br />
|-<br />
! Cannibalism: Required (Ravenous)<br />
| – || – || {{+|6 Mood}}<br/>(1&nbsp;day. 1&nbsp;stack) || {{+|2/+4/+6/+8 Mood}} || {{--|4 Mood}}<br/>(1&nbsp;day. 1&nbsp;stack)<br />
|}<br />
{| class=wikitable<br />
! Corpse Precepts!! Observes Corpse !! Observes rotting corpse<br />
|-<br />
! Corpses: Ugly<br />
| {{--|4 Mood}}<br/>(0.5&nbsp;days. 3&nbsp;stacks. 0.5&nbsp;stack multiplier) || {{--|6 Mood}}<br/>(0.5&nbsp;days. 5&nbsp;stacks. 0.3&nbsp;stack multiplier)<br />
|-<br />
! Corpses: Don't care<br />
| – || –<br />
|}<br />
<br />
*Organ Use: Acceptable*<br />
*Slavery*<br />
<br />
{{nav/guides}}<br />
[[Category:Guides]]<br />
[[Category:Game mechanics]]</div>SyntaxTerrorhttps://rimworldwiki.com/index.php?title=Mood&diff=135742Mood2023-07-21T15:03:22Z<p>SyntaxTerror: /* Someone's organ harvested */ the colonist performing the operation doesn't get this debuff (tested)</p>
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{| align=center<br />
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__NOTOC__<br />
{{Split|destination=Thoughts|reason=Split this back into Mood and [[Thoughts]]. Page is unworkably large, and needs a TOC which it can't have without being massive.}}<br />
<br />
{{imagemargin|[[File:mood_preview.png|right]]|30px}}<br />
Mood is a game mechanic that describes a colonists feelings based on thier environment and experiences, represented by a blue bar in the [[Needs|Needs tab]] tab ranging from 0 to 100%. Low moods cause [[mental break|mental breaks]], while high moods may trigger [[Mental inspiration|inspirations]]. Mood is affected by game difficulty, a colonists [[traits]] and environment, and whether or not the pawn is assigned to work they have [[skills|Passion]] for.<br />
<br />
Prisoners with high mood are easier to recruit and less likely to break out or go berserk, colonists with a low enough mood for a long enough time may leave your colony. <br />
<br />
==Mechanics==<br />
[[File:Colonist needs beauty.png|frame|right|The Needs tab.]]Colonists have a "Mood (%)" and a "Mood Target", shown in the [[Needs|Needs tab]]. A "Mood Target", shown as a white triangle below the mood bar, is a representation of all the positive and negative [[thoughts]] held by a colonist and changes instantly depending on the colonists exact situation, while "Mood" is a blue bar that represents a colonist's mood in that exact moment. The Mood bar moves towards the Mood Target indicator by ~2% of the mood bar every 2 seconds at normal game speed. For example, when a Hungry colonist (-6 mood) eats a meal, you'll see the mood target immediately jump to the right as the Hungry effect disappears, but the mood bar takes some time to inch its way toward the triangle.<br />
<br />
Three dividing lines on the mood bar, called the [[Mental Break Threshold]], represent mental danger zones- if the mood bar falls below these markers, there is a risk of a colonist having a [[Mental break]], where you will lose control over them and they will wander around and act against thier and the colony's best interests. For a normal colonist, these lines are placed at 5% for an extreme break risk, 20% for a major break risk, and 35% for a minor break risk, although these thresholds can can changed by a colonist's [[traits]].<br />
When a colonist is sleeping or otherwise unconscious, the mood bar stays in place, and any risk of a mental break is paused. <br />
<br />
==Difficulty==<br />
Mood as a percentage is calculated by adding the overall difference between positive and negative thoughts to the "Base mood", a stat which is defined by your difficulty. For example, a pawn with ''Low expectations (+18)'' and ''Hungry (-6)'' on ''Peaceful'' difficulty will have a mood target of 54%. <br />
<div><li style="display: inline-table;"><br />
{| {{STDT| c_25}}<br />
! style="text-align:left;" | Difficulty !! Base Mood<br />
|-<br />
| Peaceful || align="center" | 42<br />
|-<br />
| Community builder || align="center" | 42<br />
|-<br />
| Adventure story || align="center" | 37<br />
|-<br />
| Strive to survive || align="center" | 32<br />
|-<br />
| Blood and dust || align="center" | 27<br />
|}<br />
</li><div><br />
The difficulty can be changed at any time during gameplay.<br />
<br />
==Mood management==<br />
There are various ways of increasing mood, which generally fall into two self-explanatory categories: Remove the bad things and add more good things. There are a lot of mood-influencing [[Thoughts]]. <br />
<br />
Managing mood shows similarities to Maslow's Hierarchy of Needs:<br />
<br />
===Basic Needs===<br />
Keeping colonists fed, sheltered, well-rested, clothed, and as far from death as possible is the most important aspect of your colony. Food paste is disgusting but the penalty for a hungry colonist is much greater, otherwise make sure your colony is more than a sleeping spot on an open field- walls and roofs are your friend. Be sure to pay close attention to the traits of your colonists, some hate being outdoors and would rather be kept in a small room, some demand the freedom of nudity, and some are just miserable people. Otherwise your own choices as a player can have a significant impact- making your colonists commit cannibalism, steal people's organs, or forcing everyone to wear cowboy hats made of human skin usually outweigh giving them an extra hour of rest every day.<br />
<br />
===Safety needs===<br />
Sickness and pain are going to be some of the greatest influences to the mood of your colony. Some colonist suffer from pre-existing scars or injuries which naturally lower their mood and you will have to overcompensate for these using other means. Providing clean, spacious, and well decorated bedrooms for each individual colonist, as well as a conformable place to eat and spend time when not working or sleeping, are generally some of the best ways to provide positive mood. The difference between the best and worst of environments can be as much as 60 mood points.<br />
<br />
===Social needs===<br />
Having a lover or a pet, allowing colonists to socialize, and allotting time for recreational actives (time alone, entertainment, drugs) are all great sources of consistent positive mood. Beware that the death of a loved one, negative social interaction, and unfulfilled drug addictions can all result in negative mood. Providing beautiful work spaces with clean floors and [[quality]] furniture also passively increase mood. Consider spreading recreation time over the day to keep colonists' recreation need topped up at all times.<br />
<br />
===Passion===<br />
Assigning colonists to work they are passionate for cause them to learn that specific skill faster and gain a significant boost to mood. <br />
<br />
Investing in a large, comfortable and impressive combined recreation and dining room pays off dividends. For a relatively low investment, the entire colony can get a substantial mood boost from simply eating a fine meal at a [[table]] and playing some horseshoes. An impressive bedroom only benefits one or two people, but the mood effects are permanent.<br />
<br />
[[Lavish meal]]s, [[drugs]] or [[Psychic soothe pulser|artifacts]] can greatly increase mood in the short term, which helps keeping things running during stressful times. They are generally a challenge to keep up in the long-term.<br />
<br />
===Extreme measures===<br />
<br />
Sometimes, an unlucky pawn has enough combined negative modifiers (scar pain, drug withdrawal, deaths of family members, psychic drone) that they'll still be in the extreme break risk zone even if given the very best. If you don't want to deal with constant mental breaks, you have a few options.<br />
<br />
To have a mental break, a pawn must be awake and able to move. This yields these strategies to prevent a mental break by inhibiting movement:<br />
* Assigning the pawn to go to sleep (works for some hours until the rest bar fills up)<br />
* Anesthetizing the pawn (decent for short periods, but costs medicine every time)<br />
* Putting the pawn in a [[cryptosleep casket]] (drug withdrawal probably won't progress during stasis but most effects probably will)<br />
* Using the level 2 [[psycast]] Neural heat dump to put the pawn in a psychic coma for one day (Another neural heat-generating psycast must be casted prior in order to use Neural heat dump) {{RoyaltyIcon}}<br />
* The famous/infamous "cut their legs off" approach (install peg legs, then remove them).<br />
<br />
The [[Joywire]] implant gives +30 mood—at the significant cost of -20% consciousness, and it cannot be removed. Thus, it should be used as a permanent solution to permanent problems.<br />
<br />
'''Below is a list of the thoughts that human characters can experience, including how it affects their mood'''<br />
<br />
== Moodlet Table of Contents ==<br />
{| style="border-collapse:collapse; padding:5px; outline: 1px #E0E0E0 solid;" align=center <br />
| style="border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;" | [[Mood#Expectations| Expectations]]<br />
| style="border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;" | [[Mood#Death| Death]]<br />
| style="border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;" | [[Mood#Debug| Debug]]<br />
| style="border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;" | [[Mood#Drugs| Drugs]]<br />
| style="border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;" | [[Mood#Exotic| Exotic]]<br />
| style="border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;" | [[Mood#Eating| Eating]]<br />
| style="border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;" | [[Mood#Gatherings| Gatherings]]<br />
| style="border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;" | [[Mood#Misc| Misc]]<br />
| style="border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;" | [[Mood#Room Stats| Room Stats]]<br />
| style="border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;" | [[Mood#Social| Social]]<br />
| style="border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;" | [[Mood#Situation General| Situation General]]<br />
| style="border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;" | [[Mood#Situation Needs| Situation Needs]]<br />
| style="border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;" | [[Mood#Situation RoomStats| Situation RoomStats]]<br />
| style="border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;" | [[Mood#Situation Social| Situation Social]]<br />
| style="border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;" | [[Mood#Situation Special| Situation Special]]<br />
| style="border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;" | [[Mood#Situation Traits| Situation Traits]]<br />
| style="border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;" | [[Mood#Situation TraitsPerm| Situation TraitsPerm]]<br />
|-<br />
|}<br />
<br />
== Expectations ==<br />
[[Mood#Moodlet Table of Contents|<small>Back to ToC</small>]]<br />
<div class="toccolours mw-collapsible"><br />
'''Moodlets from Thoughts_Memory_Death.xml'''<br />
<div class="mw-collapsible-content"><br />
{{:Thoughts/Expectations}}<br />
<nowiki>*</nowiki> = Disabled with Rough Living from [[Ideology]]<br />
</div><br />
</div><br />
<br />
== Death ==<br />
[[Mood#Moodlet Table of Contents|<small>Back to ToC</small>]]<br />
<div class="toccolours mw-collapsible"><br />
'''Moodlets from Thoughts_Memory_Death.xml'''<br />
<div class="mw-collapsible-content"><br />
{{:Thoughts/Memory_Death}}<br />
{{Royalty}}<br />
{{:Thoughts/Memory_Death (Royalty)}}<br />
</div><br />
</div><br />
<br />
== Debug ==<br />
These are used only for code-checking by creators and [[mod]]ders.<br><br />
[[Mood#Moodlet Table of Contents|<small>Back to ToC</small>]]<br />
<div class="toccolours mw-collapsible"><br />
'''Moodlets from Thoughts_Memory_Debug.xml'''<br />
<div class="mw-collapsible-content"><br />
{{:Thoughts/Memory_Debug}}<br />
</div><br />
</div><br />
<br />
== Drugs ==<br />
[[Mood#Moodlet Table of Contents|<small>Back to ToC</small>]]<br />
<div class="toccolours mw-collapsible"><br />
'''Moodlets from the drug defs'''<br />
<div class="mw-collapsible-content"><br />
{{:Thoughts/Drugs}}<br />
</div><br />
</div><br />
==Exotic==<br />
[[Mood#Moodlet Table of Contents|<small>Back to ToC</small>]]<br />
<div class="toccolours mw-collapsible"><br />
'''Moodlets from their source defs'''<br />
<div class="mw-collapsible-content"><br />
{{:Thoughts/Exotic}}<br />
</div><br />
</div><br />
==Eating==<br />
[[Mood#Moodlet Table of Contents|<small>Back to ToC</small>]]<br />
<div class="toccolours mw-collapsible"><br />
'''Moodlets from Thoughts_Memory_Eating.xml'''<br />
<div class="mw-collapsible-content"><br />
{{:Thoughts/Memory_Eating}}{{Royalty|no category}}{{:Thoughts/Memory Eating (Royalty)}}<br />
</div><br />
</div><br />
<br />
==Gatherings==<br />
[[Mood#Moodlet Table of Contents|<small>Back to ToC</small>]]<br />
<div class="toccolours mw-collapsible"><br />
'''Moodlets from Thoughts_Memory_Gatherings.xml'''<br />
<div class="mw-collapsible-content"><br />
{{:Thoughts/Memory_Gatherings}}<br />
</div><br />
</div><br />
==Misc==<br />
[[Mood#Moodlet Table of Contents|<small>Back to ToC</small>]]<br />
<div class="toccolours mw-collapsible"><br />
'''Moodlets from Thoughts_Memory_Misc.xml'''<br />
<div class="mw-collapsible-content"><br />
{{:Thoughts/Memory_Misc}}{{Royalty|no category}}{{:Thoughts/Memory Misc (Royalty)}}<br />
</div><br />
</div><br />
==Room Stats==<br />
These thoughts occur when a colonist personally uses a room (and not just passes through it). [[Mods]] can create additional moods that are triggered by other room types, but in vanilla the only rooms are:<br />
* Bedroom/Barracks<br />
* Rec(reation) room<br />
* Dining room<br />
* Prison cell<br />
* Hospital<br />
* Throne room{{RoyaltyIcon}} ([[Royalty (DLC)|Royalty DLC]] only)<br />
Note that most of these can be combined with others, although bedroom/barracks are mutually exclusive.<br />
<br />
Also, a general "[[space]]" thought can be triggered where a colonist spends much of their time, based on the size of that room.<br />
<br />
==== Intensities ====<br />
Each of these thoughts have a range of intensities, listed here from worst to best. This is dependent on the room's [[Impressiveness]] stat. Most rooms don't have the full range listed.<br />
#Awful<br />
#Dull<br />
#Mediocre<br />
#Decent<br />
#Slightly impressive<br />
#Somewhat Impressive (/ Impressive*)<br />
#Very impressive<br />
#Extremely impressive<br />
#Unbelievably impressive<br />
#Wondrously impressive<br />
<br />
:: ''(* As listed in Mood effects for "bedrooms", "cells" and "barracks", below, this is simply "Impressive".)''<br />
<br />
These thoughts are given by (only) these rooms. If a room fills more than one definition, it can give multiple thoughts:<br />
* '''Bedrooms''': When a colonist is designated to sleep alone (or with a lover*) in a room.<br />
**Full range except Dull and Mediocre.<br />
** Somewhat Impressive is listed as simply "Impressive"<br />
* '''Barracks''': When multiple* colonists are designated to sleep in the same room.<br />
**Full range.<br />
** Somewhat Impressive is listed as simply "Impressive"<br />
** As a rule of thumb, a poor quality barracks gives a -5 to mood vs. the equivalent private bedroom, higher quality barracks give -4.<br />
* '''Dining room''': When a colonist eats in a room. This can simply be any room with a table and chair.<br />
**Starts from Decent.<br />
* '''Rec room''': When a colonist uses Recreation facilities in a room. <br />
**Starts from Decent.<br />
* '''Prison cell''': When a colonist sleeps alone in a room with a bed/spot designated as a prison bed.<br />
**Full range except Dull and Mediocre.<br />
** Somewhat Impressive is listed as simply "Impressive"<br />
* '''Prison barracks''': When multiple colonists sleeps together in a room with beds/spots designated as prison beds.<br />
**Full range except Mediocre and Decent.<br />
** Somewhat Impressive is listed as simply "Impressive"<br />
* '''Hospital''': When a colonist stays at a hospital due to injury, illness or surgery.<br />
**Full range except Mediocre and Decent.<br />
<br />
:: ''(* A pair of colonists who are [[Social#Lovers|lovers]] and sleep in the same bed do not count against each other when defining a barracks.)''<br />
<br />
[[Mood#Moodlet Table of Contents|<small>Back to ToC</small>]]<br />
<div class="toccolours mw-collapsible"><br />
'''Moodlets from Thoughts_Memory_RoomStats.xml'''<br />
<div class="mw-collapsible-content"><br />
{{:Thoughts/Memory_RoomStats}}{{Royalty|no category}}{{:Thoughts/Memory_RoomStats (Royalty)}}<br />
</div><br />
</div><br />
<br />
==Social==<br />
[[Mood#Moodlet Table of Contents|<small>Back to ToC</small>]]<br />
<div class="toccolours mw-collapsible"><br />
'''Moodlets from Thoughts_Situation_.xml'''<br />
<div class="mw-collapsible-content"><br />
{{:Thoughts/Memory_Social}}<br />
</div><br />
</div><br />
<br />
==Situation General==<br />
[[Mood#Moodlet Table of Contents|<small>Back to ToC</small>]]<br />
<div class="toccolours mw-collapsible"><br />
'''Moodlets from Thoughts_Situation_General.xml'''<br />
<div class="mw-collapsible-content"><br />
Note, although sky-high expectations does not affect mood, it still appears as a thought, and thus is shown here<br />
{{:Thoughts/Situation_General}}<br />
</div><br />
</div><br />
==Situation Needs==<br />
[[Mood#Moodlet Table of Contents|<small>Back to ToC</small>]]<br />
<div class="toccolours mw-collapsible"><br />
'''Moodlets from Thoughts_Situation_Needs.xml'''<br />
<div class="mw-collapsible-content"><br />
{{:Thoughts/Situation_Needs}}<br />
</div><br />
</div><br />
==Situation RoomStats==<br />
[[Mood#Moodlet Table of Contents|<small>Back to ToC</small>]]<br />
<div class="toccolours mw-collapsible"><br />
'''Moodlets from Thoughts_Situation_RoomStats.xml'''<br />
<div class="mw-collapsible-content"><br />
{{:Thoughts/Situation_RoomStats}}<br />
</div><br />
</div><br />
==Situation Social==<br />
[[Mood#Moodlet Table of Contents|<small>Back to ToC</small>]]<br />
<div class="toccolours mw-collapsible"><br />
'''Moodlets from Thoughts_Situation_Social.xml'''<br />
<div class="mw-collapsible-content"><br />
{{:Thoughts/Situation_Social}}<br />
</div><br />
</div><br />
<br />
==Situation Special==<br />
[[Mood#Moodlet Table of Contents|<small>Back to ToC</small>]]<br />
<div class="toccolours mw-collapsible"><br />
'''Moodlets from Thoughts_Situation_Special.xml'''<br />
<div class="mw-collapsible-content"><br />
{{:Thoughts/Situation_Special}}{{Royalty|no category}}{{:Thoughts/Situation_Special (Royalty)}}{{Ideology|no category}}{{:Thoughts/Situation_Special (Ideology)}}<br />
</div><br />
</div><br />
<br />
==Situation Traits==<br />
[[Mood#Moodlet Table of Contents|<small>Back to ToC</small>]]<br />
<div class="toccolours mw-collapsible"><br />
'''Moodlets from Thoughts_Situation_Traits.xml'''<br />
<div class="mw-collapsible-content"><br />
{{:Thoughts/Situation_Traits}}<br />
</div><br />
</div><br />
<br />
==Situation TraitsPerm==<br />
[[Mood#Moodlet Table of Contents|<small>Back to ToC</small>]]<br />
<div class="toccolours mw-collapsible"><br />
'''Moodlets from Thoughts_Situation_TraitsPerm.xml'''<br />
<div class="mw-collapsible-content"><br />
{{:Thoughts/Situation_TraitsPerm}}<br />
</div><br />
</div><br />
<br />
==Thoughts RoyalTitles==<br />
{{Royalty|no category}}<br />
[[Mood#Moodlet Table of Contents|<small>Back to ToC</small>]]<br />
<div class="toccolours mw-collapsible"><br />
'''Moodlets from Thoughts_RoyalTitles.xml'''<br />
<div class="mw-collapsible-content"><br />
{{:Thoughts/Thoughts RoyalTitles}}<br />
</div><br />
</div><br />
<br />
==Thoughts Ideoligion==<br />
{{Ideology|no category}}<br />
[[Mood#Moodlet Table of Contents|<small>Back to ToC</small>]]<br />
<div class="toccolours mw-collapsible"><br />
'''Moodlets from Thoughts_Ideoligion.xml'''<br />
<div class="mw-collapsible-content"><br />
{{:Thoughts/Thoughts Ideoligion}}<br />
</div><br />
</div><br />
<br />
==Thought Details==<br />
====Justified execution====<br />
This thought occurs in every colonist when a "guilty" [[prisoner]] is killed by a colonist. A prisoner is guilty for 24 hours after attacking the colony, killing/downing a colonist or attempting escape.<br />
<br />
====Someone was organ-harvested====<br />
This thought occurs in every colonist when an organ is harvested from a prisoner or guest. This does not occur when the organ is harvested by the installation of a replacement, such as a [[bionic heart]], nor does it happen when removing an artificial body part. <br />
<br />
====Justified execution of colonist====<br />
This thought occurs in every colonist when a "guilty" colonist that is held prisoner is subsequently killed by another colonist. A prisoner is guilty for 24 hours after attacking the colony, killing/downing a colonist or attempting escape.<br />
<br />
====Colonist organ-harvested====<br />
This thought occurs in every colonist when an organ is harvested from a colonist. This does not occur when the organ is harvested by the installation of a replacement, such as a [[bionic heart]], nor does it happen when removing an artificial body part. <br />
<br />
====A prisoner was sold====<br />
This thought occurs in every colonist when a prisoner is sold into slavery.<br />
<br />
====Ate fine meal====<br />
This thought occurs when a humanoid eats a [[Meals|fine meal]].<br />
<br />
====Ate lavish meal====<br />
This thought occurs when a humanoid eats a [[Meals|lavish meal]].<br />
<br />
====Ate nutrient paste====<br />
This thought occurs when a humanoid eats [[Meals|nutrient paste]].<br />
<br />
====Ate without table====<br />
This thought occurs when a humanoid eats without a table.<br />
<br />
It occurs frequently even if you have tables, for many times colonists aren't bothered to go long distances to a table to eat and will simply eat off the floor instead. This can be avoided by watching pawns who are far from base, and when they pull out food and start to eat, draft and immediately undraft them, then have them haul the dropped food back to storage.<br />
<br />
====Ate raw food====<br />
This thought occurs when a humanoid eats [[raw food]].<br />
<br />
====[[Beauty]]====<br />
These thoughts occur when a human's environment opinion rises above or falls below certain values.<br />
<br />
*Hideous environment: When their opinion dips below 15.<br />
*Very ugly environment: When their opinion dips below 30.<br />
*Ugly environment: When their opinion dips below 42.<br />
*Pleasant environment: When their opinion rises above 58.<br />
*Very pleasant environment: when their opinion rises above 70.<br />
*Gorgeous environment: When their opinion rises above 85.<br />
<br />
====Bionics====<br />
These thoughts occur when a pawn with specific traits has bionic body parts installed on them.<br />
<br />
For Transhumanist pawns:<br />
*Transhumanist frustrated: no parts.<br />
*Transhumanist pleased: 1 part.<br />
*Transhumanist quite pleased: 2 parts.<br />
*Transhumanist delighted: 3 parts.<br />
*Transhumanist enchanted: 4 parts.<br />
*Transhumanist overjoyed: 5 parts.<br />
*Machine body is complete: 6 or more parts.<br />
<br />
For Body purist pawns:<br />
*Body purist squeamish: 1 part.<br />
*Body purist disgusted: 2 parts.<br />
*Body purist violated: 3 parts.<br />
*Body purist horrified: 4 parts.<br />
*Body purist nightmare: 5 parts.<br />
*I have become what I hate: 6 or more parts.<br />
<br />
====Cabin Fever (outdated information)====<br />
This thought occurs when a humanoid has spent a great amount of time inside. It has 2 stages:<br />
*Mild: more than 140000 ticks (7 game days) inside.<br />
*Serious: more than 280000 ticks (14 game days) inside.<br />
<br />
The humanoid does not take on this thought when incapacitated (whether indoors or not) or imprisoned, but the timer for ticks inside is still active.<br />
<br />
====Cannibalism====<br />
This thought occurs when a humanoid eats [[Raw food|human meat]] in various forms.<br />
*Raw cannibalism: When the humanoid eats raw human meat, butchered or not. This happens concurrently with the 'Ate raw food' debuff.<br />
*Cooked cannibalism: When the humanoid eats human meat cooked into meals.<br />
<br />
====Catharsis====<br />
This thought occurs after a colonist has a [[Mood#Mental_breakdown|mental break]] due to poor [[mood]].<br />
<br />
For this thought to occur the mental break must be allowed to run its course. Interrupting the break, by downing or arresting the affected colonist, will cause this thought to not occur. Berserk breaks are an exception, being able to grant the Catharsis buff even if interrupted.<br />
<br />
====Cold====<br />
This thought occurs when the outside temperature drops below a pawn's [[minimum comfortable temperature]]. There are 3 variations depending on how low the temperature is relative to this value<br />
*Cold: {{Temperature|1|10|delta}} below comfort.<br />
*Very cold: {{Temperature|11|20|delta}} below comfort.<br />
*Shivering: {{Temperature|21||delta}} or lower below comfort.<br />
<br />
====My <relation> <name> died====<br />
This thought occurs when a colonist's family member dies. The death need not happen in the player's colony to cause this mood. Severity is dependent on the closeness of the relation - with children and spouses being highest, and relations outside of their immediate family being lower.<br />
<br />
====Colonist banished====<br />
This thought occurs when a colonist is banished from the colony or a caravan.<br />
<br />
====Colonist left to die====<br />
This thought occurs when a colonist is abandoned from a caravan in conditions where he will most likely not survive. It usually occurs if the outside temperature is outside of the colonist's comfortable range, or the colonist is downed.<br />
<br />
If this colonist is a relative, friend or rival of another colonist, they will gain the thought relating to their deaths (eg "My son died" if a son is abandoned) on top of this thought.<br />
<br />
====Colonist left unburied====<br />
This thought occurs when a colonist corpse is in the open for more than 80000 ticks (4 game days).<br />
<br />
====Comfort====<br />
This thought occurs when a colonist's [[comfort]] rises above or falls below a certain value. It has various stages:<br />
*Uncomfortable: When comfort falls below 10%.<br />
*Comfortable: When comfort reaches 60% and above.<br />
*Very comfortable: When comfort reaches 70% and above.<br />
*Extremely comfortable: When comfort reaches 80% and above.<br />
*Luxuriantly comfortable: When comfort reaches 90% and above.<br />
<br />
====Tainted apparel====<br />
This though occurs when a pawn is wearing apparel stripped from a corpse. Mood effect ranges from -3 to -8 based on how many pieces the pawn's wearing. <br><br />
Bloodlust pawns don't gain the debuff.<br />
<br />
====Defeated hostile leader====<br />
This occurs when the colony kills an enemy faction leader.<br />
<br />
====Disturbed sleep====<br />
This thought occurs when a humanoid or animal walks within seven squares (without walls in between) of a sleeping humanoid, or the humanoid is called to do work while sleeping.<br />
<br />
====Exhaustion====<br />
These thoughts occur when a humanoid's rest level dips below certain values. See [[Rest]].<br />
<br />
*Drowsy: When rest level dips below 28%.<br />
*Tired: When rest level dips below 14%.<br />
*Exhausted: When rest level dips below 1%. Afterwards the pawn may collapse and start sleeping on the ground.<br />
<br />
====Forced to take drugs====<br />
This thought occurs when you administer non-medical drugs to a [[teetotaler]] using a medical operation.<br />
<br />
Medical drugs such as [[penoxycyline]] do not trigger this thought.<br />
<br />
====Hot====<br />
This thought occurs when the outside temperature is higher than the pawn's [[maximum comfortable temperature]]. There are 4 variations depending on high the temperature is relative to this value.<br />
*Hot: {{Temperature|1|10|delta}} above comfortable temperature.<br />
*Very hot: {{Temperature|11|20|delta}} above comfortable temperature.<br />
*Extremely hot: {{Temperature|21|30|delta}} above comfortable temperature.<br />
*Burning up: {{Temperature|31||delta}} or higher above comfortable temperature.<br />
<br />
====Human leather apparel====<br />
This though occurs when a pawn is wearing apparel made using human leather. Mood effect ranges from -3 to -8 based on how many pieces the pawn's wearing. <br><br />
Bloodlust or Cannibal pawns instead gain a mood buff from +3 to +8.<br />
<br />
====Hungover (pounding)====<br />
This thought is the first of three hangover stages that occurs after a humanoid has become drunk. It has a mood effect of -10. Consciousness is reduced by 18% and is accompanied by mild vomiting.<br />
<br />
====Hungover (strong)====<br />
This thought is the second hangover stage that occurs after a humanoid has become drunk. It has a mood effect of -5. Consciousness is reduced by 8%.<br />
<br />
====Hungover (slight)====<br />
This thought is the third and final hangover stage that occurs after a humanoid has become drunk. It has a mood effect of -2. Consciousness is reduced by 3%.<br />
<br />
====Hunger====<br />
These thoughts occurs when a humanoid is hungry and needs food. There are several severities depending on how long the pawn hasn't had access to food. See [[Saturation]].<br />
*Hungry: When saturation level dips below 0.3.<br />
*Urgently hungry: When saturation level dips below 0.2.<br />
*Starving: When saturation level reaches 0 and [[malnutrition]] kicks in, which will eventually kill the colonist.<br />
**Trivial: 0 - 19% severity of malnutrition.<br />
**Minor: 20 - 39% severity of malnutrition.<br />
**Moderate: 40 - 59% severity of malnutrition.<br />
**Severe: 60 - 79% severity of malnutrition.<br />
**Extreme: 80 - 100% severity of malnutrition. After this, the unfortunate pawn dies.<br />
<br />
====I Butchered humanlike====<br />
This thought occurs when a humanoid processes a humanlike corpse at a butcher table.<br />
<br />
====Imprisoned====<br />
This thought occurs when a humanoid is kept as a [[Prisoner]].<br />
<br />
====Insulted====<br />
This thought occurs when a humanoid is insulted by another humanoid.<br />
<br />
====In darkness====<br />
This thought occurs when a humanoid has spent more than 4000 ticks (1/5 of a game day) away from any light source.<br />
<br />
The humanoid does not take on this thought when sleeping (whether in darkness or not), but the timer for ticks away from a light source is still active while sleeping.<br />
<br />
====Inebriated (warm)====<br />
This thought occurs after a humanoid consumes [[beer]] and their alcohol level reaches 10%. Pain level is reduced by 10%, while manipulation is reduced by 2%. <br />
<br />
====Inebriated (tipsy)====<br />
This thought occurs after a humanoid consumes [[beer]] and their alcohol level reaches 25%. Pain level is reduced by 20%, while consciousness is reduced by 10%.<br />
<br />
====Inebriated (drunk)====<br />
This thought occurs after a humanoid consumes [[beer]] and their alcohol level reaches 40%. Pain level is reduced by 50%, while consciousness is reduced by 35%, accompanied by mild vomiting. At this level it triggers a tale that may show up in an art description; and the humanoid will soon start having a hangover. <br />
<br />
====Inebriated (hammered)====<br />
This thought occurs after a humanoid consumes [[beer]] and their alcohol level reaches 70%. Pain level is reduced by 70%, while consciousness is reduced by 60%, accompanied by vomiting. Consuming more beer at this stage may trigger a blackout.<br />
<br />
==== Joywire ====<br />
A pawn with a [[joywire|joywire implant]] has a permanent +30 mood buff. However, the implant also permanently reduces consciousness.<br />
<br />
====Expectation moodlets====<br />
These thoughts occurs when total colony wealth is below certain thresholds. It has 6 stages at different wealth values, and also affects recreation tolerance loss (higher wealth colonies need more recreation variety). <br />
<br />
Additionally, [[Titles#Conceited vs Non Conceited|conceited nobles]] {{RoyaltyIcon}} have Noble and Royal Expectations at the ranks of Baron and Count respectively. These expectations replace the normal expectations moodlet. Note that despite only being seen in-game with the [[Royalty DLC]] activated, these additional moodlets are defined in the Core game. <br />
<br />
Finally, [[Ideoligion#Roles|Ideoligious Roles]] can increase the expectations of the pawn by two levels, so a pawn that would normally have Low Expectations would then have High Expectations. To prevent these "going off the scale", at High and Sky-High, Elite and Supreme are used instead. Note that despite only being seen in-game with the [[Ideology DLC]] activated, these additional moodlets are defined in the Core game. Pawns enslaved into the colony will have expectations between extremely low and very low, ignoring the current Wealth Limit as long as they are enslaved.{{Check Tag|Fact Check|Seems outdated as there are now multiple ranks of slave expectations}}<br />
<br />
{| class="wikitable"<br />
|-<br />
! Name !! Mood !! Wealth Limits !! Recreation Tolerance<br>Loss/Day !! Num. of Recommended<br>Recreation Types<br />
|-<br />
| Extremely low expectations || {{+|30}} || 0 - 15,000 || 18% || 2<br />
|-<br />
| Very low expectations || {{+|24}} || 15,000 - 31,000 || 13% || 3<br />
|-<br />
| Low expectations || {{+|18}} || 31,000 - 81,000 || 11% || 3<br />
|-<br />
| Moderate expectations || {{+|12}} || 81,000 - 182,000 || 10% || 4<br />
|-<br />
| High expectations || {{+|6}} || 182,000 - 308,000 || 8% || 5<br />
|-<br />
| Sky-high expectations || '''0''' || 308,000 - 1,000,000,000 || 7% || 6<br />
|-<br />
| Noble expectations {{RoyaltyIcon}} || {{--|6}} || ''N/A'' || 7% || 6<br />
|-<br />
| Royal expectations {{RoyaltyIcon}} || {{--|12}} || ''N/A'' || 7% || 6<br />
|-<br />
| Elite expectations{{IdeologyIcon}} || {{--|6}} || See above || 7% || 6<br />
|-<br />
| Supreme expectations{{IdeologyIcon}}|| {{--|12}} || See above || 7% || 6<br />
|}<br />
<br />
Slaves do not have the default expectations of colonists, instead they have unique expectations with a generally higher mood boost. These expectations replace colonist expectations based on what the pawn's expectations would be if they were a colonist based on colony wealth and noble status.<br />
<br />
{| class="wikitable"<br />
|- <!-- C:\Program Files (x86)\Steam\steamapps\common\RimWorld\Data\Ideology\Defs\Misc\ExpectationDefs\Expectation.xml --><br />
! Expectation !! Mood Effect !! Replaces Colonist Expectation<br />
|-<br />
| Destitute slave expectations || {{+|46}} || Extremely low expectations<br />
|-<br />
| Poor slave expectations || {{+|40}} || Very low expectations<br />
|-<br />
| Meager slave expectations || {{+|34}} || Low expectations<br />
|-<br />
| Slave expectations || {{+|28}} || all other expectations<br />
|}<br />
<br />
====My organ harvested====<br />
This thought occurs when a pawn has an organ harvested. This stacks for every organ taken.<br />
<br />
====Naked====<br />
This thought occurs when a non-nudist humanoid is not wearing any [[clothing]].<br />
<br />
====New colony hope====<br />
Occurs once "New colony optimism" expires. This thought is the second stage of the start-of-game "boost" to help the newly landed colonists keep their mood up while they set up beds, furniture, decorations, and other structures. <br />
<br />
====New colony optimism====<br />
A starting "boost", this thought occurs at the start of the game to help the newly landed colonists keep their mood up while they set up beds, furniture, decorations, and other structures.<br />
<br />
====Observed corpse====<br />
This thought occurs when a corpse is visible to a colonist - not buried or incinerated.<br><br />
Corpses can be seen within a radius of 4 tiles, but not if they are being carried by someone else.<br />
<br />
==== Pain ====<br />
These thoughts occur when a humanoid is under [[pain]]. It has 4 stages depending on pain severity.<br />
*Pain (little): When pain is between 1 - 14%.<br />
*Pain (moderate): When pain reaches 15%.<br />
*Pain (acute): When pain reaches 40%.<br />
*Pain (shock):When pain reaches 80%. Colonists in this state are incapacitated.<br />
<br />
==== Passion (work)====<br />
These thoughts occur when a pawn is doing work they have a passion for (see the bio).<br />
*Minor passion: When a pawn does work they have a passion level of interested for.<br />
*Burning passion: When a pawn does work they have a passion level of burning for.<br />
<br />
These work passions, especially burning, can help a colonist who does that work full time become much more likely to gain inspirations and much less likely to have mental breaks due to a much better mood most of the time. Combined with the exp boost to skills a pawn is passionate about, it makes passion in a desired field invaluable - a colonist with a moderate skill level but a burning passion is in many cases superior to a mid-high skill pawn due to the ability to become incredibly skilled in a comparatively short period of time.<br />
<br />
As dumb labor like hauling and cleaning are not tied to a skill, no one will ever gain happiness from them. Even thousands of years in the future, we still all have boring chores to do.<br />
<br />
====Psychic effects====<br />
<br />
Psychic drones occur during the [[Events#Psychic ship|psychic ship]] or [[Events#Psychic drone|psychic drone]] events.<br />
*Low: Psychic drone event, or 0 - 2.5 days after the crash.<br />
*Medium: Psychic drone event, or 2.5 - 5 days after the crash.<br />
*High: Psychic drone event, or 5 - 7.5 days after the crash.<br />
*Extreme: 7.5 days or later after the crash.<br />
<br />
Psychic soothes occur during the [[Events#Psychic soothe|psychic soothe event]].<br />
<br />
==== Recreation ====<br />
{{main|Recreation}}<br />
These thoughts occur when the recreation meter of a humanoid rises or falls below certain values.<br />
<br />
*Recreation-starved: When the recreation meter is at 0%.<br />
*Recreation-deprived: When the recreation meter is between 1% and 14%.<br />
*Recreation unfulfilled: When the recreation meter is between 15% and 29%.<br />
*Recreation satisfied: When the recreation meter is between 70% and 84%.<br />
*Recreation fully satisfied: When the recreation meter is at least 85%.<br />
<br />
====Sick====<br />
This thought occurs when a colonist has an [[illness]].<br />
<br />
====Sleeping conditions====<br />
These thoughts occur when a humanoid sleeps in various unfavorable conditions.<br />
*Slept outside: When a humanoid sleeps in an outdoor space, or an incomplete room.<br />
**This thought does not occur in unroofed rooms.<br />
*Slept on ground: When a humanoid uses a sleeping spot or sleeps on the ground.<br />
*Slept in cold: When a humanoid sleeps when the temperature falls below {{Temperature| {{Q|Human|Min Comfortable Temperature}} }}. (clothing doesn't change value)<br />
*Slept in heat: When a humanoid sleeps when the temperature raises above {{Temperature|{{Q|Human|Max Comfortable Temperature}} }}. (clothing doesn't change value)<br />
<br />
====Someone's organ harvested====<br />
This thought occurs in every colonist, [[Thoughts list#My organ harvested|except for the patient]] and the one performing the operation, when an organ is harvested from a prisoner, guest, or colonist.<br />
<br />
====Strange feeling====<br />
This thought occurs when a [[psychic soothe pulser]] is used.<br />
<br />
====Spacious interior====<br />
This thought occurs when a humanoid has 41 or more tiles accessible within radius 7 in the current room (objects that can be walked over do not affect this - see [[Space]]).<br />
<br />
====Cramped interior====<br />
This thought occurs when a humanoid has 4-10 tiles accessible within radius 7 in the current room (objects that can be walked over do not affect this - see [[Space]]).<br />
<br />
====Confined interior====<br />
This thought occurs when a humanoid has 3 or less tiles accessible within radius 7 in the current room (objects that can be walked over do not affect this - see [[Space]]).<br />
<br />
====Was imprisoned====<br />
This thought occurs after a [[prisoner]] is released.<br />
It does not occur to newly recruited prisoners.<br />
<br />
====Ratty apparel====<br />
This thought occurs when a humanoid is wearing apparel which has health between 21% and 50%.<br />
<br />
====Tattered apparel====<br />
This thought occurs when a humanoid is wearing apparel which has health 20% or less.<br />
<br />
====We butchered humanlike====<br />
This thought occurs when a human corpse is processed at a butcher table.<br />
<br />
== Notes ==<br />
If a colonist is resurrected using a [[Resurrector mech serum]], the various mood penalties from losing a spouse, friend, colonist and so forth are removed. If there were bonuses such as from a recent marriage, these will not return, either for the directly affected pawns or anybody else in the colony.<ref>[https://ludeon.com/forums/index.php?topic=49046.30 Topic about resurrection on the official Ludeon forum.]</ref><br />
<br />
== Version history ==<br />
* [[Version/0.9.722|0.9.722]] - Tattered apparel thought added.<br />
* [[Version/0.10.785|0.10.785]] - Pain now creates unhappiness.<br />
* [[Version/0.12.906|0.12.906]] - Crowded thought added. Added [[room stats|room quality]] related thoughts for doing Joy or Eating in them, and owning an impressive bedroom or barracks. Nuzzling added.<br />
* [[Version/1.1.0|1.1.0]] - Added ‘freed from slavery’ mood-boosting thought for pawns bought from a trader. Added mood boost when prisoner released.<br />
* ? - "Slave sold" penalty reduced from -5 to -3, sometime between 1.2.2723 and 1.3.3087<br />
<br />
== References ==<br />
<references /><br />
<br />
{{nav|status levels|wide}}<br />
<br />
[[Category:Game mechanics]]</div>SyntaxTerrorhttps://rimworldwiki.com/index.php?title=Mental_inspiration&diff=135727Mental inspiration2023-07-19T13:39:33Z<p>SyntaxTerror: /* Inspired taming */ + Even if no new tamed animals are required, this inspiration can be used to tame and then slaughter large animals, increasing the meat amount by at least 33% compared to hunting.</p>
<hr />
<div>{{rewrite|reason=Cleanup. Effects are written in descriptive language, but needs mechanical specifics. Needs an analysis section}}<br />
[[File:IconsColonistBarInspired.png|thumb|right|Icon for inspired colonists.]]<br />
[[File:Colonist icon with inspiration.png|thumb|right|An inspired colonist in the colonist bar.]]<br />
Colonists with a high [[mood]] can randomly have '''mental inspirations''', giving a stat boost for some time or a special one time benefit. Unlike [[mental break]]s, you retain full control of the mentally inspired colonist.<br />
<br />
== Mechanics ==<br />
Colonists have a chance dependent on their mood to have a random mental inspiration. There are 8 different types of inspirations that can strike, chosen at random from all the options for which the affected colonist meets the requirements. Colonists can only have one inspiration at a time. Having an inspiration prevents any others until the current inspiration ends. <br />
<br />
The mean number of days between inspirations is dependent on the current mood of the colonist, and is controlled by the following equation: <br />
{| class="wikitable"<br />
|-<br />
| '''Inspiration MTB = If'''{Current Mood ≥ 50'''} Then {'''410 - (400 × (Current Mood/100)'''} Else {'''0'''}'''<br />
|}<br />
Where '''Current Mood''' is the mood of the colonist in question, expressed as real number between 0 and 100, inclusive.<br />
<br />
Therefore, inspirations cannot occur unless a colonist's mood is above 49%.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Mood !! MTB Inspirations !! Graph<br />
|-<br />
| 50% || 210 Days || rowspan =6; | {{GraphChart|width=400|height=100|type=line|xAxisTitle = Mood|yAxisTitle = MTB Inspiration (Days)|x=50,100|y=210,10}}<br />
|-<br />
| 60% || 170 Days<br />
|-<br />
| 70% || 130 Days<br />
|-<br />
| 80% || 90 Days<br />
|-<br />
| 90% || 50 Days<br />
|-<br />
| 100% || 10 Days<br />
|}<br />
<br />
This can be a huge bonus to a colony, so if you find some of your colonists' moods are running pretty high, that might be a good time to rigorously enforce ''more'' recreation for them, to push them over the edge into inspiration.<br />
<br />
Some [[traits]] prevent certain types of inspirations. Additionally, the pawns with the [[Tortured artist]] trait have a 50% to gain an [[#Inspired Creativity|Inspired Creativity]] inspiration after a [[mental break]] ends, with a possible exception of "Run Wild" mental breaks.{{Check Tag|Verify}} These pawns can be manipulated to create [[Quality]] work of all types by intentionally giving them a generally poor environment such as through awful accommodations, poor food, no access to recreation, and/or any other stressors.<br />
<br />
The [[Psycasts#Word of inspiration|Word of Inspiration]] psycast {{RoyaltyIcon}} gives the target an inspiration. This inspiration is selected randomly by the same rules as any other natural inspiration.<br />
<br />
== Inspirations ==<br />
=== Go frenzy ===<br />
{{Quote|<NAME> will move faster for the next 8 days.}}<br />
* '''Base duration:''' 8 day <br />
* '''Minimum skill:''' None<br />
* '''Incompatible Trait:''' [[Slowpoke]]<br />
<br />
A colonist's great mood lifts them up and makes them [[move speed|move]] 1.4x as fast, as long as they feels inspired.<br />
<br />
=== Inspired creativity ===<br />
{{Quote|<NAME> The next item, art, or furniture [PAWN_pronoun] creates will be two quality levels higher than it would otherwise be. This even allows the creation of legendary items. The inspiration will end after 8 days, or when the creation is completed.}}<br />
{{See also|Quality}}<br />
* '''Base duration:''' 8 days <br />
* '''Minimum skill:''' [[Skills#Artistic|Artistic]] 3 / [[Skills#Crafting|Crafting]] 3 / [[Skills#Construction|Construction]] 3<br />
<br />
A sudden burst of inspiration gives colonist insight on how to make a quality item. After it is completed, that item will be [[Quality#Quality with Inspired Creativity|2 Quality levels higher]] than it would otherwise be, allowing for the creation of legendary items. The inspiration is only good for the next single object created, after which the inspiration ends.<br />
<br />
=== Inspired recruitment ===<br />
{{Quote|<NAME> will successfully recruit the next prisoner regardless of difficulty or resistance. The inspiration will end after 8 days, or when the prisoner is recruited.}}<br />
* '''Base duration:''' 8 days <br />
* '''Minimum skill:''' [[Skills#Social|Social]] 3<br />
<br />
A colonist gains insight on how to recruit prisoners into the colony. They will successfully recruit (or [[Slavery#Ideology|enslave]]) the next prisoner they attempt to recruit, regardless of difficulty or remaining resistance.<br />
<br />
To make the most out of the recruitment, you may manually have the warden prioritize the recruitment attempt on a specific prisoner. If the prisoner has been talked to recently, you will need to disable warden interactions for that prisoner, and wardening for the inspired warden, then wait a while before enabling them both.<br />
<br />
The inspiration ends after a prisoner is recruited.<br />
<br />
=== Inspired surgery ===<br />
{{Quote|The next time <NAME> performs a surgery, [PAWN_possessive] chance of success will be doubled. A small minimum chance of failure still applies. The inspiration will end after 8 days, or when the surgery is performed.}}<br />
* '''Base duration:''' 8 days <br />
* '''Minimum skill:''' [[Skills#Medical|Medical]] 3<br />
<br />
A colonist becomes more concentrated in surgeries after being inspired, and as a result, the success chance for the next surgery they perform will be doubled. '''Note''' however that the 98% success rate maximum still applies i.e. there will always be a 2% chance of failure. Thus high skill doctors operating in high quality hospitals can receive no benefit from this inspiration but it can make a great difference for those with lower Medicine skill who are not good surgeons yet, or operations such as [[carcinoma]] removal that have a lower chance of success.{{Check Tag|Fact Check|Carcinomas have high chances of bad outcomes but is it directly affecting the same stat?}}<br />
<br />
The inspiration ends after a surgery is performed, even if the surgery fails.<br />
<br />
=== Inspired taming ===<br />
{{Quote|<NAME> will successfully tame the next animal regardless of difficulty. The inspiration will end after 8 days, or when an animal was tamed.}}<br />
* '''Base duration:''' 8 days <br />
* '''Minimum skill:''' [[Skills#Animals|Animals]] 3<br />
<br />
A colonist is inspired to tame an animal. They will successfully tame the next animal regardless of difficulty. They will not be able to tame any animal that they do not have the requisite skill level to tame however.<br />
<br />
The inspiration ends when an animal is tamed.<br />
<br />
Even if no new tamed animals are required, this inspiration can be used to tame and then slaughter large animals, increasing the [[Meat Amount|meat amount]] by at least 33% compared to hunting.<br />
<br />
=== Inspired trade ===<br />
{{Quote|<NAME> will get a significant trade price bonus when closing [PAWN_possessive] next trade deal. The inspiration will expire after 8 days, or when the deal is done.}}<br />
* '''Base duration:''' 8 days <br />
* '''Minimum skill:''' [[Skills#Social|Social]] 3<br />
<br />
A colonist is inspired to obtain a great deal. They will get a great 18% boost in [[Trade Price Improvement|trade prices]], essentially meaning 12 more levels of [[Skills#Social|Social skill]].<br />
<br />
After one successful trade deal, the inspiration ends.<br />
<br />
=== Shoot frenzy ===<br />
{{Quote|<NAME> will shoot more accurately for the next 8 days.}}<br />
* '''Base duration:''' 8 days <br />
* '''Minimum skill:''' None <br />
* '''Incompatible Trait:''' [[Brawler]], non-violent<br />
<br />
A colonist is inspired to shoot more accurately and will shoot as if they have +8 additional levels in the [[Shooting]] skill.<br />
<br />
This is more useful if the colony frequently receives raids or if the inspired colonist is a hunter.<br />
<br />
=== Work frenzy ===<br />
{{Stub|section=1|reason=Does this multiplication occur before or after the effect of traits such as Industrious?}}<br />
{{Quote|<NAME> will work faster for the next 8 days.}}<br />
* '''Base duration:''' 8 day <br />
* '''Minimum skill:''' None<br />
<br />
A colonist suddenly becomes significantly more productive and will have their [[Global Work Speed]] multiplied by 1.8x for the duration of the inspiration. Global Work Speed is applied as a multiplier to the following stats:<br />
{{#ask: [[Global Work Speed Factor::true]]<br />
| format = ul<br />
| limit = 100<br />
}}<br />
<br />
== Legacy inspirations ==<br />
<br />
These no longer exist in the current version of the game.<br />
<br />
=== Inspired art ===<br />
* '''Base duration:''' 8 days <br><br />
: '''Minimum skill:''' Artistic 6<br />
<br />
A sudden burst of inspiration gives colonists a great idea for a piece of art, and after it is completed, that piece of art will be 3 levels higher than it would otherwise be. The inspiration is only good for 1 piece of art. Replaced by [[Mental inspiration#Inspiredvcreativity|Inspired Creativity]] in Beta 19.<br />
<br />
== Version history ==<br />
* [[Version/0.18.1722|0.18.1722]] - Added with the following inspirations: Work frenzy, Go frenzy, Shoot frenzy, Inspired trade, Inspired recruitment, Inspired surgery, Inspired art. At the time, incapacitation would end the inspiration.<br />
* Beta 19/ 1.0 - Inspired colonists now get a special icon in the colonist bar<br />
* 1.1 - "Inspired taming" inspiration added.<br />
<br />
{{nav|status levels|wide}}<br />
[[Category:Characters]]<br />
[[Category:Status Level]]</div>SyntaxTerrorhttps://rimworldwiki.com/index.php?title=Meat_Amount&diff=135706Meat Amount2023-07-18T20:11:25Z<p>SyntaxTerror: + == Optimum meat amount per animal == (table)</p>
<hr />
<div>{{Stub|reason=This page 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}}{{Stat<br />
| default base value = 140<br />
| to string style = Integer<br />
| description = The amount of meat yielded when butchering this creature. This value is reduced if the creature is not slaughtered cleanly, or if it is wounded when killed.<br />
}}<br />
<br />
The actual amount of meat gained from butchering is also affected by [[Butchery Efficiency]] and the [[Work Efficiency Factor]] of the production station used to do the butchering. [[Butcher spot]]s have a factor of 70%, while [[butcher table]]s have a factor of 100%.<br />
<br />
== Factors ==<br />
The base value of Meat Amount is 140, other than for [[dryads]], which have a base value of 2. This is multiplied by the following factors:<br />
* [[Body Size]]<br />
* Remaining [[body parts]]<br />
* [[Animals#Slaughtering|Not carefully slaughtered:]] ×0.66<br />
* Butcher yield from [[difficulty]]<br />
* [[Malnutrition]]: 100% malnutrition is ×0.4, scales linearly<br />
<br />
== Optimum meat amount per animal ==<br />
<br />
{| class="wikitable sortable"<br />
|+ Meat amount per animal<br />
! Animal !! Meat<br>amount<br />
|-<br />
| [[Alpaca]] || style="text-align: center;" | 140<br />
|-<br />
| [[Alphabeaver]] || style="text-align: center;" | 63<br />
|-<br />
| [[Bear]] (any) || style="text-align: center;" | 301<br />
|-<br />
| [[Bison]] || style="text-align: center;" | 336<br />
|-<br />
| [[Boomalope]] || style="text-align: center;" | 280<br />
|-<br />
| [[Boomrat]] || style="text-align: center;" | 31<br />
|-<br />
| [[Capybara]] || style="text-align: center;" | 105<br />
|-<br />
| [[Caribou]] || style="text-align: center;" | 140<br />
|-<br />
| [[Cassowary]] || style="text-align: center;" | 84<br />
|-<br />
| [[Cat]] || style="text-align: center;" | 45<br />
|-<br />
| [[Chicken]] || style="text-align: center;" | 42<br />
|-<br />
| [[Chinchilla]] || style="text-align: center;" | 49<br />
|-<br />
| [[Cobra]] || style="text-align: center;" | 36<br />
|-<br />
| [[Cougar]] || style="text-align: center;" | 140<br />
|-<br />
| [[Cow]] || style="text-align: center;" | 336<br />
|-<br />
| [[Deer]] || style="text-align: center;" | 168<br />
|-<br />
| [[Donkey]] || style="text-align: center;" | 196<br />
|-<br />
| [[Dromedary]] || style="text-align: center;" | 294<br />
|-<br />
| [[Duck]] || style="text-align: center;" | 42<br />
|-<br />
| [[Elephant]] || style="text-align: center;" | 560<br />
|-<br />
| [[Elk]] || style="text-align: center;" | 294<br />
|-<br />
| [[Emu]] || style="text-align: center;" | 84<br />
|-<br />
| [[Fox]] (any) || style="text-align: center;" | 77<br />
|-<br />
| [[Gazelle]] || style="text-align: center;" | 98<br />
|-<br />
| [[Goat]] || style="text-align: center;" | 105<br />
|-<br />
| [[Goose]] || style="text-align: center;" | 84<br />
|-<br />
| [[Guinea pig]] || style="text-align: center;" | 31<br />
|-<br />
| [[Hare]] || style="text-align: center;" | 31<br />
|-<br />
| [[Horse]] || style="text-align: center;" | 336<br />
|-<br />
| [[Husky]] || style="text-align: center;" | 120<br />
|-<br />
| [[Ibex]] || style="text-align: center;" | 140<br />
|-<br />
| [[Iguana]] || style="text-align: center;" | 56<br />
|-<br />
| [[Labrador]] || style="text-align: center;" | 105<br />
|-<br />
| [[Lynx]] || style="text-align: center;" | 84<br />
|-<br />
| [[Megasloth]] || style="text-align: center;" | 560<br />
|-<br />
| [[Monkey]] || style="text-align: center;" | 49<br />
|-<br />
| [[Muffalo]] || style="text-align: center;" | 336<br />
|-<br />
| [[Ostrich]] || style="text-align: center;" | 140<br />
|-<br />
| [[Panther]] || style="text-align: center;" | 140<br />
|-<br />
| [[Pig]] || style="text-align: center;" | 238<br />
|-<br />
| [[Raccoon]] || style="text-align: center;" | 56<br />
|-<br />
| [[Rat]] || style="text-align: center;" | 31<br />
|-<br />
| [[Rhinoceros]] || style="text-align: center;" | 420<br />
|-<br />
| [[Sheep]] || style="text-align: center;" | 105<br />
|-<br />
| [[Snowhare]] || style="text-align: center;" | 31<br />
|-<br />
| [[Squirrel]] || style="text-align: center;" | 31<br />
|-<br />
| [[Thrumbo]] || style="text-align: center;" | 560<br />
|-<br />
| [[Tortoise]] || style="text-align: center;" | 70<br />
|-<br />
| [[Turkey]] || style="text-align: center;" | 84<br />
|-<br />
| [[Warg]] || style="text-align: center;" | 196<br />
|-<br />
| [[Wild boar]] || style="text-align: center;" | 119<br />
|-<br />
| [[Wolf]] (any) || style="text-align: center;" | 119<br />
|-<br />
| [[Yak]] || style="text-align: center;" | 294<br />
|-<br />
| [[Yorkshire terrier]] || style="text-align: center;" | 45<br />
|}<br />
<br />
== Post-Process Curve ==<br />
Meat Amount is then affected by a post-process curve with points:<br />
* (0,0)<br />
* (5,14)<br />
* (40,40)<br />
* (100000,100000)<br />
<br />
{| class="wikitable"<br />
|-<br />
! Meat Amount by Body Size<br />
|-<br />
| {{GraphChart|width=200|height=200|xAxisTitle=Body Size|yAxisTitle=Meat Amount|type=line|x=0, {{#expr:5/140}}, {{#expr:40/140}}, {{#expr:10000/140}}|y2=0, 14, 40, 10000|x2=0, 1|y1=0, 5, 40, 10000|yType=number|yAxisMax=140|xAxisMax=1|linewidth=1|colors=red, black|legend=|y1Title=Pre-curve|y2Title=Post-curve}}<br />
|}<br />
<br />
{{nav|stats|wide}}</div>SyntaxTerrorhttps://rimworldwiki.com/index.php?title=Urn&diff=135681Urn2023-07-17T15:57:52Z<p>SyntaxTerror: not a stub anymore</p>
<hr />
<div>{{Infobox main|misc<br />
| name = Urn<br />
| image = Urn.png<br />
| description = An ancient-style decorative container.<br />
| type = Building<br />
| type2 = Misc<br />
| placeable = True<br />
| size = 1×1<br />
| beauty = 5<br />
| marketvalue = <br />
| hp = 40 <br />
| cover = 0.4<br />
| flammability = 1.0<br />
| mass base = 5<br />
| deconstruct yield = {{Icon Small|Stuff||10}}<br />
| stuff tags = Metallic, Stony<br />
| constructable = false<br />
| work to make = 500<br />
| resource 1 = Stuff<br />
| resource 1 amount = 20<br />
}}<br />
An '''urn''' is a purely decorative structure of low value, and can only be found, not crafted.<br />
<br />
== Acquisition ==<br />
Despite having a recipe, urns are not craftable. They are found in [[ruins]] on both colony and event maps, and in [[ancient shrine]]s, in a variety of common materials. They can also be traded for with a wider variety of materials available.<br />
<br />
== Analysis ==<br />
They can be used as decoration in the early game, but as they do not have that much [[beauty]], they would better be replaced with [[sculptures]] as soon as possible.<br />
<br />
They can be sold for a few dozen [[silver]] in other [[faction base]]s or to most [[trader]]s. They are usually damaged, which lowers the selling price, but can be repaired if they are installed in the [[home area]], by choosing so in the right-click menu (this will also eventually be done when a pawn will have nothing else to do). Damage doesn't reduce their beauty, only their reselling price.<br />
<br />
Deconstructing an urn yields 10 ingredients. It doesn't matter if they're minified or installed, nor does their percent damage matter. It's always 10 blocks for stone urns or 10 steel for steel urns, regardless.<br />
<br />
Because urns weigh 5 kg and yield 10 units, players can catch a small break relative to weight by taking urns home from caravan maps:<br />
* 10 slate blocks (the lightest stone) weigh 8 kg, but the urn is only 5. You save 3 kg.<br />
* 10 sandstone blocks weigh 10 kg. You save 5 kg.<br />
* 10 limestone blocks weigh 11 kg. You save 6 kg.<br />
* 10 granite or marble blocks weigh 12.5 kg. You save 7.5 kg.<br />
<br />
Steel urns break even. They also weigh 5 kg, but steel is 0.5 kg per unit, so 10 units weigh 5 kg. Still, it's a simple way to pick up a little more steel.<br />
<br />
Due to the fact that the state of the urn (minified or damaged) doesn't affect yield, you can deconstruct minified ones right after unloading if you only want their materials.<br />
<br />
== Material Table ==<br />
Despite other materials being defined as valid options for the urn, only the following types will ever spawn in game and thus they are the only available options.<br />
<div><li style="display: inline-table;"><br />
{| {{STDT| sortable c_01 text-center}}<br />
|-<br />
! Material !! Beauty !! Mass !! HP || Flammability || Market Value <br />
|-<br />
! [[Granite Blocks|Granite]] <br />
| 5 || 5 || 68 || 0% || 29 {{Icon Small|Silver}}<br />
|-<br />
! [[Limestone Blocks|Limestone]] <br />
| 5 || 5 || 62 || 0% || 29 {{Icon Small|Silver}}<br />
|-<br />
! [[Marble Blocks|Marble]] <br />
| 8 || 5 || 48 || 0% || 28 {{Icon Small|Silver}}<br />
|-<br />
! [[Sandstone Blocks|Sandstone]] <br />
| 6 || 5 || 56 || 0% || 27 {{Icon Small|Silver}}<br />
|-<br />
! [[Slate Blocks|Slate]] <br />
| 6 || 5 || 52 || 0% || 29 {{Icon Small|Silver}}<br />
|-<br />
! [[Steel]]<br />
| 5 || 5 || 40 || 40% || 40 {{Icon Small|Silver}}<br />
|}<br />
</li></div><br />
<br />
== Trivia ==<br />
Despite having materials and a "[[Work To Make]]" defined, they are not actually craftable. Instead this value is used in its [[market value]] calculation only.<br />
<br />
<br />
{{nav|furniture|wide}}<br />
<br />
[[Category:Furniture]]<br />
[[Category:Miscellaneous]]<br />
[[Category:Ruins]]</div>SyntaxTerrorhttps://rimworldwiki.com/index.php?title=Coronet&diff=135391Coronet2023-06-28T21:30:52Z<p>SyntaxTerror: /* Analysis */ style</p>
<hr />
<div>{{Royalty}}{{infobox main<br />
| name = Coronet<br />
| image = Coronet.png<br />
| description = A tiny crown-like piece of headwear made of metal.<br />
| type = Gear<br />
| type2 = Clothing<br />
| tech level = Medieval<br />
| hp = 80<br />
| production facility 1 = Fueled smithy<br />
| production facility 2 = Electric smithy<br />
| research = Royal apparel<br />
| stuff tags = Metallic<br />
| work to make = 8000<br />
| resource 1 = Stuff<br />
| resource 1 amount = 50<br />
| insulationheatfactor = 0.0<br />
| insulationcoldfactor = 0.0<br />
| armorbluntfactor = 0<br />
| armorsharpfactor = 0<br />
| armorheatfactor = 0<br />
| mass base = 0.7<br />
| coverage = Head, Left Ear, Right Ear<br />
| layer = Headgear<br />
| thingCategories = HeadgearNoble<br />
| tags = Royal, RoyalTier5<br />
}}<br />
The '''Coronet''' is a [[clothing]] item added in the [[Royalty DLC]]. It provides a +20% increase to [[Social Impact]], and meets the headwear requirements of [[noble]]s of Baron and Count rank.<br />
<br />
== Acquisition ==<br />
As a complicated garment, Coronets require [[Research#Royal apparel|Royal Apparel]] in order to be crafted, however they can only be made at [[Fueled smithy]] or [[Electric smithy]] which require [[Research#Smithing|Smithing]] to be constructed. A Coronet requires 50 of any [[metal]] and {{Ticks|{{P|Work To Make}}}} of work.<br />
<br />
Coronets can also be [[Trade|purchased]] or found on nobles.<br />
<br />
== Summary ==<br />
{{See also|Social Impact}}<br />
{{Apparel Social Impact Note|20}}<br />
<br />
To consider themselves properly dressed and avoid a -4 [[Mood|''"Want <TITLE>-specific apparel"'']] moodlet, [[Titles|nobles]] of Baron and Count rank must wear a {{lc:{{PAGENAME}}}} or one of the following alternative pieces of headwear:<br />
{{#ask: [[tags::RoyalTier5]] [[layer::Headgear]] [[name::!{{PAGENAME}}]] OR [[tags::Psychic]] [[layer::Headgear]] OR [[tags::PrestigeCombatGear]] [[layer::Headgear]]<br />
|format=ul<br />
}}<br />
<br />
When worn by a [[slave]],{{IdeologyIcon}} a coronet increases the rate that [[suppression]] is lost by 20% per day. This stacks additively with all other forms of suppression loss rate offsets.<br />
<br />
== Analysis ==<br />
Coronets are a luxurious headgear that offers a significant boost to social impact of +20%, but provides no armor or insulation. Although the social impact bonus is larger than that of the [[Bowler hat]], this bonus is also met by the [[Top hat]] and [[Ladies hat]] which also provide some small amount of insulation and armor. As such, they are only useful for meeting the needs of nobles who specifically require a coronet, and even these should be replaced by helmets as soon as possible.<br />
<br />
{{Apparel Quality Table}}<br />
<br />
[[Category:Clothing]]<br />
[[Category:Royalty]]<br />
{{nav|clothing|wide}}</div>SyntaxTerrorhttps://rimworldwiki.com/index.php?title=Endings&diff=135367Endings2023-06-24T17:47:06Z<p>SyntaxTerror: /* Surviving the onslaught */ typo, fix broken lists</p>
<hr />
<div><br />
{{spoiler}}<br />
While RimWorld can be played for as long as you want, the game can come to an end in a few different ways. Counting all available [[DLC]], there are 3 distinct ways to see the credits screen:<br />
*[[#Ship to the Stars|Launching a ship, to the stars]].<br />
*[[#Royal Ascent|Royal ascent]]. ({{RoyaltyIcon}} [[Royalty DLC]])<br />
*[[#The Archonexus|Awakening the archonexus]]. ({{IdeologyIcon}} [[Ideology DLC]])<br />
<br />
There are also two other ways to get a form of game over:<br />
*[[#Colony End|Have all colonists dead or kidnapped]]<br />
*[[#Planetkiller|The planetkiller]]. Note: this only appears after being enabled in the game's [[scenario]].<br />
<br />
Colonists left behind after a ship launch or the royal ascent quest can continue the colony where it left off. If all colonists are gone or killed, then a [[Events#Wanderer joins|wanderer]] event or refugee chased [[quest]] can restart the colony. The archonexus and planetkiller will destroy the planet, ending the game permanently. With these two endings, you can restart from a previous save, even with permadeath mode.<br />
{{TOCright}}<br />
=Ship to the Stars=<br />
Launch a ship to space, guided by an AI [[persona core]]. Both the "Ship to the Stars" [[quest]] (i.e. journey offer) and building your own [[ship]] give the same ending.<br />
<br />
===Briefing===<br />
'''Requirements:'''<br />
*Have a functional [[ship]]. Either travel to the [[ship to the stars|journey offer]], or build your own ship.<br />
*Activate the [[ship reactor]], which takes 15 days. During this time, you will be assaulted by countless [[raid]]s - anywhere from 15 to 25 in total. This is completely independent from, and in addition to, your [[storyteller]], who will send their own raids on their normal schedule. This means that you should expect a ''minimum'' of 1 raid per day, often multiple.<br />
*Each colonist or animal requires their own [[ship cryptosleep casket]] to leave the planet, which may be desired on a personal level. The journey offer ship has space for 18 colonists.<br />
<br />
'''Failure conditions:'''<br />
*Destruction of the ship reactor.<br />
Failure simply means that you will have to do the process over again. The game won't end, so long as colonists are still alive. <br />
<br />
'''Journey Offer Failure:'''<br><br />
These following factors will make the journey offer ship unavailable or invalid:<br />
*Destruction of any vital ship part. If you can rebuild the ship part, then everything is fine.<br />
*The Ship to the Stars quest does not generate. (There is a minimum distance - spawning near the center on a smaller 30% map can rarely cause spawn to be invalid. Being surrounded by impassible ocean/mountain may also cause generation to fail)<br />
*Doing the archonexus chain of quests - this makes the journey offer invalid.<br />
You can still build your own ship, possibly using the components of the old one.<br />
<br />
==Obtaining a ship==<br />
There are two ways to get a functional spaceship:<br />
*The journey offer (the actual "Ship to the Stars" quest). <br />
*Building your own ship.<br />
<br />
===Traveling to the journey offer===<br />
[[File:Eventship.png|thumb|right|300px|Journey offer event ship.]]<br />
You will receive the Ship to the Stars quest in roughly 20 days from colony start. The quest creates an event space within 200 to 800 tiles from your original settlement, usually as far away as possible. This means that a world generated with 30% [[World_generation#Create_world|map coverage]] will make traveling to the event tile a much less arduous task than a world with 100% coverage.<br />
<br />
You can reach the ship as soon as the quest spawns and you have the physical ability to make the trip. However, the ship itself is worth about {{icon small|silver}} 55000, which is in addition to the [[wealth]] from your defenses and colonists. Wealth directly contributes towards the size of the raiders via the [[raid points]] mechanic - tribals stuck with [[short bow]]s are ill advised to enter the ship's tile.<br />
<br />
There are multiple approaches to actually reaching the ship:<br />
*'''Make the one-way trip.'''<br />
This trip can take anywhere from a quadrum to 2 years, depending on the map and map coverage. Pack food. Or a way to ''buy'' food. In addition, colonists will automatically forage for food, so long as the biome supports it - see [[Foraged Food Amount]] for factors. A tribal colony with multiple colonists great at Plants could survive off foraging alone, but most realistic colonies will need to bring extra.<br />
<br />
Each baseline colonist requires 32 [[pemmican]] / [[berries]] or 2 [[packaged survival meal]]s per day. [[Events#Ambush|Ambushes]], [[mental break]]s, [[food poisoning]], and the [[time|season]] can all slow the caravan down, so bring more than what the game's estimated travel time states. In practice, you can also buy food with light and valuable goods like [[silver]], [[gold]], and [[drug]]s, so long as at least 1 friendly [[faction base]] is within your path. Alternatively, you can settle down for a short while to get more food - see the next subsection for details.<br />
<br />
Usual [[caravan]] tips apply. Bring [[bedroll]]s so that your colonists do not sleep on the ground (construct the bedroll, then uninstall it to bring as an item). Mental breaks slow the caravan down, but minor and major breaks are otherwise harmless. And due to the lowered [[expectations]] moodlets, colonists will be somewhat happy. [[Horse]]s or other ridable [[pack animal]]s like [[donkey]]s are highly recommended to speed up the trip, though they must be fed when unable to graze.<br />
<br />
*'''Be nomadic, creating multiple settlements.'''<br />
Any passible tile not adjacent to a [[faction base]] can be settled, for as long or as little as you want. Whenever it's a pitstop to hunt animals and grow a batch of [[rice]], or a semi-permanent encampment, settling can be a viable means to travel to the destination. You could play the entire game this way if so desired.<br />
<br />
*'''Relay to the location with [[transport pod]]s.'''<br />
[[Pod launcher]]s and [[transport pod]]s take a total of {{icon small|steel}} 110 [[steel]], {{icon small|component}} 2 [[component]]s, and {{icon small|chemfuel}} 150 [[chemfuel]] to carry 150kg of weight to 66 tiles. As one drop won't be enough to make it to the ship, you will need to settle at the landing site and build another set of pods. Steel can be mined or deconstructed at the landing site, reducing the weight per pod to 9kg. <br />
<br />
Transport pods are faster than traveling, but require pods to be researched, and a lot of components. With many colonists, it can get very expensive to launch all the pods, even without considering the steel. You should have a great miner and good construction pawn, and ways to regulate [[mood]] between the relays. An alternative is to simply use 1 set of transport pods to make the trip faster, traveling the rest of the way by foot.<br />
<br />
*'''The [[farskip]] [[psycast]], with the [[Royalty DLC]].{{RoyaltyIcon}}'''<br />
Farskip will send a non-burdened [[caravan]] of any size anywhere on the world, so long as another conscious colonist is already there. This is a very easy method to bringing everybody to the journey destination, so long as you have a level 5+ psycaster that actually has far skip.<br />
<br />
Send 1 pawn, preferably great at Plants, preferably with a [[horse]], alone to the ship. This pawn should ''not'' be the farskip user. When the pawn is (almost) there, send a caravan with the farskipper along with your rest of the colony, including food and supplies. You can leave a pawn at the colony if you feel the need to go back at any time.<br />
<br />
===Building the ship===<br />
[[File:Ship minimum.png|thumb|right|300px|Minimum amount of resources to create a functional ship, with space for 1 colonist. 8x13 in size.]]<br />
To build a [[ship]], you will need:<br />
*The following projects [[research]]ed: Starflight Basics, Starflight Sensors, Vacuum Cryptosleep Casket, Starship Reactor, Johnson-Tanaka Drive, and Machine Persuasion. This will require 21,800 research points, not counting any prerequisites. For tribes, research is doubled.<br />
*A total of 3 [[ship engine]]s, a [[ship computer core]], a [[ship reactor]], a [[sensor cluster]], and as many [[ship cryptosleep casket]]s as desired (at least 1). A [[ship structural beam]] is required for ship caskets and ''only'' ship caskets - each beam can support 8 caskets. Ship parts cannot be built over a [[roof]], though they can be roofed over afterwards.<br />
*The minimum possible resources for a ship are {{icon Small|steel||1740}} [[steel]], {{icon Small|plasteel||740}} [[plasteel]], {{icon Small|uranium||294}} [[uranium]], {{icon Small|advanced component||42}} [[advanced component]], {{icon Small|component||12}} [[component]], {{icon Small|gold||74}} [[gold]], and {{icon small|persona core||1}} [[persona core]].<br />
<br />
To get the resources for the ship, most players will use either a [[deep drill]] + [[ground-penetrating scanner]] or a [[long-range mineral scanner]]. You can also get supplies from [[trader]]s, though each trader only has so much material. Generally, the most difficult material to get are the advanced components - you'll want multiple crafters and multiple [[fabrication bench]]es to manufacture them.<br />
<br />
The [[persona core]] is also a troublesome item. The most consistent way to get one is to ask any faction with 40+ goodwill on the [[comms console]], for the cost of 1500 silver. This spawns an item stash quest, which will be guarded by a few raiders. You can also get one through regularly generated quests.<br />
<br />
Notably, the [[ship reactor]] can be activated as soon as it is built. As gathering the supplies and actually constructing the other ship parts increases your [[wealth]], it is technically optimal to start the reactor without the other ship parts. This also makes it easier to build 3-4 layers of walls around it, practically making it a non-target outside of [[breacher]]s or [[siege]]s.<br />
<br />
*'''Forming a second colony'''<br />
It is possible to form a second (third, fourth...) colony solely for the purpose of the ship. To have access to multiple colonies, change the maximum colony setting (in Options/Gameplay). [[Transport pod]]s from your main colony will provide necessary supplies. The ultimate goal is to minimize [[wealth]], decreasing the size of raids. This also increases the relative strength of certain defenses, like [[trap]]s, [[turret]]s, and the immediate military aid from a [[comms console]]. <br />
<br />
:'''N.B.''' There is a minimum of 500 [[raid points]] for any raid caused by the ship launch, no matter how much wealth you have. ''Before accounting for colonist count or other factors'', you can have up to {{icon small|silver}} 94,000 "[[Raid points#Wealth points|storyteller wealth]]" in [[difficulty|Strive to Survive]] difficulty (100% threat scale) before raids start to become bigger. At the maximum of 500% threat scale, you have a leeway of roughly {{icon small|silver}} 30,000 wealth. Values will become smaller for each colonist you have. Storyteller wealth is similar to colony wealth, but buildings only count as half.<br />
<br />
Ideally, you should send 1-2 pawns with good Plants, Construction, and Medical into a temperate/warm [[biome]], so they can be self-sustaining. A mountain tile can be good for its natural defense - while the ship cannot be built under overhead mountain, you can use the mountainous terrain as protection. Build the reactor (and possibly the rest of the ship), surround it in multiple layers of walls, and prepare for the ship launch.<br />
<br />
The downside is pretty simple: work. Setting up a colony and sending all those transport pods is a lot of extra time, both for the player and colonists. You won't have access to any pre-existing defenses in your colony, so you will have to rebuild accordingly. Plus, you will lose mood bonuses from impressive Dining / Recreation / Bedrooms, unless you bring some sculptures in. Ultimately, you should not have to feel ''forced'' to establish a second colony - it's disabled by default, after all.<br />
<br />
==Ship Launch==<br />
The '''ship launch''' is the 15-day activation period of the [[ship reactor]]. You will be hit with constant human and mechanoid [[raid]]s, 15-25 in total. If the ship is complete and remains intact, then your colonists can board the ship and leave the rimworld.<br />
<br />
===Launch preparations===<br />
*'''(Journey Offer) Make accommodations for your colonists.'''<br />
Like with any colony, a great dining and recreation room goes a long way towards improving colonist mood. You can also take the time to make [[sculpture]]s, grow food / drugs, and gather other supplies you'll need. Relax - you can take as long as you'd like to start the ship. <br />
<br />
If needed, then [[weapon]]s and [[armor]] can be created on site. Extra [[ship cryptosleep casket]]s and one [[ship engine]] can be deconstructed to make some [[charge rifle]]s.<br />
<br />
*'''Protect the ship.'''<br />
That much is clear. Surrounding the ship with multiple layers of [[wall]]s will keep it safe from most enemies. Raiders (other than [[breacher]]s and [[sapper]]s) will never target a wall if there is a combatant target (colonist, trainable animal) they can access without a breaking a wall/door. Walling off the ship is harder with the journey offer ship, though 1-2 layers of walls are still recommended.<br />
<br />
If you've built the ship on an established colony, then you should already have [[defense structures|general defenses]] against raiders. If not, then build some. Make [[killbox]]es if so desired.<br />
<br />
*'''(Optional) Take the devil's bargain.'''<br />
[[Luciferium]] improves a colonist's overall performance, at the cost of permanent addiction. However, addiction - on a gameplay level - does not matter once you've entered space. 3 doses of luciferium are required per colonist to last the ship launch, if the ship is actually complete (i.e. ''don't do this with just a ship reactor'').<br />
<br />
===Ship defense===<br />
Raids can happen as soon as you press the "Activate Reactor" button. The startup sound doesn't even have to complete for enemies to appear.<br />
<br />
There isn't anything different about ship launch raids in particular. The ship is not some sort of special target - if you've surrounded it with walls, then it will be safe from ordinary raids. The raids will be just as large as a regular raid, with access to all of the same strategies and arrival methods. <br />
<br />
At any point, a colony should be prepared to fight [[breacher]]s, [[sapper]]s, [[siege]]s, and [[drop pod]]s landing directly into the base, as well as standard frontal attacks. [[Manhunter]] packs and [[infestation]]s will not happen because of the ship launch, though the [[storyteller]] can still cause these events to happen. In [[Biotech]], wealthier colonies should prepare for fighting all 3 [[mechanoid commander]]s.{{BiotechIcon}}<br />
<br />
Note that all those raider [[corpse]]s and [[weapon]]s will contribute towards raid points, making each successive raid of the ship launch that much larger. [[Fire]] is your best means of disposal, though an [[electric crematorium]] works when it's raining. <br />
<br />
In addition to actually fighting the raids, you'll have to contend with a potentially much larger issue...<br />
<br />
===Mood management===<br />
Staying awake all night shooting at raiders isn't a particularly fun experience, at least for those without [[bloodlust]]. A drop pod raid ruining your recreation room will make everybody suffer. Even minor [[mental break]]s can be devastating - having a colonist wander out of [[cover]] mid-fight is very dangerous. Therefore, avoiding mental breaks should be your #1 priority. Things can quickly spiral out of control if colonists die while your base is already in shambles.<br />
<br />
* Set up a ''polyphasic'' [[schedule]]. This means alternating between Recreation and Sleep, and ''only'' Recreation and Sleep (ex. repeat 3 hours sleep, 5 hours recreation, three times). Colonists will still be able to work once both needs are satisfied, or if you prioritize the work task.<br />
*Use [[fine meal]]s and/or [[lavish meal]]s. Both meal moodlets stack for a total of {{+|17}} mood. You can have your colonists default to fine meals, and order them to eat the lavish meal once mood gets too low. Meals can be eaten regardless of how full a colonist is.<br />
*Use [[drug]]s. Like with luciferium, drug addiction does not matter (on a gameplay level) once your colonists have left the planet, ''so long as you have some drug left''. Note that [[hard drugs]] still have a risk of [[overdose]]. All drug moodlets stack completely, even for similar drugs like [[yayo]] and [[flake]]. You can set a [[Assign|drug policy]] for colonists to carry drugs, to be taken as needed. <br />
** [[Beer]] gives a {{+|10}} moodlet for only -2% Manipulation, if you drink only 1 or 2 a day. [[Psychite tea]] gives a {{+|12}} moodlet and [[ambrosia]], {{+|5}}, for no downsides so long as withdrawal is avoided.<br />
** Use [[wake-up]] if you need stuff done *immediately*, such as repairing the outer walls of your colony. It also gives a {{+|5}} moodlet and restores Rest.<br />
** [[Yayo]] gives {{+|35}} mood. Use if you need to stop mental breaks, now. Flake gives another {{+|35}} moodlet, but comes with a higher overdose chance. Use flake if yayo alone isn't enough.<br />
<br />
==Ending - Leaving the planet==<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 here. '''You'll find out when you wake up.'''|Endgame text for Ship Launch on new ship or from Journey Offer}}<br />
<br />
After the ship is complete, and the reactor activated, you can set your colonists off to space. Each colonist or animal requires their own ship cryptosleep casket. 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.<br />
<br />
=Royal Ascent=<br />
{{Royalty|section=1}}<br />
Host the High Stellarch, and leave the rimworld on a [[shuttle]].<br />
<br />
===Briefing===<br />
'''Requirements:'''<br />
*Have a colonist of [[Titles#Count/Countess|Count]] rank and not be hostile to the [[empire]] faction.<br />
*Have a spare bedroom suitable for a stellarch at the time of acceptance (see [[Titles#Table of Requirements]]). Your count must also have a suitable bedroom.<br />
*House the High Stellarch for 12 days, which is a controllable guest. Like the ship launch, you will be assaulted by a massive quantity of raiders. You can't just use a [[cryptosleep casket]] to preserve the stellarch until the end.<br />
*You will also receive 4 cataphract-level soldiers ([[Raiders#Empire|Stellic Wardens or Defenders]]). These soldiers can die without consequence. Like any other soldier guest, they will have the {{+|12}} ''On Duty'' [[mood]]let. However, some of them will be conceited nobles. This includes the ability to use [[psycast]]s.<br />
*The High Stellarch must be kept above 25% average mood for the duration of his stay.<br />
<br />
'''Failure conditions:'''<br />
*High Stellarch dies.<br />
*High Stellarch mood is too low for too long.<br />
*The [[empire]] faction becomes hostile to you.<br />
Your count/countess does ''not'' have to stay alive in order to successfully complete the quest. <br />
<br />
The Royal Ascent quest will be offered again periodically if it is failed. It takes roughly 22 days from failure to get this quest again. This quest technically fails if you abandon the colony it asks for, but it will refire again.<br />
<br />
==Housing the stellarch==<br />
The stellarch will come with the clothes necessary for his stature. You'll have to provide for the rest of a [[Titles#Conceited pawns|conceited noble]]'s needs. <br />
<br />
The noble requirements for stellarch are exactly equal to that of the count rank. In specific:<br />
<br />
===Throne & Bed===<br />
'''Throne'''<br />
*Area 80, Impressiveness 160<br />
*All [[fine floor]]ed<br />
*[[Grand meditation throne]]<br />
*1x [[Piano]], 6x [[column]], 2x [[brazier]], 2x [[drape]]<br />
A throne room can be shared by multiple nobles. This means that you can use the same room as your count. However, each noble requires their own throne.<br />
<br />
'''Bed'''<br />
*Area 30, Impressiveness 80<br />
*All [[fine floor]]ed<br />
*[[Royal bed]]<br />
*1x [[Drape]], 1x [[end table]], 1x [[dresser]]<br />
Couples can share a royal bed, but your count and the stellarch will need separate rooms.<br />
<br />
The impressiveness can easily be met by meeting the space/fine floor requirements, and using a few [[sculpture]]s. The rest of the requirements don't need much explanation. For a comparison of the fine floors available to you, see [[Fine floor#Analysis]]. Ideally, you'll want the stellarch's rooms to be somewhat defensible, in case of drop pod raids. At the very least, have some avenue for escape.<br />
<br />
===Food===<br />
[[Lavish meal]]s should be your go-to food for the stellarch, due to the +12 mood boost. Humans require 2 meals a day, so that's 24 lavish meals if none of your other colonists are eating them. You may want to set colonists (and the guards) to not eat lavish as a result. [[Chocolate]] is the other food that can be farmed and ingested safely.<br />
<br />
[[Insect jelly]], [[milk]], and [[berries]] can be used in a pinch, but all come at the risk of [[food poisoning]]. [[Beer]] can only be ingested so much until you black out. [[Ambrosia]] cannot be farmed consistently. If required, [[fine meal]]s will provide a net {{--|3}} moodlet when ingested.<br />
<br />
==Surviving the onslaught==<br />
*'''Raids are still the same.'''<br />
For raiders, the stellarch isn't treated any differently than a regular colonist. Against most raid types, keeping them inside a bedroom should be enough for the purposes of safety. Be prepared for any type of raid possible. Most likely, it will be drop pods that are the greatest threat to the noble's life.<br />
*'''Use what you have.'''<br />
The stellarch is a level 6 psycaster. The stellic guards can be up to level 3 psycasters. Use these powers. Don't shy away from bringing the stellarch in combat - just keep them in the backlines. Even low level abilities like Stun and Vertigo Pulse can be very useful, let alone staples like Skip, Berserk, and Berserk Pulse. Unfortunately, your guests are unable to use [[permit]]s.<br><br />
With the [[Biotech DLC]], it is likely that some or all of the stellic guards will be [[hussar]]s{{BiotechIcon}}. This xenotype has its perks, such as superfast wound healing, reduced pain, and [[go-juice]] resistance, but they are psychically deaf, meaning no psychic powers are usable without [[xenogerm]] replacement. They also come with a dependence to go-juice, so remember to get some.<br />
*'''Don't anger the empire.'''<br />
[[Friendly fire]] can occasionally lower [[goodwill]] with the empire. A poorly aimed Berserk Pulse or Neuroquake can make the empire hostile. Ideally, you should use [[caravan]]s or [[drop pod]]s to send gifts until you reach +100 goodwill, and then prepare extra pods filled with goodies just in case.<br />
=== Mood (Stellarch & Colonist) ===<br />
In practice, the mood of the stellarch shouldn't be too much of an issue - so long as your base is intact. [[Lavish meal]]s, a suitable throneroom and bedroom, extremely impressive dining/recreation rooms, and a constant recreation/sleep schedule means that a well-off colony shouldn't even have to worry about minor mental breaks. However, things are bound to go wrong with so many raids. A few splatters of blood can make a bedroom unsuitable for a noble. Ideally, you should be avoiding any mental breaks - the minor break threshold is 35% for a regular pawn, which is greater than the 25% requirement for the quest.<br />
<br />
Because keeping mood is important for everybody, both general purpose and (practically) stellarch only methods of increasing mood are included.<br />
<br />
'''Ways that don't hinder combat:'''<br><br />
''Mostly transposed from the Ship Launch section''<br />
* Clean stuff up. Dirt and blood will quickly lower the Impressiveness of any room they are in.<br />
* Set up a ''polyphasic'' [[schedule]]. This means alternating between Recreation and Sleep, and ''only'' Recreation and Sleep (ex. repeat 3 hours sleep, 5 hours recreation, three times). Colonists will still be able to work once both needs are satisfied, or if you prioritize the work task. The stellarch can't work at all, so there's no reason not to have constant recreation or meditation.<br />
* Have [[lavish meal]]s for everybody. For colonists and guards, [[fine meal]]s will stack with lavish meals. Both fine & lavish moodlets stack, and meals can be eaten regardless of how full a colonist is. Assign colonists and guards to fine meals by default, and manually order them to eat lavish once a day.<br />
*Use [[drug]]s. Nobles can get addicted, and you won't get penalized.<br />
**[[Beer]], [[psychite tea]], and [[ambrosia]] (if you have it) all give positive moodlets at 0 risk of death.<br />
** Use [[wake-up]] if you need stuff done *immediately*, such as repairing the outer walls of your colony. It also gives a {{+|5}} moodlet and restores Rest.<br />
* Watch out for [[ideoligion]].{{IdeologyIcon}} The empire's ideoligion will be different than yours. Don't expect to butcher humans and not peeve off the stellarch. Unless you've edited the empire's ideoligion accordingly.<br />
<br />
'''Ways that hinder combat:'''<br />
*All the drugs. Get blackout [[beer|drunk]]. [[Smokeleaf]] becomes a valid option. Yayo and Flake are "safe" - [[overdose]]s are technically a positive, since they render a pawn unconscious. Just beware of the tiny chance of death from a major overdose.<br />
*[[Joywire]]s. Installing a joywire is not considered a harmful operation, and gives a permanent {{+|30}} moodlet. The consciousness penalty does make the target easier to kill, however.<br />
**However, [[psycasts#Word of Joy|Word of Joy]] ''is'' considered harmful, despite being the exact same effect. It gives a {{--|25}} [[goodwill]] penalty with the empire, increased to {{--|30}} if it is towards natural goodwill. But because it lasts for 7 days, Word of Joy can still be viable to use.<br />
<br />
Even in the base game, there's always a chance that the stellarch is a [[teetotaler]], so plan ahead. And with the [[Ideology DLC]], the empire's [[ideoligion]]{{IdeologyIcon}} will often contain the Drugs: Medical Only or Drugs: Medical / Social [[precept]]. This precept can be removed at the start of the game, but otherwise cannot be circumvented. This precept also makes [[waster]] {{BiotechIcon}} and [[hussar]] {{BiotechIcon}} pawns unhappy taking the drugs they need to survive.<br />
<br />
==Ending - Joining the royal court==<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 />
Once the onslaught is over, a [[shuttle]] will come pick the stellarch and your colonists up. <br />
<br />
While the shuttle's actual loading screen can only fit 1000kg, you can load infinitely many colonists by selecting the colonist, right clicking the shuttle, and clicking "get in the shuttle". The stellic guardians do not need to be loaded into the shuttle, even if they are still alive.<br />
<br />
=The Archonexus=<br />
{{Ideology|section=1}}<br />
Awaken the [[archonexus core]], unleasing insurmountable power into the world.<br />
<br />
===Briefing===<br />
'''Requirements:'''<br />
*The Archonexus quest appears once you have reached $150,000 [[wealth]]. To accept the quest, you must have a colony of at least $350,000 wealth and be allied with a specific [[faction]]. If no factions are available to ally, then "a group of wild people" will offer the quest for no extra requirement.<br />
*Sell your colony for an archotech map piece. If you had multiple colonies, all of them will be sold. You will start a new colony anywhere on the map, and are able to create a new [[ideoligion]]. [[Research]] is reset to Crashlanded.<br />
*You will get all the items from your original [[scenario]], and can bring the following:<br />
** '''5 colonists''', with all their [[apparel]], including any armor (but ''not'' their weapons or utility slot)<br />
** '''5 animals'''. Does not include [[mechanoid]]s{{BiotechIcon}}<br />
**'''1 relic'''. <br />
**'''7 stacks of items'''.<br />
*Get a total of 3 colonies to $350,000 wealth. Study the [[major archotech structure]] and then the [[grand archotech structure]]. These give a mood debuff for nearby pawns who are not psychically deaf, increasing as you get closer. They cannot be destroyed by any means.<br />
*Once the third map piece is obtained, you don't need to restart again. You can travel with all of your current colonists to the [[archonexus core]]. It is guarded by a small amount of [[mechanoid]]s, but they start dormant and do not actually need to be fought. Regardless, the mechs are likely to be little challenge for a colony who has reached the archonexus. <br />
<br />
<br />
'''Failure conditions:'''<br />
*None, besides a colony wipe.<br />
<br />
Overall, the archonexus is the most relaxed of the three endings, but easily the longest. You could do multiple ship launches by the time it takes to reach the archonexus. This quest line should be treated as a "New Game Plus" with your favorite colonists, rather than some form of ultimate ending. Note that increasing wealth still increases the power of standard raids, so you'll have to contend with those for the entire time.<br />
<br />
==Gaining wealth/allies==<br />
Wealth can be gained by simply progressing through the game. Perform vast [[deep drill]] or [[long-range mineral scanner]] operations. Outfit all your colonists with [[bionic]]s and full sets of [[marine armor]] / [[cataphract armor]]{{RoyaltyIcon}}. Build a luxurious base, and wonderously impressive rooms. The [[mechanitor]]{{BiotechIcon}} is a natural way to increase wealth - a mechanoid army is powerful and wealthy. Basically, you don't need to rush it. The more prepared you are for the new colony, the better. <br />
<br />
The Production Specialist [[role]] is valuable for increasing [[quality]] of items, which increases both wealth and functionality. A set of masterwork [[charge rifle]]s is bound to boost your wealth by the tens of thousands, and it serves a function. Combine with masterwork/legendary [[sculpture]]s, [[armor]], [[royal bed]]s, and 350k should be hit in no time. <br />
<br />
If you still need to make some cash, check out the [[money making guide]]. Important note: colony wealth does not care about actual [[silver]], just [[Market Value]]. As you ''always'' sell at a market loss, selling your goods is actually counterproductive towards increasing wealth.<br />
<br />
===Theoretical wealth transport===<br />
With all 3 [[DLC]]s active, it is theoretically possible to bring over $350,000 wealth with you to the next colony, in the right set-up. A legendary [[gold]] [[plate armor]] and [[crown]]{{RoyaltyIcon}}, [[thrumbofur]] [[formal shirt]]{{RoyaltyIcon}} and [[pants]], and [[hyperweave]] [[face mask]]{{BiotechIcon}} are worth {{icon small|silver}} 37,890. A {{hover title| Archotech eye/arm/leg, bionic heart/ear/spine/tongue, detox lung/kidney, gastro-analyzer, venom fangs, royalty stomach, all brain implants minus joywire, all torso implants inc. death acidifier|full set of bionics}} are worth {{icon small|silver}} 40,607, along with a base of {{icon small|silver}} 1,750 for humans. Note that [[psycast|psylink]]s{{RoyaltyIcon}} and [[mechanitor]] implants{{BiotechIcon}} do not add wealth. With 5 pawns, you'll reach well over 392,000 wealth. This is in addition to the relic, brought items, and animals.<br />
<br />
However, you'll need to study the [[major archotech structure]] / [[grand archotech structure]] to completion, ally any requisite factions, and deal with the [[raid]]s boosted by the incredible wealth.<br />
<br />
===Allies===<br />
You can easily ally any faction within 66 tiles by loading a [[transport pod]] full with valuable goodies like [[flake]]. For a colony with deep drills, a [[ground-penetrating scanner]], and a [[fabrication bench]], the cost of each pod is trivial. By the time you reach the wealth threshold, you should have enough stuff to spare. <br />
<br />
If there isn't a [[faction base]] within pod range, then things get a bit harder. You'll have to make a caravan and send stuff this way - flake is great due to how light it is. A transport pod or [[shuttle]]{{RoyaltyIcon}} can launch the first leg of the trip, then a [[horse]] can run the rest.<br />
<br />
==Founding a new colony==<br />
You have the freedom to pick any location, and have the ability to reform or make an entirely new [[ideoligion]]. Otherwise...<br />
<br />
===Things to bring===<br />
*'''5 Colonists'''<br />
With colonists, treat the new colony like... a new colony. You'll want, at the very least, Plants, Construction, Cooking, Medical, and Intellectual roles to be fulfilled. You may want to bring virtually any other skill, too. Of course, you can just bring your 5 favorite colonists and hope things turn out for the best.<br />
<br />
It's best not to bring a [[luciferium]] addict to a new colony, or at least, only bring 1 of them.<br />
<br />
*'''5 Animals'''<br />
Bring animals that you can feed. Grazers are preferred. Note that [[dryad]]s will vanish after about a quadrum of time.<br />
<br />
*'''1 Relic'''<br />
If you have a [[charge rifle]], or any other relic that is a weapon, then bring that. Otherwise, there's no point not bringing whatever relic you already have.<br />
<br />
*'''7 Items'''<br />
If your [[scenario]] has food and medicine, then you shouldn't need to worry about those. Materials like [[steel]] and [[plasteel]] can be obtained at any time. Instead, focus on weapons and things that can help rebuild, possibly [[component]]s and [[advanced component]]s. If you started with [[scenario system#Naked Brutality|Naked Brutality]], then you'll need to bring some essentials with you.<br />
<br />
See [[#List of items]] for how much you can bring at a time.<br />
<br />
===Studying the archotech structures===<br />
Considering how long it takes to get to $350,000 wealth again, the actual study of the archonexus should be a non-issue. At the very worst, you can hook a sacrifical pawn up with constant doses of yayo until it finishes the research.<br />
<br />
===List of items===<br />
{| class="wikitable sortable"<br />
|-<br />
! Item !! Max Allowed || Value of Max<br />
|-<br />
| [[Beer]] || 50 || {{#expr: {{Q|Beer|Market Value Base}} * 50}}<br />
|-<br />
| [[Ambrosia]] || 20 || {{#expr: {{Q|Ambrosia|Market Value Base}} * 20}}<br />
|-<br />
| [[Luciferium]] || 50 || {{#expr: {{Q|Luciferium|Market Value Base}} * 50}}<br />
|-<br />
| [[Yayo]] || 200 || {{#expr: {{Q|Yayo|Market Value Base}} * 200}}<br />
|-<br />
| [[Smokeleaf joint]] || 50 || {{#expr: {{Q|Smokeleaf joint|Market Value Base}} * 50}}<br />
|-<br />
| Installable [[body parts]]<br>(organic or artificial) || 1 || {{Q|Archotech arm|Market Value Base}}<br><small>Any [[archotech]] prosthetic</small><br />
|-<br />
| Most [[raw food]]<br>[[Pemmican]]<br>[[Kibble]] || 200 || -<br />
|-<br />
| [[Meal]]s<br>Inc. [[Packaged survival meal]]s || 40 || -<br />
|-<br />
| [[Chocolate]] || 80 || {{#expr: {{Q|Chocolate|Market Value Base}} * 80}}<br />
|-<br />
| [[Milk]] || 80 || {{#expr: {{Q|Milk|Market Value Base}} * 80}}<br />
|-<br />
| [[Insect jelly]] || 150 || {{#expr: {{Q|Insect jelly|Market Value Base}} * 150}}<br />
|-<br />
| [[Egg]]s (any) || 10 || {{#expr: {{Q|Chicken_egg_(fert.)|Market Value Base}} * 10}}<br />
|-<br />
| [[Herbal medicine]] || 20 || {{#expr: {{Q|Herbal medicine|Market Value Base}} * 20}}<br />
|-<br />
| [[Medicine]] || 10 || {{#expr: {{Q|Medicine|Market Value Base}} * 10}}<br />
|-<br />
| [[Glitterworld medicine]] || 5 || {{#expr: {{Q|Glitterworld medicine|Market Value Base}} * 5}}<br />
|-<br />
| [[Component]] || 10 || {{#expr: {{Q|Component|Market Value Base}} * 10}}<br />
|-<br />
| [[Advanced component]] || 5 || {{#expr: {{Q|Advanced component|Market Value Base}} * 5}}<br />
|-<br />
| [[Chemfuel]] || 100 || {{#expr: {{Q|Chemfuel|Market Value Base}} * 100}}<br />
|-<br />
| [[Hay]] || 400 || {{#expr: {{Q|Hay|Market Value Base}} * 400}}<br />
|-<br />
| [[Silver]] || 1000 || 1000<br />
|-<br />
| [[Gold]] || 100 || {{#expr: {{Q|Gold|Market Value Base}} * 100}}<br />
|-<br />
| [[Steel]] || 80 || {{#expr: {{Q|Steel|Market Value Base}} * 80}}<br />
|-<br />
| [[Plasteel]] || 80 || {{#expr: {{Q|Plasteel|Market Value Base}} * 80}}<br />
|-<br />
| [[Wood]] || 150 || {{#expr: {{Q|Wood|Market Value Base}} * 150}}<br />
|-<br />
| [[Uranium]] || 80 || {{#expr: {{Q|Uranium|Market Value Base}} * 80}}<br />
|-<br />
| [[Jade]] || 80 || {{#expr: {{Q|Jade|Market Value Base}} * 80}}<br />
|-<br />
| [[Stone blocks]] (any) || 100 || {{#expr: {{Q|Granite blocks|Market Value Base}} * 100}}<br />
|-<br />
| All [[textile]]s<br>(Inc. [[thrumbofur]] and [[hyperweave]]) || 80 || {{#expr: {{Q|Thrumbofur|Market Value Base}} * 80}}<br><small>[[Thrumbofur]]</small><br />
|-<br />
| All [[weapons]] || 1 || 18,060<br><small>[[Quality|Leg.]] [[Gold]]en [[Warhammer]] {{RoyaltyIcon}}</small><br>13,060<br><small>[[Quality|Leg.]] [[Gold]]en [[Longsword]]</small><br />
|-<br />
| All [[utility]] items || 1 || {{Q|Orbital bombardment targeter|Market Value Base}}<br><small>Various</small><br />
|-<br />
| Inert [[relic]]s || 0 || -<br />
|-<br />
| [[Mini-turret]]<br>[[Mortar]] || 0 || -<br />
|-<br />
|}<br />
<br />
==Awakening the core==<br />
{{Quote|You've invoked the archonexus core. The world fills with a blinding light and time seems to slow...<br><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. It's terrifying. It's beautiful...'''|Endgame text after invoking the Archonexus core.}}<br />
<br />
Once activated, the game ends ''permanently''. Unlike with the other 2 endings, you cannot continue with colonists left behind. You can restart from a previous save, if so desired.<br />
<br />
=Colony End=<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 colonists left.}}<br />
Whenever all your colonists are dead, kidnapped, or have left the planet, your colony is now abandoned.The [[Events#Wanderer joins|wanderer]] event or refugee chased [[quest]] can rebuild the colony again. Does not appear with the archnoexus ending or the planetkiller.<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 [planet name] 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 event}}<br />
If the Planetkiller is enabled at the scenario, then you will have a certain number of days or years before the planetkiller strikes, shown 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 />
=Version history=<br />
* 1.1 - Credits now list the memory of colonists who died.<br />
* [[Royalty DLC]] Release - Royal ascent ending added.<br />
* [[Ideology DLC]] Release - Archotech ending added.<br />
<br />
[[Category:Game mechanics]] [[Category:Guides]]</div>SyntaxTerrorhttps://rimworldwiki.com/index.php?title=File:Most_efficient_ship.jpg&diff=135366File:Most efficient ship.jpg2023-06-24T18:22:00Z<p>SyntaxTerror: == Summary ==
Colony-made ship, with space for 48 colonists.<br>
Scalable, and most efficient design : each structural beam carries 6 cryptosleep caskets.
== License ==
{{Copyright game}}
Category:Images - Screenshots</p>
<hr />
<div>== Summary ==<br />
Colony-made ship, with space for 48 colonists.<br><br />
Scalable, and most efficient design : each structural beam carries 6 cryptosleep caskets.<br />
<br />
== License ==<br />
{{Copyright game}}<br />
<br />
[[Category:Images - Screenshots]]</div>SyntaxTerrorhttps://rimworldwiki.com/index.php?title=Mood&diff=135359Mood2023-06-22T18:30:47Z<p>SyntaxTerror: /* Observed corpse */ Corpses can be seen within a radius of 4 tiles, but not if they are being carried by someone else.</p>
<hr />
<div><!--Top Nav Box--><br />
{| align=center<br />
| {{Character_Properties_Nav}}<br />
|}<br />
----<br />
<!-- End Nav --><br />
__NOTOC__<br />
{{Rewrite|reason=Standardization of thought formatting - Room Stats method suggested}}<br />
{{Split|destination=Thoughts|reason=Split this back into Mood and [[Thoughts]]. Page is unworkably large, and needs a TOC which it can't have without being massive.}}<br />
{{imagemargin|[[File:mood_preview.png|right]]|30px}}A [[human]]'s '''mood''' ranges from 0 to 100%. Low moods cause [[mental break|mental breaks]], while high moods may trigger [[Mental inspiration|inspirations]]. Mood is affected by thoughts and [[traits]], which add or subtract from a base mood determined by the difficulty level. A pawn's [[Needs|Needs tab]] shows the Mood bar graph and all active mood modifiers.<br />
<div><li style="display: inline-table;"><br />
{| {{STDT| c_25}}<br />
! style="text-align:left;" | Difficulty !! Base Mood<br />
|-<br />
| Peaceful || align="center" | 42<br />
|-<br />
| Community builder || align="center" | 42<br />
|-<br />
| Adventure story || align="center" | 37<br />
|-<br />
| Strive to survive || align="center" | 32<br />
|-<br />
| Blood and dust || align="center" | 27<br />
|}<br />
</li><div><br />
The difficulty can be changed at any time during gameplay.<br />
<br />
With a sufficiently high mood (>90%?), colonists can sometimes get [[Mental inspiration|inspired]] to work harder, run faster or gain other interesting positive benefits. Mood management is a large part of the game, as a happy colony is a productive colony. An unhappy colony generally doesn't get a whole lot done as colonists in a [[mental break]] are too busy digging up corpses, wandering around aimlessly or beating up their loved ones.<br />
<br />
Prisoners with high mood are easier to recruit and less likely to break out or go berserk.<br />
<br />
==Mechanics==<br />
Mood updates gradually, rather than instantly, in response to new mood modifiers. There is a "mood target", indicated by a white triangle below the blue Mood bar, which ''does'' update instantly; and then the actual mood level slowly moves toward the target. For example, when a Hungry colonist (-6 mood) eats a meal, you'll see the white triangle immediately jump to the right as the Hungry effect disappears, but the blue bar takes 20 or so seconds (real time at 1x speed) to inch its way toward the triangle.<br />
<br />
Furthermore, when a colonist is sleeping or otherwise unconscious, the mood bar stays in place. This can lead to large discrepancies that may confuse beginning players. Imagine a Tired (-12 mood) colonist, who is "Soaking wet" (-3) in "Darkness" (-5) and had "Observed rotting corpse x2" (-9) ten hours ago, and is also "Ravenously hungry" (-12); let's say his net mood is 10, which is in the "Major break risk" range. Imagine this colonist comes inside, eats a fine meal (+5), and immediately goes to sleep; the mood bar has risen to 15 by this time. A few hours into his sleep, all the negative modifiers are gone and his mood target is 56, well out of the danger zone; however, the mood bar will stay where it is at 15 until he wakes up, and so will the "Major break risk" warning (though mental breaks do not trigger while asleep).<br />
<br />
==Mood management==<br />
There are various ways of increasing mood, which generally fall into two self-explanatory categories: Remove the bad things and add more good things. There are a lot of mood-influencing [[Thoughts]]. The key to happiness is, in subjective order of importance:<br />
<br />
===Avoid bad things ===<br />
Keep an eye on your colonist's needs tab and see which of their negative thoughts can be alleviated.<br />
<br />
===Environment===<br />
<br />
A colonist in a clean, beautiful and spacious interior is a happy colonist. For example, smoothing walls, cleaning floors, and placing furniture are all ways to increase mood. Conversely, a colonist in a hideous environment, cramped, dirty, impoverished, etc, can quickly go berserk. The difference between the best and worst of environments can be as much as 60 mood.<br />
<br />
===Recreation===<br />
<br />
A few hours of mandatory recreation time per day on a variety of recreation objects will prevent tantrum spirals and will lead to long-lasting mental stability. Spread out the recreation time over the day to keep colonists' recreation need topped up.<br />
<br />
===Possessions===<br />
<br />
Although most communes share all their possessions, some [[traits]] can benefit from certain types of apparel or [[weapons|weaponry]]. Not wearing tattered apparel is also something pawns can enjoy, so assigning their outfit to have at least 50% durability is an option. Lastly, a very impressive bedroom leads to long-term happiness.<br />
<br />
The most cost-effective methods of mood management the player has direct influence over are reducing negative thoughts such as organ-harvesting and observing or butchering corpses, so if mood is a problem maybe it's time to stop. Relatively cheap and effective in both short- and long-term is making sure your colonists have a pleasant, clean and comfortable environment. A comfortable [[chair]] at a workstation can provide an up to +10 mood boost for the low cost of some resources, and a good [[quality]] [[bed]] to sleep in will ensure colonists wake up with a smile. Some art in their surroundings can further push up their mood.<br />
<br />
Investing in a large, comfortable and impressive combined recreation and dining room pays off dividends. For a relatively low investment, the entire colony can get a substantial mood boost from simply eating a fine meal at a [[table]] and playing some horseshoes. An impressive bedroom only benefits one or two people, but the mood effects are permanent.<br />
<br />
[[Lavish meal]]s, [[drugs]] or [[Psychic soothe pulser|artifacts]] can greatly increase mood in the short term, which helps keeping things running during stressful times. They are generally a challenge to keep up in the long-term.<br />
<br />
===Extreme measures===<br />
<br />
Sometimes, an unlucky pawn has enough combined negative modifiers (scar pain, drug withdrawal, deaths of family members, psychic drone) that they'll still be in the extreme break risk zone even if you give them the best food and bedroom and all-day recreation. If you don't want to deal with constant mental breaks, you have a few options.<br />
<br />
To have a mental break, a pawn must be awake and able to move. This yields these strategies to prevent a mental break by inhibiting movement:<br />
* Assigning the pawn to go to sleep (works for some hours until the rest bar fills up)<br />
* Anesthetizing the pawn (decent for short periods, but costs medicine every time)<br />
* Putting the pawn in a [[cryptosleep casket]] (drug withdrawal probably won't progress during stasis but most effects probably will)<br />
* Using the level 2 [[psycast]] Neural heat dump to put the pawn in a psychic coma for one day (Another neural heat-generating psycast must be casted prior in order to use Neural heat dump) {{RoyaltyIcon}}<br />
* The famous/infamous "cut their legs off" approach (install peg legs, then remove them).<br />
<br />
The [[Joywire]] implant gives +30 mood—at the significant cost of -20% consciousness, and it cannot be removed. Thus, it should be used as a permanent solution to permanent problems.<br />
<br />
'''Below is a list of the thoughts that human characters can experience, including how it affects their mood'''<br />
<br />
== Moodlet Table of Contents ==<br />
{| style="border-collapse:collapse; padding:5px; outline: 1px #E0E0E0 solid;" align=center <br />
| style="border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;" | [[Mood#Expectations| Expectations]]<br />
| style="border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;" | [[Mood#Death| Death]]<br />
| style="border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;" | [[Mood#Debug| Debug]]<br />
| style="border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;" | [[Mood#Drugs| Drugs]]<br />
| style="border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;" | [[Mood#Exotic| Exotic]]<br />
| style="border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;" | [[Mood#Eating| Eating]]<br />
| style="border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;" | [[Mood#Gatherings| Gatherings]]<br />
| style="border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;" | [[Mood#Misc| Misc]]<br />
| style="border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;" | [[Mood#Room Stats| Room Stats]]<br />
| style="border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;" | [[Mood#Social| Social]]<br />
| style="border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;" | [[Mood#Situation General| Situation General]]<br />
| style="border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;" | [[Mood#Situation Needs| Situation Needs]]<br />
| style="border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;" | [[Mood#Situation RoomStats| Situation RoomStats]]<br />
| style="border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;" | [[Mood#Situation Social| Situation Social]]<br />
| style="border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;" | [[Mood#Situation Special| Situation Special]]<br />
| style="border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;" | [[Mood#Situation Traits| Situation Traits]]<br />
| style="border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;" | [[Mood#Situation TraitsPerm| Situation TraitsPerm]]<br />
|-<br />
|}<br />
<br />
== Expectations ==<br />
[[Mood#Moodlet Table of Contents|<small>Back to ToC</small>]]<br />
<div class="toccolours mw-collapsible"><br />
'''Moodlets from Thoughts_Memory_Death.xml'''<br />
<div class="mw-collapsible-content"><br />
{{:Thoughts/Expectations}}<br />
<nowiki>*</nowiki> = Disabled with Rough Living from [[Ideology]]<br />
</div><br />
</div><br />
<br />
== Death ==<br />
[[Mood#Moodlet Table of Contents|<small>Back to ToC</small>]]<br />
<div class="toccolours mw-collapsible"><br />
'''Moodlets from Thoughts_Memory_Death.xml'''<br />
<div class="mw-collapsible-content"><br />
{{:Thoughts/Memory_Death}}<br />
{{Royalty}}<br />
{{:Thoughts/Memory_Death (Royalty)}}<br />
</div><br />
</div><br />
<br />
== Debug ==<br />
These are used only for code-checking by creators and [[mod]]ders.<br><br />
[[Mood#Moodlet Table of Contents|<small>Back to ToC</small>]]<br />
<div class="toccolours mw-collapsible"><br />
'''Moodlets from Thoughts_Memory_Debug.xml'''<br />
<div class="mw-collapsible-content"><br />
{{:Thoughts/Memory_Debug}}<br />
</div><br />
</div><br />
<br />
== Drugs ==<br />
[[Mood#Moodlet Table of Contents|<small>Back to ToC</small>]]<br />
<div class="toccolours mw-collapsible"><br />
'''Moodlets from the drug defs'''<br />
<div class="mw-collapsible-content"><br />
{{:Thoughts/Drugs}}<br />
</div><br />
</div><br />
==Exotic==<br />
[[Mood#Moodlet Table of Contents|<small>Back to ToC</small>]]<br />
<div class="toccolours mw-collapsible"><br />
'''Moodlets from their source defs'''<br />
<div class="mw-collapsible-content"><br />
{{:Thoughts/Exotic}}<br />
</div><br />
</div><br />
==Eating==<br />
[[Mood#Moodlet Table of Contents|<small>Back to ToC</small>]]<br />
<div class="toccolours mw-collapsible"><br />
'''Moodlets from Thoughts_Memory_Eating.xml'''<br />
<div class="mw-collapsible-content"><br />
{{:Thoughts/Memory_Eating}}{{Royalty|no category}}{{:Thoughts/Memory Eating (Royalty)}}<br />
</div><br />
</div><br />
<br />
==Gatherings==<br />
[[Mood#Moodlet Table of Contents|<small>Back to ToC</small>]]<br />
<div class="toccolours mw-collapsible"><br />
'''Moodlets from Thoughts_Memory_Gatherings.xml'''<br />
<div class="mw-collapsible-content"><br />
{{:Thoughts/Memory_Gatherings}}<br />
</div><br />
</div><br />
==Misc==<br />
[[Mood#Moodlet Table of Contents|<small>Back to ToC</small>]]<br />
<div class="toccolours mw-collapsible"><br />
'''Moodlets from Thoughts_Memory_Misc.xml'''<br />
<div class="mw-collapsible-content"><br />
{{:Thoughts/Memory_Misc}}{{Royalty|no category}}{{:Thoughts/Memory Misc (Royalty)}}<br />
</div><br />
</div><br />
==Room Stats==<br />
These thoughts occur when a colonist personally uses a room (and not just passes through it). [[Mods]] can create additional moods that are triggered by other room types, but in vanilla the only rooms are:<br />
* Bedroom/Barracks<br />
* Rec(reation) room<br />
* Dining room<br />
* Prison cell<br />
* Hospital<br />
* Throne room{{RoyaltyIcon}} ([[Royalty (DLC)|Royalty DLC]] only)<br />
Note that most of these can be combined with others, although bedroom/barracks are mutually exclusive.<br />
<br />
Also, a general "[[space]]" thought can be triggered where a colonist spends much of their time, based on the size of that room.<br />
<br />
==== Intensities ====<br />
Each of these thoughts have a range of intensities, listed here from worst to best. This is dependent on the room's [[Impressiveness]] stat. Most rooms don't have the full range listed.<br />
#Awful<br />
#Dull<br />
#Mediocre<br />
#Decent<br />
#Slightly impressive<br />
#Somewhat Impressive (/ Impressive*)<br />
#Very impressive<br />
#Extremely impressive<br />
#Unbelievably impressive<br />
#Wondrously impressive<br />
<br />
:: ''(* As listed in Mood effects for "bedrooms", "cells" and "barracks", below, this is simply "Impressive".)''<br />
<br />
These thoughts are given by (only) these rooms. If a room fills more than one definition, it can give multiple thoughts:<br />
* '''Bedrooms''': When a colonist is designated to sleep alone (or with a lover*) in a room.<br />
**Full range except Dull and Mediocre.<br />
** Somewhat Impressive is listed as simply "Impressive"<br />
* '''Barracks''': When multiple* colonists are designated to sleep in the same room.<br />
**Full range.<br />
** Somewhat Impressive is listed as simply "Impressive"<br />
** As a rule of thumb, a poor quality barracks gives a -5 to mood vs. the equivalent private bedroom, higher quality barracks give -4.<br />
* '''Dining room''': When a colonist eats in a room. This can simply be any room with a table and chair.<br />
**Starts from Decent.<br />
* '''Rec room''': When a colonist uses Recreation facilities in a room. <br />
**Starts from Decent.<br />
* '''Prison cell''': When a colonist sleeps alone in a room with a bed/spot designated as a prison bed.<br />
**Full range except Dull and Mediocre.<br />
** Somewhat Impressive is listed as simply "Impressive"<br />
* '''Prison barracks''': When multiple colonists sleeps together in a room with beds/spots designated as prison beds.<br />
**Full range except Mediocre and Decent.<br />
** Somewhat Impressive is listed as simply "Impressive"<br />
* '''Hospital''': When a colonist stays at a hospital due to injury, illness or surgery.<br />
**Full range except Mediocre and Decent.<br />
<br />
:: ''(* A pair of colonists who are [[Social#Lovers|lovers]] and sleep in the same bed do not count against each other when defining a barracks.)''<br />
<br />
[[Mood#Moodlet Table of Contents|<small>Back to ToC</small>]]<br />
<div class="toccolours mw-collapsible"><br />
'''Moodlets from Thoughts_Memory_RoomStats.xml'''<br />
<div class="mw-collapsible-content"><br />
{{:Thoughts/Memory_RoomStats}}{{Royalty|no category}}{{:Thoughts/Memory_RoomStats (Royalty)}}<br />
</div><br />
</div><br />
<br />
==Social==<br />
[[Mood#Moodlet Table of Contents|<small>Back to ToC</small>]]<br />
<div class="toccolours mw-collapsible"><br />
'''Moodlets from Thoughts_Situation_.xml'''<br />
<div class="mw-collapsible-content"><br />
{{:Thoughts/Memory_Social}}<br />
</div><br />
</div><br />
<br />
==Situation General==<br />
[[Mood#Moodlet Table of Contents|<small>Back to ToC</small>]]<br />
<div class="toccolours mw-collapsible"><br />
'''Moodlets from Thoughts_Situation_General.xml'''<br />
<div class="mw-collapsible-content"><br />
Note, although sky-high expectations does not affect mood, it still appears as a thought, and thus is shown here<br />
{{:Thoughts/Situation_General}}<br />
</div><br />
</div><br />
==Situation Needs==<br />
[[Mood#Moodlet Table of Contents|<small>Back to ToC</small>]]<br />
<div class="toccolours mw-collapsible"><br />
'''Moodlets from Thoughts_Situation_Needs.xml'''<br />
<div class="mw-collapsible-content"><br />
{{:Thoughts/Situation_Needs}}<br />
</div><br />
</div><br />
==Situation RoomStats==<br />
[[Mood#Moodlet Table of Contents|<small>Back to ToC</small>]]<br />
<div class="toccolours mw-collapsible"><br />
'''Moodlets from Thoughts_Situation_RoomStats.xml'''<br />
<div class="mw-collapsible-content"><br />
{{:Thoughts/Situation_RoomStats}}<br />
</div><br />
</div><br />
==Situation Social==<br />
[[Mood#Moodlet Table of Contents|<small>Back to ToC</small>]]<br />
<div class="toccolours mw-collapsible"><br />
'''Moodlets from Thoughts_Situation_Social.xml'''<br />
<div class="mw-collapsible-content"><br />
{{:Thoughts/Situation_Social}}<br />
</div><br />
</div><br />
<br />
==Situation Special==<br />
[[Mood#Moodlet Table of Contents|<small>Back to ToC</small>]]<br />
<div class="toccolours mw-collapsible"><br />
'''Moodlets from Thoughts_Situation_Special.xml'''<br />
<div class="mw-collapsible-content"><br />
{{:Thoughts/Situation_Special}}{{Royalty|no category}}{{:Thoughts/Situation_Special (Royalty)}}{{Ideology|no category}}{{:Thoughts/Situation_Special (Ideology)}}<br />
</div><br />
</div><br />
<br />
==Situation Traits==<br />
[[Mood#Moodlet Table of Contents|<small>Back to ToC</small>]]<br />
<div class="toccolours mw-collapsible"><br />
'''Moodlets from Thoughts_Situation_Traits.xml'''<br />
<div class="mw-collapsible-content"><br />
{{:Thoughts/Situation_Traits}}<br />
</div><br />
</div><br />
<br />
==Situation TraitsPerm==<br />
[[Mood#Moodlet Table of Contents|<small>Back to ToC</small>]]<br />
<div class="toccolours mw-collapsible"><br />
'''Moodlets from Thoughts_Situation_TraitsPerm.xml'''<br />
<div class="mw-collapsible-content"><br />
{{:Thoughts/Situation_TraitsPerm}}<br />
</div><br />
</div><br />
<br />
==Thoughts RoyalTitles==<br />
{{Royalty|no category}}<br />
[[Mood#Moodlet Table of Contents|<small>Back to ToC</small>]]<br />
<div class="toccolours mw-collapsible"><br />
'''Moodlets from Thoughts_RoyalTitles.xml'''<br />
<div class="mw-collapsible-content"><br />
{{:Thoughts/Thoughts RoyalTitles}}<br />
</div><br />
</div><br />
<br />
==Thoughts Ideoligion==<br />
{{Ideology|no category}}<br />
[[Mood#Moodlet Table of Contents|<small>Back to ToC</small>]]<br />
<div class="toccolours mw-collapsible"><br />
'''Moodlets from Thoughts_Ideoligion.xml'''<br />
<div class="mw-collapsible-content"><br />
{{:Thoughts/Thoughts Ideoligion}}<br />
</div><br />
</div><br />
<br />
==Thought Details==<br />
====Justified execution====<br />
This thought occurs in every colonist when a "guilty" [[prisoner]] is killed by a colonist. A prisoner is guilty for 24 hours after attacking the colony, killing/downing a colonist or attempting escape.<br />
<br />
====Someone was organ-harvested====<br />
This thought occurs in every colonist when an organ is harvested from a prisoner or guest. This does not occur when the organ is harvested by the installation of a replacement, such as a [[bionic heart]], nor does it happen when removing an artificial body part. <br />
<br />
====Justified execution of colonist====<br />
This thought occurs in every colonist when a "guilty" colonist that is held prisoner is subsequently killed by another colonist. A prisoner is guilty for 24 hours after attacking the colony, killing/downing a colonist or attempting escape.<br />
<br />
====Colonist organ-harvested====<br />
This thought occurs in every colonist when an organ is harvested from a colonist. This does not occur when the organ is harvested by the installation of a replacement, such as a [[bionic heart]], nor does it happen when removing an artificial body part. <br />
<br />
====A prisoner was sold====<br />
This thought occurs in every colonist when a prisoner is sold into slavery.<br />
<br />
====Ate fine meal====<br />
This thought occurs when a humanoid eats a [[Meals|fine meal]].<br />
<br />
====Ate lavish meal====<br />
This thought occurs when a humanoid eats a [[Meals|lavish meal]].<br />
<br />
====Ate nutrient paste====<br />
This thought occurs when a humanoid eats [[Meals|nutrient paste]].<br />
<br />
====Ate without table====<br />
This thought occurs when a humanoid eats without a table.<br />
<br />
It occurs frequently even if you have tables, for many times colonists aren't bothered to go long distances to a table to eat and will simply eat off the floor instead. This can be avoided by watching pawns who are far from base, and when they pull out food and start to eat, draft and immediately undraft them, then have them haul the dropped food back to storage.<br />
<br />
====Ate raw food====<br />
This thought occurs when a humanoid eats [[raw food]].<br />
<br />
====[[Beauty]]====<br />
These thoughts occur when a human's environment opinion rises above or falls below certain values.<br />
<br />
*Hideous environment: When their opinion dips below 15.<br />
*Very ugly environment: When their opinion dips below 30.<br />
*Ugly environment: When their opinion dips below 42.<br />
*Pleasant environment: When their opinion rises above 58.<br />
*Very pleasant environment: when their opinion rises above 70.<br />
*Gorgeous environment: When their opinion rises above 85.<br />
<br />
====Bionics====<br />
These thoughts occur when a pawn with specific traits has bionic body parts installed on them.<br />
<br />
For Transhumanist pawns:<br />
*Transhumanist frustrated: no parts.<br />
*Transhumanist pleased: 1 part.<br />
*Transhumanist quite pleased: 2 parts.<br />
*Transhumanist delighted: 3 parts.<br />
*Transhumanist enchanted: 4 parts.<br />
*Transhumanist overjoyed: 5 parts.<br />
*Machine body is complete: 6 or more parts.<br />
<br />
For Body purist pawns:<br />
*Body purist squeamish: 1 part.<br />
*Body purist disgusted: 2 parts.<br />
*Body purist violated: 3 parts.<br />
*Body purist horrified: 4 parts.<br />
*Body purist nightmare: 5 parts.<br />
*I have become what I hate: 6 or more parts.<br />
<br />
====Cabin Fever (outdated information)====<br />
This thought occurs when a humanoid has spent a great amount of time inside. It has 2 stages:<br />
*Mild: more than 140000 ticks (7 game days) inside.<br />
*Serious: more than 280000 ticks (14 game days) inside.<br />
<br />
The humanoid does not take on this thought when incapacitated (whether indoors or not) or imprisoned, but the timer for ticks inside is still active.<br />
<br />
====Cannibalism====<br />
This thought occurs when a humanoid eats [[Raw food|human meat]] in various forms.<br />
*Raw cannibalism: When the humanoid eats raw human meat, butchered or not. This happens concurrently with the 'Ate raw food' debuff.<br />
*Cooked cannibalism: When the humanoid eats human meat cooked into meals.<br />
<br />
====Catharsis====<br />
This thought occurs after a colonist has a [[Mood#Mental_breakdown|mental break]] due to poor [[mood]].<br />
<br />
For this thought to occur the mental break must be allowed to run its course. Interrupting the break, by downing or arresting the affected colonist, will cause this thought to not occur. Berserk breaks are an exception, being able to grant the Catharsis buff even if interrupted.<br />
<br />
====Cold====<br />
This thought occurs when the outside temperature drops below a pawn's [[minimum comfortable temperature]]. There are 3 variations depending on how low the temperature is relative to this value<br />
*Cold: {{Temperature|1|10|delta}} below comfort.<br />
*Very cold: {{Temperature|11|20|delta}} below comfort.<br />
*Shivering: {{Temperature|21||delta}} or lower below comfort.<br />
<br />
====My <relation> <name> died====<br />
This thought occurs when a colonist's family member dies. The death need not happen in the player's colony to cause this mood. Severity is dependent on the closeness of the relation - with children and spouses being highest, and relations outside of their immediate family being lower.<br />
<br />
====Colonist banished====<br />
This thought occurs when a colonist is banished from the colony or a caravan.<br />
<br />
====Colonist left to die====<br />
This thought occurs when a colonist is abandoned from a caravan in conditions where he will most likely not survive. It usually occurs if the outside temperature is outside of the colonist's comfortable range, or the colonist is downed.<br />
<br />
If this colonist is a relative, friend or rival of another colonist, they will gain the thought relating to their deaths (eg "My son died" if a son is abandoned) on top of this thought.<br />
<br />
====Colonist left unburied====<br />
This thought occurs when a colonist corpse is in the open for more than 80000 ticks (4 game days).<br />
<br />
====Comfort====<br />
This thought occurs when a colonist's [[comfort]] rises above or falls below a certain value. It has various stages:<br />
*Uncomfortable: When comfort falls below 10%.<br />
*Comfortable: When comfort reaches 60% and above.<br />
*Very comfortable: When comfort reaches 70% and above.<br />
*Extremely comfortable: When comfort reaches 80% and above.<br />
*Luxuriantly comfortable: When comfort reaches 90% and above.<br />
<br />
====Tainted apparel====<br />
This though occurs when a pawn is wearing apparel stripped from a corpse. Mood effect ranges from -3 to -8 based on how many pieces the pawn's wearing. <br><br />
Bloodlust pawns don't gain the debuff.<br />
<br />
====Defeated hostile leader====<br />
This occurs when the colony kills an enemy faction leader.<br />
<br />
====Disturbed sleep====<br />
This thought occurs when a humanoid or animal walks within seven squares (without walls in between) of a sleeping humanoid, or the humanoid is called to do work while sleeping.<br />
<br />
====Exhaustion====<br />
These thoughts occur when a humanoid's rest level dips below certain values. See [[Rest]].<br />
<br />
*Drowsy: When rest level dips below 28%.<br />
*Tired: When rest level dips below 14%.<br />
*Exhausted: When rest level dips below 1%. Afterwards the pawn may collapse and start sleeping on the ground.<br />
<br />
====Forced to take drugs====<br />
This thought occurs when you administer non-medical drugs to a [[teetotaler]] using a medical operation.<br />
<br />
Medical drugs such as [[penoxycyline]] do not trigger this thought.<br />
<br />
====Hot====<br />
This thought occurs when the outside temperature is higher than the pawn's [[maximum comfortable temperature]]. There are 4 variations depending on high the temperature is relative to this value.<br />
*Hot: {{Temperature|1|10|delta}} above comfortable temperature.<br />
*Very hot: {{Temperature|11|20|delta}} above comfortable temperature.<br />
*Extremely hot: {{Temperature|21|30|delta}} above comfortable temperature.<br />
*Burning up: {{Temperature|31||delta}} or higher above comfortable temperature.<br />
<br />
====Human leather apparel====<br />
This though occurs when a pawn is wearing apparel made using human leather. Mood effect ranges from -3 to -8 based on how many pieces the pawn's wearing. <br><br />
Bloodlust or Cannibal pawns instead gain a mood buff from +3 to +8.<br />
<br />
====Hungover (pounding)====<br />
This thought is the first of three hangover stages that occurs after a humanoid has become drunk. It has a mood effect of -10. Consciousness is reduced by 18% and is accompanied by mild vomiting.<br />
<br />
====Hungover (strong)====<br />
This thought is the second hangover stage that occurs after a humanoid has become drunk. It has a mood effect of -5. Consciousness is reduced by 8%.<br />
<br />
====Hungover (slight)====<br />
This thought is the third and final hangover stage that occurs after a humanoid has become drunk. It has a mood effect of -2. Consciousness is reduced by 3%.<br />
<br />
====Hunger====<br />
These thoughts occurs when a humanoid is hungry and needs food. There are several severities depending on how long the pawn hasn't had access to food. See [[Saturation]].<br />
*Hungry: When saturation level dips below 0.3.<br />
*Urgently hungry: When saturation level dips below 0.2.<br />
*Starving: When saturation level reaches 0 and [[malnutrition]] kicks in, which will eventually kill the colonist.<br />
**Trivial: 0 - 19% severity of malnutrition.<br />
**Minor: 20 - 39% severity of malnutrition.<br />
**Moderate: 40 - 59% severity of malnutrition.<br />
**Severe: 60 - 79% severity of malnutrition.<br />
**Extreme: 80 - 100% severity of malnutrition. After this, the unfortunate pawn dies.<br />
<br />
====I Butchered humanlike====<br />
This thought occurs when a humanoid processes a humanlike corpse at a butcher table.<br />
<br />
====Imprisoned====<br />
This thought occurs when a humanoid is kept as a [[Prisoner]].<br />
<br />
====Insulted====<br />
This thought occurs when a humanoid is insulted by another humanoid.<br />
<br />
====In darkness====<br />
This thought occurs when a humanoid has spent more than 4000 ticks (1/5 of a game day) away from any light source.<br />
<br />
The humanoid does not take on this thought when sleeping (whether in darkness or not), but the timer for ticks away from a light source is still active while sleeping.<br />
<br />
====Inebriated (warm)====<br />
This thought occurs after a humanoid consumes [[beer]] and their alcohol level reaches 10%. Pain level is reduced by 10%, while manipulation is reduced by 2%. <br />
<br />
====Inebriated (tipsy)====<br />
This thought occurs after a humanoid consumes [[beer]] and their alcohol level reaches 25%. Pain level is reduced by 20%, while consciousness is reduced by 10%.<br />
<br />
====Inebriated (drunk)====<br />
This thought occurs after a humanoid consumes [[beer]] and their alcohol level reaches 40%. Pain level is reduced by 50%, while consciousness is reduced by 35%, accompanied by mild vomiting. At this level it triggers a tale that may show up in an art description; and the humanoid will soon start having a hangover. <br />
<br />
====Inebriated (hammered)====<br />
This thought occurs after a humanoid consumes [[beer]] and their alcohol level reaches 70%. Pain level is reduced by 70%, while consciousness is reduced by 60%, accompanied by vomiting. Consuming more beer at this stage may trigger a blackout.<br />
<br />
==== Joywire ====<br />
A pawn with a [[joywire|joywire implant]] has a permanent +30 mood buff. However, the implant also permanently reduces consciousness.<br />
<br />
====Expectation moodlets====<br />
These thoughts occurs when total colony wealth is below certain thresholds. It has 6 stages at different wealth values, and also affects recreation tolerance loss (higher wealth colonies need more recreation variety). <br />
<br />
Additionally, [[Titles#Conceited vs Non Conceited|conceited nobles]] {{RoyaltyIcon}} have Noble and Royal Expectations at the ranks of Baron and Count respectively. These expectations replace the normal expectations moodlet. Note that despite only being seen in-game with the [[Royalty DLC]] activated, these additional moodlets are defined in the Core game. <br />
<br />
Finally, [[Ideoligion#Roles|Ideoligious Roles]] can increase the expectations of the pawn by two levels, so a pawn that would normally have Low Expectations would then have High Expectations. To prevent these "going off the scale", at High and Sky-High, Elite and Supreme are used instead. Note that despite only being seen in-game with the [[Ideology DLC]] activated, these additional moodlets are defined in the Core game. Pawns enslaved into the colony will have expectations between extremely low and very low, ignoring the current Wealth Limit as long as they are enslaved.{{Check Tag|Fact Check|Seems outdated as there are now multiple ranks of slave expectations}}<br />
<br />
{| class="wikitable"<br />
|-<br />
! Name !! Mood !! Wealth Limits !! Recreation Tolerance<br>Loss/Day !! Num. of Recommended<br>Recreation Types<br />
|-<br />
| Extremely low expectations || {{+|30}} || 0 - 15,000 || 18% || 2<br />
|-<br />
| Very low expectations || {{+|24}} || 15,000 - 31,000 || 13% || 3<br />
|-<br />
| Low expectations || {{+|18}} || 31,000 - 81,000 || 11% || 3<br />
|-<br />
| Moderate expectations || {{+|12}} || 81,000 - 182,000 || 10% || 4<br />
|-<br />
| High expectations || {{+|6}} || 182,000 - 308,000 || 8% || 5<br />
|-<br />
| Sky-high expectations || '''0''' || 308,000 - 1,000,000,000 || 7% || 6<br />
|-<br />
| Noble expectations {{RoyaltyIcon}} || {{--|6}} || ''N/A'' || 7% || 6<br />
|-<br />
| Royal expectations {{RoyaltyIcon}} || {{--|12}} || ''N/A'' || 7% || 6<br />
|-<br />
| Elite expectations{{IdeologyIcon}} || {{--|6}} || See above || 7% || 6<br />
|-<br />
| Supreme expectations{{IdeologyIcon}}|| {{--|12}} || See above || 7% || 6<br />
|}<br />
<br />
Slaves do not have the default expectations of colonists, instead they have unique expectations with a generally higher mood boost. These expectations replace colonist expectations based on what the pawn's expectations would be if they were a colonist based on colony wealth and noble status.<br />
<br />
{| class="wikitable"<br />
|- <!-- C:\Program Files (x86)\Steam\steamapps\common\RimWorld\Data\Ideology\Defs\Misc\ExpectationDefs\Expectation.xml --><br />
! Expectation !! Mood Effect !! Replaces Colonist Expectation<br />
|-<br />
| Destitute slave expectations || {{+|46}} || Extremely low expectations<br />
|-<br />
| Poor slave expectations || {{+|40}} || Very low expectations<br />
|-<br />
| Meager slave expectations || {{+|34}} || Low expectations<br />
|-<br />
| Slave expectations || {{+|28}} || all other expectations<br />
|}<br />
<br />
====My organ harvested====<br />
This thought occurs when a pawn has an organ harvested. This stacks for every organ taken.<br />
<br />
====Naked====<br />
This thought occurs when a non-nudist humanoid is not wearing any [[clothing]].<br />
<br />
====New colony hope====<br />
Occurs once "New colony optimism" expires. This thought is the second stage of the start-of-game "boost" to help the newly landed colonists keep their mood up while they set up beds, furniture, decorations, and other structures. <br />
<br />
====New colony optimism====<br />
A starting "boost", this thought occurs at the start of the game to help the newly landed colonists keep their mood up while they set up beds, furniture, decorations, and other structures.<br />
<br />
====Observed corpse====<br />
This thought occurs when a corpse is visible to a colonist - not buried or incinerated.<br><br />
Corpses can be seen within a radius of 4 tiles, but not if they are being carried by someone else.<br />
<br />
==== Pain ====<br />
These thoughts occur when a humanoid is under [[pain]]. It has 4 stages depending on pain severity.<br />
*Pain (little): When pain is between 1 - 14%.<br />
*Pain (moderate): When pain reaches 15%.<br />
*Pain (acute): When pain reaches 40%.<br />
*Pain (shock):When pain reaches 80%. Colonists in this state are incapacitated.<br />
<br />
==== Passion (work)====<br />
These thoughts occur when a pawn is doing work they have a passion for (see the bio).<br />
*Minor passion: When a pawn does work they have a passion level of interested for.<br />
*Burning passion: When a pawn does work they have a passion level of burning for.<br />
<br />
These work passions, especially burning, can help a colonist who does that work full time become much more likely to gain inspirations and much less likely to have mental breaks due to a much better mood most of the time. Combined with the exp boost to skills a pawn is passionate about, it makes passion in a desired field invaluable - a colonist with a moderate skill level but a burning passion is in many cases superior to a mid-high skill pawn due to the ability to become incredibly skilled in a comparatively short period of time.<br />
<br />
As dumb labor like hauling and cleaning are not tied to a skill, no one will ever gain happiness from them. Even thousands of years in the future, we still all have boring chores to do.<br />
<br />
====Psychic effects====<br />
<br />
Psychic drones occur during the [[Events#Psychic ship|psychic ship]] or [[Events#Psychic drone|psychic drone]] events.<br />
*Low: Psychic drone event, or 0 - 2.5 days after the crash.<br />
*Medium: Psychic drone event, or 2.5 - 5 days after the crash.<br />
*High: Psychic drone event, or 5 - 7.5 days after the crash.<br />
*Extreme: 7.5 days or later after the crash.<br />
<br />
Psychic soothes occur during the [[Events#Psychic soothe|psychic soothe event]].<br />
<br />
==== Recreation ====<br />
{{main|Recreation}}<br />
These thoughts occur when the recreation meter of a humanoid rises or falls below certain values.<br />
<br />
*Recreation-starved: When the recreation meter is at 0%.<br />
*Recreation-deprived: When the recreation meter is between 1% and 14%.<br />
*Recreation unfulfilled: When the recreation meter is between 15% and 29%.<br />
*Recreation satisfied: When the recreation meter is between 70% and 84%.<br />
*Recreation fully satisfied: When the recreation meter is at least 85%.<br />
<br />
====Sick====<br />
This thought occurs when a colonist has an [[illness]].<br />
<br />
====Sleeping conditions====<br />
These thoughts occur when a humanoid sleeps in various unfavorable conditions.<br />
*Slept outside: When a humanoid sleeps in an outdoor space, or an incomplete room.<br />
**This thought does not occur in unroofed rooms.<br />
*Slept on ground: When a humanoid uses a sleeping spot or sleeps on the ground.<br />
*Slept in cold: When a humanoid sleeps when the temperature falls below {{Temperature| {{Q|Human|Min Comfortable Temperature}} }}. (clothing doesn't change value)<br />
*Slept in heat: When a humanoid sleeps when the temperature raises above {{Temperature|{{Q|Human|Max Comfortable Temperature}} }}. (clothing doesn't change value)<br />
<br />
====Someone's organ harvested====<br />
This thought occurs in every colonist, [[Thoughts list#My organ harvested|except for the patient]], when an organ is harvested from a prisoner, guest, or colonist.<br />
<br />
====Strange feeling====<br />
This thought occurs when a [[psychic soothe pulser]] is used.<br />
<br />
====Spacious interior====<br />
This thought occurs when a humanoid has 41 or more tiles accessible within radius 7 in the current room (objects that can be walked over do not affect this - see [[Space]]).<br />
<br />
====Cramped interior====<br />
This thought occurs when a humanoid has 4-10 tiles accessible within radius 7 in the current room (objects that can be walked over do not affect this - see [[Space]]).<br />
<br />
====Confined interior====<br />
This thought occurs when a humanoid has 3 or less tiles accessible within radius 7 in the current room (objects that can be walked over do not affect this - see [[Space]]).<br />
<br />
====Was imprisoned====<br />
This thought occurs after a [[prisoner]] is released.<br />
It does not occur to newly recruited prisoners.<br />
<br />
====Ratty apparel====<br />
This thought occurs when a humanoid is wearing apparel which has health between 21% and 50%.<br />
<br />
====Tattered apparel====<br />
This thought occurs when a humanoid is wearing apparel which has health 20% or less.<br />
<br />
====We butchered humanlike====<br />
This thought occurs when a human corpse is processed at a butcher table.<br />
<br />
== Notes ==<br />
If a colonist is resurrected using a [[Resurrector mech serum]], the various mood penalties from losing a spouse, friend, colonist and so forth are removed. If there were bonuses such as from a recent marriage, these will not return, either for the directly affected pawns or anybody else in the colony.<ref>[https://ludeon.com/forums/index.php?topic=49046.30 Topic about resurrection on the official Ludeon forum.]</ref><br />
<br />
== Version history ==<br />
* [[Version/0.9.722|0.9.722]] - Tattered apparel thought added.<br />
* [[Version/0.10.785|0.10.785]] - Pain now creates unhappiness.<br />
* [[Version/0.12.906|0.12.906]] - Crowded thought added. Added [[room stats|room quality]] related thoughts for doing Joy or Eating in them, and owning an impressive bedroom or barracks. Nuzzling added.<br />
* [[Version/1.1.0|1.1.0]] - Added ‘freed from slavery’ mood-boosting thought for pawns bought from a trader. Added mood boost when prisoner released.<br />
* ? - "Slave sold" penalty reduced from -5 to -3, sometime between 1.2.2723 and 1.3.3087<br />
<br />
== References ==<br />
<references /><br />
<br />
{{nav|status levels|wide}}<br />
<br />
[[Category:Game mechanics]]</div>SyntaxTerrorhttps://rimworldwiki.com/index.php?title=AI_Storytellers&diff=92061AI Storytellers2021-09-10T17:25:33Z<p>SyntaxTerror: case ; style</p>
<hr />
<div><!--Top Nav Box--><br />
{| align=center<br />
| {{AI_Storytellers_Nav}}<br />
|}<br />
----<br />
<!-- End Nav --><br />
<br />
{{TOCright}}<br />
<br />
'''AI storytellers''' (Artificial Intelligence stroytellers) are driving the gameplay and their choices will affect the story of your colony, but will never entirely disallow events because of population. They create events like pirate raids, resource drops, or animal attacks.<br />
<br />
The one that you choose will make decisions about what events it wants you to encounter and when based on the situation you are currently in and on the biases of that particular AI.<br />
<br />
Choosing an AI will have a great influence on the narrative that is formed as you play. The difficulty is selected separately from the storyteller, but both are changeable mid-game.<br />
<br />
== Current AI storytellers == <br />
* [[File:Cassandra.png|50px]][[Cassandra Classic]]<br />
* [[File:Phoebe.png|50px]][[Phoebe Chillax]]<br />
* [[File:Randy.png|50px]][[Randy Random]]<br />
<br />
== Code specifics for storyteller ==<br />
{| {{STDT| sortable c_08 text-center}}<br />
! Name !! Desired population min !! Desired population max !! Desired population critical !! Threat cycle length <br> AverageIncidentsPerDay(Randy) !! Min Days Between Threat Bigs GeneralWeight(Randy) !! Classic_RandomEventMTBDays ThreatSmallWeight(Randy) !! Classic_ThreatBigMTBDays LargeThreatWeight(Randy) !! Classic_ThreatSmallMTBDays MaxThreatBigIntervalDays(Randy)<br />
|-<br />
! Cassandra Classic<br />
| 4<br />
| 13<br />
| 18<br />
| 9.2<br />
| 1.9<br />
| 1.00<br />
| 3.75<br />
| 1.25<br />
|-<br />
! Phoebe Chillax<br />
| 4<br />
| 13<br />
| 18<br />
| 17<br />
| 12.5<br />
| 1.00<br />
| 8<br />
| 1.25<br />
|-<br />
! Randy Random<br />
| 4<br />
| 13<br />
| 50<br />
| 1.45<br />
| 0.79<br />
| 0.0950<br />
| 0.095<br />
| 13<br />
|-<br />
|}<br />
<br />
== Options ==<br />
{{stub|section=1|reason=Add difficulty defaults for each option}}<br />
<br />
=== Threats ===<br />
{| {{STDT| sortable c_08 text-left}}<br />
! Options !! Description !! Value options<br />
|-<br />
| Threat scale || Adjust the size of threats like raids (using [[raid points]]) and infestations, and the difficulty of quests. || 0% - 500%<br />
|- <br />
| Major threats || Allow major threats such as [[raids]], [[infestation]]s, manhunter packs, crashed mechanoid ships and more.|| Toggle<br />
|-<br />
| Quests threats || Allow quests to present with violent threats and challenges. If this is disabled, quests will be modified to be non-violent. || Toggle<br />
|-<br />
| Intro threats || Enable the fixed intro threats that appear near game start. || Toggle<br />
|-<br />
| Predators hunt humans || Allow wild predators to hunt humans. || Toggle<br />
|-<br />
| Extreme weather || Allow extreme weather incidents such as toxic fallout, volcanic winters and flashstorms. || Toggle<br />
|-<br />
|}<br />
<br />
=== Economy ===<br />
{| {{STDT| sortable c_08 text-left}}<br />
! Options !! Description !! Value options<br />
|-<br />
| Harvest yield || Adjust the amount of materials produced when harvesting [[plants]] and crops. This includes harvesting plants and cutting [[trees]]. || 0% - 500%<br />
|-<br />
| Mining yield || Adjust the amount of materials produced when mining. || 0% - 500%<br />
|-<br />
| Butchering yield || Adjust the amount of materials produced when butchering. This includes [[meat]], [[leather]], and yield from shredding [[mechanoids]]. || 0% - 500%<br />
|-<br />
| Research speed || Adjust the speed of research. || 0% - 500% <br />
|-<br />
| Quest rewards || Adjust the value of rewards given for quests. Note: Quest reward value is also automatically scaled to compensate for threat scale. If you adjust this setting, you'll be adding an additional multiplier. || 0% - 500%<br />
|-<br />
| Raid loot || Adjust the value of loot carried by raiders. Note: Raid loot value is also automatically scaled to compensate for threat scale. If you adjust this setting, you'll be adding an additional multiplier. || 0% - 500%<br />
|-<br />
| Trade price disadvantage || When trading, buy prices are increased by this amount while sell prices are reduced by this amount. || 0% - 50%<br />
|-<br />
| Turret rearm cost || Adjust the cost of rearming turrets. || 1% - 100%<br />
|-<br />
| Scaria rot chance || The probability that a corpse will immediately rot upon death, if the creature has the [[scaria]] disease. Note: The default settings are designed to exactly balance out the increase in animal count at higher difficulties, so all players get the same meat rewards. || 0% - 100%<br />
|-<br />
| Enemy death on downed || Adjust the extra chance that an enemy will immediately die when downed. This affects the chances to take prisoners, and thus colony population growth rates. || 0% - 100%<br />
|-<br />
|}<br />
<br />
=== General ===<br />
{| {{STDT| sortable c_08 text-left}}<br />
! Options !! Description !! Value options<br />
|-<br />
| Colonist mood || A permanent mood offset applied to every colonist and prisoner. Colonists have a base mood of 50%. || -20 - +20<br />
|-<br />
| Food poison chance || Adjust the chance that a person will get [[food poisoning]] from eating a potentially-poisoned meal. || 0% - 500%<br />
|-<br />
| Animal revenge chance || Adjust the chance that injuring a wild animal will cause it to attack. || 0% - 500%<br />
|-<br />
| Infection chance || Adjust the chance that a wound will become [[Infection|infected]]. || 0% - 500%<br />
|-<br />
| Disease frequency || Adjust the frequency of random [[disease]] events. || 0% - 500%<br />
|-<br />
| Insect spawning rate || Adjust the rate at which existing insect [[hive]]s spawn new [[insects]]. Lower values means more time between spawn events. This does not affect whether infestations can occur - only the speed at which active hives produce insects. || 0% - 500%<br />
|-<br />
| Deep drilling infestations || Adjust the chance that [[deep drill]]ing will trigger an [[infestation]]. || 0% - 500%<br />
|-<br />
| Friendly fire || Adjust the chance of friendly fire. Note: This setting only affects direct shots which were going to hit their target. It does not prevent damage from explosions, or from shots which were going to miss their target. || 0% - 100%<br />
|-<br />
| Colonist instant kills || Adjust the chance that a colonist can die instantly due to an attack. The incoming damage is adjusted so it will down the colonist instead. This only prevents some kinds of instant kills - colonists can still be downed and bleed to death, die from fire, explosions, disease, and so on. || 0% - 100%<br />
|-<br />
| Map generation ancient threats || [[Ancient shrine|Ancient structures]] may contain [[mechanoids|dangerous]] [[insectoids|threats]]. || Toggle<br />
|-<br />
| Map generation natural hives || Dormant insect [[hive]]s may spawn in natural caves. This setting only applies to map generation and does not affect active insects that may tunnel in during play. || Toggle<br />
|}<br />
<br />
=== Player tools ===<br />
{| {{STDT| sortable c_08 text-left}}<br />
! Options !! Description !! Value options<br />
|-<br />
| Player can built spike traps || Player can build traps like [[spike trap]]s and [[IED trap]]s. || Toggle<br />
|-<br />
| Player can built turrets || Player can build static turrets like [[mini-turret]]s, [[autocannon turret]]s, and [[uranium slug turret]]s. You can still use captured turrets even if this is disabled. || Toggle<br />
|-<br />
| Player can built mortars || Player can build mortars. You can still use captured mortars even if this is disabled. || Toggle<br />
|- <br />
| Classic mortars || Mortars will not require [[reinforced barrel]]s to construct or reload, and are balanced for this ease of access.<br />
With "classic {{subst:lc:Mortars}"}, mortars are as they were before 1.3. Namely:<br />
* The barrel need not be changed every 20 shots.<br />
* Reinforced barrels are removed from the recipe and game.<br />
* Forced miss radius increased from 10 to 13.<br />
* Steel cost of all mortar shells increased by 10.<br />
| Toggle<br />
|}<br />
<br />
=== Adaptation ===<br />
{| {{STDT| sortable c_08 text-left}}<br />
! Options !! Description !! Value options<br />
|-<br />
| Adaptation growth rate || Adaptation means the storyteller makes the game more challenging when you're doing well. An adaptation score grows over time, and is knocked down when you take damage. This setting adjusts how fast the adaptation score grows over time. || 0% - 100%<br />
|-<br />
| Adaptation impact || Adaptation means the storyteller makes the game more challenging when you're doing well. An adaptation score grows over time, and is knocked down when you take damage. This setting adjusts how much the adaptation score affects the difficulty. || 0% - 100%<br />
|-<br />
| Wealth-independent progress mode || Play in a wealth-independent progress mode. In normal mode, the storyteller scales threats according to colonist count, player wealth, and a variety of other factors. Wealth-independent mode removes the wealth factor and replaces it with a fixed progress curve based on time. The time is counted from the founding of each colony. This is only recommended for those looking for a strict skill challenge. In wealth-independent mode, it may be nearly impossible to recover from serious losses unless you found a new settlement. It's also possible to get too far ahead of the curve and find the game too easy. || Toggle<br />
|-<br />
| Years until maximum threat || The number of game years until the wealth-independent mode reaches its maximum threat level. Note that the storyteller will still scale threats according to colonist count and a variety of other factors. || 1 - 20<br />
|}<br />
<br />
=== Ideology ===<br />
{{Ideology|No category}}<br />
{| {{STDT| sortable c_08 text-cenleftter}}<br />
! Options !! Description !! Value options<br />
|-<br />
| Low pop conversion boost || With a single colonist of the player's starting [[ideoligion]], conversion chance to his ideoligion is multiplied by this amount. Conversion attempts against them have their impact divided by that amount. With two colonists of the player's starting ideoligion, the effect is halved. With three or more colonists of the player's starting ideoligion, this has no effect. || x100% - x500%<br />
|}<br />
<br />
=== Difficulty ===<br />
{{stub|section=1|reason=Does not list all the different modifiers for each difficulty}} <br />
<br />
The default values are based on the "strive to survive" difficulty level, where most values are at 1.0, or 100%.<br />
<br />
[[Events#Flashstorm|Flashstorm]], [[Events#Toxic Fallout|toxic fallout]] and [[Events#Volcanic Winter|volcanic winter]] are disabled in Peaceful difficulty level.<br />
<br />
{| {{STDT| sortable c_08 text-center}}<br />
! Name !! Threat scale !! Colonist mood bonus !! Base sell price multiplier !! Crop yield multiplier !! Disease interval multiplier !! Enemy reproduction rate factor <br />
|-<br />
! Peaceful<br />
| 0.10<br />
| +10<br />
| 1.00<br />
| 1.20<br />
| 3<br />
| 0.1<br />
|-<br />
! Community builder<br />
| 0.30<br />
| +10<br />
| 1.00<br />
| 1.20<br />
| 2.5<br />
| 0.15<br />
|-<br />
! Adventure story<br />
| 0.60<br />
| +5<br />
| 1.00<br />
| 1.00<br />
| 1.5<br />
| 0.5<br />
|-<br />
! Strive to survive<br />
| 1.00<br />
| 0<br />
| 1.00<br />
| 1.00<br />
| 1.0<br />
| 1.0<br />
|-<br />
! Blood and dust<br />
| 1.55<br />
| -5<br />
| 0.90<br />
| 0.95<br />
| 0.95<br />
| 1.0<br />
|-<br />
! Losing is fun<br />
| 2.20<br />
| -10<br />
| 0.80<br />
| 0.80<br />
| 0.9<br />
| 1.0<br />
|-<br />
|}<br />
<br />
=== Commitment mode=== <br />
Commitment mode, often refered to as "permadeath mode", is an option when selecting difficulty. The player must choose between "commitment" and "reload anytime" mode.<br />
<br />
In commitment mode, you only get one save file and can only save when quitting the game. You cannot reload the game to fix mistakes, and only when the colony dies, that's it.<br />
<br />
This is the way RimWorld was meant to be played with every dramatic turn - whether tragic or hopeful - played out to full impact.<br />
<br />
Note that once selected, the only way to disable commitment mode is to [[Permadeath save conversion guide|edit the save file]].<br />
<br />
== Technical info ==<br />
<div class="mw-collapsible mw-collapsed" style="width:800px;overflow:auto"><br />
<br />
<div class="mw-collapsible-content"><br />
<br />
=== New colonist events ===<br />
The formula that calculates the odds of random events that add new colonists has changed in 1.0. It factors in how long a player has been at the location for which the event is generated, and the current population of that colony, including pawns who are traveling on the world map. These events include "[[Events#Refugee Chased at .28Settlement.29|refugee chased]]", "[[Events#Transport pod crash|transport pod crash]]", "[[Events#Wanderer joins|wanderer joins]]" and "[[Events#Wild .28wo.29man wanders in|wild (human) wanders in]]". <br />
<br />
The following code examples and analysis were provided by user Bar0th on Steam, who gave permission for their inclusion here. <!-- This is the URL of the Steam forum thread: steamcommunity.com/app/294100/discussions/0/1651043320656662118/ --> To summarize these findings: There is a new variable, "PopulationIntent," which replaces the old variables "desiredPopulationMin," "desiredPopulationMax" and "desiredPopulationCritical." It controls the odds of colonist-adding incidents happening on a particular map. The odds based on the time at location decrease until the 10th day, and the odds based on population decrease until the 20th colonist. (For purposes of this formula, prisoners count as half a colonist.) Once both variables have decreased to their long-term minimum, the odds remain stable. Randy's minimum chance is .08%, while for Cassandra and Phoebe the minimum chance is .02%, so Randy is still the best option for players who wish to reach a large colony size.<br />
<br />
<blockquote style="font-size:13px";><br />
----<br />
'''PopulationIntent (from StorytellerDef):<br><br />
populationIntentFactorFromPopCurve x populationIntentFactorFromPopAdaptDaysCurve'''<br><br />
<br />
''minIncChancePopulationIntentFactor<br><br />
Default = 0.05 (from C#)<br><br />
Randy = 0.20 (from StorytellerDef)''<br><br />
<br />
''IncidentChanceFactor_PopulationIntent (from C#):<br><br />
None = 1<br><br />
IncreaseHard = Max(0.4 + PopulationIntent, minIncChancePopulationIntentFactor)<br><br />
IncreaseMedium = Max(PopulationIntent, minIncChancePopulationIntentFactor)<br><br />
IncreaseEasy = Max(-0.4 + PopulationIntent, minIncChancePopulationIntentFactor)''<br><br />
<br />
''IncidentChanceFinal (from C#):<br><br />
baseChance (from IncidentDef) x IncidentChanceFactor_PopulationIntent''<br><br />
<br />
----<br />
<br />
'''Example Event: Wanderer Join (baseChance = 0.4, populationEffect = IncreaseEasy)'''<br />
<br />
''Day >= 10, 5 Population (PopulationIntent = 1.0)''<br><br />
<br />
<br />
''Randy: 0.24% (0.4 x Max(-0.4 + 1.0, 0.2) = 0.4 x 0.6)''<br><br />
''Other: 0.24% (0.4 x Max(-0.4 + 1.0, 0.05) = 0.4 x 0.6)''<br><br />
- They are the same, because of the high PopulationIntent.<br />
<br />
''Day >= 10, 20+ Population (PopulationIntent = -1.0):''<br><br />
<br />
''Randy: 0.08% (0.4 x Max(-0.4 + -1.0, 0.2) = 0.4 x 0.2)''<br><br />
''Other: 0.02% (0.4 x Max(-0.4 + -1.0, 0.05) = 0.4 x 0.05)''<br><br />
- Here, the low PopulationIntent allows Randy's higher minIncChancePopulationIntentFactor to take effect.<br />
<br />
So, there doesn't appear to be a hard cap on any of the storytellers anymore. However, some events can become much rarer at high populations (0.02% chance of a wanderer join, 0.08% if using Randy @ 20+ population). Also, for purposes of population calculation, it searches the entire map for pawns of that colony (ie: includes caravans, etc), and it also includes prisoners of that colony (each prisoner counts as half a colonist).<br />
<br />
The multiple colony trick works, because it doesn't check all pawns in the map for all colonies, only the one it is currently determining the event for.<br />
<br />
Also, you can check the table for the PopulationIntent from the "debug logging menu" while in dev mode. Search for the population, and you can bring up the table. You'll notice that after 10 days (at the top), and populations > 20 (at the left) the numbers remain the same. That's because of the curves in Storytellers.xml:<br />
<br />
''<populationIntentFactorFromPopCurve>''<br><br />
''<points>''<br><br />
<br />
<li>0, 8.0</li><br><br />
<li>1, 2.0</li><br><br />
<li>5, 1.0</li><br><br />
<li>9, 0.4</li><br><br />
<li>12, 0.0</li><br><br />
<li>20,-1.0</li><br><br />
''</points>''<br><br />
''</populationIntentFactorFromPopCurve>''<br />
<br><br />
<br><br />
''<populationIntentFactorFromPopAdaptDaysCurve>''<br><br />
''<points>''<br><br />
<br />
<li>( 0, 0)</li><br><br />
<li>(10, 1.00)</li><br><br />
<br />
''</points>''<br><br />
''</populationIntentFactorFromPopAdaptDaysCurve>''<br />
<br><br />
----<br />
</blockquote><br />
<br />
Further investigation and updates are needed.<br />
<br />
</div><br />
</div><br />
<br />
== Version history ==<br />
* [[Version/0.0.254B|0.0.254B]] - Added Chill Callie Classic [[storyteller]]. Rebalanced Cassandra’s raiders to not send advanced enemies too early, and to pace them a bit slower.<br />
* [[Version/0.1.334|00.1.334]] - Kassandra renamed to Cleopatra.<br />
* [[Version/0.4.460|0.4.460]] - Storytellers now focus on wealth and let you recover from serious damage.<br />
* [[Version/0.11.877|0.11.877]] - Storytellers no longer entirely disallow events because of population. Randy’s event chances are affected by population (somewhat). Re-tuned storyteller population intent based on new output tables for smoother population gain with higher maximum and better recovery at small populations<br />
* [[Version/0.13.1135|0.13.1135]] - Permadeath mode added - One save file, save on quit or autosave only. <br />
* The names of the difficulty levels were changed from 1.0 to:<br />
** Peaceful<br />
** Builder<br />
** Medium<br />
** Rough<br />
** Savage<br />
** Merciless<br />
* [[Version/1.1.2647|1.1.2647]] - they have changed again to the following:<br />
** Peaceful<br />
** Community builder<br />
** Adventure story<br />
** Strive to survive<br />
** The price of survival is blood<br />
** Losing is fun<br />
* [[Version/1.1.2654|1.1.2654]] - "The price of survival is blood" was changed to Blood and Dust.<br />
* [[Version/1.2.2719|1.2.2719]] - Custom playstyle system added. You can now select a new custom playstyle setting. This opens up a new menu that allows you to customize a large number of different settings exactly as you prefer.<br />
* [[Version/1.2.2753|1.2.2753]] - Rename "fixed wealth" mode to "wealth-independent" mode, and give the player a slider to control how many years until this mode delivers its maximum threat level.<br />
<br />
{{nav|ai}}<br />
<br />
[[Category:AI]]</div>SyntaxTerrorhttps://rimworldwiki.com/index.php?title=Topic:Wftce9ge2tykitn1&topic_postId=wgas1ks7zlz48j2l&topic_revId=wgas1ks7zlz48j2l&action=single-viewTopic:Wftce9ge2tykitn12021-09-10T14:12:39Z<span class="plainlinks"><a href="/wiki/User:SyntaxTerror" class="mw-userlink" title="User:SyntaxTerror"><bdi>SyntaxTerror</bdi></a> <span class="mw-usertoollinks">(<a href="/wiki/User_talk:SyntaxTerror" class="mw-usertoollinks-talk" title="User talk:SyntaxTerror">talk</a> | <a href="/wiki/Special:Contributions/SyntaxTerror" class="mw-usertoollinks-contribs" title="Special:Contributions/SyntaxTerror">contribs</a>)</span> <a rel="nofollow" class="external text" href="https://rimworldwiki.com/index.php?title=Topic:Wftce9ge2tykitn1&topic_showPostId=wgas1ks7zlz48j2l#flow-post-wgas1ks7zlz48j2l">commented</a> on "Template:Quote" (<em>Understood. I am currently working on a regex that will match all words with a faulty capitalisation. In fact, at the moment I am trying...</em>)</span>SyntaxTerrorhttps://rimworldwiki.com/index.php?title=Wall&diff=91996Wall2021-09-09T20:49:14Z<p>SyntaxTerror: case ; typo</p>
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<div>{{stub}}{{infobox main|structure|<br />
| name = Wall<br />
| image = Wall.png<br />
| imagesize = 128px<br />
| description = An impassable wall, capable of holding up a roof.<br />
| type = Structure<br />
| type2 =<br />
| size = 1 × 1<br />
| beauty = 0<br />
| hp = 300<br />
| flammability = 1<br />
| cover = .75<br />
| work to make = 135<br />
| stuff tags = Metallic, woody, stony<br />
| resource 1 = Stuff<br />
| resource 1 amount = 5<br />
}}{{Info|'''Walls''' are impassable structures primarily used to create [[room roles|rooms]].}}<br />
<br />
Walls are capable of supporting [[roof]]ing up to 6 tiles away in all directions. If a wall is destroyed or deconstructed, any unsupported roofing will instantly fall and injure any pawn below it, possibly fatally.<br />
<br />
[[Power conduit]]s may be constructed in an existing wall without the mood penalty if the conduit is not in the wall. Smoothing natural stone walls allows conduits to be placed beneath them. Walls require 5 materials to construct.<br />
<br />
Walls provide excellent [[cover]] from projectile attacks.<br />
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Walls are built and repaired by colonists assigned to [[Menus#Work types|construct]]. Wall construction may sometimes fail and waste the materials, more often with lower construction skill.<br />
<br />
==Acquisition==<br />
Walls are constructed with {{Required Resources}} and take {{Ticks|{{P|Work To Make}}}} to build.<br />
<br />
==Analysis==<br />
{{stub|section=yes}}<br />
Takes double damage from the "bomb" [[Damage Type|damage type]] and quadruple damage from the "thump" damage type.<br />
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{{Building Material Table|Wall||Terrain affordance}}<br />
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== Version History ==<br />
* [[Version/1.1.2654|1.1.2654]] - Increase psyfocus gain of wall from 11 to 22.<br />
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{{nav|structure|wide}}<br />
[[Category:Structure]]</div>SyntaxTerrorhttps://rimworldwiki.com/index.php?title=Haul_Things&diff=91993Haul Things2021-09-09T20:39:51Z<p>SyntaxTerror: #REDIRECT Haul things</p>
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<div>#REDIRECT [[Haul things]]</div>SyntaxTerrorhttps://rimworldwiki.com/index.php?title=Cut_Plants&diff=91991Cut Plants2021-09-09T20:27:05Z<p>SyntaxTerror: SyntaxTerror moved page Cut Plants to Cut plants over redirect: sentence case as ingame</p>
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<div>#REDIRECT [[Cut plants]]</div>SyntaxTerrorhttps://rimworldwiki.com/index.php?title=Cut_plants&diff=91990Cut plants2021-09-09T20:27:05Z<p>SyntaxTerror: SyntaxTerror moved page Cut Plants to Cut plants over redirect: sentence case as ingame</p>
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<div><noinclude><br />
{{Main Article|Orders}}<br />
</noinclude><br />
Orders your colonists to take cut and remove [[plants]]. This will harvest any resources possible from the plant before destroying it. It is possible to click and drag this tool to order your colonists to remove plants from a large area. This tool can also be used to remove trees that are not fully grown and therefore are not able to be selected with the "chop wood" order. Trees that are not fully mature and are cut down using this tool will not yield the full amount of logs.<br />
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Only colonists assigned to [[Menus#Work|plant cutting]] will cut plants.<br />
The speed of cutting plants depends on the colonist's [[Skills#Growing|growing skill]].<br />
<noinclude><br />
{{nav|order|wide}}<br />
[[Category:Orders|*]]<br />
[[Category:Game mechanics]]<br />
</noinclude></div>SyntaxTerrorhttps://rimworldwiki.com/index.php?title=Paralytic_abasia&diff=91987Paralytic abasia2021-09-09T14:07:18Z<p>SyntaxTerror: wikif ; layout</p>
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<div>{{Royalty}}<br />
'''Paralytic abasia''' is a long-lasting disease that causes total paralysis.<br />
<br />
It doesn't appear on its own, but rather as part of quests if you have the [[Royalty DLC]] installed.<br />
<br />
== Stages ==<br />
The only stage is complete paralysis, with moving set to 10% maximum.<br />
<br />
== Progression ==<br />
Every day, the disease has a 1% chance of resolving on its own.<br />
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== Treatment ==<br />
A complete cure is expensive, requiring 10 [[glitterworld medicine]] and a doctor with medical skill 5 or above.<br />
<br />
Other than this, there is no treatment that can relieve symptoms or accelerate disease progression using conventional means.<br />
<br />
== Version history ==<br />
* Added at some point in 1.1.<br />
* Prior to 1.1.2654, the disease existed in the basegame and was fully functional, but did not appear in regular, unmodded gameplay.<br />
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{{Nav/disease}}<br />
<br />
[[Category:Disease]]</div>SyntaxTerrorhttps://rimworldwiki.com/index.php?title=Alocasia&diff=91984Alocasia2021-09-09T13:42:17Z<p>SyntaxTerror: cleanup</p>
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<div>{{stub}}{{infobox main|plant|<br />
| name = Alocasia<br />
| image = Alocasia.png| Alocasia<br />
| description = A tropical plant. Its extremely broad leaves are a commonly-recognized signifier of tropical forests.<br />
| type = Plant<br />
| type2 = Wild<br />
| hp = 120<br />
| cover = 0.20<br />
| beauty = <br />
| flammability = 1<br />
| grow days = 3<br />
| lifespanDaysPerGrowDays = <br />
| sow work = 170<br />
| harvest work = 200<br />
| product = <br />
| yield = <br />
| min sowing skill = <br />
| min fertility = 0.7<br />
| fertility sensitivity = 0.5<br />
| nutrition = 0.3<br />
| sowTags = Ground<br />
| path cost = 30<br />
}}<br />
'''Alocasia''' is a large-leafed plant found in tropical rainforest and tropical swamps. It provides nothing to harvest.<br />
<br />
== Gallery ==<br />
<gallery><br />
Alocasia.png|Alocasia leafed<br />
Alocasia leafless.png|Alocasia leafless<br />
</gallery><br />
<br />
{{nav|plant|wide}}<br />
[[Category:Plants]]<br />
[[Category:Wild plants]]</div>SyntaxTerrorhttps://rimworldwiki.com/index.php?title=Aesthetic_nose&diff=91973Aesthetic nose2021-09-09T11:12:22Z<p>SyntaxTerror: case</p>
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<div>{{Royalty}}<br />
{{infobox main|<br />
| name = Aesthetic nose<br />
| image = Health item bionic.png|Aesthetic nose<br />
| type = Medical Items<br />
| type2 = Body Parts<br />
| description = The nose is shaped to the user's desired form, matching prevalent beauty standards and enhancing physical impressions.<br />
| production facility 1 = Fabrication bench<br />
| research = Flesh Shaping<br />
| skill 1 = Crafting<br />
| skill 1 level = 8 <br />
| resource 1 = Plasteel<br />
| resource 1 amount = 10<br />
| resource 2 = Advanced component<br />
| resource 2 amount = 2<br />
| mass = 4<br />
| marketvalue = 585<br />
| max hit points base = 50<br />
| work to make = 26000<br />
| thingSetMakerTags = RewardStandardLowFreq<br />
| tradeTags = Bionic, ImplantEmpireCommon<br />
| techHediffsTags = Advanced, ImplantEmpireCommon<br />
}}<br />
The '''Aesthetic Nose''' gives a pawn that's been implanted with it a bonus of +1 to [[Traits#Beauty|beauty]], corresponding to +20 opinion from other colonists.<br />
<br />
== Acquisition ==<br />
Aesthetic noses can be made at the [[fabrication bench]], after the [[Research#Flesh shaping|flesh shaping]] research is completed. This research requires the flesh shaping [[techprint]] to unlock.<br />
Crafting the part requires {{icon|plasteel|10}} [[plasteel]], {{icon|advcomponent|2}} [[advanced component]]s and {{Ticks|{{P|Work To Make #}}}} of work. They require a crafting skill of 8.<br />
<br />
The required techprint can be obtained either by trade or completing quests for the Empire. The part itself can be obtained by trade, quests or found on [[raiders]] and [[visitor]]s.<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 />
The aesthetic nose both improves the beauty of the pawn and replaces a missing nose. Thus, it is useful for social harmony by keeping opinions high, both by the +20 of having +1 beauty but also by avoiding the "disfigured" opinion penalty a missing nose creates. This bonus and removal of a malus can be also help couple up a particular pawn or keep an existing couple together and happy by increasing their opinion of each other.<br />
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The [[gastro-analyzer]] and aesthetic nose cannot be installed on the same pawn. <br />
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{{quote|Gastro-analyzer is an implant INTO the nose, while aesthetic nose REPLACES the nose. You can't install a gastro analyzer into a aesthetic nose; it's one or the other.|Tynan Sylvester|source="[https://ludeon.com/forums/index.php?topic=51123.msg474313#msg474313 Cannot replace destroyed gastro-analyzer]" on ''Ludeon forums''.}}<br />
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This is the only part incompatibility meaning, besides wealth, there is no reason not to install this part on non-cooking pawns. However its small effect also make doing so a low priority.<br />
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There are conflicting reports that beauty improves [[trade]] prices, but these are currently unconfirmed.<br />
<br />
{{nav|body parts|wide}}<br />
<br />
[[Category:Royalty]]<br />
[[Category:Medical Item]]<br />
[[Category:Body Part]]</div>SyntaxTerrorhttps://rimworldwiki.com/index.php?title=Internal_version/0.1.334&diff=91882Internal version/0.1.3342021-09-08T22:03:58Z<p>SyntaxTerror: cleanup</p>
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<div>''This version was released on: January 26, 2014''<br />
<br />
== Changes ==<br />
=== New content ===<br />
* Added adaptive tutor messages for opening comms, setting storage priorities, and growing food.<br />
<br />
[[Category:Internal versions]]</div>SyntaxTerrorhttps://rimworldwiki.com/index.php?title=Internal_version/0.1.333&diff=91881Internal version/0.1.3332021-09-08T22:03:53Z<p>SyntaxTerror: cleanup</p>
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<div>''This version was released on: January 25, 2014''<br />
<br />
== Changes ==<br />
=== Bug fixes ===<br />
* Various pre-release fixes.<br />
<br />
[[Category:Internal versions]]</div>SyntaxTerrorhttps://rimworldwiki.com/index.php?title=Internal_version/0.1.332&diff=91880Internal version/0.1.3322021-09-08T22:03:49Z<p>SyntaxTerror: cleanup</p>
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<div>''This version was released on: January 24, 2014''<br />
<br />
== Changes ==<br />
=== Changes ===<br />
* Created a consistent PathMode system to explicitly handle the difference between pathing to a square and pathing to adjacent to a square or thing, in all methods and interfaces that handle finding paths or checking reachability. Ambiguity between these was causing subtle bugs.<br />
* Integrated Ricardo’s new menu background screen. Not animated yet, but you get the idea.<br />
* You now start with three guns, to alleviate problems with early-battle balance. The battles are supposed to get harder as you go along, not easier.<br />
<br />
=== Bug fixes ===<br />
* Performance optimizations and a worryingly large number of bugfixes.<br />
<br />
[[Category:Internal versions]]</div>SyntaxTerrorhttps://rimworldwiki.com/index.php?title=Internal_version/0.1.331&diff=91879Internal version/0.1.3312021-09-08T22:03:44Z<p>SyntaxTerror: cleanup</p>
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<div>''This version was released on: January 23, 2014''<br />
<br />
== Changes ==<br />
=== Bug fixes ===<br />
* Bug Fixes<br />
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[[Category:Internal versions]]</div>SyntaxTerrorhttps://rimworldwiki.com/index.php?title=Internal_version/0.0.330B&diff=91878Internal version/0.0.330B2021-09-08T22:03:40Z<p>SyntaxTerror: cleanup</p>
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<div>''This version was released on: January 22, 2014''<br />
<br />
== Changes ==<br />
=== Bug fixes ===<br />
* Fixed animal death bug<br />
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[[Category:Internal versions]]</div>SyntaxTerrorhttps://rimworldwiki.com/index.php?title=Internal_version/0.0.330&diff=91877Internal version/0.0.3302021-09-08T22:03:30Z<p>SyntaxTerror: cleanup</p>
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<div>''This version was released on: January 22, 2014''<br />
<br />
== Changes ==<br />
=== Changes ===<br />
* Adaptive tutor now saves its estimates of the player’s knowledge as a separate file that will persist between games. Delete Knowledge.xml (in savegames’ parent folder) to reset it.<br />
* Returned adaptive tutor and reworked the internal numbers to all be percentages.<br />
* Major optimizations on the algorithm for regenerating rooms. Will help during mining.<br />
* Deconstructing is now done by designating a target, which the colonists go deconstruct.<br />
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=== Bug fixes ===<br />
* Fixed some deep bugs in hard-case stockpiling (e.g. dropping food in a sealed room packed with food).<br />
<br />
[[Category:Internal versions]]</div>SyntaxTerrorhttps://rimworldwiki.com/index.php?title=Internal_version/0.0.329&diff=91876Internal version/0.0.3292021-09-08T22:03:25Z<p>SyntaxTerror: cleanup</p>
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<div>''This version was released on: January 21, 2014''<br />
<br />
== Changes ==<br />
=== Changes ===<br />
* Rho did nicer thicker outlines for characters.<br />
* Worker AI rejiggered to allow prioritization of different classes of targets within one work type. The upshot is that they’ll try to finish existing unfinished buildings before carrying resources to blueprints.<br />
<br />
=== New content ===<br />
* Added preferred names list, so you can encourage the game to spawn your Name in Game or Backstory in Game character.<br />
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=== Bug fixes ===<br />
* Various bugs fixed.<br />
<br />
[[Category:Internal versions]]</div>SyntaxTerrorhttps://rimworldwiki.com/index.php?title=Internal_version/0.0.328&diff=91875Internal version/0.0.3282021-09-08T22:03:16Z<p>SyntaxTerror: cleanup</p>
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<div>''This version was released on: January 20, 2014''<br />
<br />
== Changes ==<br />
=== Changes ===<br />
* Did a ton of low-hanging-fruit optimizations, greatly increasing the performance of the game and reducing memory allocations about 50%.<br />
* Stockpiling AI: Created cooking stub work type. Currently it only loads food into dispenser hoppers, so you can set this activity at a different priority than hauling.<br />
<br />
=== New content ===<br />
* Refined and tuned the adaptive tutor, added about six new concepts to teach.<br />
<br />
=== Bug fixes ===<br />
* Small usability changes and bug fixes.<br />
<br />
[[Category:Internal versions]]</div>SyntaxTerrorhttps://rimworldwiki.com/index.php?title=Internal_version/0.0.327&diff=91874Internal version/0.0.3272021-09-08T22:02:46Z<p>SyntaxTerror: cleanup</p>
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<div>''This version was released on: January 19, 2014''<br />
<br />
== Changes ==<br />
=== Changes ===<br />
* Continuing to tune the adaptive tutor and put in more lessons and cues.<br />
<br />
=== Bug fixes ===<br />
* A pile of bugfixes, especially for stockpiling AI.<br />
<br />
[[Category:Internal versions]]</div>SyntaxTerrorhttps://rimworldwiki.com/index.php?title=Internal_version/0.0.325&diff=91873Internal version/0.0.3252021-09-08T22:02:39Z<p>SyntaxTerror: cleanup</p>
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<div>''This version was released on: January 17, 2014''<br />
<br />
== Changes ==<br />
=== Changes ===<br />
* Terrain, building, and terrain scatterable definitions are now all moddable. Concept definitions (used by the adaptive tutor) as well.<br />
* Imported the latest player creative content.<br />
<br />
=== New content ===<br />
* Created adaptive tutor system. It watches everything you do and tries to determine your knowledge of various concepts. If it detects a concept is needed but knowledge hasn’t been demonstrated, it shows a helpful note. Effectively it tries to replicate a good teacher sitting behind you, saying only the things that are really needed.<br />
<br />
=== Bug fixes ===<br />
* Stockpiling AI bug fixes.<br />
* Various bug fixes.<br />
<br />
[[Category:Internal versions]]</div>SyntaxTerrorhttps://rimworldwiki.com/index.php?title=Internal_version/0.0.324&diff=91872Internal version/0.0.3242021-09-08T22:02:29Z<p>SyntaxTerror: cleanup</p>
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<div>''This version was released on: January 16, 2014''<br />
<br />
== Changes ==<br />
=== Changes ===<br />
* Stockpiling AI: Pawns will now draw from several resource piles if it helps them build more efficiently. So they can pick up from multiple resource piles, carry the resources in one trip, and then deposit them in multiple building sites. Very efficient and fun to watch!<br />
* Included Rho’s new RimWorld logo and Ricardo’s happy/sad Randy portrait.<br />
* Colonist will now eat from dispensers in prisoners’ rooms as well as store meals in prisoners’ rooms if there is no prisoner present.<br />
* You can now rename stockpiles.<br />
* Some fairly easy but extremely impactful optimizations: eliminated 30k/frame of memory allocs from switching to the same font over and over. Game no longer tries to make tooltips from every rock square in the map (only pawns make tooltips now). Some others.<br />
<br />
=== Bug fixes ===<br />
* Various bug fixes.<br />
<br />
[[Category:Internal versions]]</div>SyntaxTerrorhttps://rimworldwiki.com/index.php?title=Internal_version/0.0.323&diff=91871Internal version/0.0.3232021-09-08T22:02:15Z<p>SyntaxTerror: cleanup</p>
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<div>''This version was released on: January 15, 2014''<br />
<br />
== Changes ==<br />
=== Changes ===<br />
* Stockpiling AI can now collect resources for multiple building sites when taking resources to building sites. So if there is a long wall, they can collect a pile of metal and lay down a dozen wall sections at once instead of going back and forth for each one. They still only collect from one resource pile.<br />
<br />
=== Bug fixes ===<br />
* Various bug fixes.<br />
<br />
[[Category:Internal versions]]</div>SyntaxTerrorhttps://rimworldwiki.com/index.php?title=Internal_version/0.0.322&diff=91870Internal version/0.0.3222021-09-08T22:02:03Z<p>SyntaxTerror: cleanup</p>
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<div>''This version was released on: January 14, 2014''<br />
<br />
== Changes ==<br />
=== Changes ===<br />
* Updated credits.<br />
<br />
=== Bug fixes ===<br />
* A pile of bugfixes for stockpiling AI.<br />
<br />
[[Category:Internal versions]]</div>SyntaxTerrorhttps://rimworldwiki.com/index.php?title=Internal_version/0.0.321&diff=91869Internal version/0.0.3212021-09-08T22:01:58Z<p>SyntaxTerror: cleanup</p>
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<div>''This version was released on: January 13, 2014''<br />
<br />
== Changes ==<br />
=== Changes ===<br />
* Unified thing dropping placement code.<br />
* Kassandra is now Cleopatra.<br />
<br />
=== New content ===<br />
* AI can now add to existing stacks in storage, as well as handle various contingencies with lack of space, and so on.<br />
<br />
[[Category:Internal versions]]</div>SyntaxTerror