https://rimworldwiki.com/index.php?title=Special:NewPages&feed=atom&hideredirs=1&limit=50&offset=&namespace=0&username=&tagfilter=&size-mode=max&size=0RimWorld Wiki - New pages [en]2024-03-28T13:38:40ZFrom RimWorld WikiMediaWiki 1.35.8https://rimworldwiki.com/wiki/Work_siteWork site2024-03-21T12:17:17Z<p>Maple653: /* Pawn kinds */ specified the type of bionics and along with the mainly resources that can be found</p>
<hr />
<div>{{Ideology}}<br />
{{Stub}}<br />
Work Sites contain various resources determined from the type of site they are and can be attacked to acquire them. They appear as a quest on the world map and are owned by a faction that is either independent and won't affect any faction relations, or is owned by one of the factions already present and will affect goodwill if attacked.<br />
Work sites:<br />
* Mining<br />
**[[Steel]]<br />
**[[Component]]s<br />
**[[Silver]]<br />
**[[Gold]]<br />
* Farming<br />
**Vegetarian [[Raw food]]s {{Check Tag|Detail Needed|Can Haygrass or Agave Fruit be found?}}<br />
**[[Chocolate]]<br />
* Hunting<br />
**[[Pemmican]] always present.<br />
**[[Leathers]] {{Check Tag|Detail Needed|Can rare leathers such as Thrumbofur also appear? And is human leather also a possibility?}}<br />
**[[Corpse|Corpses]] that can provide the leather listed.<br />
* Lumber<br />
**[[Wood]]<br />
Sites will usually have [[Gibbet cage]]s with human corpses already present in them.<br />
Any sites will also provide food from the pawns killed, usually dropping Pemmican for tribal factions or [[Simple meal]]s, [[Fine meal]]s, and [[Packaged survival meal]]s for higher tech factions.<br />
<br />
== Pawn kinds ==<br />
Specific xenotypes can be found dependent on what faction owns the Work Site, if it is an independent faction, this will be noted under the quest and it will be based on any pre-existing faction on the map for Xenotypes. <br />
<br />
Farming sites can have pawns spawned in with a [[Field hand]] installed, and Mining sites can have pawns with a [[Drill arm]] installed.<br />
<br />
== Spawning mechanics ==<br />
varies by biome <br />
<br />
need hills or mountains for mining<br />
<br />
no wood sites in the desert<br />
<br />
no Farming in tundra, sea ice and ice sheet<br />
<br />
<br />
== Factions ==<br />
can be main factions or minor factions.<br />
<br />
put categories here</div>Harakonihttps://rimworldwiki.com/wiki/Ornate_doorOrnate door2024-03-17T11:45:28Z<p>Harakoni: Created page with "{{rwbox |nocat=true |type=warning |text=Note: This page is made in preparation of the release of Version 1.5 to facilitate edits by new editors. It cannot be held as represent..."</p>
<hr />
<div>{{rwbox<br />
|nocat=true<br />
|type=warning<br />
|text=Note: This page is made in preparation of the release of Version 1.5 to facilitate edits by new editors. It cannot be held as representative of the content until release allows for confirmation, nor is it intended to speculate. Please verify all page information before removing this banner.}}<br />
{{Infobox main|furniture<br />
<br />
| set property = false <!-- Remove when 1.5 goes live and content confirmed --></div>Harakonihttps://rimworldwiki.com/wiki/Small_bookcaseSmall bookcase2024-03-17T11:45:25Z<p>Turnovus: Boilerplate. Mostly just a combination of bookcase and small shelf.</p>
<hr />
<div>{{rwbox<br />
|nocat=true<br />
|type=warning<br />
|text=Note: This page is made in preparation of the release of Version 1.5 to facilitate edits by new editors. It cannot be held as representative of the content until release allows for confirmation, nor is it intended to speculate. Please verify all page information before removing this banner.}}<br />
{{See also|Bookcase}}<br />
{{Infobox main|furniture<br />
| set property = false <!-- Remove when 1.5 goes live and content confirmed --><br />
| name = Small bookcase<br />
| image = Bookcase small south.png<br />
| description = A narrow bookcase for storing and displaying up to five books. Books stored here will passively enhance academic work done nearby, and increase the beauty of the bookcase. The stored books will never deteriorate.<br />
| type = Building<br />
| type2 = Furniture<br />
| placeable = true<br />
| path cost = 50<br />
| passability = pass through only<br />
| cover = 0.4<br />
| minifiable = true<br />
| size = 1 ˣ 1<br />
| mass base = 4<br />
| flammability = 1<br />
| hp = 50<br />
| sell price multiplier = 0.7<br />
| beauty = 0.5<br />
| terrain affordance = light<br />
| research = Complex furniture<br />
| work to make = 250<br />
| stuff tags = Metallic, Woody, Stony<br />
| resource 1 = Stuff<br />
| resource 1 amount = 10<br />
| has quality = true<br />
}}<br />
A '''small bookcase''' is an item of [[furniture]] item that stores up to five [[books]] and protects them from [[deterioration]].<br />
<br />
== Acquisition ==<br />
{{Acquisition}}<br />
<br />
== Summary ==<br />
{{Stub}}<br />
<br />
=== Storage settings ===<br />
{{Stub}}<br />
<br />
== Analysis ==<br />
{{Stub}}<br />
<br />
== Gallery ==<br />
{{Image Wanted|reason=Add pictures of stocked bookcases so we can see all the pretty covers.}}<br />
<br />
== Version history ==<br />
?<br />
<br />
{{Nav|furniture|wide}}</div>Harakonihttps://rimworldwiki.com/wiki/BookcaseBookcase2024-03-17T11:45:22Z<p>Turnovus: /* Summary */ Insert storage settings template.</p>
<hr />
<div>{{rwbox<br />
|nocat=true<br />
|type=warning<br />
|text=Note: This page is made in preparation of the release of Version 1.5 to facilitate edits by new editors. It cannot be held as representative of the content until release allows for confirmation, nor is it intended to speculate. Please verify all page information before removing this banner.}}<br />
{{See also|Small bookcase}}<br />
{{Infobox main|furniture<br />
| set property = false <!-- Remove when 1.5 goes live and content confirmed --><br />
| name = Bookcase<br />
| image = Bookcase south.png<br />
| description = A wide bookcase for storing and displaying up to ten books. Books stored here will passively enhance academic work done nearby, and increase the beauty of the bookcase. The stored books will never deteriorate.<br />
| type = Building<br />
| type2 = Furniture<br />
| placeable = true<br />
| path cost = 50<br />
| passability = pass through only<br />
| cover = 0.4<br />
| minifiable = true<br />
| size = 2 ˣ 1<br />
| mass base = 8<br />
| flammability = 1<br />
| hp = 100<br />
| sell price multiplier = 0.7<br />
| beauty = 0.5<br />
| terrain affordance = light<br />
| research = Complex furniture<br />
| work to make = 500<br />
| stuff tags = Metallic, Woody, Stony<br />
| resource 1 = Stuff<br />
| resource 1 amount = 20<br />
| has quality = true<br />
}}<br />
A '''bookcase''' is an item of [[furniture]] item that stores up to ten [[books]] and protects them from [[deterioration]].<br />
<br />
== Acquisition ==<br />
{{Acquisition}}<br />
<br />
== Summary ==<br />
{{Stub}}<br />
<br />
{{Storage Settings|defaultpriority=Important}}<br />
<br />
== Analysis ==<br />
{{Stub}}<br />
<br />
== Gallery ==<br />
{{Image Wanted|reason=Add pictures of stocked bookcases so we can see all the pretty covers.}}<br />
<br />
== Version history ==<br />
?<br />
<br />
{{Nav|furniture|wide}}</div>Harakonihttps://rimworldwiki.com/wiki/Bionic_jawBionic jaw2024-03-17T11:25:00Z<p>Harakoni: Created page with "{{rwbox |nocat=true |type=warning |text=Note: This page is made in preparation of the release of Version 1.5 to facilitate edits by new editors. It cannot be held as represent..."</p>
<hr />
<div>{{rwbox<br />
|nocat=true<br />
|type=warning<br />
|text=Note: This page is made in preparation of the release of Version 1.5 to facilitate edits by new editors. It cannot be held as representative of the content until release allows for confirmation, nor is it intended to speculate. Please verify all page information before removing this banner.}}<br />
{{Infobox main|<br />
<br />
| set property = false <!-- Remove when 1.5 goes live and content confirmed --><br />
<br />
| name = Bionic jaw<br />
| image = Health item bionic.png<br />
| type = Medical Items<br />
| type2 = Body Parts<br />
| tech level = Spacer<br />
| description = An artificial jaw replacement. Made out of biosynthetic bone, with plasteel tooth replacements and a set of micro servomotors for the full range of motion.<br />
| body part = Jaw]<br />
| production facility 1 = Fabrication bench<br />
| research = Bionic replacements<br />
| skill 1 = Crafting<br />
| skill 1 level = 8 <br />
| resource 1 = Plasteel<br />
| resource 1 amount = 15<br />
| resource 2 = Advanced component<br />
| resource 2 amount = 4<br />
| work to make = 26000<br />
| damage type = Blunt<br />
| mass = 5<br />
| marketvalue = 1030<br />
| max hit points base = 50<br />
| tradeTags = TechHediff, Bionic<br />
| techHediffsTags = Advanced<br />
| thingSetMakerTags = RewardStandardMidFreq<br />
| <br />
}}<br />
{{Info|A '''bionic jaw''' is an [[artificial body part]] that acts as a replacement for a pawn's natural jaw, increasing the [[Talking]] and [[Eating]] capacities.}}<br />
<br />
== Acquisition ==<br />
{{Acquisition}}<br />
<br />
They can also be found in [[ancient shrine]]s, offered as a [[quest]] reward, or [[Trade|bought]] from exotic traders, [[Empire]] traders, and at [[Outlander]] [[faction base]]s.{{Check Tag|Verify}}<br />
<br />
== Summary ==<br />
{{Stub|section=1|reason=Talking and Eating importance/caps are wrong on the capacity pages. The actual desc needs to be implemented there and explained here, }}<br />
Bionic jaws replace the user's organic jaw. The bionic jaw has a part efficiency of 125%. This not only fully replaces the functionality of a normal jaw - when coupled with the jaw body part having a [[Talking]] importance of ???? and a [[Eating]] importance of ???%, it results in both {{Good|125%}} in both capacities. <br />
<br />
These capacities, in turn, affects the following [[stats]]: {{#ask: [[Talking Importance::+]] OR [[Eating Importance::+]]|sort = Name}}. Note however, that as of the time of writing{{Check Tag|When?|Theres not a release number yet}} no stat is improved by a Talking capacity above 100%, and only one stat is dependant on eating - namely [[Eating Speed]]. However, a bonus will provide a buffer against stat and capacity penalties from other sources.<br />
<br />
It also removes the [[Disfigured]] condition from pawns missing a jaw.<br />
<br />
=== Installation ===<br />
Installing the part requires {{Ticks|2500}} of work, 2x medicine of [[Herbal medicine|herbal]] quality or better, and a [[Skills#Medical|Medical skill]] of 5.<br />
<br />
Removing the part requires {{Ticks|2000}} of work, 1x medicine of [[Herbal medicine|herbal]] quality or better, and has no [[Skills#Medical|Medical skill]] requirements.<br />
<br />
If the operation fails, the part will be destroyed.<br />
<br />
== Analysis ==<br />
{{Stub|section=1|reason= Missing}}<br />
<br />
== Version history ==<br />
* ?<br />
<br />
{{Nav|body parts|wide}}<br />
[[Category:Medical Item]] [[Category:Body Part]] [[Category:Artificial Body Part]]</div>Harakonihttps://rimworldwiki.com/wiki/Flood_lightFlood light2024-03-17T05:21:08Z<p>Harakoni: </p>
<hr />
<div>{{rwbox<br />
|nocat=true<br />
|type=warning<br />
|text=Note: This page is made in preparation of the release of Version 1.5 to facilitate edits by new editors. It cannot be held as representative of the content until release allows for confirmation, nor is it intended to speculate. Please verify all page information before removing this banner.}}<br />
{{Infobox main|furniture<br />
<br />
| set property = false <!-- Remove when 1.5 goes live and content confirmed --><br />
<br />
| name = Flood light<br />
| image = Flood light.png<br />
| description = A high-intensity light that's good for large outdoor spaces.<br />
| type = Building<br />
| type2 = Furniture<br />
| placeable = true<br />
| path cost = 14<br />
| passability = pass through only<br />
| cover = 0.2<br />
| minifiable = true<br />
| size = 1 ˣ 1<br />
| mass base = 10<br />
| flammability = 0<br />
| beauty = -5<br />
| hp = 120<br />
| sell price multiplier = 0.7<br />
| power = -100<br />
| glowradius = 24<br />
| glowcolor = (214,148,94)<br />
| terrain affordance = light<br />
| research = Advanced lighting <br />
| work to make = 600<br />
| resource 1 = Steel<br />
| resource 1 amount = 50<br />
| destroyyield = nothing<br />
}}<br />
{{Info|A '''flood light''' is a [[furniture]] item that produces [[light]] in a wide radius.}}<br />
<br />
== Acquisition ==<br />
{{Acquisition}}<br />
<br />
== Summary ==<br />
{{Stub|section=1|reason=General. See [[Standing lamp]] for example}}<br />
<br />
== Advanced Lighting ==<br />
{{Stub|reason=Written detail on menu, options, color mixing in overlapping light radii etc. Verify that flood lights change colors|section=1}}<br />
With the [[Research#Advanced Lighting|Advanced Lighting]] research, the power cost of flood lights are halved, to 50W of power. Note that flood lights require Advanced Lighting to construct, so they will only require 100W if you acquire them some other way. Lights can also be changed to a variety of different colors, which have no gameplay effect. Lights of different colors will blend together.<br />
<div><ul><br />
<li style="display: inline-block; vertical-align: top;"><br />
[[File:ColoredLights.jpg|300px|thumb|none|(pre 1.4) Combining different colored lights for a "rainbow" feel to your colony. Light % is not additive above the maximum that single colored lights provide.]]<br />
</li><br />
<li style="display: inline-block; vertical-align: top;"><br />
[[File:Advanced lights color picker.png|300px|thumb|none|Interface for choosing a lamp's color.]]<br />
</li><br />
<li style="display: inline-block; vertical-align: top;"><br />
[[File:Gizmo lamp advanced lights.png|300px|thumb|none|Gizmos that appear when selecting a lamp with the advanced lights research completed.]]<br />
</li><br />
</ul></div><br />
{{Clear}}<br />
<br />
== Analysis ==<br />
?<br />
<br />
== Version history ==<br />
? <br />
<br />
{{Nav|furniture|wide}}<br />
[[Category:Furniture]] [[Category:Lamp]]</div>Harakonihttps://rimworldwiki.com/wiki/Wall_lampWall lamp2024-03-17T00:45:34Z<p>Harakoni: </p>
<hr />
<div>{{rwbox<br />
|nocat=true<br />
|type=warning<br />
|text=Note: This page is made in preparation of the release of Version 1.5 to facilitate edits by new editors. It cannot be held as representative of the content until release allows for confirmation, nor is it intended to speculate. Please verify all page information before removing this banner.}}<br />
{{Infobox main|furniture<br />
<br />
| set property = false <!-- Remove when 1.5 goes live and content confirmed --><br />
<br />
| name = Wall lamp<br />
| image = Wall lamp.png<br />
| description = An wall-mounted lamp that lights an area using electricity. It is less powerful than a standing lamp, but can be mounted on walls.<br />
| type = Building<br />
| type2 = Furniture<br />
| placeable = true<br />
| edifice = false<br />
| path cost = 0<br />
| passability = Standable<br />
| cover = 0.15<br />
| minifiable = false<br />
| mass base = 2<br />
| size = 1 ˣ 1<br />
| flammability = 0<br />
| hp = 35<br />
| glowradius = 9<br />
| glowcolor = (252, 187, 113)<br />
| power = -30<br />
| research = Electricity<br />
| styledominance = 5<br />
| thingCategories = BuildingsFurniture<br />
| work to make = 350<br />
| resource 1 = Steel<br />
| resource 1 amount = 20<br />
| destroyyield = nothing<br />
}}<br />
The '''wall lamp''' is wall-mounted piece of [[furniture]] that produces [[light]]. It is a wall-mounted equivalent to the [[standing lamp]], providing less light in return for not taking up a tile. <br />
<br />
== Acquisition ==<br />
{{Acquisition}}<br />
<br />
== Summary ==<br />
{{Stub|section=1|reason= 1) sumamr queivalent to [[Standing lamp]] 2) Explain wall mounting mechanics (what can it mount to - walls/natural stone/ore etc? What happens when the host object is destroyed, What can be placed below it, note its lack of pathcost etc.). Ensure parity with [[Wall lamp]] - templatize if necessary.}}<br />
<br />
<br />
== Analysis ==<br />
?<br />
Doesn't take a tile, produces less light, consumes the same power. <br />
<br />
== Styles ==<br />
{{Ideology|section=true}}<br />
[[Ideoligion]]s allow the selection of styles which then change the texture of the certain items and buildings when constructed by the colony. These style variants can be crafted if the colony has the selected style, or can be looted from raiders from factions with the requisite style.<br />
<!--<br />
<gallery><br />
Torch lamp.png|Base Variant<br />
Morbid torch lamp.png|Morbid Variant<br />
Totemic torch lamp.png|Totemic Variant<br />
Spikecore torch lamp.png|Spikecore Variant<br />
Rustic torch lamp.png|Rustic Variant<br />
</gallery><br />
<gallery><br />
Torch lamp unlit.png|Base Variant Unlit<br />
Morbid torch lamp unlit.png|Morbid Variant Unlit<br />
Totemic torch lamp unlit.png|Totemic Variant Unlit<br />
Spikecore torch lamp unlit.png|Spikecore Variant Unlit<br />
Rustic torch lamp unlit.png|Rustic Variant Unlit<br />
</gallery><br />
--><br />
== Version history ==<br />
* ?<br />
<br />
{{Nav|furniture|wide}}<br />
[[Category:Furniture]] [[Category:Lamp]]</div>Harakonihttps://rimworldwiki.com/wiki/TomeTome2024-03-16T19:17:55Z<p>Turnovus: /* Summary */ Recreation and intellectual gain.</p>
<hr />
<div>{{rwbox<br />
|nocat=true<br />
|type=warning<br />
|text=Note: This page is made in preparation of the release of Version 1.5 to facilitate edits by new editors. It cannot be held as representative of the content until release allows for confirmation, nor is it intended to speculate. Please verify all page information before removing this banner.}}<br />
{{Anomaly}}<br />
{{Infobox main|exotic<br />
<br />
| set property = false <!-- Remove when 1.5 goes live and content confirmed --><br />
<br />
| name = Tome<br />
| image = Tome.png<br />
| description = ?<br />
<!-- Base Stats --><br />
| type = Exotic item<br />
| type2 = Book<br />
| hp = 60<br />
| deterioration = 5<br />
| marketvalue = ?<br />
| mass base = 0.5<br />
| flammability = 1<br />
| stack limit = 1<br />
| rotatable = true<br />
<!-- Technical --><br />
| defName = ?<br />
<!-- Unused --><br />
| always haulable = true<br />
| draw gui overlay = true<br />
| graphic class = ?<br />
| parent name = BookBase<br />
| selectable = true<br />
| use hit points = true<br />
}}<br />
<br />
'''Tomes''' have not been explained yet.<br />
<br />
== Acquisition ==<br />
Tomes, like standard books, can be purchased from [[Trade#Caravan|trade caravan]]s, [[orbital trader]]s and [[faction base]]s. However, tomes are more exclusive than other books, and are generally only carried by exotic goods traders.<br />
<br />
== Summary ==<br />
Tomes can (probably) be read by colonists as a [[recreation]] activity, with a [[recreation power]] of 1. All books will also train [[intellectual]] at a rate of 250 XP per in-game hour.<br />
<br />
== Analysis ==<br />
?<br />
<br />
== Version history ==<br />
?<br />
<br />
{{Nav/questitems}}</div>Turnovushttps://rimworldwiki.com/wiki/SchematicSchematic2024-03-16T18:49:45Z<p>Turnovus: /* Summary */ Remove analysis-sounding part of line</p>
<hr />
<div>{{rwbox<br />
|nocat=true<br />
|type=warning<br />
|text=Note: This page is made in preparation of the release of Version 1.5 to facilitate edits by new editors. It cannot be held as representative of the content until release allows for confirmation, nor is it intended to speculate. Please verify all page information before removing this banner.}}<br />
{{Infobox main|exotic<br />
<br />
| set property = false <!-- Remove when 1.5 goes live and content confirmed --><br />
<br />
| name = Schematic<br />
| image = Schematic.png<br />
| description = A book which describes technology and methods for using it. Reading schematics can help unlock new technologies.<br />
<!-- Base Stats --><br />
| type = Exotic item<br />
| type2 = Book<br />
| hp = 60<br />
| deterioration = 5<br />
| marketvalue = 150<br />
| mass base = 0.5<br />
| flammability = 1<br />
| stack limit = 1<br />
| rotatable = true<br />
<!-- Technical --><br />
| defName = Schematic<br />
<!-- Unused --><br />
| always haulable = true<br />
| draw gui overlay = true<br />
| graphic class = Graphic_Single<br />
| parent name = BookBase<br />
| selectable = true<br />
| use hit points = true<br />
}}<br />
'''Schematics''' are items that provide [[recreation]] while generating [[research]] points.<br />
<br />
== Acquisition ==<br />
Schematics, like all books, can be purchased from [[Trade#Caravan|trade caravan]]s, [[orbital trader]]s and [[faction base]]s, or earned through [[quest]]s.<br />
<br />
When starting a new game, there is a chance for your starting colonists to carry books as [[possessions]] based on their [[trait]]s or [[backstory]].<br />
<br />
== Summary ==<br />
Schematics can be read by colonists as a [[recreation]] activity, with a [[recreation power]] of 1. All books will also train [[intellectual]] at a rate of 250 XP per in-game hour.<br />
<br />
Each schematic has one or two associated [[research]] projects. Whenever colonists read the schematic, they will also generate points towards those projects. <br />
<br />
The rate at which points are generated depends on the [[quality]] of the schematic. The rate is not affected by the colonist's [[research speed]], meaning that schematics allow intellectually-impaired colonists to contribute to research.<br />
<br />
[[Children]]{{BiotechIcon}} of any age are able to generate research points by reading schematics.<br />
<br />
The game will actively try to avoid generating schematics with research projects that the player has already completed. It is also impossible for schematics to contain projects that require [[techprint]]s{{RoyaltyIcon}}, or that are [[mechanitor]]-related{{BiotechIcon}}<br />
<br />
Schematics have a 25% chance of generating with two research projects instead of one. Reading the book will progress both projects at once, but the number of points generated will be divided by 1.6. Completing one of the two projects will not negate this effect, making the schematic less effective overall.<br />
<br />
Colonists will try to avoid reading schematics that have been fully researched, unless no better book is available.<br />
{| class="wikitable"<br />
|+ Effects of Quality on Research<br />
|-<br />
! rowspan=2 | Quality !! colspan=2 | Points<br />
|-<br />
! 1 project !! 2 projects<br />
|-<br />
! Awful <br />
| 20 / Hour || 12 / Hour<br />
|-<br />
! Poor<br />
| 30 / Hour || 18 / Hour<br />
|-<br />
! Normal<br />
| 40 / Hour || 25 / Hour<br />
|-<br />
! Good<br />
| 50 / Hour || 31 / Hour<br />
|-<br />
!Excellent<br />
| 60 / Hour || 37 / Hour<br />
|-<br />
!Masterwork<br />
| 70 / Hour || 43 / Hour<br />
|-<br />
!Legendary<br />
| 80 / Hour || 50 / Hour<br />
|}<br />
<br />
All books can be efficiently stored in [[bookcase]]s, allowing them to provide a bonus to any reading and [[research]] activities taking place within the same room. Each book stored in a nearby bookcase will increase the effectiveness of reading.<br />
<br />
When reading for recreational purposes, colonists will choose which books to read at random. You can use the [[assign]] tab to specify which types of book a colonist is allowed to read, but you cannot assign a colonist to read any one specific book automatically.<br />
<br />
You can manually force a colonist to read a specific book by selecting the colonist, right-clicking either the book itself or the bookcase containing it, then issuing the "read" command. The colonist will then read the target book for an hour before putting it away.<br />
<br />
== Analysis ==<br />
{{Stub|reason=Needs deeper comparison between fresh schematics and other recreation sources}}<br />
Schematic research is impressively fast compared to research performed at a [[research bench]] or [[hi-tech research bench]]. Even an awful-quality schematic is on par with a researcher with an [[intellectual]] skill of 8, and a legendary schematic can surpass even a level 20 researcher. The clear drawback is that you actually need to ''find'' a schematic first, and there is no guarantee that the schematics you do come across will actually contain useful projects.<br />
<br />
Unlike [[textbook]]s and [[novel]]s, schematics lose all of their additional utility after their research project is complete. However, schematics are always useful for filling out [[bookcase]]s to increase [[reading speed bonus]].<br />
<br />
== Version history ==<br />
?<br />
<br />
{{Nav/questitems}}</div>Turnovushttps://rimworldwiki.com/wiki/NovelNovel2024-03-16T18:02:49Z<p>Turnovus: /* Summary */ Breakdown of the bonus recreational ability of novels.</p>
<hr />
<div>{{rwbox<br />
|nocat=true<br />
|type=warning<br />
|text=Note: This page is made in preparation of the release of Version 1.5 to facilitate edits by new editors. It cannot be held as representative of the content until release allows for confirmation, nor is it intended to speculate. Please verify all page information before removing this banner.}}<br />
{{Infobox main|exotic<br />
<br />
| set property = false <!-- Remove when 1.5 goes live and content confirmed --><br />
<br />
| name = Novel<br />
| image = Novel.png<br />
| description = A book containing fictional or true stories for the pleasure and edification of the reader.<br />
<!-- Base Stats --><br />
| type = Exotic item<br />
| type2 = Book<br />
| hp = 60<br />
| deterioration = 5<br />
| marketvalue = 160<br />
| mass base = 0.5<br />
| flammability = 1<br />
| stack limit = 1<br />
| rotatable = true<br />
<!-- Technical --><br />
| defName = Novel<br />
<!-- Unused --><br />
| always haulable = true<br />
| draw gui overlay = true<br />
| graphic class = Graphic_Single<br />
| parent name = BookBase<br />
| selectable = true<br />
| use hit points = true<br />
}}<br />
'''Novels''' are items that colonists can read for [[recreation]].<br />
<br />
== Acquisition ==<br />
Novels, like all books, can be purchased from [[Trade#Caravan|trade caravan]]s, [[orbital trader]]s and [[faction base]]s, or earned through [[quest]]s.<br />
<br />
When starting a new game, there is a chance for your starting colonists to carry books as [[possessions]] based on their [[trait]]s or [[backstory]].<br />
<br />
== Summary ==<br />
Novels can be read by colonists as a [[recreation]] activity, with a [[recreation power]] of 1. All books will also train [[intellectual]] at a rate of 250 XP per in-game hour.<br />
<br />
Novels in particular are focused around maximizing the amount of recreation gained when read. All novels receive a bonus to recreation based on their [[quality]].<br />
{| class="wikitable"<br />
|+ Effect of Quality on Recreation<br />
|-<br />
! Quality !! Factor<br />
|-<br />
! Awful <br />
| 120%<br />
|-<br />
! Poor <br />
| 140%<br />
|-<br />
! Normal <br />
| 160%<br />
|-<br />
! Good <br />
| 180%<br />
|-<br />
! Excellent <br />
| 200%<br />
|-<br />
! Masterwork <br />
| 225%<br />
|-<br />
! Legendary <br />
| 250%<br />
|}<br />
<br />
All books have a base [[recreation power]] of 1, placing them on-par with the [[horseshoes pin]] and [[chess table]]. However, the novel's recreation gain multiplier allows it to reach impressively high rates of recreation. Even an awful-quality has a recreation power of 1.2, equal to that of a [[telescope]]. A normal-quality novel has a recreation power of 1.6, equal to that of a [[megascreen television]], which is the most entertaining [[building]] available. Recreation gain is further multiplied by the room's [[reading bonus]].<br />
<br />
The drawback is that colonists will eventually grow [[boredom|bored]] of reading and will need other forms of recreation, especially as their [[expectations]] increase.<br />
<br />
'''Note: Template the following?'''<br />
<br />
All books can be efficiently stored in [[bookcase]]s, allowing them to provide a bonus to any reading and [[research]] activities taking place within the same room. Each book stored in a nearby bookcase will increase the effectiveness of reading.<br />
<br />
When reading for recreational purposes, colonists will choose which books to read at random. You can use the [[assign]] tab to specify which types of book a colonist is allowed to read, but you cannot assign a colonist to read any one specific book automatically.<br />
<br />
You can manually force a colonist to read a specific book by selecting the colonist, right-clicking either the book itself or the bookcase containing it, then issuing the "read" command. The colonist will then read the target book for an hour before putting it away.<br />
<br />
== Analysis ==<br />
{{Stub|reason=More robust comparison to non-book joy sources, including ease of acquisition}}<br />
Novels in particular are a decent option if your sole concern is efficiently entertaining colonists, despite lacking the additional utility of [[textbook]]s and [[schematic]]s.<br />
<br />
For less-developed colonies, textbooks and schematics are more useful. In these colonies, colonists tend to be more easily entertained, while [[skill]]s and [[research]] projects pose more pressing matters. For this reason, novels will usually just get in the way of more important reading.<br />
<br />
However, as research is completed and your colonists become more skilled, novels will become more useful by comparison.<br />
<br />
The high recreation rate of high-quality novels means that colonists can fill their recreation need much more quickly. This should result in less downtime, making your pawns colonists more productive.<br />
<br />
== Version history ==<br />
?<br />
<br />
{{Nav/questitems}}</div>Turnovushttps://rimworldwiki.com/wiki/Wall_torch_lampWall torch lamp2024-03-16T14:47:17Z<p>Harakoni: </p>
<hr />
<div>{{rwbox<br />
|nocat=true<br />
|type=warning<br />
|text=Note: This page is made in preparation of the release of Version 1.5 to facilitate edits by new editors. It cannot be held as representative of the content until release allows for confirmation, nor is it intended to speculate. Please verify all page information before removing this banner.}}<br />
{{Infobox main|furniture<br />
<br />
| set property = false <!-- Remove when 1.5 goes live and content confirmed --><br />
<br />
| name = Wall torch lamp<br />
| image = Wall torch lamp.png<br />
| description = A wall-mounted wooden torch for lighting an area. It is not as bright as a regular torch lamp, but it can be mounted on walls. Produces a small amount of heat.<br />
| type = Building<br />
| type2 = Furniture<br />
| edifice = false<br />
| placeable = true<br />
| path cost = 0<br />
| passability = Standable<br />
| cover = 0.15<br />
| minifiable = false<br />
| size = 1 ˣ 1<br />
| flammability = 0<br />
| hp = 50<br />
| glowradius = 9<br />
| glowcolor = (252, 187, 113)<br />
| heatpersecond = 3.5<br />
| maxheattemperature = 23<br />
| terrain affordance = light<br />
| styledominance = 5<br />
| work to make = 100<br />
| resource 1 = Wood<br />
| resource 1 amount = 15<br />
| deconstruct yield = nothing<br />
| destroyyield = nothing<br />
}}<br />
The '''wall torch lamp''' is wall-mounted piece of [[furniture]] that burns [[wood]] to light an area, while also generating a small amount of [[Temperature|heat]]. It is a wall-mounted equivalent to the [[torch lamp]], providing less light in return for not taking up a tile. <br />
<br />
== Acquisition ==<br />
{{Acquisition}}<br />
<br />
== Summary ==<br />
{{Stub|section=1|reason=Explain wall mounting mechanics (what can it mount to - walls/natural stone/ore etc? What happens when the host object is destroyed, What can be placed below it, note its lack of pathcost etc.). Ensure parity with [[Wall lamp]] - templatize if necessary.}}<br />
A wall torch lamp outputs [[light]] in a 9-tile radius, with the nearest {{P|Light Radius}} tiles being above 50% light level and considered lit. It heats the room to a maximum [[temperature]] of {{Temperature|{{P|Max Heat Temperature}} }} at a rate of {{P|Heat Per Second}} heat per second.{{Check Tag|Exact mechanic unclear|Provides comparison with other heat sources but doesn't explain how much it actually heats}}<br />
<br />
The wall torch lamp consumes {{Icon Small|wood}} 2 [[wood]] per day as long as it is lit. It can hold up to {{Icon Small|wood}} 20 wood at a time, for a maximum run time of {{#expr:20/2}} days. It is constructed with a full fuel capacity. Fuel is delivered to the torch lamp by a [[Work#Haul|haulers]] as long as refueling is enabled. It cannot be "turned off" or paused, only deconstructed, in which case ''no wood'' is recovered, regardless of any "fuel" remaining.<br />
<br />
If under the [[rain]] and unroofed, it consumes an additional {{Icon Small|wood}} 0.0006 wood per {{Ticks|1}}, or {{#expr: 2+ (0.0006*60000)}} wood per day. It therefore lasts for {{#expr:24*20/(2+ (0.0006*60000)) round 2}} hours if in constant rain.<br />
<br />
== Analysis ==<br />
?<br />
Doesn't take a tile, produces less light, consumes the same wood/time. <br />
<br />
== Styles ==<br />
{{Ideology|section=true}}<br />
[[Ideoligion]]s allow the selection of styles which then change the texture of the certain items and buildings when constructed by the colony. These style variants can be crafted if the colony has the selected style, or can be looted from raiders from factions with the requisite style.<br />
<!--<br />
<gallery><br />
Torch lamp.png|Base Variant<br />
Morbid torch lamp.png|Morbid Variant<br />
Totemic torch lamp.png|Totemic Variant<br />
Spikecore torch lamp.png|Spikecore Variant<br />
Rustic torch lamp.png|Rustic Variant<br />
</gallery><br />
<gallery><br />
Torch lamp unlit.png|Base Variant Unlit<br />
Morbid torch lamp unlit.png|Morbid Variant Unlit<br />
Totemic torch lamp unlit.png|Totemic Variant Unlit<br />
Spikecore torch lamp unlit.png|Spikecore Variant Unlit<br />
Rustic torch lamp unlit.png|Rustic Variant Unlit<br />
</gallery><br />
--><br />
== Version history ==<br />
* ?<br />
<br />
{{Nav|furniture|wide}}<br />
[[Category:Furniture]] [[Category:Lamp]]</div>Harakonihttps://rimworldwiki.com/wiki/TextbookTextbook2024-03-16T11:07:42Z<p>Turnovus: /* Summary */ As of unstable build 1.5.4039, aptitudes are no longer considered when checking if pawns have exceeded the book's skill cap. Also, it appears that non-genetic aptitudes will be present in Anomaly.</p>
<hr />
<div>{{rwbox<br />
|nocat=true<br />
|type=warning<br />
|text=Note: This page is made in preparation of the release of Version 1.5 to facilitate edits by new editors. It cannot be held as representative of the content until release allows for confirmation, nor is it intended to speculate. Please verify all page information before removing this banner.}}<br />
{{Infobox main|exotic<br />
<br />
| set property = false <!-- Remove when 1.5 goes live and content confirmed --><br />
<br />
| name = Textbook<br />
| image = Textbook.png<br />
| description = A book which focuses on teaching skills.<br />
<!-- Base Stats --><br />
| type = Exotic item<br />
| type2 = Book<br />
| hp = 60<br />
| deterioration = 5<br />
| marketvalue = 160<br />
| mass base = 0.5<br />
| flammability = 1<br />
| stack limit = 1<br />
| rotatable = true<br />
<!-- Technical --><br />
| defName = TextBook<br />
<!-- Unused --><br />
| always haulable = true<br />
| draw gui overlay = true<br />
| graphic class = Graphic_Single<br />
| parent name = BookBase<br />
| selectable = true<br />
| use hit points = true<br />
}}<br />
'''Textbooks''' are items that provide [[recreation]] while increasing [[skill]]s.<br />
<br />
== Acquisition ==<br />
Textbooks, like all books, can be purchased from [[Trade#Caravan|trade caravan]]s, [[orbital trader]]s and [[faction base]]s, or earned through [[quest]]s.<br />
<br />
When starting a new game, there is a chance for your starting colonists to carry books as [[possessions]] based on their [[trait]]s or [[backstory]].<br />
<br />
== Summary ==<br />
Textbooks can be read by colonists as a [[recreation]] activity, with a [[recreation power]] of 100%. All books will also train [[intellectual]] at a rate of 250 XP per in-game hour.<br />
<br />
Each textbook has one or more associated [[skill]]s. Colonists who read the book will gradually gain experience in those skills. The rate at which experience is gained and the maximum level to which the skill can be improved are both determined by the [[quality]] of the textbook. It is also modified by the [[passion]]s and [[Global Learning Factor]] of the colonist. The skill limit is checked against the colonist's learned skill level, and does not account for skill offsets from aptitudes given by traits, health conditions, or [[Genes#Aptitudes|genes]]{{BiotechIcon}}.<br />
<br />
It is possible to order colonists to prioritize high-quality textbooks or textbooks with specific skills by adjusting reading policies in the [[assign]] tab. It is also possible to order your colonists to only read textbooks, if you prefer to focus on skill-building.<br />
<br />
Textbooks have a 25% chance of generating with two skills instead of one. Reading the book will train both skills at the same time, but the amount of XP provided for both skill will be divided by 1.6.<br />
<br />
Colonists will try to avoid reading textbooks that they cannot learn anything from, unless no better book is available.<br />
<br />
{| class="wikitable"<br />
|+ Effects of Quality on Reading<br />
|-<br />
! rowspan=2 | Quality !! colspan=2 | XP Rate !! rowspan=2 | Max level<br />
|-<br />
! 1 skill !! 2 skills<br />
|-<br />
! Awful<br />
| 125 / Hour || 78 / Hour || 2<br />
|-<br />
! Poor<br />
| 188 / Hour || 117 / Hour || 5<br />
|-<br />
! Normal<br />
| 250 / Hour || 156 / Hour || 8<br />
|-<br />
! Good <br />
| 312 / Hour || 195 / Hour || 10<br />
|-<br />
! Excellent <br />
| 375 / Hour || 234 / Hour || 12<br />
|-<br />
! Masterwork <br />
| 438 / Hour || 273 / Hour || 14<br />
|-<br />
! Legendary <br />
| 500 / Hour || 312 / Hour || 16<br />
|}<br />
<br />
Like any other book, textbooks will also train [[intellectual]] at a rate of 0.1 XP per {{Ticks|1}}, or 250 XP per in-game hour, in addition to the skills that the textbook generated with. This is calculated separately from the textbook's specific skills, and there is no soft limit to how high intellectual can be trained this way. However, this XP is gained at a fixed rate, and is not affected by the passions or learning rate of the pawn, quality of the book or the [[reading bonus]] of the room.<br />
<br />
All books can be efficiently stored in [[bookcase]]s, allowing them to provide a bonus to any reading and [[research]] activities taking place within the same room. Each book stored in a nearby bookcase will increase the rate at which XP is gained from reading textbooks.<br />
<br />
When reading for recreational purposes, colonists will choose which books to read at random. You can use the [[assign]] tab to specify which types of book a colonist is allowed to read, but you cannot assign a colonist to read any one specific book automatically.<br />
<br />
You can manually force a colonist to read a specific book by selecting the colonist, right-clicking either the book itself or the bookcase containing it, then issuing the "read" command. The colonist will then read the target book for an hour before putting it away.<br />
<br />
== Analysis ==<br />
Textbooks are generally an excellent way of raising the skills of your colonists, and they easily outclass other forms of recreation in this regard. For reference, a [[billiards table]] will provide 0.004 [[shooting]] XP per {{Ticks|1}}, for a learning rate of 10 XP per hour.<br />
<br />
However, it should be noted that textbooks are the only recreation source with a maximum skill limit. An awful-quality textbook will train shooting faster than a billiards table only if the reader has a skill level below 2, and is utterly ineffective otherwise.<br />
<br />
Textbooks that teach the [[shooting]] and [[melee]] skills are highly valuable, as colony defense remains an important concern for all colonists at all times. [[Medical]] is another high-priority skill, as hacing a large number of skilled doctors in your colony will increase the chances of recovering survivors from a hostile raid. Textbooks teaching other skills are also valuable for training up new recruits with low skills, or re-specializing colonists with nothing better to do.<br />
<br />
More niche skills like [[artistic]] and [[intellectual]] are not as desirable for textbooks. These skills are usually only practiced by a few specialists within the colony, and can easily be trained while performing the relevant work.<br />
<br />
Textbooks with 2 skills provide a higher cumulative amount of XP, but less XP per skill. This generally makes dual-skill textbooks more valuable for raising skills overall, and single-skill textbooks more useful for raising a specific skill.<br />
<br />
== Version history ==<br />
?<br />
<br />
{{Nav/questitems}}</div>Turnovushttps://rimworldwiki.com/wiki/BooksBooks2024-03-16T08:13:00Z<p>Turnovus: /* Summary */ Add details about autonomous book selection.</p>
<hr />
<div>{{rwbox<br />
|nocat=true<br />
|type=warning<br />
|text=Note: This page is made in preparation of the release of Version 1.5 to facilitate edits by new editors. It cannot be held as representative of the content until release allows for confirmation, nor is it intended to speculate. Please verify all page information before removing this banner.}}<br />
<br />
'''Books''' are a category of items with similar mechanics that provide recreation and additional bonuses. There are four types of book:<br />
* {{Icon small|Novel}} [[Novel]]<br />
* {{Icon small|Textbook}} [[Textbook]]<br />
* {{Icon small|Schematic}} [[Schematic]]<br />
* {{Icon small|Tome}} [[Tome]]{{AnomalyIcon}}<br />
<br />
== Summary ==<br />
Books come in three different forms: novels, textbooks, and schematics. They can be read by colonists for recreation purposes, as long as the colonist is not blind ([[sight]] capacity above 0%).<br />
<br />
Each type of book has some form of secondary effect when read. Additionally, reading any book will train [[intellectual]] at a rate of 0.1 XP per {{Ticks|1}}, or 250 XP per in-game hour.<br />
<br />
Books can be placed in bookcases to provide a [[reading bonus]] to a room.<br />
<br />
[[Children]]{{BiotechIcon}} will sometimes want to read books to fulfill their [[learning]] need.<br />
<br />
=== Selection ===<br />
Colonists will only read books that are allowed by their reading policy. These policies can be configured and assigned via the [[assign]] tab.<br />
<br />
When choosing a book to read, colonists will consider the benefits of available books, and will try to avoid books that are not useful to them. This includes textbooks that teach [[skills]] the colonist is incapable of, and schematics for completed [[research]] projects.<br />
<br />
=== Recreation ===<br />
Colonists can read books to gain "Reading" [[recreation]]. All books have an inherent [[recreation power]] of 1, placing them on par with the [[chess table]] and [[horseshoes pin]], but behind more advanced diversions such as the [[billiards table]], [[poker table]], or any form of [[television]].<br />
<br />
Unlike most forms of recreation, the recreational effectiveness of books can be affected by external factors, as the rate at which recreation is gained is multiplied by the room's [[reading bonus]]. Additionally, [[novel]]s gain a large multiplier on recreation based on their [[quality]].<br />
<br />
=== Assignment ===<br />
{{Image Wanted|reason=Screenshot of the reading policy window, including the skill selection filters.}}<br />
You can choose which types of books colonists read by configuring their reading policy in the [[assignment]] tab. Policies can control what types of books colonists are allowed to read, the minimum and maximum [[quality]] of the books allowed, and which [[skills]] colonists should prioritize when selecting textbooks.<br />
<br />
== Textbooks ==<br />
Pawns can read textbooks in order to increase their skills. The quality of the book determines their XP gain per hour. This is modified depending on whether the book teaches one or two skills (when teaching two skills the number seems to be divided by 1.6). <br />
<br />
Awful: 125 XP / hour (max level 2)<br />
Poor: 188 XP / hour (max level 5)<br />
Normal: 250 XP / hour (max level 8)<br />
Good: 312 XP / hour (max level 10)<br />
Excellent: 375 XP / hour (max level 12)<br />
Masterwork: 438 XP / hour (max level 14)<br />
Legendary: 500 XP / hour (max level 16)<br />
<br />
== Novels ==<br />
<br />
Novels have a recreation gain multiplier. They will fulfull the pawn's need for recreation faster.<br />
<br />
Awful: recreation gain multiplier x120%<br />
Poor: recreation gain multiplier x140%<br />
Normal: recreation gain multiplier x160%<br />
Good: recreation gain multiplier x180%<br />
Excellent: recreation gain multiplier x200%<br />
Masterwork: recreation gain multiplier x225%<br />
Legendary: recreation gain multiplier x250%<br />
<br />
== Schematics == <br />
<br />
Schematics increase the research point to a certain research. It seems that only schematics can be found for unresearched research (please confirm). When two topics are touched the points gained per topic is lowered. <br />
<br />
Awful: 20 / hour<br />
Poor: 30 / hour<br />
Normal: 40 / hour<br />
Good: 50 / hour <br />
Excellent: 60 / hour<br />
Masterwork: 70 / hour<br />
Legendary: 80 / hour<br />
<br />
== Tomes ==<br />
{{Anomaly|Section=1}}<br />
?</div>Erik111erikhttps://rimworldwiki.com/wiki/CouchCouch2024-03-14T12:22:06Z<p>Harakoni: </p>
<hr />
<div>{{rwbox<br />
|nocat=true<br />
|type=warning<br />
|text=Note: This page is made in preparation of the release of Version 1.5 to facilitate edits by new editors. It cannot be held as representative of the content until release allows for confirmation, nor is it intended to speculate. Please verify all page information before removing this banner.}}{{infobox main|furniture|<br />
<br />
| set property = false <!-- Remove when 1.5 goes live and content confirmed --><br />
<br />
<br />
| name = Couch<br />
| image = Couch.png<br />
| description = A large double-wide seat which is cushioned for maximum comfort. Perfect for a luxurious rec room or a homey reading nook.<br />
| type = Building<br />
| type2 = Furniture<br />
| placeable = true<br />
| path cost = 30<br />
| blockswind = false<br />
| cover = 0.4<br />
| minifiable = true<br />
| size = 2 ˣ 1<br />
| mass base = 70<br />
| flammability = 1<br />
| hp = 160<br />
| sell price multiplier = 0.7<br />
| beauty = 8<br />
| comfort = 0.85<br />
| terrain affordance = light<br />
| research = Complex furniture<br />
| skill 1 = Construction<br />
| skill 1 level = 5<br />
| work to make = 20000<br />
| stuff tags = Fabric, Leathery<br />
| resource 1 = Stuff<br />
| resource 1 amount = 200<br />
| has quality = True<br />
}}<br />
'''Couches''' are a type of [[furniture]] up to two colonists can sit on at a time. <br />
<br />
== Acquisition ==<br />
{{Acquisition}}<br />
<br />
== Summary ==<br />
Couches are a form of seating. You need a seat in order to eat at a [[table]], play at a [[chess table]] or [[poker table]], or watch [[television]]. While sitting on a couch, comfort increases. They can also be placed in front of most [[production]] benches for comfort purposes.{{Check Tag|Verify}} The orientation of the couch does not matter for any reason.{{Check Tag|Verify}}<br />
<br />
Like other [[furniture]], they are not subject to [[deterioration]].<br />
<br />
=== Comfort ===<br />
[[Comfort]] is a measure of how high a pawn can refill their comfort meter while using the piece of furniture. A pawn sitting in a chair with a higher comfort value can achieve a higher level. It does not affect the rate at which comfort increases only the maximum level. Comfort levels over 100% have no additional effect.<br />
Comfort varies by [[quality]] but not material. Couches of the same quality level will all have the same comfort, regardless of what they're constructed from.<br />
{{Comfort Quality Table}}<br />
<br />
== Analysis == <br />
More comfortable than armchairs, and cheaper in mats and time per person sitting. See other chair pages to get idea of what else goes here.<br />
<br />
{{Building Stats Table}}<br />
<br />
== Version history ==<br />
?<br />
<br />
{{Nav|furniture|wide}}<br />
<br />
[[Category:Furniture]] [[Category:Chair]]</div>Harakonihttps://rimworldwiki.com/wiki/Modding_Tutorials/RimWorld_1.5_Mod_UpdatesModding Tutorials/RimWorld 1.5 Mod Updates2024-03-13T19:31:14Z<p>Aelanna: /* General Tips */</p>
<hr />
<div>{{DISPLAYTITLE:RimWorld 1.5 Mod Updates}}<br />
<br />
{{BackToTutorials}}<br />
<br />
'''NOTICE''': This is a repository of information for mod developers based on changes datamined from the unstable release for RimWorld 1.5. Information here should be considered non-final as features may change between now and launch. '''THERE MAY BE ANOMALY SPOILERS HERE.'''<br />
<br />
For questions and clarifications, please come visit us at the #mod-development channel on the [https://discord.gg/rimworld RimWorld Discord server].<br />
<br />
== General Tips ==<br />
<br />
If you are updating a mod between RimWorld versions for the first time:<br />
<br />
# Update your supportedVersions in your About.xml<br />
# Try to recompile your assemblies. <del>Use the actual game files as a reference instead of Kraf's Nuget until it can be updated.</del> You can use the preview version of Kraf's RimWorld Nuget now. Address any issues that come up.<br />
# Try to load your mod. Work the error list top to bottom.<br />
# Check your mod functionality. This is a great time to create a functionality checklist for future updates if you haven't made one already!<br />
# '''REMEMBER TO CHECK BACK AFTER ACTUAL RELEASE.''' - The game can still change between now and the actual release, and the Anomaly DLC may introduce new content with incompatibilities. Don't assume that working against the unstable version means it will work fine after full release!<br />
<br />
== Furniture and Buildings ==<br />
* There is a wall lamp in vanilla now. Where were you when the RimWorld changed forever? BuildingProperties has an isAttachment flag to support wall mounted items<br />
* Vanilla has a hidden conduit now as well.<br />
* Building_MultiTileDoor - used for ornate doors<br />
* Dialog_Rename has been changed to an abstract generic that works against IRenamable, look at Dialog_RenameArea for example<br />
* ShelfBase has been separated into StorageShelfBase and BookcaseBase<br />
* New haulable interface: IHaulEnroute -> allows for multiple pawns to haul to the same destination. Vanilla now allows multiple pawns to haul materials to a building blueprint/frame for example<br />
<br />
== Things ==<br />
* Thing.Draw is gone, now Thing.DynamicDrawPhase. Projectiles now using DrawAt<br />
* MapMeshFlags is now a Def<br />
* RimWorld.HiddenItemsManager for undiscovered items along with <hiddenWhileUndiscovered> tag. Undiscovered items won't show up in storage settings<br />
<br />
== Pawns ==<br />
* PawnRenderer has been completely overhauled, more details pending.<br />
** PawnRenderTree<br />
** RenderNodes<br />
** RenderNodeWorkers<br />
* Dynamically rendered items are now handled in PawnRenderUtility.DrawEquipmentAndApparelExtras instead of PawnRenderer itself<br />
* ApparelProperties have been dramatically changed<br />
** new: <renderSkipFlags>, <drawData>, <parentTagDef><br />
** removed: <hatRenderedFrontOfFace>, <hatRenderedAboveBody>, <hatRenderedBehindHead>, <shellRenderedBehindHead>, <forceRenderUnderHair>, <coversHeadMiddle>, <shellCoversHead>, <countsAsMaskForBreathing><br />
* Human BodyDef has been altered<br />
** Tongue coverage changed from 0 to 0.001<br />
** New tags added for eyes<br />
** flipGraphic tag added to left eye, left ear, left shoulder, clavicle, left arm, left hand<br />
* BodyPartDefs now have an <executionPartPriority> value to determine destruction order when a pawn is executed.<br />
** ExecutionUtility.ExecuteCutPart has been modified to use this value instead of a hardcoded list of parts<br />
* "Mirrored" tag has been added to many body parts<br />
* Traits have a possessions field under <degreeDatas> list items now, which allows colonists with the specified traits to grant extra items during new game startup<br />
* Backstories have had <baseDesc> removed and now use <description>. Skills now use custom XML parsing<br />
** Useful search and replace regexes: <code><li>\s*<key>(.*)</key>\s*<value>(.*)</value>\s*</li></code> → <code><$1>$2</$1></code><br />
* Corpse Defs now have the <race> props copied over from their source race. This can cause false positives if you previously only used def.race != null to check if a ThingDef was a race; you should also check !def.IsCorpse now<br />
* FleshTypeDef now has a <isOrganic> flag. This is now used by RaceProperties.IsFlesh instead of hardcoding against mechs.<br />
* Backstory-Possessions are now populated as "PossessionThingDefCountClass" instead of "BackstoryThingDefCountClass" during pawn generation<br />
* RaceProperties changes<br />
** deathActionWorkerClass is now deathAction, which is a DeathActionProperties object for better caching<br />
** <doesntMove><br />
** <renderTree> - new PawnRenderTreeDef<br />
** <startingAnimation> new AnimationDef<br />
** <linkedCorpseKind> - Allows a race to use the corpse from another race<br />
** <canOpenFactionlessDoors><br />
** <alwaysAwake><br />
** <alwaysViolent><br />
** <isImmuneToInfection><br />
** <bleedRateFactor> - default 1.0<br />
** <canBecomeShambler> - defaults to false<br />
** <disableIgniteVerb> - disallows this race from setting buildings on fire when hostile<br />
** <detritusLeavings> - list of possible things to spawn when a member of this race dies<br />
** <overrideShouldHaveAbilityTracker> - if set to true, creates an abilitytracker for his race even if it isn't humanlike or mechanoid<br />
** ShouldHaveAbilityTracker property - reads the above field in addition to Humanlike and IsMechanoid<br />
** <hasMeat> - if set to false, no meat def is generated for this race. (no more tank meat? heresy~)<br />
** <hasCorpse> - if set to false, then no corpse is generated for this race<br />
** <corpseHiddenWhileUndiscovered> - if set to true, then the corpse does not come up in lists until you see one. possibly used by many anomalies?<br />
** <soundMoving> - new field<br />
** Animal property now checks !IsAnomalyEntity (in addition to checking !ToolUser && IsFlesh)<br />
** <bloodDef> will no longer default to Filth_Blood if left blank. Pawns with no bloodDef will not show bleeding on the health tab, cannot bleed to death, and generate no filth when injured.<br />
* Pathfinding changes<br />
** Pawn.TicksPerMoveCardinal, Pawn.TicksPerMoveDiagonal, and Pawn_PathFollower.CostToMoveIntoCell have been refactored from int to float.<br />
<br />
== MapDrawer ==<br />
* MapMeshFlag enum has been removed in favor of MapMeshFlagDef, which provides an `index` value which represents the replaced enum value. All enum values have been moved to the MapMeshFlagDefOf for ease of use.<br />
<br />
== Manhunters ==<br />
* Manhunter classes have been renamed to "AggressiveAnimals": <br />
** ManhunterPackIncidentUtility -> AggressiveAnimalIncidentUtility<br />
** IncidentWorker_ManhunterPack -> IncidentWorker_AggressiveAnimals<br />
<br />
== Misc ==<br />
* StatDef new fields:<br />
** <offsetLabel><br />
** <showOnEntities> (default true)<br />
** <showOnNonPowerPlants> (default true)<br />
** <overridesHideStats> (default false)<br />
** <displayMaxWhenAboveOrEqual> (default false)<br />
** OffsetLabel (property)<br />
** OffsetLabelCap (property) -> currently only used in CompFacility.CompInspectStringExtra<br />
* Apparel stat changes<br />
** StatPart_ApparelStatOffset renamed to StatPart_GearStatOffset<br />
** Added StatPart_GearStatFactor<br />
* ResearchTabDef new fields:<br />
** <generalTitle> (default "") - Sets the yellow text at the top of the tab's tooltip.<br />
** <generalDescription> (default "") - Sets the white text in the body of the tab's tooltip.<br />
** <visibleByDefault> (default true) - Appears to hide info about the tab until minMonolithLevelVisible is met.<br />
** <minMonolithLevelVisible> (default -1) - Something to do with Anomaly.<br />
** <tutorTag> (default null) - Used to highlight research tabs during learning helper lessons.<br />
* CompUseEffect<br />
** Virtual method CanBeUsedBy has changed its signature. Old: <code>bool CanBeUsedBy(Pawn, out string)</code> New: <code>AcceptanceReport CanBeUsedBy(Pawn)</code><br />
<br />
== Class migrations ==<br />
* Verse -> RimWorld<br />
** IngredientValueGetter<br />
* Verse -> LudeonTK<br />
** DebugActionAttribute AKA [DebugAction]<br />
** DebugActionNode<br />
** DebugActionType<br />
** A lot of other debug-related classes.<br />
<br />
== About.xml ==<br />
* <modIconPath IgnoreIfNoMatchingField="True">UI/YourModIconpath</modIconPath> for icons on the save loading screen. Rendered as 32x32. Path points to the Textures folder.<br />
<br />
== DLC Dependency changes ==<br />
* Skulls<br />
** The skull ThingDef has been migrated from Ideology to Core.<br />
** The "extract skull" DesignationDef, WorkGiverDef, and JobDef have been migrated to Core. It still requires the correct Ideology precept or a new Anomaly research to be unlocked.<br />
* StatDef migrations<br />
** The following stats have been migrated from the data files for Biotech, to the files for Core. They no longer require any DLC to be usable.<br />
*** Stats_Pawns_Combat<br />
**** MeleeDamageFactor<br />
**** RangedCooldownFactor<br />
**** StaggerDurationFactor<br />
*** Stats_Pawns_General<br />
**** '''These changes were apparently regressed at some point. These stats now require either Biotech or Anomaly.'''<br />
**** <s>MechStatBase (Abstract)</s><br />
**** <s>EMPResistance</s><br />
* Apparel<br />
** Robes have been migrated from Ideology to Core. They can now be crafted without any DLCs active.</div>Aelannahttps://rimworldwiki.com/wiki/Modding_Tutorials/DefsModding Tutorials/Defs2024-02-10T22:48:58Z<p>Aelanna: </p>
<hr />
<div>{{DISPLAYTITLE:XML Defs}}<br />
<br />
{{BackToTutorials}}<br />
<br />
{{:Modding_Tutorials/Under_Review}}<br />
<br />
XML Definitions (or just "Defs") are used to add new content to RimWorld. This includes weapons, apparel, equipment, animals, mechs, plants, and many other things.<br />
<br />
==Folder Location==<br />
<br />
Defs are placed in XML files in the <code>Defs</code> folder of the [[Modding_Tutorials/Mod_Folder_Structure|standard mod folder structure]]. The exact paths and file names do not matter except for LoadFolders loading within your own mod; you can name and organize your files however you want for your own organization.<br />
<br />
You can also find vanilla's Defs in <code>[your Steam folder]\common\RimWorld\Data</code>. You can and should reference vanilla Defs as templates and examples when creating your own. Loading the Data folder into the code editor or IDE workspace of your choice for faster searching is also strongly recommended.<br />
<br />
==XML Tutorials==<br />
<br />
The following are step-by-step tutorials for creating basic content mods.<br />
<br />
Basic Tutorials:<br />
* [[Modding_Tutorials/Basic_Melee_Weapon|Basic Melee Weapon]] - How to create a basic melee weapon with a texture mask<br />
* [[Modding_Tutorials/Basic_Ranged_Weapon|Basic Ranged Weapon]] - How to create a basic ranged weapon with custom sound effects<br />
* [[Modding_Tutorials/Basic_Plant|Basic Plant]] - How to create a custom plant with both a cultivated and wild variant<br />
* Custom Animal (Upcoming)<br />
* Simple Building (Upcoming)<br />
* Custom Workbench (Upcoming)<br />
* Custom Drug (Upcoming)<br />
<br />
Advanced Tutorials:<br />
* Custom Faction (Upcoming)<br />
* Custom Culture (Upcoming)<br />
* Custom Trader Type (Upcoming)<br />
<br />
==Creating Custom Defs==<br />
<br />
(Placeholder)<br />
<br />
==Referencing Defs from C#==<br />
<br />
(Placeholder)</div>Aelannahttps://rimworldwiki.com/wiki/Modding_Tutorials/TexturesModding Tutorials/Textures2024-02-10T21:00:08Z<p>Aelanna: </p>
<hr />
<div>{{DISPLAYTITLE:Mod Textures}}<br />
<br />
{{BackToTutorials}}<br />
<br />
{{:Modding_Tutorials/Under_Review}}<br />
<br />
(Work in progress) This is a guide for creating and adding textures to RimWorld mods.<br />
<br />
== Creating Mod Textures ==<br />
<br />
As a Unity application, RimWorld is capable of loading textures using a variety of formats. Most textures used in mods are PNG files, but RimWorld is also capable of loading JPG, PSD, and even DDS with the appropriate mods installed.<br />
<br />
# While RimWorld's vanilla textures are drawn in a vector style, most vanilla textures are not actually vector graphics. Use whichever technique is easier for you!<br />
# RimWorld texture resolutions are independent of their draw size in-game. Most vanilla textures use a resolution of 64 pixels per tile, but most mod artists use a resolution of 128 or 256 PPT. Using a higher resolution is possible, but RimWorld texture compression and default zoom levels will render such high resolutions excessive. Textures that are too large will also take up a lot more VRAM, and RimWorld will simply crash if the GPU's VRAM is filled.<br />
# It is strongly recommended that you reference vanilla textures when creating mod textures. Ludeon publishes an [https://www.dropbox.com/sh/mz6zjq3f1d654f3/AACX_OMdBG_J78hF2Ph-HzM3a?e=1&dl=0|Official RimWorld Art Source] that contains almost all vanilla and DLC textures for modders to reference for this purpose.<br />
# Textures should be placed in the Textures folder of the [[Modding_Tutorials/Mod_Folder_Structure|mod folder structure]]. Note that all textures from all mods are loaded into the same content loader, thus it is strongly recommended that you either prefix your texture names or place them in a uniquely named folder to minimize the chance of colliding with another mod.<br />
# Texture resolution begins in the Textures folder. Thus if you have a texture that is placed in <code>Textures/MyMod/MyTexture.png</code>, then the path you need to use to reference it would be <code>MyMod/MyTexture</code>.<br />
<br />
== Texture Masking ==<br />
<br />
(Placeholder)<br />
<br />
== Building Textures ==<br />
<br />
It is recommended that you create building textures against a tile grid appropriate for the size of building you're trying to make, as it is easier to define draw size this way. Centering the texture against the canvas also ensures that you do not have to mess with draw offsets to make it align properly.<br />
<br />
The following is a sample texture for a 2x2 table against a 3x3 canvas.<br />
[[File:SampleBuilding2x2.png|none|border]]<br />
<br />
== Apparel Textures ==<br />
<br />
By default, headwear and body apparel textures are overlaid 1:1 onto heads and bodies, respectively. Thus, it is strongly recommended that you start with a vanilla body or apparel texture as a template. (Please see above for the official art source.)<br />
<br />
Headwear requires a minimum of 3 textures, one each for south, north, and east facings. A west facing is optional; RimWorld will mirror your east texture if none is provided, so you only need to provide one for asymmetric apparel or if you want the west texture to be different from the east texture. An additional texture can be used to represent the apparel on the ground, thus a total of 3+1 textures is recommended for headwear, 6+2 if you use texture masks.<br />
<br />
Body apparel has the same texture usage, but for each of the 5 vanilla body types (male, female, thin, hulk, and fat) for a total of 15+1 textures or 30+2 with texture masks.<br />
<br />
Utility packs such as tox gas canisters can be set to render using a single texture but with offsets based on body type. This only works for utility-slot items and has the same texture requirements as headwear (3+1, or 6+2 with masks).</div>Aelannahttps://rimworldwiki.com/wiki/StunStun2024-01-27T13:18:16Z<p>Harakoni: Created page with "{{Stub|section=1|reason=Do page - Stun can be Psycasts#Stun, melee attack stun, EMP stun.}} {{Disambiguation}}"</p>
<hr />
<div>{{Stub|section=1|reason=Do page - Stun can be [[Psycasts#Stun]], melee attack stun, [[EMP]] stun.}}<br />
<br />
{{Disambiguation}}</div>Harakonihttps://rimworldwiki.com/wiki/Modding_Tutorials/LocalizationModding Tutorials/Localization2024-01-21T01:32:21Z<p>Aelanna: /* Keyed */</p>
<hr />
<div>{{DISPLAYTITLE:Localization}}<br />
<br />
{{BackToTutorials}}<br />
<br />
(This is a stub page and needs to be more fleshed out.)<br />
<br />
[https://en.wikipedia.org/wiki/Internationalization_and_localization Localization] refers to the process of translating game text for different languages as well as presenting information in a format that is more natural to different countries and regions.<br />
<br />
== Language Files ==<br />
<br />
Language files should be placed into the <code>Languages</code> folder of your mod like so:<br />
<br />
<source><br />
Mods<br />
└ MyModFolder<br />
└ Languages<br />
├ English<br />
│ ├ DefInjected<br />
│ ├ Keyed<br />
│ └ Strings<br />
├ French (Français)<br />
├ German (Deutsch)<br />
└ etc.<br />
</source><br />
<br />
Please see the [[Modding_Tutorials/Mod_Folder_Structure|Mod Folder Structure]] guide for more information about mod folders.<br />
<br />
=== <code>DefInjected</code> ===<br />
<br />
<code>DefInjected</code> XML files are used to translate fields in XML Defs. <br />
<br />
<source><br />
Mods<br />
└ MyModFolder<br />
└ Languages<br />
└ English<br />
└ DefInjected<br />
├ ThingCategoryDef<br />
├ ThingDef<br />
│ └ AnyFileName.xml<br />
└ etc.<br />
</source><br />
<br />
The folders inside of the <code>DefInjected</code> folder should match the Def type of the Def you are trying to translate. Thus, translations for ThingDefs must be inside the <code>ThingDef</code> folder.<br />
<br />
DefInjected XML files have <code>LanguageData</code> as their root tag, and individual nodes within them should match the XML structure of the tags you are trying to translate. For example, the below file is the French translation file <code>Alcohol_Beer.xml</code>. To target the <code>label</code> tag of the Beer ThingDef, the tag name should be <code>Beer.label</code>.<br />
<br />
<source lang="xml"><br />
<?xml version="1.0" encoding="UTF-8"?><br />
<LanguageData><br />
<br />
<!-- EN: beer --><br />
<Beer.label>bière</Beer.label><br />
<!-- EN: The first beverage besides water ever consumed by mankind. Beer can taste good, but its main effect is intoxication. Excessive consumption can lead to alcohol blackouts and, over time, addiction. --><br />
<Beer.description>Mise à part l'eau, la première boisson consommée par l'humanité. La bière est bonne, mais peut être toxique. Une consommation excessive peut rendre dépendant.</Beer.description><br />
<!-- EN: Drink {0} --><br />
<Beer.ingestible.ingestCommandString>Boire {0}</Beer.ingestible.ingestCommandString><br />
<!-- EN: Drinking {0}. --><br />
<Beer.ingestible.ingestReportString>Boit {0}.</Beer.ingestible.ingestReportString><br />
<!-- EN: bottle --><br />
<Beer.tools.bottle.label>bouteille</Beer.tools.bottle.label><br />
<!-- EN: neck --><br />
<Beer.tools.neck.label>goulot</Beer.tools.neck.label><br />
<br />
<!-- EN: wort --><br />
<Wort.label>moût</Wort.label><br />
<!-- EN: Un-fermented beer. This substance needs to ferment in a fermenting barrel before it becomes drinkable beer. --><br />
<Wort.description>Bière non fermentée. Elle doit fermenter dans un baril avant de pouvoir être bue.</Wort.description><br />
<br />
</LanguageData><br />
</source><br />
<br />
=== <code>Keyed</code> ===<br />
<br />
Keyed XML files are used to define strings for use in C# code, usually for custom UI. Unlike DefInjected files, these files must be created even for your default language. Using Keyed files is strongly recommended for strings used in custom assemblies, even if you do not plan on doing any translations yourself; if you do not use them then no one else can translate your mod either.<br />
<br />
<source><br />
Mods<br />
└ MyModFolder<br />
└ Languages<br />
└ English<br />
└ Keyed<br />
└ AnyFileName.xml<br />
</source><br />
<br />
Unlike DefInjected files, subfolder and file names for Keyed files do not matter except for your own personal organization. However, similar to Def names, the actual string names themselves should be prefixed as all translation keys from official content as well as mods are combined in memory.<br />
<br />
The following is a snippet from the vanilla <code>Alerts.xml</code> file:<br />
<br />
<source lang="xml"><br />
<?xml version="1.0" encoding="utf-8" ?><br />
<LanguageData><br />
<br />
<ClickToJumpToProblem>Click to jump to problem</ClickToJumpToProblem><br />
<br />
<BreakRiskMinor>Minor break risk</BreakRiskMinor><br />
<BreakRiskMajor>Major break risk</BreakRiskMajor><br />
<BreakRiskExtreme>Extreme break risk</BreakRiskExtreme><br />
<BreakRiskMinorDesc>These colonists are in a poor mood and may have a minor mental break at any time:\n\n{0}</BreakRiskMinorDesc><br />
<BreakRiskMajorDesc>These colonists are in a very poor mood and may have a major mental break at any time:\n\n{0}</BreakRiskMajorDesc><br />
<BreakRiskExtremeDesc>These colonists are critically stressed and may have an extreme (and possibly violent) mental break at any moment:\n\n{0}</BreakRiskExtremeDesc><br />
<BreakRiskDescEnding>Check these colonists' Needs tab to see what's bothering them.\n\nTo make colonists feel better, you can do things like make them fancy meals, give them more recreation hours per day and nicer recreation objects, place them in beautiful environments, have them drink and smoke, and much more.</BreakRiskDescEnding><br />
<br />
<!-- many more keys omitted --><br />
</LanguageData><br />
</source><br />
<br />
The following is a snippet from a mod's Keyed files, showing string keys with a prefix for uniqueness:<br />
<br />
<source lang="xml"><br />
<?xml version="1.0" encoding="utf-8" ?><br />
<LanguageData><br />
<br />
<ARR_UsePotionOn>Use {0} on...</ARR_UsePotionOn><br />
<ARR_DetoxifyAmount>{0}%</ARR_DetoxifyAmount><br />
<br />
<ARR_ToxicShock>Alchemical Shock</ARR_ToxicShock><br />
<ARR_ToxicShockText>{PAWN_nameDef} has gone into alchemical shock from ingesting too many potions! This will render them unconscious and can last up to half a day.</ARR_ToxicShockText><br />
<br />
</LanguageData><br />
</source><br />
<br />
==== Using Keyed Strings in C# ====<br />
<br />
Keyed strings can be used from C# by using the Verse.Translator.Translate() extension method like so:<br />
<br />
<source lang="cs"><br />
string translatedString = "ClickToJumpToProblem".Translate();<br />
</source><br />
<br />
If the specified key cannot be found, then the key itself will be shown. If Dev Mode is enabled, this will come out as glitched text to make them easier to notice and fix.<br />
<br />
==== String Arguments ====<br />
<br />
String arguments can be used to inject values into key strings. The simplest way of using arguments is by using indexed arguments like so:<br />
<br />
<source lang="xml"><br />
<?xml version="1.0" encoding="utf-8" ?><br />
<LanguageData><br />
<Example_KeyString>Current Class: Level {0} {1} ({2}%)</Example_KeyString><br />
</LanguageData><br />
</source><br />
<br />
Strings to be injected into those indexed tokens can be added using arguments to the Translate() method:<br />
<br />
<source lang="cs"><br />
int level = 4;<br />
string className = "Rogue";<br />
float levelProgress = 96f;<br />
string translatedString = "Example_KeyString".Translate(level.ToString("N0"), className, levelProgress.ToString("F1"));<br />
</source><br />
<br />
The value of <code>translatedString</code> in this case would be <code>Current Class: Level 4 Rogue (96.0%)</code><br />
<br />
(Placeholder) You can also use named arguments in keyed strings. Please check out [[Modding_Tutorials/GrammarResolver|GrammarResolver]] for the time being. (Temporary link until cleanup can happen)<br />
<br />
=== <code>Strings</code> ===<br />
<br />
(Placeholder) Strings files are used to create word lists for RulePackDefs to be used in name and sentence generation.</div>Aelannahttps://rimworldwiki.com/wiki/Trader/Base_Neolithic_StandardTrader/Base Neolithic Standard2024-01-16T22:15:47Z<p>Ickputzdirwech: </p>
<hr />
<div>{{#set:<br />
| Trades Tag = WeaponRanged<br />
| Trades Tag = BasicClothing<br />
| Trades Tag = Clothing<br />
| Trades Tag = Artifact<br />
<br />
| Trades Category = Textiles<br />
| Trades Category = ResourcesRaw<br />
| Trades Category = FoodRaw<br />
| Trades Category = Drugs<br />
| Trades Category = WeaponsMelee<br />
<br />
| Trades Single = Silver<br />
| Trades Single = ComponentIndustrial<br />
| Trades Single = Steel<br />
| Trades Single = WoodLog<br />
| Trades Single = Cloth<br />
| Trades Single = Gold<br />
| Trades Single = Pemmican<br />
| Trades Single = MedicineHerbal<br />
| Trades Single = AnimusStone<br />
<br />
| Trades Slaves = true<br />
<br />
| Buys Tag = Art<br />
| Buys Tag = MusicalInstrument<br />
| Buys Tag = AnimalFarm<br />
| Buys Tag = AnimalPet<br />
<br />
| Sells Tag = AnimalUncommon<br />
| Sells Tag = AnimalExotic<br />
<br />
| Tech level = Neolithic}}<br />
<onlyinclude><br />
This trader buys and sells the following things:<br />
{| {{STDT|sortable c_03}}<br />
! Name !! Price !! Min stock !! Max stock<br />
|-<br />
! [[Silver]]<br />
| ×1 || 800 || 3000<br />
|-<br />
! [[Component]]<br />
| ×2 || 3 || 10<br />
|-<br />
! [[Steel]]<br />
| ×1 || 200 || 300<br />
|-<br />
! [[Wood]]<br />
| ×1 || 500 || 600<br />
|-<br />
! [[Cloth]]<br />
| ×1 || 200 || 300<br />
|-<br />
! [[Gold]]<br />
| ×1 || -40 || 120<br />
|-<br />
! [[Pemmican]]<br />
| ×1 || 500 || 1000<br />
|-<br />
! [[Herbal medicine]]<br />
| ×1 || 15 || 30<br />
|-<br />
! [[Animus stone]] {{RoyaltyIcon}}<br />
| ×1 || -3 || 1<br />
|-<br />
! [[Slave]]<br />
| ×1 || -1 || 2<br />
|}<br />
<br />
This trader buys and sells the following groups of things:<br />
{| {{STDT|sortable c_03}}<br />
! Group /<br/>Trade tag !! Price !! Variety !! Min stock !! Max stock !! Things<br />
|-<br />
! Textiles<br />
| ×1 || 1 - 2 kinds || 300 {{Icon Small|silver}} || 700 {{Icon Small|silver}} || {{#ask: [[Category:Textile]] [[Name::+]] | template = DLC Icons | link = none | sep = ,<nowiki> </nowiki> | sort = From DLC, Name}}<br />
|-<br />
! Raw resources<br />
| ×1 || 3 kinds || 200 {{Icon Small|silver}} || 600 {{Icon Small|silver}} || {{#ask: [[Category:Metal||Wood]] OR [[Name::Jade||Wood]] | template = DLC Icons | link = none | sep = ,<nowiki> </nowiki> | sort = From DLC, Name}}<br />
|-<br />
! Raw food<br />
| ×1 || 3 - 5 kinds || 200 {{Icon Small|silver}} || 800 {{Icon Small|silver}} || {{#ask: [[Category:Raw Food]] [[Name::!~*(fert.)]] | template = DLC Icons | link = none | sep = ,<nowiki> </nowiki> | sort = From DLC, Name}}<br />
|-<br />
! Drugs (neolithic)<br />
| ×1 || 1 - 2 kinds || 400 {{Icon Small|silver}} || 1000 {{Icon Small|silver}} || {{#ask: [[Category:Drug]] [[Tech Level::Neolithic]] | template = DLC Icons | link = none | sep = ,<nowiki> </nowiki> | sort = From DLC, Name}}<br />
|-<br />
! Melee weapons (neolithic)<br />
| ×1 || 2 - 4 kinds || 1 || 3 || {{#ask: [[Category:Melee Weapons]] [[Tech Level::Neolithic]] | template = DLC Icons | link = none | sep = ,<nowiki> </nowiki> | sort = From DLC, Name}}<br />
|-<br />
! Ranged weapons (neolithic)<br />
| ×1 || 2 - 4 kinds || 1 || 1 || {{#ask: [[TradeTags::WeaponRanged]] [[Tech Level::Neolithic]] | template = DLC Icons | link = none | sep = ,<nowiki> </nowiki> | sort = From DLC, Name}}<br />
|-<br />
! Basic clothing (neolithic)<br />
| ×1 || 3 - 9 kinds || 1 || 1 || {{#ask: [[TradeTags::BasicClothing]] [[Tech Level::Neolithic]] | template = DLC Icons | link = none | sep = ,<nowiki> </nowiki> | sort = From DLC, Name}}<br />
|-<br />
! Clothing (neolithic)<br />
| ×1 || 1 - 3 kinds || 1 || 1 || {{#ask: [[TradeTags::Clothing]] [[Tech Level::Neolithic]] | template = DLC Icons | link = none | sep = ,<nowiki> </nowiki> | sort = From DLC, Name}}<br />
|-<br />
! Artifact<br />
| ×1 || 0 - 3 kinds || 1 || 1 || {{#ask: [[TradeTags::Artifact]] | template = DLC Icons | link = none | sep = ,<nowiki> </nowiki> | sort = From DLC, Name}}<br />
|}<br />
<br />
This trader only sells the following things:<br />
{| {{STDT|sortable c_03}}<br />
! Group /<br/>Trade tag !! Price !! Variety !! Min stock !! Max stock !! Things<br />
|-<br />
! Farm and pet animals<br />
| ×1 || 3 - 4 kinds || 2 || 4 || Farm animals: {{#ask: [[TradeTags::AnimalFarm]] | template = DLC Icons | link = none | sep = ,<nowiki> </nowiki> | sort = From DLC, Name}} (mating pairs will be generated for these)<br/>Pet animals: {{#ask: [[TradeTags::AnimalPet]] | template = DLC Icons | link = none | sep = ,<nowiki> </nowiki> | sort = From DLC, Name}}<br />
|}<br />
<br />
This trader only buys the following things:<br />
{| {{STDT|sortable c_03}}<br />
! Group /<br/>Trade tag !! Price !! Things<br />
|-<br />
! Art<br />
| ×1 || {{#ask: [[TradeTags::Art]] | template = DLC Icons | link = none | sep = ,<nowiki> </nowiki> | sort = From DLC, Name}}<br />
|-<br />
! Musical iInstruments<br />
| ×1 || {{#ask: [[TradeTags::MusicalInstrument]] | template = DLC Icons | link = none | sep = ,<nowiki> </nowiki> | sort = From DLC, Name}}<br />
|-<br />
! Uncommon animals<br />
| ×1 || {{#ask: [[TradeTags::AnimalUncommon]] | template = DLC Icons | link = none | sep = ,<nowiki> </nowiki> | sort = From DLC, Name}}<br />
|-<br />
! Exotic animals<br />
| ×1 || {{#ask: [[TradeTags::AnimalExotic]] | template = DLC Icons | link = none | sep = ,<nowiki> </nowiki> | sort = From DLC, Name}}<br />
|-<br />
! Expensive simple<br />
| ×1 || {{Check Tag|???|What things does this include?}}<br />
|}<br />
<br />
</onlyinclude><br />
[[Category:Trade]]</div>Ickputzdirwechhttps://rimworldwiki.com/wiki/Moving_waterMoving water2024-01-14T08:12:45Z<p>Harakoni: Removed redirect to Environment#Moving water</p>
<hr />
<div>'''Moving water''' refers to one of two types of naturally generated terrain that can support a [[watermill generator]] and cannot be pumped away with [[moisture pump]]s. These are:<br />
* [[Shallow moving water]]; and<br />
* [[Chest-deep moving water]]<br />
<br />
{{Disambiguation}}</div>Harakonihttps://rimworldwiki.com/wiki/Sharp_weaponsSharp weapons2024-01-01T15:20:15Z<p>Ickputzdirwech: </p>
<hr />
<div>'''Sharp weapons''' are [[melee weapons]] that inflict mainly [[Damage Types#Stab|stab]] and [[Damage Types#Cut|cut]] [[damage]].<br />
<br />
== Comparison table ==<br />
The following table assumes a baseline human is wielding the weapon.<br />
<br />
<div><li style="display: inline-table;"><br />
{| {{STDT|any}}<br />
! Feature !! Toggle<br />
{{Control Panel|MeleeWeaponsTable|label = [[Material]]}}<br />
|}<br />
</li></div><br />
<div><li style="display: inline-table;"><br />
{| {{STDT|sortable c_06 text-center}}<br />
! colspan="2" rowspan="2" style="vertical-align: middle;" | Name<br />
! style="vertical-align: middle;" rowspan="2" | Material<br />
! colspan="2" style="border:#c56e6c 2px; border-style: none solid none solid;" | Awful <br />
! colspan="2" style="border:#c56e6c 2px; border-style: none solid none solid;" | Poor<br />
! colspan="2" style="border:#c56e6c 2px; border-style: none solid none solid;" | Normal or<br/>no Quality<br />
! colspan="2" style="border:#c56e6c 2px; border-style: none solid none solid;" | Good<br />
! colspan="2" style="border:#c56e6c 2px; border-style: none solid none solid;" | Excellent<br />
! colspan="2" style="border:#c56e6c 2px; border-style: none solid none solid;" | Masterwork<br />
! colspan="2" style="border:#c56e6c 2px; border-style: none solid none solid;" | Legendary<br />
! rowspan="2" style="border:#c56e6c 2px; border-style: none solid none solid;" | Average<br/>cooldown<br />
! rowspan="2" style="vertical-align: middle; border:#c56e6c 2px; border-style: none solid none solid;" | Damage<br/>type {{Ref label|Blunt|A|A}}<br />
! rowspan="2" style="vertical-align: middle;" data-sort-type="number" | Value<br/>in {{Icon Small|silver}}<br />
|-<br />
! style="background-color:#f68a87; border:#c56e6c 2px; border-style: none none none solid;" | {{DPS}} <br />
! style="background-color:#f68a87; border:#c56e6c 2px; border-style: none solid none none;" | {{AP}}<br />
! style="background-color:#f68a87; border:#c56e6c 2px; border-style: none none none solid;" | {{DPS}} <br />
! style="background-color:#f68a87; border:#c56e6c 2px; border-style: none solid none none;" | {{AP}}<br />
! style="background-color:#f68a87; border:#c56e6c 2px; border-style: none none none solid;" | {{DPS}} <br />
! style="background-color:#f68a87; border:#c56e6c 2px; border-style: none solid none none;" | {{AP}}<br />
! style="background-color:#f68a87; border:#c56e6c 2px; border-style: none none none solid;" | {{DPS}} <br />
! style="background-color:#f68a87; border:#c56e6c 2px; border-style: none solid none none;" | {{AP}}<br />
! style="background-color:#f68a87; border:#c56e6c 2px; border-style: none none none solid;" | {{DPS}} <br />
! style="background-color:#f68a87; border:#c56e6c 2px; border-style: none solid none none;" | {{AP}}<br />
! style="background-color:#f68a87; border:#c56e6c 2px; border-style: none none none solid;" | {{DPS}} <br />
! style="background-color:#f68a87; border:#c56e6c 2px; border-style: none solid none none;" | {{AP}}<br />
! style="background-color:#f68a87; border:#c56e6c 2px; border-style: none none none solid;" | {{DPS}} <br />
! style="background-color:#f68a87; border:#c56e6c 2px; border-style: none solid none none;" | {{AP}}<br />
|-<br />
! {{Icon Small|human}}<br />
! style="text-align: left" | Unarmed [[human]]<br />
! –<br />
| data-sort-value="{{#vardefineecho:humanDPS|{{True Melee DPS Calculator|Human}} }}" | –<br />
| data-sort-value="{{#var:trueAP }}" | –<br />
| data-sort-value="{{#var:humanDPS}}" | –<br />
| data-sort-value="{{#var:trueAP }}" | –<br />
| {{#var:humanDPS}}<br />
| {{#var:trueAP}}%<br />
| data-sort-value="{{#var:humanDPS}}" | –<br />
| data-sort-value="{{#var:trueAP }}" | –<br />
| data-sort-value="{{#var:humanDPS}}" | –<br />
| data-sort-value="{{#var:trueAP }}" | –<br />
| data-sort-value="{{#var:humanDPS}}" | –<br />
| data-sort-value="{{#var:trueAP }}" | –<br />
| data-sort-value="{{#var:humanDPS}}" | –<br />
| data-sort-value="{{#var:trueAP }}" | –<br />
| 2 s<br />
| Blunt<br />
| –<br />
{{#ask: [[Category:Sharp Weapons]] [[Mode::Melee]]<br />
| named args = yes<br />
| ?Name = weaponMWT<br />
| format = template<br />
| template = Melee Weapons Table/Material<br />
| limit = 500<br />
| sort = Name<br />
}}<br />
|}<br />
:{{Note label|Blunt|A|A}} All sharp melee weapons come also with (weak) blunt attacks.<br />
:{{Note label|Jade|B|B}} A [[jade knife]] can only be obtained via the Lost tribe scenario; they cannot be crafted nor purchased.<br />
:{{Note label|Ultra|C|C}} These weapons cannot be created by the player, they are able to be obtained through quests and purchasing them from Merchants. All but the [[eltex staff]] come in "[[Persona weapon|persona]]" variants that cannot be wielded by anyone other than the bonded pawn unless it has the "[[Persona weapon#Freewielder|freewielder]]" trait, so make sure you choose a good pawn to use them.<br />
:{{Note label|Plasma|D|D}} These weapons also have a 75% chance to set a pawn on fire. This damage is included in the {{DPS}}.<br />
</li></div><br />
<br />
== Descriptions ==<br />
{{List|Sharp Weapons}}<br />
<br />
[[Category:Melee Weapons|#Sharp weapons]]</div>Ickputzdirwech